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Luciloo

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Posts posted by Luciloo

  1. 2 minutes ago, Alpheus said:

    LW is administered by physical touch only. It can easily burn through thin layers of metal (1’) and cloth, in order to reach

    Is this meant to refer to one inch or one foot of metal?

     

    I also understand the purpose of LW in how it relates to Haelun’orian culture, but reasonably it would eat through different substances at different rates, correct?

  2. 32 minutes ago, rotund_man said:

    holy magic shouldn’t directly counter dark magic and vice versa. they should learn to overcome each other through weaknesses they’ve written in their own lore

     

    nobody wants this stupid tug of war, it makes no sense that you should have to write your lore to appease a group of players that isn’t part of your own. 

    That’s dumb. All lore should enrich the server’s narrative, and magic should offer something enjoyable to the people who don’t possess it in terms of a good RP experience. Writing your lore for a clique seems ******* sad frankly.

    edit:

    Quote

    They’re at such a thematic dissonance from the rest of the server (which does not have a central “good vs. evil” narrative) that they don’t actually make sense having magical light powers. No one would question player-driven good guy orders that actually work to fight evil from a character perspective, but it feels like holy mages are justified literally only by their magic powers.


    To pull a lame analogy from Fallout, LoTC holy mages are trying to be the Brotherhood of Steel when they should be the Followers of the Apocalypse. Too much obsession over (magical/technological) weaponry, rituals, and just generally being a big, armored paladin that fucks people up. Almost no giving aid to the needy. This would be okay if LoTC had a simple narrative like FO3, where paladins could be the good guys, but LoTC is more like FONV, where the good guys are people generally trying to do good in the shitworld that is Arcas/the Wasteland.

     

    I agree with this, however.

  3. 11 minutes ago, Fury_Fire said:

    My thoughts on that are simple. If someone is being toxic, that is not the fault of the lore. It’s the fault of the player. Server rules exist to stop instances like this. If I’m metagaming/doxxing/harassing dark mages OOCly as a Paladin, Paladin lore doesn’t deserve to get scolded for that. It’s out of character. It’s me. The correct course of action is to ban me.

    Agreed.

    Players who abuse their magic, whether powergaming or blackmail, or ooc harassment, should be punished and blacklisted. The magic and the rest of its userbase are not to blame.

  4. I believe the issues which led to this policy from the ST was the inability for players to deal with the holy/dark dynamic only in RP. That it seeped with toxicity and holy players would metagame or even oocly harass dark users or creatures, in order to ‘get them’ and vice versa.

     

    Anyone feel free to correct me if I’m wrong.

     

    If players can keep the conflict purely iRP and create an interesting narrative together, then that’s good. There’s room for nuance in a dark/light dynamic too.

  5. 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 ****..

    54 minutes ago, SquakHawk said:

    black ferrum would bear no exceptionally unique properties other than texture, being incredibly smooth similar to marble, and colour.

    This makes no sense. I have to beat steel into shape, it’s not going to be glassy and pretty by default.

     

    Quote

    If chipped, the item maintains the chip rather well.

    What does this actually mean? There’s no explanation as to what this is.

     

    Quote

    But if a heavy blow is sustained upon a weak part of the blade after great wear, it may shatter entirely, into several pieces- rather than warping it’s shape or breaking in half.

    This implies that it’s very brittle, which totally contradicts what you appear to be suggesting above.

     

    54 minutes ago, SquakHawk said:

    Alloyed form

    If it’s a form of high carbon steel, not sure it would really alloy with anything.

     

    54 minutes ago, SquakHawk said:

    in that if it were to break- the blade would be absolutely irreparable.

    Steel is good, because it can be reworked through forge welding if necessary. This doesn’t make sense.

     

    54 minutes ago, SquakHawk said:

    Starting with pre-refined ingots of steel wrought from iron, one would begin to melt such in a crucible.

    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.
     

  6. 2 hours ago, Dardonas said:

    Why are the ruins in the swamp by CT spooky?  What’s the big deal about them?  We’ll never know because writing world lore is dead when everyone knows it’ll be temporary. 

    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.

  7. 16 minutes ago, Dardonas said:

    -snip-

     

    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!

  8. 16 minutes ago, BrandNewKitten said:

    I think it only fair that things like “powersharing” be re-evaluated under the new system. We have told so many other magics that they need to pull back on the supposed power creep so having druidic batteries (or any effect that lessens exhaustion when you reach tier 5) seems contradictory. 

     

    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.

  9. Druidic Transcendence

     

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    “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

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    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

    Spoiler

     

    A Soul Tree Druid can practice this in their husked form yet even then the Soul is capable of slipping from the Soul Tree and therefore has the same PK clause risks a normal druid has.

    All those who participated in the Transcendence ability returns to the Fairy Ring, they will feel their Spirit wane from the ordeal. The recovery time needed in order to perform the Feat again is two IRL weeks.

    Must be Tier 5 in Communion and have learned all the abilities within Communion to be able to learn this Feat.

    Up to three Druids max (this including the one casting the ability) are able to travel to the Fae Realm with this ability at any given time.

    All Lessons must be taught before a TA can be submitted. 

    The interaction within the Realm may only last two IRL hours. Should the two hours be surpassed, 3 emotes at five minutes thereafter (up to fifteen minutes) will be made by the Story Team Member. Should the Druid(s) not cast the ability to return to the Mortal Realm within that time period, the PK clause process begins.

    Exceptions can be made to pause the timer like if someone needs to afk real quick. 

    Using the First Lesson’s ability as a way to metagame in any way, shape, or form is strictly forbidden. This includes trying to see the flora suddenly moved differently from people stepping, animals running away from someone, and so on.  Should you wish to see a Druid, OOC consent must be given first by the player. 

    Should a Mani be encountered or attempted to be interacted with while during the stay in the Fae Realm, the timer of the IRL two hours is reduced to one IRL hour. 

    The Aspects can never be encountered/interacted with. 

    Various Fae Creatures found there must follow the lore of said creatures.

    Knowledge obtained is at the discretion of the Story Team Member. 

    A druid with shapeshifting does not have to appear as their assigned animal in the Fae Realm.

    The disguise taken on only affects the spirit of the Druid(s) within the Fae Realm. In the Mortal Realm you will simply remain as a still body that’s in meditation within a Fae Ring.

    When caught between the Mortal and Fae Realms for quite some time (Limbo State), mental damage must be roleplayed. Examples being seen in the ‘Dangers Within the Realm’ section.

    Should the Druid(s) remain there after the three, five minute warnings made, the Limbo State PK Clause immediately takes effect. 

    Should the Druid’s physical body be moved out of the Fae Ring or the Druid(s) are harmed, the Limbo State immediately takes effect. Should the body be killed, it is a Hard PK.

    All Druids that participate in the Transcendence ritual will have side effects upon returning that last 3 IRL days. Must choose two listed in the examples. If Limbo State is activated, the effects are permanent.  

    Should the Druid(s) Spirit(s) be killed in the Fae Realm, it is immediately a Hard PK. Limbo State not activated. 

    Must have OOC consent to speak with the past PK druid character from the player. The player must also RP the character during the encounter. 

    How the Druid character had PK died cannot be remembered by the now-departed. Any attempt at such is classified as meta-gaming. Server Rules regarding deaths applies here. 

    Only Druid characters that have PK died can be interacted with in the Fae Realm. Once confirmed, the PK death cannot be undone unless following another lore piece’s clause. 

    Unattuned Druids, even Treelords, will never be seen in the Fae Realm. The connection once there has been severed, removing such a chance. 

    Those Druids that know Blood Magic cannot learn this ability as the side effects of such a chaotic magic upon the mind conflicts trying to connect to the Fae Realm.

     

    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

    Spoiler

    Transcendence is a relatively new addition to Druidism. It’s resubmitted here for the lore games after some edits by the original lore writer Delmodan, with her blessing.

     

    Walking the realm of one’s deity is a truly humbling experience to anyone and Druids are no exception in this. Although its use is sparse, Transcendence occupies a comfortable niche, which allows Druids to speak with their dead Druidic kin, as well as explore the wonders of the Fae Realm. It is not without its risks however, which ultimately serve to create an exciting and fair roleplay experience for players, and a deeper bond with the Aspects and their realm for characters.

     

    Changelog:

    Spoiler

     

    Clarified side-effects

    Edited redline

    Once the Druid who leads and casts the Transcendence ability returns to the Fairy Ring, they will feel their Spirit wane from the ordeal. The recovery time needed in order to perform the Feat again is two IRL weeks.

     

     

  10. The Trials of Spirit and Resolve

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    “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

     

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    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

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    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

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    '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

    Spoiler

     

    Must be Tier 5 in Communion in order to learn Shapeshifting.

     

    Requires the Grotto of Cerridwen in order to complete the Third Trial (Ritual of Change).

     

    All animals are chosen OOCly. The characters ICly do not know which animal will be chosen for them. 

     

    Once trials begin, it is not a guarantee that the student will automatically pass the trials and obtain shapeshifting. Should the teacher find the student unworthy or have done something to warrant their concern, the teacher can stop the trials altogether. 

     

    Once an animal is chosen and the First Trial completed, the shifter cannot change said animal unless under certain circumstances. Once the third and final trial is completed (Ritual of Change), the animal can never be changed.  

     

    When shifting in and out of animal form, the required emotes cannot be short and subpar. Any such that is attempted will be considered powergaming.

     

    Event Creatures of any sort are strictly prohibited. This falls with the unique creatures of the creature index.

     

    Shifters in their animal form are unable to use any magics other than the subtypes indicated above.

     

    Cannot turn into baby animals.

     

    All clothes and various items that the Druid holds while shapeshifting will meld and vanish away upon shifting into animal form. The items and clothing return upon unshifting. While yes, one could question the logic here, it falls in line with server rules of nudity and removing that factor completely. 

     

    Any scars on the humanoid body can be transferred to the animal body and vice versa. Attachment limbs such as Druidic limbs, runic limbs, and so forth have the option to either meld away and sprout the animal limb or let it remain missing while in animal form, as per the shifter’s wishes.

     

    Fresh injuries obtained while in either form transfer respectively to the other. An example of this would be the shifter stabbed in the leg while as an animal, their humanoid form then has the same injury within said location if shifted back.

     

    The animal OOCly chosen must be something that is within the realm of possibility to not only get too, but survive being around it and its environment. An example of a ‘No’ would be deep sea creatures. 

     

    For the sizes of animals, the shifter is able to shift into an animal as small as a bird (8.7 – 10 in) with the max being as large as a moose(10ft with adult head and body). Those animals that are larger or smaller than those limitations, the body of the shifter either grows or is reduced to balance the restricted size range. Example, if a shifter turns into an elephant, it be the size of a moose.

     

    Insects, unless approved by the story team, are strictly prohibited. Those who have an insect animal form prior are exempt from this, however must follow the size restrictions above to bring it in balancing range. 

     

    Poisons emitted from the shifter’s animal form follow the poison protocol of the Story Team. 

     

    Flying animals must follow mechanic rules. If you can get there mechanically, you can fly there. For walls of settlements and/or nations, PRO permission is required to RPly fly over the wall and to be let in mechanically.

     

    Within iRP conflict, a flying shifter is able to emote being at the most 5 blocks off the ground or able to emote landing on a branch or higher location within that block radius. 

     

    Shifters in animal form follow the same server rules when entering/leaving combat. This however doesn’t give the excuse to suddenly engage a shifter in animal form just because its a ‘player’ and will be considered metagaming without proper RP leading up to it.

     

    All shifter animals must RP the effects of the environment in which they shifted in. For example, a shifter turning into a snake within a tundra region would need protective clothing or wrappings, otherwise it will not survive. 

     

    If in an area with or hit with anti-magic of some sort, the shifter is stuck in said form for as long as the duration is stated regarding said magic. Any that weakens magical abilities, the emotes are twice as long to be able to shift into either form. An example would be a shifter taking 3 emotes to shift now requiring 6 emotes. Other Druidic abilities attempted while in animal form are blocked during the duration of said magic or area.

     

    When engaged in combat, T5 shifters must do 3 emotes when shifting into either form. Lower tiers must follow the guidelines in the tier progression section. Out of combat, T5 shifters can do 2 emotes to shift. 

     

    All shifters while in animal form are sterile. Any female shifters that attempt to shift while pregnant will lose the child. Server rules also apply here. Don’t try it.

     

    Aesthetic effects in animal form including eye glow, glowing tattoos, emerald shimmering on fur, etc. are possible, but not required for a shifter to have.

     

    Shifters in animal form must follow the restrictions of the subtypes if attempted to be used. This is found above in the ‘Other Subtypes while Shapeshifted‘ section. 

     

    Druids Communing with animal shifters cannot tell the difference between the shifter and a regular animal unless the shifter allows it so. 

     

    If a shifter dies while in animal form, the body remains as an animal.

     

    Must RP the instinctual side effects that will gradually change your character’s mentality. 

     

    Trying to ‘discover’ someone is a shifter based on very poor tells or very stretched observations is strictly not allowed. Any that attempt such will be labelled as metagaming the shifter.

     

    One requires an accepted MA in order to roleplay the magic.

     

    One must hold a valid TA in order to teach the magic to another.

     

    One may apply for a TA after reaching T4 and holding an MA for three months. One must also be taught how each Trial is done and have access to a Grotto of Cerridwen. Both IC and OOC aspects of it.

     

    Shapeshifting occupies a single magic slot.

     

    Should a shifter be unattuned while in humanoid form, the spirit of the animal leaves them and is gone forever. If in animal form, their body starts to morph and violently change back as the animal’s spirit is released.

     

    Should a Druid once a shifter be reattuned again, they may be able to take the Trials again(once T5). The animal spirit seen however remains the same as before.

     

    Requires 3 shifters to reform the ritual and make a new Grotto of Cerridwen. A Story Team member must approve of said location. Any number of Grottos can be made.

     

    Please keep logs of all shapeshifting teaching/learning RP saved in case of questions from the ST.

     

     

     

    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

    Spoiler

    Shapeshifting has a very mixed history within Druidism. Widely perceived as an ‘endgame,’ it actually offers no true advantages and serves only to deepen a Druid’s connection with nature, but because of its secretive iRP nature many attempt to acquire it. Breaking away from a clique mentality, the Shifting Tome was removed in a prior clarification by Delmodan, preventing a single player from monopolising the ability to teach. Shapeshifters are typically choosy about who they reveal themselves to and doubly so for whom they teach, but a Shifter in roleplay is often oocly referred to as ‘shifter antics’ for an amusing, comical or otherwise dramatically ironic spin on ‘slice of life’ RP. Shapeshifters have also been known to offer unique interactions with Druids and non-Druids, for example many Wood Elves have assumed a particular wolf or deer may be a Mani in disguise, one Shapeshifter recently allowed Mystery’s Voidal Tear events to uniquely interact with their Shifter animal. A certain very large rattlesnake is known to be “hozh” among Orcs.

     

    Ultimately Shapeshifting exists to give a character greater depth and understanding of nature, to be able to see nature through the eyes of the beast, but it also offers some unique flavour roleplay and interactions with other characters even outside of the Druid playerbase.

     

     

    Sources & References

     

    Changelog:

    Spoiler

     

    Redline changed

    Shifters in animal form follow the same server rules when entering/leaving combat. This however doesn’t give the excuse to suddenly engage a shifter in animal form just because its a ‘player’ and will be considered metagaming without proper RP leading up to it.

     

    Learning time reduced

     

     

     

     

  11. The Druidic Art of Blight Healing

     

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    “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.


     

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    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

     

    Spoiler

     

    This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.

     

    One may not restore life to dead animals, creatures etc. including characters.

     

     

     

     

    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

     

    Spoiler

    This ability only restores fertility to land or to barren plantlife and may not be used upon animals or characters.

     

    If a source that is causing the barren like effects upon the land remains and is natural, the source needs to be removed otherwise the effects of Fertilising will revert back. Examples of this is Thanium

     

     

    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

     

    Spoiler

     

    Should the area be blighted or tainted, this ability is unable to restore fertility, as the magical corruption prevents it from being revitalized.

     

    If in doubt concerning the unnatural state of an area, contact the player who created it, or the ST overseeing if it concerns an event area.

     


     

    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

     

     

    Spoiler

     

    Only unnatural corruption such as Voidal Taint or blight may be cleansed in this way. Mundane grime or fire etc. is unaffected.

     

     If in doubt concerning the unnatural state of an area, contact the player who created it, or the ST overseeing if it concerns an event area.

     

    Necromantic biomass comprised of plant matter must be broken up manually, either prior to Cleansing or afterward. Failure to do so will allow it to fester. After Cleansing the plant matter may be mulched down naturally.

     

    Biomass comprised of flesh cannot be cleansed. However, it may be broken apart and buried.

     

    Treelord husks, Dryad trees, and Soul Trees are able to be Purged of corruption with this ability.

     

     

     

    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

     

    Spoiler

     

    The objects resulting from this ability it may be used in combat.

     

    Awakening is performed via Druidic Infusion.

     

    The physical capabilities of Awakened objects are largely flavour. Although a Druid may use them as a weapon, they are no more damaging than any mundane staff etc.

     

    Attempting to morph or change an awakened object into something else(such as changing a stave into having a sharp pointed tip) is considered the Surge ability found in Communion. As such, the required emotes are followed by what is stated there unless specified specifically in a MArt.

     

    One may not Commune with Awakened objects to metagame, i.e. learn about character death. Should one attempt to, the object will respond with confusion.

     

    Awakened objects returning to their owner is primarily an iRP explanation for mechanical soulbinds, players buying lost objects back from the auction house etc. It is not a means to demand stolen objects back from other players.

     

    Awakened staves can only become Sentient Staves after being with a Druid for 50 irl weeks.

     

    Try to develop your Awakened object as if a character. It will not immediately have a personality or be able to move, instead have it slowly progress to that point as a roleplay device.

     

    Awakened objects are considered enchanted under ST policy. They require ST-signing as a result.

     

    Awakened objects which go on to develop the capacity to move independently, or which undergo Infusion to create other effects, should be submitted as a MArt.

     

    Non-Druids cannot use Awakened objects. Should an attempt be made, it would just be a regular object to them. Example: An Awakened stave would just be a regular stave with no added abilities in the hands of a non-Druid.

     

     

     

    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

     

    Spoiler

     

    Beast-Purging can only purge corruption from Fae Creatures and animals. Anything else, unless lore specifically stating otherwise, cannot be cleansed. Example being dragonkin of any species given those are creations of Draggur.

     

    Creatures summoned from the Void via conjuration magicks are not of the Aspects’ creation, and thus cannot be cleansed, but nor are they inherently harmed by Blight Healing.

     

    Izkuthii disguised as animals cannot be cleansed , nor can a ‘voice’ of any sort be perceived of them.

     

    Abominations created from plant matter through Necromantic arts must be slain through force of arms. Only then may they be Purged of any remaining vile energies and broken apart to be mulched down naturally.

     

    Necromantic abominations comprised of flesh are beyond the Druid’s capacity to Purge. They must instead be destroyed through force of arms.

     

    Shapeshifting Druids in animal form are able to be cleansed with this ability.

     

    Depending upon if a source within is causing the corruption, it may have to be removed by other means before Beast-purging can take effect. This falls with communication towards ET or other magics that may have such abilities.

     

     

     

    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

    Spoiler

    The barrier formed is not physical. It will stop many spells and magic, but a simple brick to the head will pass through it like air.

     

    When casted successfully, a 3 day cooldown starts where no other Druidic spell but passive communion may be used by the druid. This includes Luontos.

     

    If interrupted, no matter how many emotes have occurred, the druid is done. They cannot recast, and the above cooldown is still applied.

     

    Holy magics are unaffected, being things that do not harm nature.

     

    Mystic Hindering will be temporarily negated if casted within its area. The same for the pollution formed from Smoggers. This will let druids within the radius cast without their penalties. However the penalty increase to emote counts WHILE setting up the spell will still apply.

     

    Deadbreath, Voidal Spells, Malflame and other magics that are considered harmful to nature are blocked. The exception to this is Azdrazi fire, which will contact and cancel out the barrier like water on fire (ironically), ending the spell prematurely.

     

    Constructs and CAs formed by dark means will find themselves struggling if they enter the radius. The exception is Voidal Atronachs, who are so voidally dense they will take two emotes before their bodies are suitably repressed.

     

    Said struggling is simply a double of emotes required for actions, or cutting actions in half.

    Movement would be cut in half (4 to 2), casting and attacking would be doubled (2 to 4)

    This effect immediately goes away exiting the radius.

     

    Anything tainted within the region is purged and cleansed of blight as long as it is natural and falls within blight healing redlines. If casted within dead land, the radius will be brought to life.

     

    Will not resurrect animals, will not heal druids. 

     

    Any thanium or thanic steel upon the persons within said radius will explode due to the sheer scale of natural mana being utilized.

     

    Requires a MArt to be used in infusions.

     

     


    

      

    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

    Spoiler

    This is the most difficult of Druidic arts. Exhaustion takes a high toll, even for masters of Blight Healing.

     

    The visual effects and tells of Blight Healing energies are flavour only. Druids may choose to make the visual tells of the magic as vivid or as simplistic as they please, but are encouraged to be creative.

     

    Emotes begin with focussing or connecting, followed by the invoking of the mists and other aesthetic appearances of casting(chanting, arm movements etc.), the mists appear and begin to wash over the area, as the mists encompass corruption or barren nature they infuse the pure natural energies, the land has then been sowed with new life. 

     

    Following purging or fertilising, a Druid may use Communion to encourage life to emerge more visibly.

     

    Blight Healing only works on plants, Fae Creatures, and animals. Mortals cannot be cleansed.  Dryad Trees, Shifters in animal form, Tree Lords, and Soul Trees however, can be.

     

    When using Powersharing in conjunction with Blight Healing, the additional Tiers stave off the exhaustion associated with working to the max range of one’s Tier, and does not provide additional range.

     

    In the case of events, the ST overseeing has the discretion to allow a Blight Healer’s range to be boosted by Powersharing. By no means should Druids harass or bully an ST into allowing this.

     

    Unless a specific lore of a creature states otherwise, Blight Healing cannot be used on undead or dark beings given being once mortal and not of nature’s design. At the most, it makes them extremely uneasy if caught in the mists.

     

    Blight Healing cannot remove natural things within nature. Such as Thanihium or fire for example. It must be removed from the area first before cleansing the land of its effects.

     

    Blight Healing used on animals can only remove taint and corruption from the creatures. Healing wounds or rejuvenating the animal back to life is beyond the ability of this subtype.

     

    A Druid must have attained T3 in Communion, before they may be taught Blight Healing.

     

    One requires an accepted MA in order to roleplay the magic.

     

    One must hold a valid TA in order to teach the magic to another.

     

    One may apply for a TA after reaching T4 and holding an MA for 2.5 months. They must also possess four of the seven Blight Healing abilities.

     

    Blight Healing occupies a single magic slot.

     

     


     

    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

    Spoiler

    Blight Healing is another tool in the Druid’s utility belt, which allows them to purge corruptive forces upon nature, such as Voidal Taint or Necromantic Blight. This does not necessarily directly oppose or target those magic-users, and many Druids are known to befriend Mages. The hostile attitude Druids have toward Mages is often over-exaggerated. Other Druids have been known to be more pragmatic, speaking to Liches or Necromancers and persuading them to drain only Descendants, such that nature will remain free of such corruption. There will always be times however, when Druids must actively participate in cleaning the land or animals and Blight Healing fulfils this function.

     

    Sources & References

     

    Changelog:

    Spoiler

     

    Updated abilities to adhere to correct formatting

    Clarified Awakening mechanics


    2022 Changelog Updates, New Spells, Mani Summoning shifted to Feat Status.

     

    January 2023 Changelog Updates. Clarified Tier Progression and added additional requirements to each Tier advancement.

     

  12.  

    The Druidic Gift of Communion

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    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.

     

     

     

      

     

     

    nidsWqaLPcKFDu_4XbTZqDFpjyjJ0Fdwga4rRXC_H8QoJP0rdQPnCDi0aMDgbYWiPjSMPtkb8NJotXXB0HKIwPwsb4FNVI8UOx1qJpF9qA0uhqnUmCRRDMcH1qL2NuRG4HyJqzy0

    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:


     

     

    Spoiler

     

    Communion

    Tier 1 required to be taught

    [Combat]

    The foundation of all Druidic Gifts, the ability to utilise one’s innate connection to sense the natural life around the Druid. The youngest of Druids may listen to nature around them at most within a metre radius, while the oldest will be able to Commune as far as they can physically see, although Communing with nature outside of their field of view(such as with beings underground/underwater) is possible if it’s known to be there, but more taxing.

     

    Mechanics:

    Communing is restricted to the natural world, claimed by the Aspects as their charge. There are many creatures which exist outside of this sphere, which a Druid is unable to Commune with, including dragonkin, the creations of other deities such as Kha and Hou-Zi, Descendants and conjured creatures of the Void.

     

    Unless tuning into Individual blades of grass, flowers or even trees, the Druid is only able to hear the combined ‘voices’ of nature around them, which is to say that any individual voice may very well be drowned out by the chorus. One may experience base sensations such as distress, anger, fear or excitement through this ‘general’ sensing of nature, but articulating complex feelings requires a Druid to tune into specific voices.

     

    The number of emotes required to Commune and its range, change as a Druid progresses in Communion. Meditation emotes have the Druid enter an altered state of consciousness, whereby they must concentrate upon the pervasive ‘hum’ in the back of their mind. Opening the connection occurs after concentrating upon the ‘hum,’ which begins to open this sixth sense up and open a connection to the natural world. After this is achieved, the Druid is able to sense the flow of natural life around them, typically this is experienced as a ‘song,’ ‘music’ or ‘melodies,’ but it is more akin to an awareness than an auditory experience. “Perceiving nature” means that the Druid senses these things for this round of emotes and all the emotes following, unless their Communion is broken off for whatever reason.

     

    When a Druid reaches Tier 5, Communion becomes a passive ability which does not require concentration and effort to maintain it is insignificant. A Druid may still make the decision to ‘actively’ use Communion, to boost the range beyond that of the passive. Although they may actively Commune as far as they can physically see, the exponential energy it would cost to use other Communion abilities at a range beyond thirty metres isn’t worth attempting.

     

     

    To use any other Druidic ability a Druid must be Communing, whether actively or passively.

     

    T1:   Range: 1 metre/block radius. Emotes: Meditation(3). Opening connection(2). Perceiving nature(1).

     

    T2:  Range: 3 metre/block radius. Emotes: Meditation(2). Opening connection(1). Perceiving nature(1).

     

    T3:  Range: 6 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).

     

    T4: Range: 10 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).

     

    T5: Range: Passive 15 metre/block radius; Active virtually as far as the eye can see. Emotes: Opening connection(1). Perceiving nature(1).

     

     

    Redlines

     

    Spoiler

    Druids can only commune with nature, Fae Creatures, and animals. Anything else, unless lore specifically stating otherwise, cannot be communed with. Example being dragonkin of any species given those are creations of Dragur.

     

    In player versus player combat, no abilities may be performed beyond, or target someone/something beyond 30 blocks away from the Druid. Events fall to the overseeing ETs discretion.

     

    In non-combat roleplay, a Druid may still sense general things about nature for some distance, e.g. map-wide broadcasts etc.

     

    Creatures summoned from the Void via conjuration magicks are not of the Aspects’ creation, and thus cannot be Communed with.

     

    Izkuthii disguised as animals cannot be Communed with, nor can a ‘voice’ of any sort be perceived of them.

     

    Shapeshifters in animal form will sound the same as a regular animal, be it by voice or feeling its current state. The shifter in question is only one able to reveal themselves through this method if they choose too. Guessing it's a shifter because they refuse to speak/answer back is metagaming.

     

     

     

    Tuning

    T2 Required to be taught

    [Combat]

     

    Where Communing with the general sing-song of nature greets the Druid with a chorus of voices all speaking at once, those who are taught so by their teacher may isolate a single voice from the ‘choir’ and exchange with greater complexity. This is not to say that one may discuss philosophy with a blade of grass, for life on such a low rung is restricted in its capacity to think or learn. Base thoughts, images, impressions and intentions may be passed between the Druid and natural flora.

     

    Mechanics:

    Tuning allows a Druid to focus upon individual blades of grass, flowers, bushes and even trees. They must first case Communion fully, but afterward may discern the overall make-up such as the species, health and the plant’s needs to continue surviving. Broadly speaking, the more complex life is, the easier it is to pick out with Communion, and the more a Druid is able to learn from it. A tree might feel fear in a primitive sense for example, particularly if it is large or old, but one couldn’t ask it to recall the things it has ‘seen.’

     

    Emotes have the Druid turn their Communion upon a single ‘voice’ in nature, in the same manner that one might listen to one voice out of a crowd. They must first listen, before then attempting to speak back to the flora in question, at this point a teacher may choose to have the Druid roll. After the first attempt to communicate, if successful, the plant responds as it will, whereupon the Druid may converse more freely, so long as they maintain their concentration.

     

     

    The Druid must already be maintaining Communion in order to use Tuning, and as such its range is dependent upon that of the prior ability.

     

    T2: At most 2 targets. Range: Range: 3 metre/block radius. Emotes: Concentrating upon a single ‘voice’(2). Attempt to Communicate; roll optional (1). Exchange of thoughts/emotions etc.(1).

     

    T3: At most 4 targets. Range: 6 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Attempt to Communicate(1). Exchange of thoughts/emotions etc.(1).

     

    T4:  At most 4 targets. Range: 10 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Exchange of thoughts/emotions etc.(1).

     

    T5: At most 5 targets. Range: ~30 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Exchange of thoughts/emotions etc(1).

     

     

    Redlines

     

    Spoiler

    Cannot use animals or plants to metagame information about character death.

     

    Cannot use communion to metagame a person's location or what specifically happened regarding the area. At most, only knowing a sense of fear, anger, or disturbance in the general area.

     

    Events fall to the ST's discretion.

     

     

    Beastspeak

    T3 Required to be taught

    [Combat]

    While flowers might only convey their appreciation for a sunny day, Cernunnos’ beasts and the inhabitants of the Fae Realm make for comparatively more stimulating conversationalists. A Druid’s Communion enables them to exchange thoughts, images and emotions with animals of the natural world and even calm an enraged beast when strong enough in their Gifts. The complexity of these exchanges are heavily dependent upon the creature in question, with the Druid’s own strength in Communion also an influencing factor. An Elder Druid might very well be able to reminisce with their wolf or big cat companion, but a younger Druid would be limited to a few words associated with feelings or concepts such as ‘happy’ ‘friend’ or ‘hungry.’

     

    Mechanics:

    A Druid may converse with animals of the natural world and Fae, through the exchange of words, mental imagery or even simply emotions and intentions. They are not required to physically speak. Should the animal in question not wish to converse at all, the Druid is still able to discern its current instinctual state such as fear, excitement, rage, etc. A Druid may also pacify an aggressive animal and prevent it from attack, with their prior interactions with the specific animal and their tier playing a contributing factor, but may not turn it upon its owner. 

     

    With the updated nature of 'birding' or 'message sending', Beastspeak may no longer be utilized to send messages to other players through any medium but Aesthetic variation of The Aviary Plugin's usage.

     

    A Druid is unable to ‘tame’ a wild animal. At best they are able to earn its trust such that it becomes more passive toward them, but this does not negate the natural instincts of the animal. A tiger doesn’t suddenly wish to cuddle up with a Druid like a housecat, and a timber wolf does not appreciate being used as a mount.

     

    Emotes have the Druid turn their Communion upon a single ‘voice’ in nature, either an animal or Fae, in the same manner that one might listen to one voice out of a crowd. They must first listen, before then attempting to speak back to the beast in question, at this point a teacher may choose to have the Druid roll. After the first attempt to communicate, if successful, the animal/fae responds as it will, whereupon the Druid may converse more freely, so long as they maintain their concentration. Pacifying an aggressive animal works in the same way, but an attacking bear will likely reach a nearby Druid long before they could hope to pacify it.

     

     

    The Druid must already be maintaining Communion in order to use Beastspeak, and as such its range is dependent upon that of the prior ability.

     

    T3:  At most 2 animals. Range: Range: 6 metre/block radius. Emotes: Concentrating upon the animal or Fae(2). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

     

    T4:  At most 4 animals. Range: 10 metre/block radius. Emotes: Concentrating upon the animals or Fae(1). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

     

    T5:  At most 5 simultaneous animals. Range: ~30 metre/block radius. Emotes: Passive Communion (0). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

     

     

    Redlines
     

    Spoiler

    One cannot cast Beastspeak upon random npc wildlife to metagame, learn a person's location or specific events preceding the Druid’s arrival.

     

    Should a Druid be killed or captured for example, and their animal companion has witnessed so and escaped, Druids using Beastspeak may at most learn that the Druid is ‘missing.’ Specific information is unable to be obtained, which can be attributed to the distress or confusion of the animal.


    General information that the character is otherwise able to ascertain is fair game.

     

    A Druid may use Beastspeak to relay their own location, insofar as they understand it to be, along with words and vague imagery to other Druids. This is permitted for use from one in-game character to another, and may not be used to circumvent Malirally bells to ping discord.

     

    A Druid cannot, for instance, detail coordinates or place names of their location, if they do not know where they are.

     

    Animals considered ‘untamable’ such as lubbas etc. cannot be made into companions, but they may have some amiable regard for a Druid who has frequent contact with them. They are still wild animals and therefore dangerous.

     

    The ability for a Druid to befriend an animal depends upon prior interactions and the Druid’s tier versus the animal’s aggression/distress.

     

    A Druid’s animal companion must adhere to ST guidelines concerning pets, if used in combat. As such any companion larger than a golden retriever is prohibited from combat scenarios.

     

    When Communing with animals, the conversation’s complexity is based on the animal’s intelligence.

     

    Animals will not always understand abstract concepts that Descendants rely upon. Their understanding of ‘home’ may simply be ‘den,’ ‘forever’ may be interpreted as ‘after I’m gone.’

     

    Druids cannot force an animal or Fae to go against its natural instincts.

     

    A Druid cannot order a loyal animal to attack its owner; a Druid can however, prevent that animal from attacking themselves given the correct attempts to calm it for their tier.

     

    In a combat situation, a Druid may focus their Communion upon at most five small animals(such as squirrels) or Fae(such as Sprouts or Sprites) or one larger animal(such as a wolf, or lion). Any attempt at further causes them to lose their focus upon the first animal and so on.

     

    Current ST policy concerning summoned, independently-acting animals requires them to be no larger than a golden retriever. This means any animal called to fight for the Druid must adhere to this.

     

    Swarms of insects may consist of no more than ten individual creatures, i.e. ten bees or less in a swarm

     

    Hou-Zi and Kharajir are unable to be Communed with as those are creations of Metzli.

     

    Cannot Commune with any type of dragonkin as those are creations of Dragur.

     

    Although a Druid may Commune with an animal to convey a message, only another Druid is able to decipher it. The intellect of the animal determines how complex the message is; for example, a bird may only be able to convey a few words, a bear closer to a full sentence and such.

     

    “Birding” or "message sending" with Communion is no longer allowed and forbidden with the current nature of the Aviary Plugin. One may use Beastspeak to aesthetically vary the nature of how one utilizes an Aviary.

     

     

    Empathy

    T4 Required to be taught

    [Non-Combat]

    Progressing from merely tuning into the song of nature and Communing with animals through emotions and thoughts, the Druid is able to express those emotions, thoughts and intentions in an area around them. Communing with the surrounding nature in this way causes a ‘ripple’ or ‘echo’ through the voices, which carries the Druid’s feelings and is able to be felt by animals, Fae and other Druids. In response to this, flowers may close their petals and animals attempt to comfort a mourning Druid. Conversely, animals may flee should one convey anger or pain. This is also encountered upon the permanent death of a Druid, whereupon their connection to nature is severed and a ripple spreads through the voices, carrying with it woe and eventually peace.

     

    Mechanics:

    A Druid may influence the chorus of nature’s shifting life energy, such that it essentially echoes snippets of thought, intention of indeed mimics the emotions of the Druid. This can be perceived by animals, Fae and other Druids within the vicinity who may then choose to act in response to it.

     

    Use of this ability does not enable a Druid to manipulate the emotions of another. Druids are merely able to recognise the emotions of the Communing individual, in the same way they might read facial expressions to understand how another person is feeling. A Druid may be moved to tears or laughter, but only insofar as is usual for them to express in response to these emotions.

     

    Emotes begin with the Druid building a swell of energy within themselves, accompanied by tells like eye-glow and foot-tapping or arm gestures. This progresses to them allowing the emotion or thought they wish to convey overwhelming them(they may seethe with anger and hurt, or tremble with fear as they seek to convey danger), such that it begins to influence their Communion. As this continues, the feelings cross over into their Communion and take hold in a small aura about them. Finally this spreads outward to encompass an area within their maximum range, taking the feeling or emotion with it. The Druid does not expend this emotion and will still be overwhelmed depending upon the individual. If a Druid chooses to convey words, they may not use full sentences.

     

     

    This ability is not particularly strenuous, but prior tiers would find it too complex.

     

    T4: Range: 10 metre/block radius.  Emotes: Build up of energy(1). Druid focuses on allowing the emotion to overflow(1). Emotions bleed over into Communion(2). Area of effect influence, spreading outward(2).

     

    T5: Range: 15 metre/block radius. Emotes: Build up of energy(1). Druid focuses on allowing the emotion to overflow(1). Emotions bleed over into Communion(1). Area of effect influence, spreading outward(1).

     

     

    Redlines

     

    Spoiler

    At best the non-Attuned notice a change in atmosphere and the shifting of flora, behaviour of animals etc. around the Druid.

     

    This only allows the Druid to communicate emotions and simplified thoughts. One may not use this ability to detail a strategic plan in a combat encounter, for example.

     

    If words are conveyed in this manner, the Druid may choose if their ‘voice’ is recognisable or not.

     

    This ability is not particularly strenuous, but is too complicated for lower tiers.

     

     

    Singing

    T4 Required to be taught

    [Combat] + [Enchantment]

    Similar to conveying one’s emotions through Communion, a Druid may stir the sing-song of nature into states of excitement, calm it into a lull or even silence. There are Druids who prefer to dwell in relative quiet, while conversely there are those who take joy in hearing its music about them at all times. When nature grows discordant or distressed due to the influences of magicks or other such Descendant tampering, a Druid may see fit to sooth these voices to a calm. One may choose to encourage nature to grow tense and alert, to expect hostility, or merely to warn their sibling Druids.

     

    Mechanics:

    The other side of the same coin as Empathy, Singing does not use the Druid’s emotions as an influence upon nature, but rather uses Communion to bring nature’s song back to one of its natural states. Discord can be returned to peace, excitement to silence, calm to caution and vice versa. To indicate this to other Druids or Fae, signs should be placed or region text altered, to detail the influence left upon the area.

     

    Lulling or exciting nature is unable to manipulate the feelings of Descendants, even other Druids. One may be moved to tears or laughter, but only insofar as is usual for them to express in response to these feelings. It is not considered particularly strenuous to use. 

     

    Upon reaching T5, Druids may use a weak passive ‘Singing’ effect as a flavour for their passive Communion, but it follows them rather than an effect which remains in one spot. It must still adhere to redlines.

     

    Emotes for casting Singing begin with a building of Druidic energy within themselves, much as one does with Empathy. Instead of allowing emotions to overflow however, the following emotes have the Druid concentrate upon the song of nature and leads it to stir to excitement, or lull to quiet etc. This progresses to a gradual shift in the ‘song’ of the immediate area. The final emotes then have they spread outward to the desired range, within the maximum for one’s tier.

     

     

    T4: Range: 8 metre/block radius. Emotes: Build up of energy(1). Druid focuses on influencing nature(2). Nature begins to follow the Druid’s coaxing(2). Area of effect influence, spreading outward(2).

     

    T5: Range: 15 metre/block radius. Emotes: Build up of energy(1). Druid focuses on calming/exciting nature(1). Nature begins to follow the Druid’s coaxing(1). Area of effect influence, spreading outward(1).

     


    Redlines

     

    Spoiler

    If an area is lulled into silence, excitement etc. appropriate signs should be placed to OOCly indicate such.

     

    This ability is not particularly strenuous, but is too complicated for lower tiers.

     

    A T5 Druid’s mere presence may passively have this effect within their immediate area as they travel around, no greater than 5 metres.

     

    This ability is not particularly strenuous, but is too complicated for lower tiers.

     

     

    Greensight

    T4 Required to be taught

    [Combat]

    A Druid who learns to sense the natural world through Communion may progress further with the right instruction. This ability is usually taught to Druids who are blind, but seeing Druids may also be taught while blindfolded.

     

    Although the blind may never truly see again, using Greensight a Druid may pair their Communion with their senses to build up an image of the natural world around them, such that they may navigate it using a ‘map’ assembled within their mind.

     

    Mechanics:

    Building upon their grasp of Communion, the Druid may advance it further and essentially specialise the same process to build up an image of the natural world within their mind, via which they may ‘see’ to some degree. This means of perception is highly dependent upon the natural life surrounding the Druid, and a barren wasteland will be imperceivable, while a Grove or a lush forest will have a substantially more ‘filled-in’ image. A heavily built-up city will be similar to a wasteland as far as Greensight is concerned.

     

    Because the Druid perceives natural life energy in this way, and such energies come to fill the body in which they are held, animals and flora will be portrayed as a silhouette of their corporeal bodies and the Druid may recognise them from shape alone. A forest floor will be a shifting carpet of tangled roots and grassy shoots, trees are great glowing pillars stretching toward the sky and the canopies above are a swaying cloud of soft light. All which does not possess natural life within it, will instead be an imperceivable darkness, a ‘hollow’ in the natural world.

     

    A sneaking character’s position may not be metagamed using this ability. Movement in grasses and plants are not enough to deduce that another person is close, and may be dismissed as the wind. Should the character make noise however, it is reasonable to then assume there is someone or something nearby.

     

    Initially this proves to be a straining process and even a Druid with T5 Communion will find their first attempts taxing, but as one practices it will become much less strenuous. To those Druids who frequently use it, such as the blind, their mastery of Greensight will eventually mean that maintaining it becomes almost as insignificant as Communion.

     

    Greensight requires a meditative state in order to adequately engage it, and as such will place the Druid in a vulnerable position should they attempt to begin using it in a combat situation. The first emotes begin this meditation, which may include foot-tapping, chanting or humming. Progressing then, the following emotes have the Druid’s awareness of the world around them, their cognitive map of surroundings, begin to pair with their Communion. After this comes the acclimatising of this marrying of senses into a means by which they can ‘see’ the natural energy and it is plotted onto their cognitive map.

     

     

    The Druid must already be maintaining Communion in order begin using Greensight, due to its complexity, the range is slightly reduced.

     

    T4: Range: 8 metre/block radius. Emotes: Meditation(2). Communion maps to spatial awareness (2). Communion maps to other sight(1). Sight through flowing life energies(1).

     

    T5: Range: 15 metre/block radius. Emotes: Passive Communion maps to spatial awareness (1). Sight through flowing life energies(1).


    Redlines

     

    Spoiler

    If there is no flora or fauna nearby, then the Druid cannot perceive anything.

     

    How the world appears is largely left up to the teacher, and is considered flavour. Examples include the world as empty and natural life appears as if soft emerald or white light in darkness. In principle the Druid is unable to perceive anything but natural life using this ability.

     

    Descendants and other non-natural entities such as golems, constructs etc. are not able to be perceived. Even should they come to be surrounded by life, such as bound in vines or roots, the Druid is only able to ‘see’ the life around that individual.

     

    Greensight should not be used as a means to metagame character position.

     

    This ability becomes less taxing as the Druid practices and as tiers progress. A T5 Druid attempting it for the first time will still be inefficient and find it tiring.

     

    The Druid need only ‘cast’ this ability once per use, after which it is merely maintained until the Druid has exhausted themselves.

     

    The maximum sight range is up to fifteen metres/blocks distance.

     

    One cannot see past obstructions blocking the normal view of the flora or animal in question.

     

    The field of view for this ability is 180 degrees vertically and horizontally. The Druid cannot ‘see’ behind themselves, or otherwise outside of this field.

     

     

     Luonto

    T5 Unlocked Passive on reaching T5
    [Non-Combat]

     

    Upon years of training and honing the manipulation of the mists into the forms that individual druids come about casting them, be it fissures in the air, tears that spread ripples of healing amongst the ground, faux-flames that purify and enrich the land, the time spent manifests in which the excess presents itself into a familiar to help aid oneself with their work and duties.

     

    Mechanics:
    Much like achieving the highest tier of basic druidism causes a permanent connection to the hum of nature in the form of passive communion, the Luonto can be seen as yet another form of this connection. By taking from the excess and unusable energy that comes from the druid, an ethereal animal will follow the druid, a piece of themselves to help focus their gifts more accurately. 

     

    Let it be known, however, that despite appearances, the Luonto and Druid are of the same. A Luonto is not able to expand the senses of the druid. They are simply a form of their connection to nature showing itself, a symbol of their soul and work put forth into nature. While a Luonto may travel and frolic within range of the druid, this is wholly a behavior dependent on the disposition of the Druid. A friendly druid may present a friendly Luonto, while a taciturn one may be still and calm.

     

    Being part of the druid, the Luonto can retreat in and out of their Druid at a whim, especially if the Druid is tapped out and no longer has the energy to do anything beyond the most basic, passive communion. There inside the druid it will rest until they are well again, and come forth if the druid is willing.

     

    Redlines

     

    Spoiler

    No Combat Potential. Upon combat starting, the Luonto either retreats into the druid, or becomes so transparent that it cannot even serve as the most meager distraction.

     

    Any attempts to touch them by non-druids will find they are ethereal and essentially made of air. A druid can touch them in passive scenarios, but the feeling will be odd and light, rather than that of the Luontos representative creature.

     

    No Descendants/Playable Things

     

    Upper size limit is around that of a large moose. Anything bigger than that or a Olog gets downsized to a more sensible size.

     

    Microbial life is not permitted.

     

    Smaller insects and animals can have a reasonable flock or amount. If you're unsure what is reasonable, ask.

     

    It is not locked to the shifter animal of the druid, to avoid possible metagaming.

     

    Luontos typically do not change, but significant changes to character be it trauma, zen, or whatever you might have it, will impact and change them.
     If this is abused, infractions will be handed out to said druid.

     

    Can only travel as far from the druid as shout permits. 

     

    Cannot deliver messages or letters. At all. Not even charades. Within conflict situations.

     

    Cannot be communed with, though it can be felt with communion. Normal animals will not react negatively to it, simply treating it like any other animal calmly, unless combat is provoked.

     

    Cannot share senses with the druid. What the druid sees, hears, feels, smells, and tastes is all that the Luonto can as well.

     

    The Luonto cannot alert its player to things it finds that are not natural.

     

    Example: Timmy is hiding behind a wall. The Druid does not know. A bird Luonto lands on the wall Timmy is hiding behind. Even if the Luonto looks down, Timmy remains hidden.

     

    When being used as a foci for casting, the Luonto must and will retreat within the listed range of the spell to be used.

     

    The Luonto will disappear upon its druid using all of their energy, restoring on proper rest or powershare.

     

    Will disappear on druids unconsciousness, restoring itself upon waking up.

     

    Will disappear on druids death.

     

     

     

     


    

     

    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

     

    Spoiler

     

    Growth

    T2 Required to be taught

    [Combat]

    From their earliest years after being embraced by nature, the Druid may be taught to expend their own energy in order to aid in plant growth. A Druid might request that a tree grow a new limb, or blossom early; lilypads to rise from the silt and murk of a lakebed. Even amongst plant life not struggling by any means, the Druid may foresee reason to assist it, such as ‘blessing’ the crops of a farmer for his aid.

     

    Mechanics:

    A Druid is capable of encouraging flora and seeds to surge with growth, by essentially feeding them with Druidic energy. They are able to control the feeding of this energy such that they can learn to encourage plant life to grow to a desired size or level of development fairly accurately, and more so as the Druid themselves grows in tier. This does mean however, that one may exhaust themselves fairly quickly if they push themselves and the flora too far.

     

    In the past many Druids have exposed a foe to seeds, cuttings or mushroom spores, then used this ability to grow the flora into the victim’s body and begin causing tissue damage, pain or asphyxia. This is still possible, although even were a Druid able to expose a foe to mushroom spores and begin growing a culture of fungus into their airways, the victim is more likely than not able to close the gap and reach the casting Druid to stop them before becoming incapacitated. In a combat encounter a Druid may only do so if they know the seed or spores etc. to be there, they need not see them per se to focus upon them and incite growth in such a way.

     

    Emotes for Growing begin with the Druid using their Communion in a similar fashion to Tuning, in which they focus upon a singular voice or a small group of voices within nature. This may be a sapling or a patch of flowers in their immediate vicinity. The second emote has the Druid then begin to encourage and guide the flora to grow, for younger Druids this may be difficult to convince the plant life to do so, particularly if out of season(at this point a teacher may wish to have their student roll). If successful the Druid feeds this floral growth with their own energies and the flora begins to develop/grow, such as progressing in its life cycle to blossom for example, or simply becoming taller and more robust. The next few emotes require the Druid to maintain this feeding of energy and guiding the growth into various shapes, which they deem appropriate. One could grow a thick ivy trunk into a crude ladder for instance. Should the Druid wish to continue this, they must continue to emote for every metre of growth however, should be mindful of how floral growth scales with the demands upon their own energy. A Druid will quickly exhaust themselves should they attempt to grow a sapling into a full-sized tree.

     

     

    If a Druid cannot directly see that which they wish to grow, they may use an additional emote prior to casting Growth in order to ‘seek’ out plant life in the area of their maximum Communion range.

     

    T2: 3 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into growth(1). Flora begins to grow(2). Continued growth(2). Each additional metre of growth(2).

     

    T3: Range: 6 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into growth(1). Flora begins to grow(1). Continued growth(2). Each additional metre of growth(1).

     

    T4: Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into growth(1). Flora begins to grow(1). Continued growth(1; +1 for each additional metre of growth).

     

    T5: Range: 15 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into growth(1). Flora begins to grow(1). Continued growth(1; +1 for each additional metre of growth).

     

     

    Druids below T3 will be unable to convince Elder Trees to grow under their guidance. A Druid at T4 in Communion will have a better chance, and a Druid at T5 will almost always be able to cooperate with the Elder, at least so long as their request would not cause it harm.

     

     

    Redlines

     

    Spoiler

    All Communion redlines apply; a Druid may only encourage natural plant life to grow. Flora summoned from the Void via Conjuration or other means, give off no ‘voice’ and are beyond the Druid’s capabilities.

     

    In a combat encounter, if a Druid cannot physically see the plant life which they wish to grow, an additional emote is required to ‘seek’ it out firstly.

     

    In a combat encounter, a Druid may place plant material or other flora upon the person of another character and use this ability to compromise armour or clothing. They must however follow the emote guide.

     

    Plant growth cannot break steel plates or similar armour components within a combat encounter. At most it could split a few rings in chainmail.

     

    Floral growth may not burrow under skin on its own. Should someone wish to achieve this they must deposit the flora/seed/etc. Into an open wound, mouth, nose, eyes, ears etc.

     

    The exhaustion associated with this ability scales with the growth a Druid encourages. A young Druid might faint from growing a new limb from a tree, but might not break a sweat to grow a single leaf.

     

    A single Druid may grow a tree to maturity over time, taking periods to rest after exhausting oneself. This is not feasible in a combat encounter.

     

    If a Druid’s connection is broken, or they turn their focus upon something else, such as casting another ability, then the flora they were controlling with Growth ceases growing.


     

     

    Surge

    T3 Required to be taught

    [Combat]

    Just as before the wind, great boughs groan and sway, stems bow and grasses lay, so a Druid may also ask the trees and plants of the world to move. Roots may emerge from the soil to trip a fleeing foe, branches may shift to shelter or catch a falling friend, mushrooms may be coaxed to release their spores, vines may restrain a Shun. 

     

    Combat is a poor use of Gifts, as many will be keen to teach a sapling Druid. In the day to day duties of a Druid, this ability serves to divert roots from tainted water sources; to have trees shift a limb to be examined for rot or blight; to accompany growth so as to shape branches and such; to move shrubs, flowers, grasses and even trees to create shelter.

     

     

    Mechanics:

    This ability is that which is most likely to be seen in a combat encounter, in which a Druid may choose to bring roots from the soil to bind or trip a foe, or even the limb of an overhanging tree to sweep down akin to a ‘whomping willow.’ A teacher may introduce their students to this ability by having them make flowers sway, or other small feats, then gradually progress to more profound movements in flora.

     

    In a combat scenario, a Druid must have a source of nature within range, in order to utilise it with Surge. This means that if one wishes to tear roots from the ground to restrain an opponent, those roots must be within range of the Druid to first raise them from the soil, but then also within range of the opponent in order to restrain them. Bear in mind, that as roots grow further out from a tree, they become smaller and thus an adversary stood at the very fringe of a tree’s root system is unlikely to be truly inhibited by a few limb roots around their ankles; while conversely a foe stood at the base of a tree will have to contend with much thicker, sturdier roots.

     

    As an example, the Druid stands at the base of an oak tree, and follows the emotes to correctly use Surge. Their opponent stands 15 blocks directly ahead. Although the roots at the Druid’s feet are thick, the roots further out are slimmer and although easier to manipulate, don’t have quite the hold that thicker roots might.

     

    A Druid may manipulate flora to bind, crush, tug, trip, swat and swing, and various other motions the plant material is physically capable of doing. One may not claim to crush an armoured knight with daisies for instance. However, branches and roots which move too suddenly or bend too harshly may crack and splinter, vines may be sawn through with a blade, an axe may soon cleave through wooden limbs and all green life yields to flame eventually. Should one attempt to burn the flora a Druid is guiding with Surge, it requires three emotes of concentrated flame before arboreal flesh chars and blackens, becoming inoperable.

     

    Emotes for Surge begin with the Druid using their Communion in a similar fashion to Tuning, in which they focus upon a singular voice or a small group of voices within nature. This may be gnarled roots at their feet, overhanging vines etc. The next emote has them stir the flora to movement, in which it will begin to shift in a fashion which is visible to an observer. If successful, the Druid can then begin guiding the roots, tree branch or such toward their target, which is dependent upon what is it they’re controlling(a tree branch cannot reach beyond the tree’s canopy for example). From here the Druid should emote some manner of tell, if for example roots will emerge from the soil, to telegraph to other players how they might dodge etc. After which they may emote the root tripping a fleeing foe, or over a few additional emotes beginning to bind, strike or even crush. Even should the Druid be uninterrupted in time to begin crushing an opponent with roots, it is not an immediate kill.

     

     

    If a Druid cannot directly see that which they wish to manipulate, such as roots buried under soil, they may use an additional emote prior to casting Surge in order to ‘seek’ out plant life in the area of their maximum Communion range.

     

    T3: Range: 6 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into movement(1). Flora stirs to movement(1). Moves to target(2). Actions upon reaching target such as tripping(2), swiping or binding(3), crushing(3).

     

    T4: Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into movement(1). Moves to target(2). Actions upon reaching target such as tripping(1), swiping or binding(1), crushing(2).

     

    T5: Range: 15 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into movement(1). Moves to target(1). Actions upon reaching target such as tripping(1), swiping or binding(1), crushing(1).

    .

     

    Druids below T3 will be unable to convince Elder Trees to move through Surge. A Druid at T4 in Communion will have a slightly better chance, and a Druid at T5 will often but not always be able to cooperate with the Elder, at least so long as their request would not cause it harm.

     

     

    Redlines
     

    Spoiler

    All plant life under the Control of a Druid still holds its usual properties, meaning that wood will crack and break if pushed too far or shifted too quickly, roots which are destroyed will wound the tree from which they’re called, vines can be cut with a knife.

     

    Living flora is flammable, but isn’t made of paper and lighter fluid. It will take a minute of concentrated exposure to fire for things to char and blacken, becoming inoperable. Further exposure is required to set them ablaze.

     

    Similarly to growth, the ability to move plant life scales with the demands the Druid place upon these plants. Having a tree swing a branch like a club might incapacitate a younger Druid, while an Elder may attempt several sweeps before forced to retire and rest.

     

    One requires line-of-sight with the thing they’re attempting to Control. If it is obscured, the Druid finds they are incapable of guiding branches etc. properly. LoS with a tree is enough to control its roots however. STs have the discretion to bend this rule during events, should they need to.

    Gleaning

    T3, requires Surge

    [Non-Combat]

     

    An early form of ungrowing, the druid provokes a growth from plants and other flora, such as trees, only to halt and tailor the burgeoning existence into a shape or form. This can be used for simply extracting seeds and saplings, to various fantastical uses such as forming arrows or tools. This has a plethora of fantasy potential but cannot be used in combat due to the detail and level of coordination between the druid and the flora being used. I.E. A tree doesn’t know how a bow is shaped, so the druid will have to consistently commune what shape to provide during the entire process. Smaller scale requests will be easier to handle, while larger scale creations will leave the druid tired and tapped out obviously. 

     

    Mechanics:

     

    As the druid grows older and more capable, the ease and distance from which this can be done, and time it takes to make objects, will greatly reduce. This range increase, however, still cannot permit combat usage. Example: Growing a cudgel for someone from a distance. The exceptions to this are ET reliant however, if they wish to permit as much. Otherwise, in player interactions, too much would be going on to allow such.

     

    Powersharing will increase the rate of growth and reduce the strain, and any AOE effects from other magics and lore will have the expected effects. (Smoggers smoke, Mysticism deadbreath, etc) The created items will also only be alive for a short period of time. If this period wishes to be increased, Awakening will have to be performed and a ST signature acquired. Abuse of this will cause this to lose any green sign perks.

     

    T3:  Range 3 blocks. Emotes: Communing to the flora(1) Begin to establish the shape between the flora and druid (2) Start to grow the item out of the flora (2) Final removing process (1)

     

    T4: Range 5 blocks. Emotes. Communing to the flora (1.) Begin to establish the shape between the flora and druid (1) Start to grow the item out of the flora. (2) Final removing process (1)

     

    T5: Range 8 blocks. Emotes: Passive Communion, simply decide on a target. Begin to establish the shape between flora and druid (1) Start to grow the item out of the flora. (1) Final removing process (1)

     

    Limitations: The flora chosen must be able to keep up with the amount requested. For smaller plants this should be easy to keep up with, for robust flora such as trees, below are the limitations on how much and how big one may request and use size and weight wise.

     

    T3: A foot and a half, and 8 Pounds

     

    T4: Two feet, 15 Pounds

     

    T5: Four feet, 30 Pounds

     

    Redlines
     

    Spoiler

    Cannot be used in combat

     

    All items made with this DO NOT REQUIRE ST SIGNS unless using a ST lore mat

     

    All items will be expected to have inventory reps 

     

    All items will be expected to be roleplayed only as strong/sharp/etc as what they would realistically be. No cutting crossbow bolts in half with a wooden sword.
     

    Hindering, Smoggers Smoke, and other AOEs that affect casting will affect the growth rate and quality of the product. 

     

     

     

    Ungrowing

    T4 Required to be taught

    [Non-Combat]

    Just as a Druid may see fit to have blossoms emerge early, or to assist struggling plants to thrive upon their own energies, so they might also do the opposite. An Elder Tree may have a rotting branch, where the Druid may wish to prune it without harm; perhaps ancient or very rare plant life is under threat from encroaching civilisation, and a Druid seeks to preserve it.

     

    These scenarios are all too common for nature’s guardians. To surmount them, a Druid may be taught a means to reverse the growth of plant life in a process similar to growing it. Referred to as ‘Ungrowing,’ the Druid Communes their intentions to flora, before guiding it to shrink down almost as it does for Winter. Flowers or ferns may be guided down into a seed or sprout to be potted, trees may be shrunk into saplings, mushrooms into tiny mycelium. Nature’s verdance was meant to grow and bloom however, keeping plants in this way is considered a necessary evil to preserve and never a perfect solution.

     

     

    Mechanics:

    Ungrowing is essentially a reversal of a flora’s natural cycle of growth and development. The Druid may return a mature tree to a sapling, or indeed even a seed if deemed necessary, allowing them to keep rare specimens almost indefinitely so long as they are fed with Druidic energy. This is not possible in a combat scenario, for the concentration and strain is far too much to demand of a Druid. Should the ‘Ungrown’ flora later be planted, it will quickly take root and ready to begin growing again, which can be expedited by the ability Growth, if desired.

     

    A Druid is capable of Ungrowing a mature tree at a steady pace, but will find themselves wracked with exhaustion from the process. Smaller plants such as shrubs or bushes have a reduced toll upon the Druid’s energy, but Ungrowing is always thrice as tiring as Growth. Should Druids wish to Ungrow an Elder Tree for instance, which this ability is often used for, they will require many Druids to Powershare in order to do so.

     

    Ungrowing emotes are much akin to those of Growth. Using their Communion in a similar fashion to Tuning, the Druid focuses upon a singular voice or a small group of voices within nature. This may be a tree or a patch of flowers in their immediate vicinity. The second emote has the Druid then begin to encourage and guide the flora into a process of reversed growth. If successful the Druid feeds this process with their own energies and the flora begins to shrink down, such as reversing in its life cycle such as leaves closing for example, or simply becoming shorter and slimmer. The next few emotes require the Druid to maintain this feeding of energy and guiding the ungrowth further. 

     

     

    T4: Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into reversed growth(1). Flora begins to shrink(1). Continued growth(2; +1 for each additional 5 metres of reversed growth).

     

    T5: Range: 15 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into reversed growth(1). Flora begins to shrink(1). Continued growth(1; +1 for each additional 10 metres of reversed growth).

     

     

    Redlines
     

    Spoiler

    All Communion redlines apply; all flora-growth redlines apply

     

    Ungrowing may not be used in a combat scenario.

     

    Emotes must describe the tree, shrub, flower etc., undergoing a process of reversed growth. It does not immediately become a seed or sprout.

     

    Sentient flora cannot be ungrown unless IC permission is granted. However, certain creatures cannot be ungrown no matter if given consent or not. Examples being Epiphytes, Cervitaurs, Ents, and any other specifically stated not able to be ungrown.

     

    Event Creatures that are flora based require the ET’s permission to be ungrown and can override the above redline for the sake of the event however only for that eventline. 

     

     OOC and IC consent is required for a Soul Tree to be ungrown, as it is considered a sentient being and part of a player's character.

     

    A Soul Tree user may not Ungrow their own tree as the process places great strain upon the soul, and is too much for the Druid to bare themselves.

     

    OOC consent is required for a Dryad’s tree to be ungrown, as it is considered part of a player's character.

     

    Once the Ungrowth process is complete, the sapling or flora itself must be ST signed and approved with a description stating what it is. 

     

    Non-Druids obtaining or holding such items will not notice anything unusual about the flora unless the description specifically states otherwise. Any attempts at such will be seen as metagaming.


     

     

    Entling Creation

    T5 Required to be taught

    [Combat] [Independent Summon]

    The Druid is not alone in their vigil over nature, and for those whose Gifts have grown well, they may summon assistance in the form of a large arboreal humanoid called an Entling. Named after the great guardians which Elder Trees grow to protect themselves, the Druid’s companion is also grown from the wooden flesh of a tree for a specific purpose.

     

    Entlings may provide assistance in a number of ways, to a creative Druid. More often than not however, they serve as bodyguards or warriors for Druids who are less capable of combat. Halflings and other small Druids have been known to utilise Entlings to avoid being trampled during battle. Historically their strength has been compared to that of “a brute Orcish warrior,” (Lost Druid, 1434). The Entling usually adopts the stature of Krug’s kin as well, towering at most 7’6, which has only solidified their use as brutes and guards however, smaller and weaker Entlings are not unheard of. The Entling’s ability to wade into combat without total supervision, allows the Druid to fight or use Gifts themselves.

     

     

    Mechanics:

    An Entling is a spriggan-like construct which a Druid may summon to assist them in combat, events or other such circumstances where they need a ‘heavy lifting.’ Upon their creation, the Druid must choose a primary function for the Entling to serve as its purpose, which must always pertain to aiding nature in some way. One may not create long chains of logic to argue for an Entling doing innocuous busywork or other such things, they are intended to assist a Druid in their duties.

     

    During creation, the Druid must also choose the size of the Entling. The classic Entling as a great Orc-like brute may serve as a protector while a Druid heals blight for example, while stocky Dwarf-like Entling may be created to assist the Druid in breaking up hard soil, prior to replanting. As a rule of thumb Entlings inherit the strength of whichever Descendants they most resemble, but may not be taller than 7’6 or possess beyond ‘Orcish strength.’ Regardless of build or size, they are always slow-moving and sluggish.

     

    Additionally the Entling is incapable of speech or independent thought, requiring the Druid to instruct it how to fulfil its purpose, whether this is indeed combat or merely planting saplings into pre-dug holes. Only the Druid who summoned the Entling may instruct it, due to the bond forged upon its creation. This bond also manifests as a ‘tether’ to the Druid’s pool of energy, which sustains the Entling throughout its use, thus requiring it to venture no further than #rp range from the Druid. Should the Entling be destroyed, this also tears away a portion of the Druid’s energy, exhausting and debilitating them for the remainder of the combat encounter.

     

    The emotes to summon and Entling begin with the Druid Communing with the tree they wish to summon it from. Additional chanting, foot-tapping or other tells and aesthetic visual displays are permitted to create atmosphere. As the tree’s trunk shifts, it is at this point the Druid must decide the purpose of the Entling. From the trunk of the tree, a growth then emerges to form the ‘body’ of the Entling, allowing the Druid to begin shaping the Entling to their needs. With the tree’s flesh shifting like stiff clay, it will creak and crack audibly. The legs then develop upon the body in the following emote. The arms and head develop together, but the Entling has no ‘face’ as such and instead eyeholes which glow with the colour of the Druid’s aura. Finally the Entling emerges whole from the tree, climbing down to stand before its creator, to await instruction. The Druid ‘chooses’ the size of the Entling by growing the proportions, they are guiding the growth throughout, which requires them to concentrate uninterrupted.

     

     

    Range: 5 metre/block radius. Emotes: Communing to the tree.(1). Attempt to guide into growth(1). Tree trunk begins to change(1). Entling’s body begins to  emerge(1). Entling emerges fully and stands independent of the tree(1).

     

    Redlines

     

    Spoiler

    All Communion redlines apply; all flora-growth redlines apply

     

    Summoning an Entling requires a mature tree for it to emerge from.

     

    A Druid may only have one Entling summoned at a time.

     

    Entlings are instilled with a purpose upon creation, which must always pertain to serving nature, the Balance or the Aspects. They may not be used to help a Druid move house etc.

     

    Although a Druid may continue to fight or use Gifts after summoning an Entling, the process is still strenuous and tiring, and the effects of it having sapped the Druid’s energy should be roleplayed.

     

    Because the Entling is powered by the creating Druid’s energy pool, they must remain within #rp range of the Druid during a player versus player combat encounter. Events fall to the overseeing ET’s discretion.

     

    Entlings cannot speak, are simple-minded, vulnerable to any type of fire and do not possess any magical abilities. Their movements are always sluggish and heavy.

     

    An Entling may appear at various heights and builds, but may not grow beyond 7’6 in height and possess strength on par with that of an Orc(not an Olog).

     

    As a rule of thumb, Entlings which resemble the stature of a Descendant race, acquire that race’s max strength. They must be humanoid in appearance, think Groot.

     

    If an Entling dies, the Druid who summoned it will be taxed physically with fatigue until they rest. A Druid is also encouraged to roleplay additional flavour, such as a feeling of loss etc.

     

    Should an Entling survive its encounter or otherwise fulfil its purpose, it will find a place to root and become inactive. If allowed to, it will eventually grow into a tree like the one from which it was made.

     

    Once rooted, they no longer have any magical properties.

     

    As a tree-like creation, an Entling is vulnerable to fire. Three emotes of sustained exposure to flame is enough for it to begin burning.

     

    A Druid may only create and roleplay one Entling at a time.

     

    A Druid may not summon an Entling from an Elder Tree.

     

    Armor or adjustions to its shape and body cannot be placed on the Entling. Weapons are possible to be wielded however are quite clumsy to a novice degree with its use and knowledge of how to use it. For ET events, this can be possible only if the ET management allows it.

     

     

     

     


    

    Nature Infusion

    CNSs4K6arzQyYEBZLiy3H5iOTvIkiUAbJLUu0QZhd1fUOjCRcfnoOffcTmMXec11XML4HjtNBMDRlN26Grc0WlFwz8QYGKXTfa6hQqXPnXsdlsCnpnjz8SL4LpFxTxkgtpDvQXct

     

    "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

     

    Spoiler

     

    Powersharing

    T3 Required to be taught

    [Combat] [Non-Combat] + [Enchantment]

    Oftentimes the duties of a Druid require more strength than a single Druid can summon, more energy than their bodies can provide, more grit than is within their resolve, but they do not despair. Like the pack of a wolf, a herd of deer or a hive of bees, there is strength in numbers. Using a Gift referred to as ‘Powersharing,’ Druids may offer their own energy to their Brothers and Sisters, to bolster their use of Gifts.

     

    This bolstering of Gifts does not allow a Druid to perform God-like feats, but rather weaves the energy of the group together, in order to stave off exhaustion long enough for them to accomplish their task. Powersharing proves integral for assisting the growth, ungrowth or movement of great old trees, and particularly Elder Trees through Druidic Gifts, as these are beyond the capabilities of a lone Druid. Similarly Blight Healing greatly benefits from the combined efforts of Druids through this Gift, for Blight Healing itself is well-known to be the most exhausting of all. A teacher might choose to Powershare with their student, to assist them in lessons should they encounter great difficulty. Always however, this sharing of energy is only temporary.

     

    Mechanics:

    Through Powersharing, Druids are able to create a collective pool of energy from which another Druid may draw strength to stave off their own exhaustion. This exhaustion is instead divided between the Druid actively casting other abilities and those Powersharing. Should the ‘active’ Druid use abilities which would normally exhaust them entirely, they will instead be capable of maintaining them for longer or may choose to maintain them for the normal number of emotes/time and merely suffer reduced exhaustion.

     

    As long as the Powersharing Druids are within 15 metres/blocks of the active Druid, the latter may draw from the pool of energy. In a combat encounter, every additional T3 Druid contributing by Powersharing adds two emotes to the ‘active’ Druid, a T4 Druid adds four emotes and a T5 Druid adds five emotes before exhaustion begins to take its toll. In essence this means while Powersharing, a T5 Druid gives the ‘active’ Druid a free spell, or most of one, before the latter begins draining their own energy.

     

    Powersharing renders the Druid hardly able to move and certainly incapable of defending themselves against an opponent, leaving them vulnerable. As such its use in a combat encounter is extremely risky and without others to protect them, will likely see Powersharing Druids assailed by foes.

     

    A minimum of three emotes are required for the ability to reach its full effect regardless of tier. Powersharing Druids begin by connecting and concentrating upon the energy within themselves as the first emote. As it wells inside, the second emote has them begin to guide the energy to flow outward from their beings to be entangled with that of their sibling Druids, to create a pool of energy. Upon the third emote, the collective pool of energy between the group stabilises, allowing others to draw from it to stave off exhaustion. The pooled energy of Druids usually appears as an ethereal mass of sorts, which takes on likenesses from the contributing Druids’ aura. An example might be to manifest a ghostly body of water between them, but more vivid visuals might include oases of rich blue waters, dotted with tiny pink water lilies and emerald reeds.

     

     

    The Druid connects with nature, emoting their tells.(1)

    They concentrate upon the energies within them. Energies swell and shift.(1)

    Energy wells until it’s ready to overflow. A Druid begins bringing it forward to pool with others.(1)

     

     

    Outside of a combat encounter, Powersharing may be used to ‘comfort’ or ‘sooth’ a Druid. This works by using the innate calming and nurturing properties of natural energies, passing them to a distressed Druid. On the receiving end, the Druid may choose to accept such comforts or not, but in either case this does not give the Powersharing Druid the ability to manipulate emotions.

     

     

     Red lines

     

    Spoiler

    One may not Powershare with non-Druids.

     

    One must be within proximity to the pooled energy in order to utilise it. No further than 15 blocks away.

     

    One must be in line of sight of the Druid they wish to powershare with. Walls, Buildings, trees, etc are examples of things that will obstruct the effect and cause it not to work. 

     

    The visual effects of Powersharing are flavour only. Druids may choose to make the visual tells of powersharing as vivid or as simplistic as they please, but are encouraged to be creative.

     

    A Druid must maintain complete focus on the Druids they are Powersharing with and cannot use any other abilities while doing so. It falls to another Druid to then connect with the pooled energy, to utilise it for other Gifts.

     

    Powersharing takes a minimum of three emotes during a combat encounter, before any Druid may begin accessing energy from it.

     

    In a combat encounter, Powersharing Druids contribute ‘free’ emotes to the Druid drawing upon the pool of energy. T3 Druids add 2 emotes, T4 Druids add 4 emotes and T5 Druids add 5 emotes.

     

    The exhaustion from the abilities these emotes contribute to is instead passed on to the Powersharing Druids.

     

    Any form of  Powersharing is exhausting to some degree. The more it is used, the more it will fatigue the Druid sharing.

     

    This ability becomes less taxing as the Druid practices and as tiers progress. A T5 Druid attempting it for the first time will still be inefficient and find it exhausting.

     

    Powersharing does not come with the inherent instability of abilities like Voidal Circling. It is an entirely stable process.

     

    Tier 3 or more is required to begin Powersharing. Any attempts at a lower tier would completely exhaust the Druid and most likely cause them to pass out.

     

    Tiers beyond T5 do not indicate raw power, but rather fine control and stamina. Do not use Tiers temporarily gained through Powersharing as a license to roleplay the powers of a Demi-God.

     

    The power boost is temporary and will fade once the flow of natural energies stops.

     

    If Druids powershare into another, it is advised that they indicate how many Tiers they’re providing and for the Druid performing active Gifts(such as Blight Healing, Ungrowing etc.) to then indicate the total Tiers. This makes it clearer for event-leaders, STs etc.

     

    A Druid who is the target of ‘soothing’ via Powersharing must consent ooc and iRP to its effects.

     

     

    Druidic Limb

    T3 Passive

    [Permitted in Combat]

     

    For some Druids, upholding their unending duties take a toll upon their mortal bodies. Many servants of the Aspects will acquire scars, broken bones and perhaps severed limbs. Druids however, are nothing if not resourceful, and over millennia have developed their own means of prosthesis in order to continue their vigil over nature.

     

    Mechanics:

    The creation of such limbs falls under the Blight Healing ability Awakening, but a Druid of T3 in Communion may be fitted with one and taught how to use it without knowing Blight Healing themselves. After fitting the ‘Druidic Limb,’ the receiving Druid must Commune with the living wood in order to establish a connection. Once this connection begins, it allows the Druid to begin passively feeding the prosthetic in order to sustain it. This is necessary, for without the energy, the limb will fall dormant and become dead wood.

     

    The Druid must then learn how to articulate the prosthetic via their Communion. Initially this will prove sluggish and reactions will be delayed, particularly if they have been without a limb at all for some time, just as a recovery period is necessary for some irl limb injuries. Eventually through coaching and practice however, a Druid will regain almost-natural movement within their new limb.

     

    A Druid may alter their limb using the Communion ability Growth, but only outside of a combat encounter. Extensive alterations compromise the integrity of the Druidic Limb, such that long claws will easily break against an armoured foe, while attempting to shape blades or the like will totally destroy the limb. These alterations require a minimum of three (3) emotes, in which the first details the growth, second reshaping and third settling of the wood.

     

     

    However, wood is not a perfect substitute for bone and flesh. Lacking nerves and tendons, the Druid may only sense balance and pressure within their prosthetic limb, all the senses necessary to function- but will never quite develop the fine sensitivity to feel as skin does. In short it will always feel a little ‘foreign.’ Additionally movement will prove somewhat stiff or awkward, as the Druid must request the arboreal flesh to warp and shift in ways unfamiliar to it, unless the limb has hinges and sockets built into it. One Druid is known to have a stiff right wrist for this reason.

     

    Due to their wooden composition, Druidic prosthetics are particularly vulnerable to fire. Continuous exposure to a flame for three (3) emotes will cause the limb to burn and char with a fifth emote causing it to crumble to charcoal and ash. Azdrazi and T5 Voidal fire, will begin burning at two emotes with it completely burned at four emotes of continuous exposure to flame. 

     

    Additionally, sustained strikes from axes will quickly begin to sunder a Druidic Limb, while other edged weapons may cut into the softwood. Maces or other blunt weapons may damage the heartwood. Axes and maces will take at least three (3) emotes, before the limb is rendered inoperable, the first beginning to crack and splinter, the second splitting the heartwood and the third cleaving it in twain etc. Swords or other bladed weapons will require at least six emotes, have a high chance of becoming stuck in the wood, and will likely have ruined their edge.

     

    Lastly, any sorcery which severs a Druid’s ability to Commune will render the limb inoperable, but will not inherently drain it of its own life.

     

     

    Red Lines

    Spoiler

    Only a Druid of Tier 3 or higher in Communion can manipulate a Druidic prosthetic attached to themselves. For anyone under T3, or lacking Druidism entirely, it is just an immobile peg limb that a Druid happened to shape for them.

     

    A Druidic Limb may not be altered during combat.

     

    A limb may not be fitted during a combat encounter.

     

    A Druidic Limb must resemble its fleshy counterpart.

     

    It does not offer additional strength over one’s original limb.

     

    Extensive alteration to a Druidic Limb will cause it to crack and warp, which will then require repair.

     

    It is not possible to grow a Druidic Limb into a blade, shield, armor, or other manner that deviates from its standard shape. Attempting to do so will destroy the limb entirely.

     

    Although fire presents a threat to Druidic Limbs, they are not made of matches and lighter fluid. 

     

    A functional Druidic Limb requires Awakening via Blight Healing, prior to fitting.

     

    Any non-wooden component of the limb cannot be Awakened and therefore cannot be controlled. Attachments such as blades etc. inhibit functionality further and are otherwise dumb.

     

    The limb is only living wood if attached to a Druid, it draws from their natural energies to sustain itself.

     

    A Druidic limb will require to be Awakened again if completely cut off from a Druid for longer than an irl week.

     

    The effectiveness of the replacement limb is entirely up to the player receiving it. It can be a simple peg limb, or of some practical but limited use, or a fully functional replacement able to be manipulated as normal with some effort. These exist to enhance RP, however must still take into account the weaknesses of the limb itself and the material used. This cannot bypass making the limbs any faster/function completely equally like a normal limb. 

     

    A player may roleplay their Druidic Limb as possessing traits associated with the wood it’s created from, i.e. itinwood is dense and strong, but heavy; Elven ironwood is fire-resistant, but brittle. One may not use this as a means to powergame.

     

    Tempered Elven ironwood may not be used to create a Druidic prosthetic. Awakening causes the wood to become mundane ironwood again, removing its tempered properties entirely.

     

    Limbs should follow the lore and redlines of the wood material they are created from.

     

    One cannot attach another animal part to someone as a replacement, such as a dog’s tongue to replace a severed tongue, or a spider eye to replace a lost eye. Only wooden limbs may be created and attached.

     

    This cannot be used to give oneself extra limbs, e.g. four arms, three legs etc.

     

    One may not have more than two full wooden limbs (From the shoulder or hip down), or four half limbs (from the elbow or knee down). This does not negate characters that obtained their limbs prior to this addition.

     

    If subject to anti-magic or the Druid is within an area that dampens deity magic, the Druidic limb would be harder to maintain control, if not cease functioning altogether.

     

    Druidic Limbs are player signed items and must have a MC representation in the Druid's inventory.

     

     

    Attunement

    T4 Required to be taught, must also know ‘Powersharing’, and possess a TA

    [Non-Combat] [Connection]

    Millennia ago, an Elven warrior was brought to a Sacred Grove, under the watchful gaze of Mani and the first Elder Tree Riitill’eliuii. There he encountered the pool in which the Aspect Stones resided, at the roots of the first Elder, and into it stepped to be forever changed. His mind and spirit transported elsewhere, he drew the curiosity of the Aspects and each would come to test him in trials and visions. When he emerged having passed his trials, his mind and spirit had been Attuned to the natural forces around him, able to hear the eb and flow of life, to hold Communion with the plants and beasts of the world. Nourished upon the waters of the blessed pool, the first Druid was born.

     

    Druids are able to replicate this truly sacred connection to their Aengulic patrons through a ritual, which opens the mind and soul of a Descendant, or Hou-Zi and Kha for that matter, to receive the Gifts of the Aspects. However the power of the Aspects is great and alien to mortalkind, which necessitates a period of preparation for the mind, body and soul to acclimatize to receiving this foreign connection. Without this preparation, the would-be Druid will instead find their soul assailed with raw Aspectual power, unable to accept the connection it will crack while the mind unravels.

     

    To temper the student and help them to prepare for such a connection, and the duties expected of them afterward, Druids of the Order have used ‘Dedicancy’ as a period of learning, trials and tests. In most cases Dedicancy lasts for many years, before the student proves themselves both capable and having earned the responsibility and blessings of a Druid.

     

    Upon having completed their tasks, trials and lessons, a teacher will lead their student to a designated pool of water and begin the ritual of Attunement. Submerging into water, the student is coached into a relaxed almost-meditative state, as the performing Druid connects deeply with nature. After stirring their energies into a swell, the Druid allows them to flow into the water with their student, this is very straining and will exhaust even Elder Druids to perform. At this point, the Dedicant is lulled into an altered state of consciousness, feeling as though they have fallen asleep. From here, the student will undergo a final series of challenges through often surreal visions from which they cannot wake. Although most Druids are reluctant to speak of the visions they endured for their own Attunement, those who do often speak of imagery pertaining to their greatest fears, greatest hopes and their Totem. Should the Dedicant pass they will emerge from the waters a new Druid, like the first Druid before them.

     

    Not only does Attunement forge a link with the natural world and the Aspects themselves, it also forms a weaker bond between teacher and student. This allows the teacher to sense when their student is close, but intensifies the experience of loss should their student suffer permanent death.

     

    Redlines

     

    Spoiler

    A Druid must be taught this ability through roleplay.

     

    Attunement is not possible during combat.

     

    A Druid must be T4 in Communion and hold a valid Communion TA in order to be taught or perform this ability.

     

    Teaching of Attunement is left up to the creativity of the one teaching, however it requires intentionally passing knowledge from one to another. A Druid may not simply Powershare with another performing Attunement, and claim they have been taught.

     

    One must reach adulthood before they can be successfully Attuned. Anyone below the age of 18 will result in a failed Attunement.

     

    A Dedicancy is required before one may be Attuned. It must consist of lessons, tasks, trials and the like, with a focus upon preparing the Dedicant for the life of a Druid and understanding their responsibilities to nature.

     

    Between six and twelve tasks/lessons/trials, across a minimum of two irl weeks are required before a student may be successfully Attuned.

     

    A Dedicancy should have effort and genuine roleplay put into it from both the student and teacher. It should be an enjoyable RP experience for both parties in its own right, not merely red tape to be rushed.

     

    iRP difference of perspective is not grounds to oocly claim a Dedicancy invalid. For example, if a Druid chooses not to teach their student about a Third Aspect, or focuses on specific areas like death or growth, it does not invalidate a Dedicancy.

     

    If one should attempt to Attune others without sufficient preparation i.e. Dedicancy, the Attunement will fail and leave the individual mentally scarred.

     

    Mental side-effects are largely flavour and may be roleplayed as one wishes, just be tasteful. Examples include migraines, misophonia or other sensitivity to sound, paranoia and sensory hallucinations.

     

    Attunement visions may be vague and abstract, or vivid and realistic. Typically they encompass the student’s worst fear, greatest hope and their Totem, although there is room for flexibility and further embellishment.

     

    OOC communication is recommended to establish fears, hopes, a Totem, as well as past events of the Dedicant’s life, so that they may appear in visions. Ultimately this serves only to provide a more enriching RP experience.

     

    Attunement does not require the student to be within a body of water, but may be chosen for aesthetic/thematic purposes.

     

    Anything that might effect the Attunement ritual that the Dedicant possesses or has done needs to be OOCly conveyed to the Druid performing the ability, so that proper emotes can be provided accordingly.

     

    The special bond between the ‘Attuner’ and student is subtle. The Attuner will only sense their student within a radius of two metres.

     

    This bond should not be used as a means to metagame.

     

    The Druid who has performed Attunement on a Dedicant will feel a more intense loss upon that person’s Permanent Death(PK), but not upon a non-permanent death.

     

    Once the Attunement completes, the student may create an MA.

     

    Reattuning a Druid that was Unattuned requires three Druids that all have a TA/Attunement ability learned and the Unattunement MA Feat.

     

    A Druid can only be reattuned once. After the second Unattunement, the Druid cannot be Attuned to Druidism again.

     

    Learning attunement must be marked down on their MA or TA.

     

     

    Unattunement

    T4, TA and Attunement required to be taught

    [Feat] [Disconnection] [Chaos Clause]

    Over time, some Druids may come to believe that their duties are too great a burden for them to bear, the constant fight for the wilds may appear fruitless in the face of the inevitable destruction caused by Descendants and other unnatural forces. Some may instead realise that they chose to walk such a path, because their true path had not revealed itself. Others still may come to abuse the trust nature and the Aspects have placed in them, and cruelly manipulate their Gifts in unnatural ways to cause corruption or shed the blood of their sibling Druids.

     

    There exists a Gift to purge the poison of those who have become the very anathema of their duties, or to remove the burdens of those Druids who have surrendered to despair or whose hearts have changed. Unattunement is indeed its own burden to bear, for the responsibility of removing the Gifts of a sibling Druid is never not a sorrowful experience. Too great a weight for a lone Druid to shoulder alone even, it requires two additional Druids who know the ritual of Attunement to assist in performing it.

     

    Unattunement begins with the performing Druid connecting deeply with nature, similarly to performing Attunement, for each is a mirror of the other. As they rouse their energies, the assisting Druids then Powershare with first, giving them the strength to begin drawing upon the connection of the one to be relieved of their Gifts. During this, nature grows to an unease and whispers swell to screams of discord, which is even more intense for the one being Unattuned, as they feel their connection pulled and strained. Until finally the voices of nature reach a crescendo and the target’s connection is severed forever. Even with two Druids Powersharing, Unattunement is an exhausting and harrowing experience, draining all who perform or subject to it.

     

    When a Druid is Unattuned, the hum of nature’s voice within the back of their mind falls silent. For sapling Druids who experience a change of heart this is perhaps relieving, but for Elders such a shock may prove to be deeply unsettling, leading to debilitating mental symptoms or even total madness. Indeed many Elders would sooner wish to die than live without nature’s song.

     

    Should those Unattuned as a grave punishment prove redeemed, or other such circumstances permit it- One further chance is possible, and they may be Attuned again. However, due to the severance of their initial connection and how this can harm the fragile mortal soul, re-Attuning requires three Druids each knowledgeable of Attunement and Unattunement. Should this re-Attunement be attempted shortly after one’s Unattunement, the initial connection may be salvaged and the Druid will find nature welcomes them back more readily.

     

    Redlines

     

    Spoiler

    A Druid must be taught this ability through roleplay.

     

    Cannot be performed during combat.

     

    A Druid must be T4 in Communion and hold a valid Communion TA in order to be taught or perform this ability.

     

    A Druid must also possess an MA for Unattunement as a Feat to perform an Unattunement.

     

    Three Druids are required to perform this ability. The one leading the Unattunement must hold a valid MA for the feat, while the two assisting must each hold a valid TA in Communion and possess knowledge of Attunement.

     

    Druids performing Unattunement must be within close proximity to the one they are Unattuning.

     

    Reattuning requires all three Druids to have iRP knowledge of both how to Attune and Unattune.

     

    One must also possess the Unattunement MA and TA in Communion, in order to assist in re-Attuning.

     

    Unattunement of a Druid does not produce the mourning etc. felt through nature like when a Druid PKs.

     

    The Druid who Attuned the one undergoing Unattunement would however, feel their bond sever.

     

    If a Druid is re-Attuned within an irl month of Unattunement, they may progress more quickly through tiers to the tier at which they were Unattuned. This takes 2 irl weeks to fully recover from the effects.

     

    Should more than an irl month have passed however, their prior connection is totally lost and they must begin anew at the usual pace of progression.

     

    Once the process is complete, the Story Team must be contacted in order to update apps.

     

    A Druid can only be Unattuned twice. Upon the second Unattunement, the Druid cannot be connected to Druidism again.

     

    For a re-Attuned Druid to be Unattuned again, a period of two weeks must pass before a successful Unattunement upon the Druid can be made.

     

     

    Druidic Infusion

    T5 Required to be taught, also requires ‘Powersharing’

    [Non-Combat] [Enchanting]

    Over millennia there are known to have been many artefacts thought blessed by the Aspects themselves, some famous like the Aspect Stones and some less well-known, such as the Blight Stones plucked from the Eternal Forest. Most common however, are the curios created by Druids within the past few centuries, for Druids are a creative folk, often with eccentric and ‘outside the box’ mentalities which only appear to aid in the crafting of marvellous objects to serve as supplementary tools in upholding their duties.

     

    Believed to have been derived from the same blessings the Aspects used to create the Aspect Stones, Infusion is an art passed down from one generation of Druids to the next, considered deeply sacred and special. Requiring complex manipulation of Gifts and their own energies, a Druid must be competent and confident in their abilities, before attempting to create such artefacts of their own. Without the knowledge of how to gather and weave their energies with other Druids, they will be unable to make the jump to adequately feeding such energy into objects and the like. Further, a Druid must truly understand what it is they’re attempting to imprint into the artefact; one who has not acquired the Gift of Blight Healing may not imbue a flower to never wilt, for example.

     

    Mechanics:

    A Druid with T5 Communion may use this ability to infuse minor forms of Druidic Gift into objects as an ‘enchantment.’ Firstly they must assemble an object they wish to Infuse from natural materials such as stone, wood, crystal or other precious stones, a Kuila crystal, bone, hide or similar. It must be prepared in advance, such as sculpting a figurine from stone or wood, or cleaning bone, as one is incapable of doing so during the Infusion process.

    Secondly, the Druid must take their craft to somewhere untouched by civilisation, such as a Grove, Fae Ring, Attunement Pool or other deep place of the wilds. Arranging the object before them, the Druid then begins to Commune deeply with nature and calls forth the pool of energy within themselves. This is impossible for a Druid without knowledge of Powersharing. At least four (4) multi-line emotes are required for the Infusion process; the first begins with Communing, the second begins to concentrate upon the Druid’s energy, allowing it to swell and build inside them; the third violently expels the energy at the object to create a ‘pattern’ within, which stores the enchantment, the fourth completes the process, exhausting the Druid.

    This renders the Druid quite vulnerable, unable to break away suddenly and certainly incapable of defending themselves. Upon completion, the Druid is drained entirely, likely forcing them to immediately seek rest. Even those who resist sleep will find themselves unable to utilise anything beyond their passive Communion for three IRL days afterward.

    All Druidic Infusions fall under two categories, active and passive. Which is to say that their effects must be activated in some manner such as through Communion, or that they possess a continuous passive effect until its energy is depleted. A Druid might choose to infuse their Kuila to halt the spread of blight within its radius for instance, in which case it may do so continuously or upon request. This must be decided at the time of creation and the RP item must indicate one way or the other.

    Infused items away from a druid must be recharged after a an OOC Weeks time, by a druid capable of infusing.

     

    Known Infusions

    All enchantments are subject to the redlines of the associated ability.

    Their names must appear in either the name of the enchanted item, or the description.

    Spoiler

    [Singing]

    Active or Passive | Any material

    The artefact influences the ‘music’ of nature into an excitable swell, a lulling calm, a tense aggression or a deathly silence within a three metre/block circular radius around it.

     

    Three emotes are required for the artefact’s effect to fully function. The first must activate the enchantment, if this is through Communion the Druid may do so through connecting to the artefact; the second has the enchantment begin to spread outward slowly, influencing the ‘music’ of nature according to its effects; the third emote has the artefact reach its max range and may continue to function until exhausted or destroyed.

     

    A Druid may use two emotes to change the ‘song’ of the artefact’s effect, through Communing with it. In the first emote, the Druid connects and conveys silence, calm, excitement etc. to the artefact through Communion, while the second has the artefact change to reflect this, e.g “[!] Nature’s song lulls to a calm around the Infused figurine.”

     

    Redlines

     

    This infusion must be player signed unless combined with an infusion which requires an ST signature.

     

    Lulling or exciting nature is unable to manipulate the feelings of Descendants, even other Druids. One may be moved to tears or laughter, but only insofar as is usual for them to express in response to these feelings. 

     

    It may not incite animals, Fae or Druids to attack.

     

    If an area is lulled into silence, excitement etc. appropriate signs should be placed to OOCly indicate such.

     

    [Powersharing]

    Passive | Any material        

    The artefact contains a small reservoir, which a Druid may use to store energy and draw upon for later use. This is akin to a Kuila crystal and is by no means a suitable alternative to the pool of energy within the Druid themselves, instead acting as a small battery with which they may partially stave off exhaustion.

     

    This allows the Druid to draw upon or store energy within the artefact if it is upon their person. Regardless of size the enchantment stores the same quantity of energy when fully charged, which may be used to sustain Communion abilities for a further three emotes, or Blight Healing for a further one emote, without additional exhaustion. Alternatively it may be used to partially alleviate the exhaustion of a Druid who has completely expended all of their energy.

     

    The Druid must indicate they are using the artefact through emotes. One emote is sufficient to indicate they are drawing from the enchantment.

     

    If the Druid does not refill the artefact with their energy, it will refill upon its own at the same rate of all enchantments(3 OOC hours outside of combat).

     

    Redlines

     

    A Druid who uses this enchantment to partially replenish their exhausted mana during a combat encounter, may not use any further Druidic abilities during the encounter, except passive Communion. It merely alleviates the pain and discomfort of exhaustion.

     

    If one uses the Powersharing enchantment of an artefact in combat they may not use the Powersharing enchantment of other artefacts within the same combat encounter.

     

    Multiple artefacts enchanted with Powersharing may not be stacked to combine their effects.

     

     

    [Blooming]
    Requires Blight Healing

    Passive | Flora only    

    A floral artefact, such as a flower, small shrub or a sapling, will remain living and healthy as long as the Infusion is functional. If the flora is planted, it will grow at its usual rate and the Infusion will expire. It is otherwise a functionally normal specimen of its species 

     

    Redlines

    This infusion must be player signed unless combined with an infusion which requires an ST signature.

     

    All Communion redlines apply.

     

    A Druid may only apply this Inufsion to natural flora. Flora summoned from the Void via Conjuration or other means, give off no ‘voice’ and are beyond the Druid’s capabilities.

     

     

    [Fertilising]

    Requires Blight Healing

    Passive | Any material

    The artefact slowly feeds Druidic energy into the soil and to the floral life in its immediate vicinity, in an area no larger than a three metre/block radius. This energy resows nutrients into the ground and prepares it to be resown, such that life could begin to grow without difficulty.

     

    When the artefact is brought to a patch of barren soil, and placed upon the ground, the effects of its enchantment begin to enact. Over ten emotes, the energy of the enchantment bleeds outward and slowly restores the ground’s capacity to support plant life. The first emote begins with aesthetic effects of the enchantment activating; the second then begins to spread Druidic energy outward; the third and fourth emotes have this effect spread out wider; the fifth and sixth emotes have it reach its maximum area of effect; seventh and eighth emotes continue to spread Druidic energy into the soil; the ninth begins to fade out; the tenth has aesthetic effects cease and the enchantment is exhausted, requiring time to recharge.

     

    Redlines

     

    This infusion must be player signed unless combined with an infusion which requires an ST signature.

     

    This Infusion is incapable of Cleansing pollution or revitalizing totally dead land.

     

    The Infusion is incapable of restoring fertility to animals or Descendants.

     

    Undead or other Dark creatures are not harmed within the aura of the Infusion, unless otherwise stated in their specific lore.

     

     

    [Cleansing]

    Requires Blight Healing

    Active or Passive | Any material        

    The artefact prevents the spread of blight, taint or other magical corruption into a three metre/block radius around it. Should such corruption already be present, it is halted and must drain, corrupt or destroy the artefact before it may continue to spread.

     

    When the artefact is brought to an area, and placed upon the ground, the effects of its enchantment begin to enact. Over five emotes, the energy of the enchantment bleeds outward and prevents taint from moving into its vicinity, or prevents existing corruption from spreading further. The first emote begins with aesthetic effects of the enchantment activating; the second then begins to spread Druidic energy outward; the third and fourth emotes have this effect spread out wider; the fifth emote have it reach its maximum area of effect.

     

    Once reaching its maximum area of effect, the enchantment continuously works to halt the spread of taint or blight. This may function for an entire event/combat encounter, unless the artefact is first destroyed, corrupted or drained by magical means. If it is not destroyed or corrupted, it will automatically recharge over three OOC hours. Should it be corrupted it will require Purging through Blight Healing to restore its functionality.

     

    Redlines

     

    This Infusion is incapable of removing magical corruption.

     

    The Infusion is incapable of halting taint from spreading through a Descendant.

     

    Undead or other Dark creatures are not harmed within the aura of the Infusion, unless otherwise stated in their specific lore.

     

    An artefact with this enchantment, which becomes tainted/corrupted, will cease to function adequately.

     

    A Druid will be able to tell if such an artefact is corrupted.

     

     

    [Awakening]   

    Requires Blight Healing

    Passive | Wood only        

    The artefact is now living wood and will remain living for an irl week without Druidic energy before falling dormant. It may be altered to some extent by Communion abilities, but excessive alterations will destroy it. A prosthetic limb Infused with this enchantment can be fitted to a Druid, who may begin to learn utilising it through Communion. As a staff or other such object Infused with this enchantment, the artefact may begin to grow as if a sapling, develop sprigs, small branches, leaves and blossoms and the like.

     

    Please see Awakening in Blight Healing Lore for more information.

     

    Redlines

     

    This ability is marked as having combat applications, to indicate that the objects resulting from it may be used in combat.

     

    Awakening is performed via Druidic Infusion.

     

    The physical capabilities of Awakened objects are largely flavour. Although a Druid may use them as a weapon, they are no more damaging than any mundane staff etc.

     

    Attempting to morph or change an Awakened object into something else(such as changing a stave into having a sharp pointed tip) uses the Communion ability Surge. As such, the required emotes are followed by what is stated there unless specified specifically in a MArt.

     

    One may not Commune with Awakened objects to metagame, e.g. learn about character death. Should one attempt to, the object will respond with confusion.

     

    Awakened objects returning to their owner is primarily an iRP explanation for mechanical soulbinds, players buying lost objects back from the auction house etc. It is not a means to demand stolen objects back from other players.

     

    Awakened staves can only become Sentient Staves after being with a Druid for 5 irl months.

     

    Try to develop your Awakened object as if a character. It will not immediately have a personality or be able to move, instead have it slowly progress to that point as a roleplay device.

     

    Awakened objects are considered enchanted under ST policy. They require ST-signing as a result.

     

    Awakened objects which go on to develop the capacity to move independently, or which undergo Infusion to create other effects, should be submitted as a MArt.

     

    Non-druids cannot use Awakened objects. Should an attempt be made, it would just be a regular object to them. Example: An Awakened stave would just be a regular stave with no added abilities in the hands of a non-druid.

     

     

    [Mani Summoning]

    Requires Blight Healing and Mani Summoning Feat

    Passive | Any material
    The artefact may be used as a focal point or idol for the purposes of summoning a Mani, in ethereal form only. The ability must be performed as usual, as described in its entry in Blight Healing lore, with the artefact taking the role as the totem or focus with the likeness of the Mani being summoned. Should an artefact not possess the likeness of a Mani and is used to summon any Mani, it requires a MArt.

     

    Please see the summoning section in the Demi-Gods of the Wilds Clarifications for more information/how to properly summon a Mani.

     

    Redlines

     

     A shrine, statue, idol, or something of the Mani’s likeness must be present.

     

    In terms of an enchantment, a Druid may use Infusion to create a staff or the like, which may act as a beacon for the purposes of this ability. However, it will still require the channelling of Blight Healing energies to use.

     

    Summoning a Mani in its Ethereal Form requires offerings presented in a ritual. Offerings made will affect the outcome of the ritual.

     

    The beacon’s effects are maxed within the region the ritual is performed to find the desired Mani. The region must make sense for the Mani that is attempted to be summoned to appear, i.e. one will not find the Dolphin Mani in a tundra region.

     

    A Druid must be present and invoke Blight Healing to fuse into the object and form a beacon. Prayer about said Mani is required as well for the Mani to take notice.

     

    Requires ST approval for an attempted summoned encounter in Ethereal Form. An ST is required to play said Mani.

     

    These rituals differ in required materials, prayers, and aren't a guaranteed success. A Mani can easily ignore it should they choose. A roll out of 100 is required once the summoning is attempted. 75 or higher is success. 50-75 roll, the Mani will appear, but may attack or lose interest. 50 or lower results in the failure of a Mani showing up, but instead a dangerous encounter invoked. The encounter dependent on the ST.

     

    Only the ST overseeing the event rolls.

     

    Attempts to summon a specific Mani are permitted once every irl month with the max of five different Mani attempted total overall to be summoned. This includes failed attempts. Example: Attempt of summoning Wolf Mani Cannot summon Wolf Mani for a month. Four slots left for other Mani for said month.

     

     

    [Wind Chimes]

    Requires Transcendence

    Passive| Requires all the parts of a small dead animal

    Designed to keep mischievous Fae from causing trouble, this item is created by the bones, hides, and various parts of a small animal. The Druid then steps into a fae ring under the light of the moon and begins to chant. The natural energies then erupt from the Druid’s connection to infuse into the object held, calling forth the lesser soul of the animal that was killed to be blessed within it. If hung up in a location like a tree, entryway, above a bed, etc; It will deter any fae creature in a 5 block radius from getting near. The spirit of the animal warding it away with its chime songs, signaling that a fae was around. 

     

    Redlines:

     

    - A sign needs to be placed where it’s hung saying the effects and radius in block.

     

    -Must have a MC representation. 

     

    -The Wildspirit chimes must be able to dangle and create its song.

     

    -Will prevent all Fae creatures from stepping into the 5 block radius of where it's placed.

     

    -Epiphyte Druids can resist this effect and even craft it though with some reluctance.  

     

    -Sycophants will become very irritated, fearful, and annoyed before getting louder and shouting inside the Host’s mind should they step in the radius.

     

    -Knocking it down with a ranged weapon, rock, long stick, etc etc is enough to break the effect. 

     

    -This object requires 3 strikes with a weapon to break it completely and release the animal spirit’s soul. 

     

    -Magical flames such as Azdrazi Flames and Voidal fire take 2 emotes to destroy. Mundane fire is 3 emotes. 

     

    -Thanium weaponry causes the animal spirit to immediately leave the chimes after 1 hit. Must re-infuse in order to bring the animal spirit back. 

     

    -Once destroyed, it cannot be mended, regrown, awakened, or anything of the sort. Another animal spirit must be summoned to make a new item. 

     

    -Cannot carry this around and ward off Fae. It must be stationary and hung in a location for at least 3 OOC hours before the effects begin. If knocked down, it must wait 2 OOC hours again before it takes effect.

     

    -Cannot work through walls, barriers, windows, etc. Nothing can be blocking it or the animal spirit's presence will not be felt.

     

    -Cannot stack effects with multiple chimes or overlap.

     

    -Should a Fae attempt to step into the 5 block radius, the chimes will ring.   

     

     

    [Fairy Fire]

    Requires Transcendence

    Passive| Only Kulia Dust

     Using a combination of Kulia Dust, the Fae Ring, and Moonlight, the Druid invokes their natural energies within the circle of mushrooms to infuse the dust with a shimmering appearance. Should it be lit on fire, the flames would emit a similar coloration to the Kulia Crystal that was used for its creation yet no heat would be felt. Instead, it illuminates, depending on size, up to a five or ten block radius around itself in a soft, eerie glow. Should one look upon it for more than two emotes, the person would start to feel drawn towards the location of the Fairy Fire and begin to wander off from there in a confused, trance-like state. Should another Fairy Fire be within sight from the first, the person would continue following it like a trail for 3 emotes before snapping out of its effect. 

     

    5 Block Radius: Bowls, Torches, Lanterns, etc of similar size.

    10 Block Radius: Pyres , Braziers, Fire Pits, etc of similar size.

     

    Redlines

     

    -Must roll out of 20 and get 5 or higher to resist the effects. 

     

    -For Non-combat, one must stare directly at the flames for two solid emotes before the alluring effects begin, causing the person to then roll for resisting the effect. For Combat, one must stare directly at the flames for 3 solid emotes straight (breaking away eye contact at any point restarts it) before the alluring effects begin, causing the roll to resist the effect. 

     

    -Can break the confusion effect by another shaking the person, causing pain, bonk to the head, etc.

     

    -The effect can last longer if the player OOC consents to it. 

     

    -The person under the effects ignores all commands or shouts. They are completely entranced by the fire and left in a wandering state of confusion and disoriented shock and must be physically grabbed or struck with something to break the effect before the 3 emotes are up. 

     

    -Follows Balance Default rules of movement per emote. 

     

    -The fires create no heat nor can it burn anyone.

     

    -Takes 3 emotes of continuous extinguishing the flames to put out by mundane means. Voidal Water Evo and Frost Witch Magic takes 2 emotes. Thanium/Thanic Steel Weaponry, Null Arcana, and Auric Oil  takes 1 emote. 

     

    -If fully extinguished, the Druid must do the process again. 

     

    -The enchanted dust needs to have a MC representation and player signed. If placed in something, an MC sign must state what it is. 

     

    -Transcendent Druids, Fae Creatures, Sightless Characters/Creatures, and Treelords are not affected by Fairy Fire effects. 

     

    -After being under the effects of Fairy Fire, the person cannot be drawn towards it again for 3 OOC hours. 

     

    -Should the Fairy Fire be used to draw someone near a cliff or pit to fall in, a roll out of 20 is done. If 5 or higher, it's a success to have survival instincts kick in and snap out of it before falling in. If failed, well enjoy the trip.

     

     

     

     

    Infusion Redlines

     

    Spoiler

     

    Player signed infusions are treated as tier 3 enchantments instead for interactions with things like auric oil.

     

    Player signed infusions are not taxing enough to render a druid unable to cast for 3 ooc days. A druid still may only make three such items per ooc day, and may not make an ST signed infusion for an ooc day after creating a player signed infusion.

     

    If a druidic infusion does not state it must be player signed, it must be ST signed.

     

    All Infusions are considered T5, due to the T5 requirements for Infusion as an ability.

     

    Infused objects must adhere to the enchantments indicated across Druidic subtypes. The Druid must also possess that subtype and have been taught the ability in order to Infuse it into an object.

     

    Infusions utilizing abilities not listed, or combining abilities to create something new, require a MArt.

     

    The object in question must be compatible with the enchantment placed upon it, i.e. one may not Infuse “Blooming” to revive a rock.

     

    Materials used for Infusion must be compatible with Druidism. Thanhium for example nullifies Infusion, and Ruibrium’s inherent taint makes it repel Infusion. Druidic energies refuse to bind to Mage Gold.

     

    Kuila crystals may also be enchanted, however only the Druid they are bound to will be able to activate and replenish them.

     

    Although bone, ivory, teeth, antlers or pelt may be used as the base for an enchantment, a Druid may not enchant an entire animal carcass or a living animal.

     

    Characters may not be Infused.

     

    As a rule of thumb, enchanted items should be small enough to be carried by a single person and their capabilities scaled to that.

     

    Druidic Infusions cannot be combined with Voidal enchantments, Xannic Artificery, Runes, Naztherak Boons or Banes or any other magic etc. Nor may they appear on objects with such non-Druidic alterations.

     

    Three or more enchantments on a single item requires a MArt.

     

    Infused items should adhere to the Story Team’s criteria for enchanted items, detailing their effects and the specific enchantment applied to them.

     

    Objects which directly increase a Druid’s tier require a MArt. Again Tiers beyond T5 do not indicate raw power, but rather fine control and stamina.

     

    Anything pertaining to Fae creatures, Fae Realm, Mani, etc. requires a MArt, unless the Infusion is creating a beacon for Mani Summoning.

     

    Infusions which result in a sentient object with unique abilities requires a MArt, e.g. a living staff with unique sentient movements.

     

    One may not use the Aspects in any regard during Infusion.

     

    A Druid must be taught this ability through roleplay.

     

    Infusion is impossible within a combat encounter.

     

    The player has creative freedom when emoting the Infusion process, but it should include a building then release of Druidic energy, which charges the object. A minimum of four (4) decent multi-line emotes are required.

     

    Combat enchantments are expressly prohibited. Infusion is purely utility-based.

     

    Enchantments are fueled passively by a Druid’s mana. If they remain in the possession of a Druid they may continue to function.

     

    Should a Druid-enchanted object come into the possession of a non-Druid, its functionality is severely inhibited. If the enchantment requires Communion in order to activate, the non-Druid may not use it; other means of activation, may be used once. An Infusion with a passive/continuous effect may function for one irl week before being depleted.

     

    All non-MArt Infusions may function for a maximum of 1 irl week, before going dormant. They require three irl hours in the possession of a Druid to passively recharge.

     

    This ability should by no means be a path to powergaming. Infusions may not be excessively powerful merely because the rock they’re attached to is very heavy.

     

     

    Singing Trees

    Requires Tier 5

    Requires ‘Powersharing’ and 'Druidic Infusion'

    [Non-Combat]

     

    Description: 

    Through the power of Druidic Infusion and Communion, the ancient art of storing memories, legends, and secrets amongst the trees long lost now has been rediscovered once more. These kulia crystal trees radiate in the sun and moonlight, whispering tales of history long past, words never spoken, and secrets that have been hidden through the endless walks of time. Those that wish to experience such a marvel will feel the presence of ones that left such memories behind, feeling as if they were there speaking through it with the wisdom and stories lost to history. 

     

    Mechanics:

     The process of creating a Singing Tree takes time and focus, with a minimum of six (6) uninterrupted  multi-line emotes being used in the creation process. A seed of any natural tree is placed on the ground with kulia crystals of the druid’s choice surrounding it in a circular pattern. The combination of the moonlight and the Druid’s energies pouring into the crystals and seeds creates a catalyst to where the tree is grown and infused together to form crystallized leaves of the kulia’s color. The tree itself will fully grow at a minimum of six meters high (6 blocks).  Once fully formed, these trees can only be fully navigated by using an index, or power sharing with someone who has access to an index

     

    Singing Tree Index:

    Spoiler

    An Index is used to access a Singing Tree. Much like reading a book, a Druid can use this index to travel through the vast library of knowledge that may be stored within the tree itself to see the memories held within. In order to create the Index, the Druid takes an object they wish to use. It can be made of any natural material that allows Druidic Infusions. So long as the size is no larger than a hand sized crystal and no smaller than a pen. Crystals, armbands, necklaces, figurines, wooden orbs, bones, fangs, and so on are examples of such. With the object held, the Druid begins to infuse a part of themselves in it using their natural energies, mimicking their own presence and aura that is generally aesthetically felt by others when they commune. Taking around three to four emotes and an ST sign to complete the infusion. Once done and a Singing Tree is grown, the Druid with the Index flows their energies into it and passes it back and forth between the Index and the specific tree for two to three emotes, attuning it with each other in order to access its memories. For each new Singing Tree found, the attuning process must be done before obtaining access to its memories. With the attuning done, this allows the Druid to connect to the Index in one emote, and then to the tree in a second emote. To do this, the Druid may not be in combat or conflict of any kind as this requires their full attention. With another two emotes a Druid may add a memory of their own to the tree through the index itself. 

     

    Forum Post Interaction:

    To interact with a Singing Tree's memories, one must first find the tree that the forum post corresponds to. Upon interaction, an individual that has an index may freely browse the information that is within the tree. On the forum post it must be stated that you need an index to fully access the information. That you may not meta the information within the tree, or the creator of the tree through the post unless it's ICly shown otherwise. That you must also follow Singing Tree Red lines when interacting or using the tree. If you are adding or removing memories from the tree, you must contact ST to inform them of the memory added, or removed and provide screenshots and/or a memory description typed out to be added to the post. 

     

    Memory Removal:

    Much like a druid can add a memory, they may indeed also remove a memory. As stated above a druid who has an index may indeed find and remove specific memories within a Singing Tree. Upon doing so they must inform an ST of the memories removed, so that the Forum post may be updated accordingly. If a player does not have an index then random memories can be removed from the tree instead. This is done by doing a successful roll of 15 out of 20 to find a memory leaf within the vast of hundreds upon the tree to destroy.  If the whole tree is destroyed then the st must be notified and the forum post will be hidden.

     

    Moving:

    It is possible for these trees to be moved by using the Communion ability Ungrowing, allowing the Druid to un-grow the tree and store it within a small crystalline seed, which contains the entirety of the memories and stories the tree possessed. During this time, these memories and stories may not be accessed, and the tree should be replanted within an elven week (1irl week) or the seed will crumble to dust. Keeping a steady flow of druidic energy into the seed will keep it alive until it can be replanted. This requires a Tier 3 or above Druid that knows powersharing to maintain the druidic energies passively into the seed.

     

    Weaknesses:

    Spoiler

    -Much like any natural tree, they can be chopped down with mundane tools and burned with regular fire, though one might find it takes a little longer for the wood of the tree to catch fire. Six Emotes for mundane fire and using steel or above axes to chop. Azdrazi Flames, Necromantic Draining, and Voidal fire taking four continuous emotes, Thanic steel weaponry, auric oil, and azhl weaponry taking three emotes. 

     

    -Environmental effects that would either taint, change, and/or destroy flora will take 3 OOC days of being in this radius before the Singing Tree is completely destroyed.  

     

    -Index and Seed weaknesses are the same except if struck by any of the above with one emote, it will go dormant and unable to be used until the druid can get it reawakened by the use of blight healing. If struck three times, it’s destroyed. 

     

    -Druids who are accessing the memories of the tree are unaware of their surroundings and are prone to getting attacked.

     

    -Should someone reach up and attempt to pluck a memory leaf from the tree without an Index, they have to roll successfully of 15 out of 20 to find a memory leaf amongst the hundreds on the tree. Should it be successful, the leaf will instantly reduce to ash in their hands, the memory held within it destroyed forever. 

     

    Redlines:

    Spoiler

    -Must be Tier 5 in Communion/Control and know Druidic Infusion and Powersharing to learn this ability.

     

    -A Singing Tree and the Index can only be created and used by someone who has Singing Trees marked on their Communion MA.

     

    -You must have an accepted TA in Communion/Control and it is marked on your MA to teach it to others.

     

    -Can only have 1 Index and Singing Tree per Druid. Should it be destroyed, a new one can be made.

     

    -Can use the Index of another Druid as long as OOC consent is given. 

     

    -Colors of the Kulia crystal leaves must be the same color of the crystals used in its creation. Multiple colors can be used.

     

    -The kulia leaves will only aesthetically look like the crystal and its color, carrying no traits of its raw and processed forms. 

     

    -To place a memory into a Tree, you must either possess an index or Powershare with someone who has an index.

     

    -Memories accessed are akin to words telling a story and images can be seen. However anything specifically detailed is hard to make out to where only the words and ambient sounds being the only thing fully understood. 

     

    -Upon Communing with a singing tree without an index, one would find the sounds of many different voices talking at once, unable to pick out anything directly at a glance.

     

    -A player may only add knowledge/gain access to a Singing Tree while not in combat.

     

    -Players may not use a Singing Tree to store the names/identities of an individual or group in the process of killing them, or otherwise storing knowledge which will violate death/resurrection rules.

     

    -All Druidic Infusion guidelines, and redlines must be followed.

     

    -Ungrowing a Singing Tree requires that a player sign be left indicating that the tree has been moved, or no longer there.

     

    -Removing a memory leaf causes instant destruction of a random memory. For one that doesn’t have an Index, a successful roll of 15 out of 20 is required to find a memory leaf to destroy amongst the hundreds upon the tree itself. 

     

    -Can remove up to two memories every 1 OOC week. This is to prevent metagaming by knowing how many memories there are OOCly and continuing to pluck until it's all gone. Must also roll successfully each time.

     

    -A Singing Tree can survive for one irl week after being turned into a seed. Except in cases of Map transfer. 

     

    -Should the seed be given druidic energies passively, it can survive indefinitely. [Requires Tier 3 or above Druid with the knowledge of Powersharing]. Seed must be also within the Druid’s inventory and ST signed.

     

    -A singing tree must be at least six meters tall (six blocks). 

     

    -Any type of regular tree and lore tree can be used, however their unique traits and abilities are lost upon being turned into a Singing Tree, only keeping its species aesthetically and appearance. 

     

    -An Index requires an ST Signed item that was created through Druidic Infusion.

     

    -Indexes are compatible with any Singing Tree as long as the attuning process with the Index and Tree is done. 

     

    -Requires the Druid to Commune and/or Powershare with the Index to use it on the Singing Tree.

     

    -With an Index, you can seek out and find the location of a specific memory on the tree. 

     

    -The object used for the Index cannot be any larger than a hand sized crystal and nothing smaller than a pen. 

     

    -All Singing Trees require ST approved signs and screenshots of the roleplay creation.

     

    -OOC Contact information of the Forum post containing the Memories must be on one of the signs.

     

    -Cannot obtain any information regarding the memories of the tree without an ST signed Index. 

     

    -Removing or destroying the Singing Tree requires screenshots of the roleplay and signs stating it is no longer there. 

     

    -A Forum Post must be created that contains all the memories currently on the tree. Should the tree be destroyed, the forum post will be hidden and/or removed.

     

    -Removing the leaves causes them to instantly turn to ash. Must get a successful roll of 15 or higher to find a leaf with a memory to then destroy.

     

    -These Trees cannot be used to self teach any Druidic subtype, feat, or spells. 

     

    -Cannot place memories that are not legitly obtained. Example being the creator placing a memory about the identity of a shapeshifter yet they themselves never ICly knew. 

     

    -Soul Trees, Epiphytes, Elders Trees, or any ability to create constructs from trees can’t be used as a Singing Tree. (Can’t make an Ent or Treant for example).

     

     

     

     

     

     

     

     

     


    

      

    Tier Progression

     

    pA7-wFEGNxBSbCPrekrksDbBypdpT7eMswQ562KflTTdT-DZcJSp7bEL3HGNSkV7srLx568wK4zwXO0JIATEESKVirFsZcpsu8YBRt3-xMo77eoxd8ilW1IPAGWtoFGkW9ynDSG9

     

    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

    Spoiler

     

    Druids has been part of the server narrative for years, possessing a long history of their own, intersecting with various people and cultures during that time. Many groups possess a distrust of Druids and others consider Druids to be witches or other sorts of unsavory, others are on much more amiable terms such as Wood Elves.

     

    The purpose of Druidism is to occupy a by now thoroughly fleshed out niche role on the server, as a nature-themed magic centered around serving a higher purpose. Druids are not party healers as they often appear in other media, but are actually much more versatile when faced with combat encounters. The duties a Druid adheres to often places them at odds with the world, why would a hunter think that someone might value a stag’s life over his? However there are mutually beneficial paths to be found, such as the spider infestation in Haense’s capital of Reza, which Druids offered their assistance with; although Druids should not rely solely on events, and instead should be the sort of people to “go looking for trouble” in a way. There is sometimes conflict in Druid characters themselves, as they struggle to balance their duties to the Aspects, with Descendant morality, sometimes what is best for nature is morally reprehensible amongst mortals; some Druids will go on in this struggle, while others will come to adopt a more alien morality.

     

     

     

    General Redlines

    Spoiler

     

    When actively casting, a Druid is unable to make sudden movements or to attack. The concentration required is such that one is unable to swing a sword or staff etc. to any degree whereby they might seriously injure another. 

     

    Similarly the casting Druid may not parry blows, or move at more than a hurried walk, at best able to sidestep an oncoming attacker, raise a shield or clumsily throw themselves out of the way.

     

    A casting Druid’s concentration is as easily broken as a Mage’s. A punch to the head, or even a rock thrown at the head is sufficient enough to break focus, which leaves the Druid disoriented as they are forced to break off their Communion.

     

    Passive Communion does not count as casting in these situations.

     

    Casting implements, such as staves, are able to be utilised by Druids and have their associated influence on casting.

     

    Druids must possess a ‘tell’ to indicate when they’re casting. Glowing eyes are common, but foot-tapping, rhythmic humming and the like are other examples.

     

    A Druid’s aura may be of a variety of colours as per prior aura lore. However, the colour of one’s aura is not necessarily indicative of anything. i.e. red or black aura, does not necessarily indicate that the Druid is malicious, white aura does not necessarily mean they are benign.

     

    Voidal Magics are incompatible with Druidism and should a Druid begin casting such magics, they would feel their connection with nature begin to wane. Should they continue, requests will be refused and eventually nature may even respond with violent outbursts such as animals biting, clawing or tree branches swiping at the Druid. Once regarded as a friend and guardian of nature, the wayward Druid is then only met with shame and rejection, until their connection eventually severs entirely.

     

    Communion occupies two magic slots, with Control now collapsed fully into it.

     

    One requires an accepted MA in order to roleplay the magic.

     

    One must hold a valid TA in order to teach the magic to another.

     

    One may apply for a TA after reaching T4 and holding an MA for three months. They must also possess six of eleven Communion abilities. Additional requirements for advancement in tiers seen in tier progression.

     


     

    Sources & References

     

     

    Changlelog:

    Spoiler

    Updated all abilities to adhere to correct formatting.

    Added redlines to Unattunement

    If a Druid is re-Attuned within an irl month of Unattunement, they may progress more quickly through tiers to the tier at which they were Unattuned. This takes 2 irl weeks to fully recover from the effects.

     

    A Druid can only be Unattuned twice. Upon the second Unattunement, the Druid cannot be connected to Druidism again.

     

    For a re-Attuned Druid to be Unattuned again, a period of two weeks must pass before a successful Unattunement upon the Druid can be made.

     

    Added redlines to Attunement

    Reattuning a Druid that was Unattuned requires three Druids that all have a TA/Attunement ability learned and the Unattunement MA Feat.

     

    A Druid can only be reattuned once. After the second Unattunement, the Druid cannot be Attuned to Druidism again.

     

    Infusion recharging has been removed. Enchantments replenish themselves after three IRL hours, outside of combat.

    The weaknesses of Druidic prosthetics have been highlighted, mainly the imperfect movement and vulnerability to fire.
    Clarified the ability to change the limb with Communion outside of combat.
    Clarified durability with emote counts.

    Clarified that Powersharing essentially splits the exhaustion of casting between Powersharing Druids.
    Added ‘mechanical’ effect through emote counts.

    Entling Creation redline change.

    Because the Entling is powered by the creating Druid’s energy pool, they must remain within #rp range of the Druid during a player versus player combat encounter. Events fall to the overseeing ET’s discretion.

     

    Maximum range for all Communion abilities has been capped to 30 blocks within a combat encounter.
    T5 Druid using Growth or Surge in combat is restricted to their 15 block range.

    Sight Beyond Sight has been renamed to Greensight

    Added redlines for Beastspeak

    One cannot use Beastspeak to metagame, learn a person's location or specific events preceding the Druid’s arrival. At most an animal is able to express that its humanoid companion is ‘missing,’ should they have witnessed their death or capture, for example.

     

    General information that the character is otherwise able to ascertain is fair game. Specific information is unable to be obtained, which can be attributed to the distress or confusion of the animal.

     

     

    Animals considered ‘untamable’ such as lubbas etc. cannot be made into companions, but they may have some amiable regard for a Druid who has frequent contact with them. Again, they’re still wild animals and therefore dangerous.

     

    The ability for a Druid to befriend an animal depends upon prior interactions and the Druid’s tier versus the animal’s aggression/distress.

     

    A Druid’s animal companion must adhere to ST guidelines concerning pets, if used in combat. As such any companion larger than a golden retriever is prohibited from combat scenarios.

    Communion is now two slot magic

    Redline added to Beastspeak

    [Current ST policy concerning summoned, independently-acting animals requires them to be no larger than a golden retriever. This means any animal called to fight for the Druid must adhere to this.]

     

    Redlines changed in Beastspeak

     

     

    One cannot cast Beastspeak upon random npc wildlife to metagame, learn a person's location or specific events preceding the Druid’s arrival.

    Should a Druid be killed or captured for example, and their animal companion has witnessed so and escaped, Druids using Beastspeak may at most learn that the Druid is ‘missing.’ Specific information is unable to be obtained, which can be attributed to the distress or confusion of the animal.


    General information that the character is otherwise able to ascertain is fair game.

     

    Redlines added to Beastspeak

    A Druid may use Beastspeak to relay their own location, insofar as they understand it to be, along with words and vague imagery to other Druids. This is permitted for use from one in-game character to another, and may not be used to circumvent Malirally bells to ping discord.

     

    A Druid cannot, for instance, detail coordinates or place names of their location, if they do not know where they are.

     

    Change to Druid Limbs: It is now a passive

     

    Add spell: T3 Gleaning

     

    Learn time reduced

     

     

     

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