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RaiderBlue

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  1. Little corny you didn't ask to rip a spell out of the Druidic Communion Rewrite I posted a couple months back. I see I'm also on credits, but I don't think I gave any sort of feedback on this write, atleast not any time recently. Both of these don't really matter just kinda shocked. Just a minor critique I think there is a little bit too many spells for this CA. I'd suggest cutting some back if you realistically don't want ST to just shoot this. Best of luck in mag.
  2. Upon rocky sea shores a Nameless Keeper looked upon the all to familiar call. Reflecting upon what once was, the aged Highlander continued his trek once more toward the sun. "Where others may be the Body, Mind, and Prophet. I stand as the Heart. We shall see who takes up the final mantle."
  3. For the first point sure I can add a set limit to the amount of player signed infusions. As for your second point, I am a bit lost on the point you are attempting to make as Arcanium is tied deeply in with Voidal magic so I'm not understanding on what you are wishing for. Is it that you believe a redline should be in place saying Druidism cannot be used on Arcanium or with it? Or is it a concern infusions not having a specific redline stating they can be destroyed with it. If so I don't find and issue with it as there is a redline saying they can be broken through mundane means. Which could be as simple as hitting it a bunch until it breaks. The continued concern of ST signed enchantments is simply turning into semantics here so I'm going to leave it up to reviewers as I feel I've given my reasoning fine enough. It should be noted this is strictly 3 st signed Druidic Infusion Items not enchanted items in general. If I am going to be honest the purpose of a rewrite is meant to adjust said history & identity of magics so I personally feel the streamlining and allowance of differing reactions to the loss of the voices is fine. As for exploitive nature outside of events it should be noted that majority of current dark magics and even some mundane magics have some form of corruptive effect over nature, should it be Naz'Therak, Mysticism, Necromancy, Voidal Magic, or even Blood Magic. Each one can create a zone that is silent or in pain to druids so I feel in respect to the downsides listed can exist plenty outside of events should druids find such effected places. That being said if reviewers find that it requires greater effects that can be done once feedback is given.
  4. I'll go through each one at at time. 1. The cooldown of infusions in this write has been brought down to 1 day, I did see that the redlines did not get switched from the last write. Although I will not be removing the exhaustion rules for the ST signed Infusions as I believe there should be a realistic draw back to their creation. 2. Most magics have implemented rules at how many ST signed enchantments you may carry. The same applies to this druidism rewrite. 3. I suggest you look over the mental effects when one loses it is now up to how the druid wishes to rp the lack of voices effecting them. It no longer makes them go insane instantly it can cause them to become worried or perhaps agitated. That being said I can see a concern of how the redline was written I believe Glassy had intended it to be casting within combat that was weakened so I've made an adjustment to it. 1. This just isnt true and I feel we've already had a repeat of this on the previous post, Epiphyte plants as I have just checked do have a way to move their plants without the need of a druid. In addition to this Soul Tree's currently have their own spell also deemed Ungrowth, as its marked as a specific ability within its own lore page. That being said I see no harm within it so it's been made to be allowed with OOC consent of the Host. 2. I'd say yes as at its most basic approach it is the process of sharing energy with another person so some comfort could be found in it. But that honestly can just remain as a flavor function without a need for further explanation. For now I won't add a redline but I will think on it.
  5. Druids - Guardians of the Wilds Communion & Control Origins Tales carried from one traveler to another speak of wise men and sages of the woods with the ability to speak with the world itself. These practitioners of these ancient arts are commonly known as Druids, chosen protectors of the natural world and the balance that is present within it. Descendants granted power and purpose from the ever distant Aspects of the wild. Though the ancient order in recent ages has begun to fracture and separate from the large conglomerate they once held within the world. Urging the Aspects to grant their followers new found abilities upon the base of all druids capabilities, allowing them to enact their duties separate from one another. Ushering forth a stronger sense of independence within a druid and their oath in keeping the balance of the natural world. Magic Explanation Communion and control is the basis of all magic that a druid may wish to perform, hinging on the druid's connection to the world around them and the voices that nature carries. Establishing a connection to the Aspects the trio of Aenguls seeking to protect the mortal realms natural order. This connection to these distant beings allows them to perform feats such as conversing with animals and manipulating plants to help assist them in the defense of the natural world and balance held within it. Communion & Control is the base magic of Druidism, making up a majority of its core abilities. Communion & Control takes up 2 magic slots. Communion & Control is taught via a teacher that must hold an approved [TA]. In general Communion & Control circulates around the connection to wild and plant life a druid holds and what benefits it grants them Physical Changes: Being a natural blessing bestowed upon the Druids physically when one is first attuned their bodies remain as they naturally were. At first their bodies may be sore from the process of being awoken to the voices of nature but this passes with time. Though the longer a druid is within service to the natural world they will find their bodies physiology changing for their betterment. Mental Changes: While physically a druid undergoes little change to their form they will find their mentally greatly shifting. Upon attunement to the blessings of The Aspects novice druids are bombarded with the disjointed voices of nature, causing discomfort to them unless within the sanctuary of a Fae Ring. As druids continue to learn and hone their skills they may become accustomed or even find comfort within the voices constant presence. That being said, as a druid ages and becomes ancient it is not uncommon for their mind to wander or even take on more radical beliefs of the pursuit of balance within the natural world. Exhaustion System: In previous iterations of the Druidism exhaustion has remained rather free-form and up to player perception of how tired they feel their character would be after certain feats. This write seeks to give more concrete lines in place for what should cause a druid to become exhausted and the limits of what they are capable of within a combative and non-combative state with the two forms of casting below. Passive Casting: Non-combative spells fall in the line of passive casting having rather freeform rules for how one wishes to be after exhaustion. Like previous lore write-ups, when someone first learns the ability they struggle and get better as they go. Spells that fall under passive will indicate how many times they can be used either per day or per encounter. While some that have little utility use will follow free-form exhaustion to allow for less restrictive flavor rp for druids to partake in. Combative Casting: Used for Combative spells exhaustion falls within a point-based system known as chords. Allowing for druids to plan out how they wish to use dictated points in certain scenarios they may find themselves in. In the Druid's case chords are the given name so that they may play their own tune with nature's voices. The amount increases in tandem with the druids tier, while recharging between encounters within reason. Chords Explained: Chords in basic terms is druidic energies stockpiled within a druid that are able to be utilized for combative means. Much like how the voices of nature are often described as a song, the druid is able to utilize the chord to shift its tune to form a harmony. That harmony being found within stronger displays of druidic capabilities. A useful resource a druid must be careful when using, as should they be interrupted while casting their spell and chords will fizzle out of their possession. That being so, a druid's energies are directly tied to their casting much as their exhaustion. As a druid continues to tap into this powerful reservoir of natural energies they will feel their body begin to slowly fatigue as it becomes more drained. Culminating into a point where they may fall unconscious should all chords be lost. Should a druids Chords dwindle to such a state they will have to find solace within nature to gather energies to fuel their own pool of energy. Over the course of [1] IRL hour a druid will regain 2 Chords into their natural reservoir. Tier 2: 4 Chords Tier 3: 8 Chords Tier 4: 12 Chords Tier 5: 16 Chords It should be noted that both forms of casting for Communion & Control are strictly only for Communion & Control as few other pieces have combative abilities within druidic subtypes. That being said, should a post wish to adapt to the system it should be noted within their lore. Communion Without Communion, the druids throughout history would be nothing but aspiring politicians for all of wildlife. Communion is the lodestone of druidism, allowing for the druid to access most of their inherent abilities, most of which revolve around speaking with, or communicating to the plants and animals all across the realm in order to garner their aid when necessary. Once tiring at their fledgling stages, the druid will build upon their experiences with nature to hone their craft in Communion, which will translate more to other aspects of druidism, such as Control. As the druid approaches their mastery over the art, they will find themselves lost in the distant whispers of the life around them - with their minds aching during their first fledgling weeks of attunement. Only when within the Fae Ring, will the druid find respite and sanctuary from the neverending onslaught of voices at the back of their minds. When their studies are near complete, the druid may passively commune with nature without need for connection. Communion Abilities Spell [Passive] T1: Communion Communion is the foundation of the Druid's gifts, it manifests as a continuous ‘Hum’ in the back of one’s mind. This hum is like a sixth sense that connects them to the natural song of the wilds that persists around them. In their early practice, druids use this sense to engage in meditation and deepen their connection to the Aspects and nature. Spell [Passive] T1: Tuning A focused communion to a specific plant to offer forth emotions of information between the druid and plant. Spell [Non-Combative/Combative] T2: Beastspeak Like that of tuning as a druid establishes a stronger connection to nature, so does the extent of their ability to communicate, even to that of animals. Spell [Passive] T2: Daylight Orb [Once Per encounter] A minor cantrip-like ability in which a Druid may form their aura into a guiding light. Spell [Passive] T3: Deep Stride [Twice Per IRL Day] The land beneath the waves must be cared for all the same as that above, thus the aspects bestowed a blessing in which allows their servants to dive deep and thrive longer in the waters. Spell [Non-Combative] T4: Singing A druid possesses the ability to elevate their voice, unleashing a resonating force that carries their soothing influence across a greater distance. This ability allows them to pacify even the most blighted or restless flora and fauna, like a tranquil symphony dancing on the wind. Spell [Combative] T4: Greensight Through the use of communion, a druid at this stage in their mastery of the gifts can choose to leave behind their sight and instead rely on that which is revealed to them by the life around them. Spell [Non-Combative] T5: Luonto At the height of their attunement, a druid’s attunement to nature has exceeded their physical body, and influences the very world around them. This influence is displayed via the Luonto: an intangible animal or gathering of animals that acts solely in accordance to its druid. Control Through the use of control, the druid is capable of not just lending an ear to flora and fauna, but to convince and garner a connection with. From it, the druid may coerce the wildlife to aid them in situations so dire. Control is often thought to be an extension of Communion due to its basis being built around communicating with, and earning favor from the wild life the druid wishes to earn the help of. Due to the experience needed with Communion, the druid must first learn how to communicate with plants and animals in order to utilize Control. As the druid grows more experienced in communicating with wildlife, the more voice, or presence their tasks and queries might have. Due to the more hands on approach that comes with Control, the druid may exhaust themselves rather rapidly with the use of some of Control’s abilities. Control Abilities Spell [Non-Combative/Combative] T2: Growth The most common display of a Druid's capabilities is showcased within the growth of the world around them. Spell [Combative] T3: Surge While often not preferred or culturally seen as right the utilization of plant life in a combative manner is often shunned upon but can be the main source of a druid's defense when enacting their duties of fighting off imbalances in the natural world. Utilizing their own natural reservoir they may cause a sudden and quick change within nearby plants to trip, swipe at, bind, or even crush a desired target within their range. Spell [Non-Combative] T3: Gleaning Similar to Growth, a druid is capable of harnessing their gifts to soothe nature into a joyous state, calling for flowers to bud and blossom, and fruit to bear itself upon stems. Perfect for storytelling, as well as harvesting saplings and seeds from nearby, willing flora. Spell [Non-Combative] T3: Ungrowth In order to maintain balance across the realm, the druid must ensure an area is not overrun with an invasive, overly cumbersome species of flora. To ungrow a plant, is to diminish them to a smaller state, or to return them to their original seedling state. Spell [Combative] T4: Entangle Useful for restraining out of control creatures of the wilds, a druid is able to imbue the ground with natural energies to help hold back those that attempt to pass through it. Spell [Combative] T4: Bramble Wall: A druid may summon forth a formidable defensive wall woven from nature’s resilience, serving as a stalwart shield intended for defense against the lesser strikes of a descendant. The wall is woven from the ground up, forming a layer of dense brambles and branches. Spell [Combative] T4: Twilights Shroud: An ability of a Druid that expresses adept ability with their aura, being capable of creating a dense fog to shroud their approach or escape from an area. Spell [Combative] T5: Entling Creation In the face of a powerful foe, the druid may call upon the aid of another from the trees. A beast, lumbering and strong, shambling outward to aid them in battle! Spell [Combative] T5: Tree Stride An ancient process in which the druid becomes one with nature for a short moment to pass through the woodland realm they are so attuned to before being shunted out from it leaving them a great distance forward from one tree to another. Nature Infusion A weight off the druid’s back, druidic infusions allow for druid kind to imbue their objects of worship and practice with blessings directly through their magic. From a strong root, capable of revitalizing entire fields, to limbs of wooden make that replace a grizzled and worn druid’s lost limbs; druidic infusion bolsters the druid’s experience and quality of life. Through the myriad of enchantments one could imbue their trinkets with, the most adept of druids will find strength in creative enchantments for any situation through their mystical, crafty tricks. Baubles granted their own infusion remove some of the weight from the druid’s shoulders, calling upon the gifts sealed within so that the druid might evade exhausting themselves - to save their energy for something of higher need. Infusion Abilities Spell [Combative] T2: Shillelagh A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s namesake Spell [Combative] T3: Power-sharing In a situation so dire, a druid may momentarily supply another druid with additional chords so they might perform some powerful deed. Once so dreary, the empowered druid is then capable of utilizing their newly bolstered, or rekindled magic to ensure the safety of all those dear around them. Enchantment [Passive] T3: Druidic limbs Weathered and worn druids may make use of their unending vows to defend nature, taking from the natural world to procure a limb of wood to replace one of their own. Spell [Enchantment] T5: Druidic Infusion Requires: Power-Sharing An action of permanence upon a chosen item of worldly origin, infusing it with natural energy creating magical artifacts to draw additional power from. Attunement and Unattunement Spell [Connection] T4: Attunement Requires a TA and Powersharing to be taught [Non-Combat][Connection] Through a vision of perseverance and triumph, a dedicant is connected to Druidism. Typically done by submerging the Dedicant in water, though this is certainly not required, and casting within the pool in a meditative state, the dedicant enters a comatose state during which they encounter all sorts of trials. These trials typically consist of battling memories from the past and overcoming fears/shortcomings, though the vision is highly freeform and up to the Guide. Although the presence of the Aspects may be implied in the vision, they can not actually intervene in the Attunement in any way. A Dedicant also can not realize the vision is not real in the middle of the Attunement, nor can they suddenly wake up. The illusion can certainly be broken, but the dangers associated with such include more intense and violent visions, shock, and phantom pain. Once the Dedicant has completed their vision, they awake from their slumber and immediately hear the voices of Nature. These voices are disorientating and overwhelming at first, a loud and headache inducing noise which constantly assaults the newly-attuned. This is expected to last for about [1] irl week from the attunement and it is encouraged to rp side effects such as trouble sleeping, dissociation, and frequent migraines. Such side effects can be alleviated by sitting within a Fae Ring, where the voices will calm and become a bit more manageable to hear. A Dedicant is expected to have undergone a complete and substantial dedicancy before undergoing Attunement, consisting of at least [6] trials and lasting for no less than [2] irl weeks. Should an Attunement be attempted without having a dedicancy be completed, the ritual shall fail and leave the Dedicant feeling disoriented and fatigued. This will also happen should an Attunement be attempted on someone who already holds a deific connection, with Templarism and Seer being the only exceptions. The ritual shall also fail if combat breaks out, for Attunements are not possible during combat, and puts the Dedicant and Guide in imminent danger. An Attunement vision is sort of like a player event, with the Guide emoting the vision for the Dedicant to react to. OOC communication is encouraged to gather all that is needed to create a memorable vision and provide good character development. As stated above, this vision is highly freeform, but traditional motifs involved include the Dedicant’s fears and insecurities, hopes and dreams, important past events, and their Totem. Attunement is a spell required to be taught by someone who knows it. The druid must be at least T4 with an accepted TA and knows Powersharing in order to be taught Attunement. Having learnt this ability must be marked on someone’s TA for validity. Redlines: Attunement must be marked on a druid’s accepted Communion & Control TA upon learning it. Spell [Disconnection] T4: Unattunement Requires a TA and Attunement to be taught [Feat][Disconnection] Unattunement is the process of disconnecting a druid from Druidism. It requires [3] druids to perform, with all three possessing a TA and knowing Attunement. Only [1] of the involved druids needs to have an accepted FA in Unattunement. Unattunement does not require the breaking of tenets or rules to perform, and can essentially be done to anyone for any reason as long as it is proven to not be OOCly motivated. A Druid can also be Attuned once again after being disconnected, which requires [3] Druids to perform who all know Unattunement. This procedure is excruciating, as it involves ripping the connection from the Druid’s soul. The three Druids must circle the one who is to be Unattuned, and such Druid must be bound to ensure they do not move much during this process. Once such is done, the leading Druid begins their incantation, evoking a range of strange visuals from an enigmatic luminescence in their eyes to a symphony of nature's melodies reverberating through a medley of screams and shouts.The surrounding flora and fauna also bear witness to this phenomenon, as branches violently rustle and animals swiftly retreat, as if instinctively sensing imminent danger. Simultaneously, the two assisting Druids Powershare into the leader, channeling their energies and providing ample power to sever the connection. At the peak of the process, the leading Druid will then emote “severing” the connection from the soul. This is largely left up to the Druid on how they wish to do such, but traditionally the hand will grasp onto the connection and pull it from the soul, where they will then use their staff to sever it with a slashing motion. The two assisting the druids may join into the chant, or simply sit idly by as they watch and Powershare. A vortex effect may also be emoted, center at the Druid being unattuned and fanning out with a silencing effect on the voices of nature. Once the Unattunement is completed, the Unattuned Druid may choose to stay awake or pass out to then awaken later. Once they come to, they might be struck by sudden panic in the midst of the ensuing silence or experience a disorienting shock. The specific aftereffects that follow vary depending on the tier of the Druid at the time of their Unattuned state. For newly Attuned, this isn’t as strenuous, but for Elder Druids, this may cause them to descend into utter madness and desperation, and in some cases, even death can occur if the silence is too unbearable. Your character’s actions have consequences, and the varying philosophies of Druidism can cause Druids to clash. What one may view as right, another may view as wrong, but any OOC motivations, arguing, harassing, and so on will not be tolerated. This ability should not be taken likely, and should an Unattunement be attempted for OOC reasons, those involved will find their applications at risk. Unattunement is a spell required to be taught by someone who knows it. The druid must be at least T4 with an accepted TA and knows Attunement in order to be taught Unattunement. Having learnt this ability must be marked on someone’s TA for validity. Redlines: If attuned for another time, the druid cannot be unattuned by any of the same druids involved in their prior attunement(s.) Unattunement must be marked as an accepted FA & should be added to a druids accepted Communion & Control TA. Magic Compatibilities While a Druid’s abilities are often ingrained within the natural world they garner these abilities from a deific connection. Like all other deities, the Aspects hold expectations of their followers, holding expectations of what they expect of the druids. Should a druid choose to forsake their bond to the Aspects their connection with the forces of nature will begin to change. When first becoming a practitioner of another magic against the gaze of the Aspects the Druid will find their natural connection halted, no longer able to advance in Druidism. Should the Druid continue to practice other magical arts not acceptable to the Aspects, their connection will begin to wane and gradually decrease over time. The constant tune of nature becomes a burden upon them once more as aggressive and angered tones lash out at the druid. They will find that natural places become more challenging for them to focus within until eventually the connection completely fades once the Druid reaches Tier 3 of this opposed magic. It should be noted that if the guidelines of the other magic restrict the ability for a person to hold a deific connection, the Druids must seek out Unattunement first, serving their connection to pursue this ulterior magic. The Seers, Eyes of Vaseek Feat is acceptable with no magical drawbacks of learning another magic. However, the Druid cannot utilize the ability of ‘Greensight’ as this Feat/MA immediately overrides such. Similarly, a seer-druid may proceed to learn seer magic. Herald of Azdromoth: Druids cannot receive Azdromothian Draan and, therefore, are incapable of becoming Heralds. Blood Magic: a Druid with any form of Blood Magic cannot use the Feat “Transcendence” given the chaotic mindset and effects Blood Magic has on the user. Druids with Blood Magic may self-teach Blood Druidism. Alchemy can be learned without any drawbacks. A druid may also utilize and have a Tawkin Klone, although should a druid die and enter this new body, the druid will be unable to become a Soul Tree. Other Deity Magics can primarily not be obtained unless the Druid is Unattuned first. Attempts to Attune another deity-user will result in a failed Attunement, with all its side-effects. The sole exception being Templarism at the time of writing. Kani, Golemancy, Sorvian Crafting, Housemancy, Bardmancy are all compatible with Druidism. Dark Arts such as Necromancy, Mysticism, Naztherak, cannot be learned. A Druid must be Unattuned before attempting to learn them. All Voidal Magics are incompatible with Druidism. Attempting to learn them will gradually weaken the Druid’s connection with nature, eventually severing it entirely. Animati Crafting is able to be learned however, a Machine Spirit Druid cannot be a shapeshifter, and cannot become a Treelord. Incompatible Creatures Zar'ei Ologs Sprites Wights Azdrazi Zar’akal Atronach Frost Witch All other Undead All other Soul-Altered beings All other creatures lacking a soul Tier Progression 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 Tuning 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, along with opening the baseline form of communication with them. Tier 2 is reached 1 OOC week after App. Accepted Date. Requires Communion Spell taught to reach Tier 2. Abilities: Beastspeak Daylight Orb Shillelagh 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. 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 Feat Herblore Abilities: Deepstride 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: Singing Greensight Entangle Twilights Shroud Bramble Wall 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: Treestride Luonto Entling Creation Druidic Infusion Purpose Credits: RaiderBlue (Writing) GlassySkies (Writing) Junoix (Writing) Mayrndz (Consultation) DragonOfTaters (Consultation) Delmodan (Permission to use their tier descriptions) Majority of the art used within this post was taken from Wizards of the Coast, Magic the Gathering. Previous Lore:
  6. Name of the Artefact: Fiyem'ker, Boon of The Nightward Prince Effects of the artefact: Seared upon the flesh of a chosen few lies a coiled mark of a crescent moon sporting strange runes within. This mark would hold a mundane appearance taking on a pitch-black hue, even passing off as a simple work of art performed upon one's body. Though in truth, the mark on skin laid a latent gift of the Fae. Fiyem’ker is the name granted to it by its creator Vesper, the Prince of Bats, a wild demi-god of the ever-shifting Fae Realm, bestowing it upon his chosen followers, four druids to draw upon newfound power by making a deal with the demi-god to serve under him and his wishes until their natural demise. Artefact redlines: Physical Changes The passive vision of 15 blocks within the dark is only a minor increase of natural vision with the dark, nothing akin to Nightvision, but the druids will find traversal easier in darkened spaces. Mental Changes No matter what, the Prince of Bat’s ideals will affect the druid, urging them to take action and claim retribution. That being in whatever terms the player with the boon wishes. One of The Flock Passively the druids can understand and speak to bats as if they were using beast speak without the means of communion. Should a chosen be present at a Mani Summoning event, the ET running the interaction must be informed about Fiyem’ker and their relation to Vesper. Awakened Form The awakened form takes one emote to transform the facial structure of the druid fully. The druids' facial features must mimic something similar to a bat. It is not something that one can hide away. Once the druid drops the awakened, it will return to normal after one emote. Heightened hearing passively allows users to hear 65 blocks as if they were only 20. This ability cannot be used to meta-game conversations unless utilized within an event with ET permission. Heightened hearing allows the user to accurately measure how far away something may be based on the sound it has given off. Night’s Cloak Nights Cloak can only be used when it is mechanically night and the druid is already within its awakened form. Should a player attack whilst using Night's Cloak they will become immediatly visible Turning Invisible costs an action, meaning no combative strikes can be made whilst attempting to utilize the ability. Should a player use Night's Cloak and it mechanically turns a day, the effect will disappear, leaving them visible. The druid is entirely invisible and would appear as if they are just a shadow. The druid's movement is halved from four to two blocks per emote turn, meaning once cast, they can only move a max of four blocks if action is used to move. Piercing Screech Piercing Screech requires two emotes of charge up and the druid already within their awakened form. Along with this the player must be sure to showcase a silver mist appearing around them to showcase a casting tell of the spell. Piercing Screech holds a twenty-block range. Should one hear it, they will be affected by its disorientating high pitched sound unless wearing some kind of ear-plugs or are also owners of the boon Fiyem'ker and are within the awakened form. Allies as well as enemies will be affected by the stunning effect. A piercing screech stuns an opponent for [1] emote briefly causing them to lose focus. This lose of focus is strong enough to disrupt a spell being cast. The sound must be projected from the druid's maw meaning it must not be obscured. Should they be interrupted while channeling this screech, the emotes spent towards it will be lost. An interruption can be as simple as being struck with the strength of a fist or hit by a something akin to a thrown rock. Rite of Exchange Requires a minimum of four emotes to complete the rite. Should the Rite of Exchange be performed, the ET in charge of the Cart must be informed and updated to oversee the ritual. Should a druid loses favor, it is encouraged that they roleplay the effects of such but are not required to make it a constant occurence. Explanation of the effects: Appearance Fiyem’ker binds to the chosen druids as a black crescent moon with runic engravings marking their skin. Completely unremovable by mundane means, passing off as ordinary ink on their bodies. Though upon sitting within the moon's light, the mark will seemingly give a light silvery glow, hinting at the power within. Bearing the Boon Taking on the Prince of Bat’s boon is designed to be an eternal deal, binding the druid directly to the wild demi-god's will. Acting as a blockade or wall against the corruption of the Mani of a scorned species, while the chosen are servants, they act as protectors to their patron, and in turn, he rewards them. Although should a chosen druid wish to forsake Fiyem’ker from themselves or grant it to another, they may perform the Rite of Exchange, respectively listed in the Abilities section below. Physical Changes Physically one's body does not change much, but rather their physical actions, bearers of Fiyem’ker will find themselves naturally become more nocturnal. As time passes, they will slowly begin to favor the moon's light to the sun's shine. Slowly but surely, these druids will find their eyes better adjusting to the dark. While not perfect vision, their bodies alter to serve their patron more directly. Druids utilizing Fiyem’ker are granted a passive vision of 15 blocks within the dark without additional light. At the same time, they will find themselves staying up long hours and will often be tired during the day. Mental Changes As opposed to the physical effects of the boon, the druids who bear Fiyem’ker will find it significantly affecting their mentality as the Mani almost always acts as a passive guiding force within their mind. Like Vesper the Prince of Bats, the chosen druids will garner similar ideals to the Mani. The druids would find themselves holding a sense of retribution that follows them daily, like an insatiable urge that needs to be quenched. The druids will begin to fixate upon wrongdoings within the world they come across until they cannot help but take matters into their own hands. In this case, the chosen druids may be perceived as rash or revered as quick to action. Abilities: One of The Flock [Passive] Garnering the Prince of Bat’s boon grants its bearer the respect and notoriety of their patrons' kin. Those who bear the boon will find that, naturally, they can understand bats without the means of communion. Finding their screeches and chittering transcribe into speaking akin to that garnered from the druidic spell beast speak. In addition to this, “One of The Flock '' makes all knowledge of Fiyem’ker inherently known. In addition to this, when fae who directly spawn from the fae realm present themselves around the mark, they will be able to recognize its origin indirectly as a creation of a Mani or Greater Fae. This also follows in the case of additionally run Mani events. Should one of the chosen be present, the Mani can discern they serve Vesper in such a direct manner. Awakened Form [1 Emote] The true gifts of the bats boon have been hidden away to garner more practical use from his followers, calling upon it when they need it instead of constantly upon them. All they need to do is will it to awaken, causing the mark upon their flesh to glow a silvery moonlight hue before their facial structure begins to shift. The chosen followers' noses would elongate and twist up like a bat while their ears would stretch back elongating, forming strange flaps within. In addition to this their skin will shift into a light gray hue while their hair might shift into a stark white or black. Within this awakened form, the bearers of Fiyem’ker would find themselves holding a heightened sense of hearing. Allowing them to hear far better than a typical descendant would be able to without the concern of being stimulated due to its magical nature. Night’s Cloak [Awakened Form + 2 Emotes] Once within the Awakened Form, the bearer of Fiyem’ker, should they mechanically be within a dimly lit interior or in the dead of night, may become invisible by utilizing a small fragment of the Prince of Bat’s illusionary abilities placed into the boon. Should the mechanical means be met, the druids may seemingly shroud themselves in a cloak of shadow. This veil causes the caster's form to become completely obscured until entering within six blocks of a light source while having their movement halved from four to two blocks. Piercing Screech [Awakened Form + 2 Emotes] Within this awakened state, the bearer of Fiyem’ker can take on a similar cry as their patron. Tales often tell of the high-pitched screech heard throughout the night as the Prince of Bat hunts those who had done wrong by his patron kin. Within the awakened form, bearers of Fiyem’ker may generate a similar screech with far less power. Once in their awakened form throughout two emotes, a druid may generate a high-pitched screech to emanate from their maw. This generation of sound is paired with a silver hued mist forming around their facial features showcasing a sort of charge. The screech eminated holding a range of twenty blocks or standard rp range, this screech is strong enough to cause a sudden shock of pain, disrupting the casting of concentration-based magics leaving any to hear it stunned for the following [1 Emote] to gather their bearings once more. An example of such concentration-based casting is Voidal Magic. Should a target be wearing some kind of earplugs or behind a object that could realistically muffle (being within a seperate room) the screeching sound released from the druids maw. Rite of Exchange [Ritual 4 Emotes] While binding to the bat may have been an eternal deal, should one wish to forsake the boon or pass it along to another, The Rite of Exchange exists for these wishes. Building upon other ancient druidic rituals, the Rite of Exchange requires using moon glyphs designed in a circular pattern. These glyphs are known inherently by the bearers of Fiyem’ker, along with their purpose. Should a bearer of Fiyem’ker wish to pass it on to a separate descendant, half of the chosen druids must assist with the infusion of the ritual and, in turn, the transference. Without the assistance of the other three druids, the practice will be ineffective. Should a druid wish to destroy the boon entirely, they may perform the ritual upon themselves, losing the favor of the bat. But in the process freeing themselves from the wishes of the Mani. Losing Favor - Should a druid choose to remove the boon from themselves, they would find what were once kind bats would swiftly turn into pestering annoyances. Whenever in the wilds at night, the druid would see the occasional flock of bats following them and perhaps even at times attacking them. ET Responsible for this Artefact: Raisinful Purpose (Optional): Bestowed upon a set of four druids from a larger group that had sought out the Prince of Bats after his cry for them. In which he requested their servitude and assistance with the promise of a boon that they could possibly earn. Thus began a month-long venture in which the followers of Vesper traversed to different regions of Aevos, gathering information and artifacts the Bat Mani sought. Throughout the event line, the group of druids learned about the past of the lived-in realm of Aevos. While also finding an ally within Vesper the Mani of Bats, earning the boon to either be kept to themselves or spread on later.
  7. [!] As the sun began to set on Aevos, any druid that has borne witness to the presence of a Mani and those trained in the art of Mani Summoning are struck with a vision: Upon the arrival of dusk, the constant song of the world's natural voice halted for just that moment, spreading an eerie stillness across the land. A silence cut short by the combined ear-piercing static of nature rushing back, causing a sharp pain in the mind. An echo lingers in the lands of Aevos, as if something had pushed through the veil for but a moment before disappearing. What followed were scenes that made themselves present within many druids' minds as a loud screech echoed out as the sun's light began to set, revealing the night sky to the realm. The batting of leathery wings was heard, as one’s eyes opened to be hundreds of meters in the air, soaring west across a vast space of land. What little light remained fully disappeared beyond the horizon as a high-pitched screech echoed out once more. The vision that pierced your mind shifts elsewhere, resting on the ground. Once more that high-pitched screech called out across the night. Large redwood branches swayed as the wind rushed through the large forest as the batting of wings followed. As you acclimate to the new surroundings, the distant sound of flowing water reaches your ears. It was then that all druids experiencing these images were pulled violently from their vision, finding themselves within the place they last were. Worn from the experience that had struck them, but it appeared something had entered the lands of Aevos.
  8. Likely the final one of these before either rewrite is reviewed. Singing: It was created this way as it's purely a flavor spell that does almost nothing mechanically aside from if you are another druid able to percieve the shift in emotion. The thought of bloat is just a compromise to allow druids to still be a guided force or being able to act like they are releasing an outburst. Personally it might be minor bloat but to me it doesnt matter since the two core ideas are still being showcased. Shillelagh & Radius Redlines: Figured I got where you were coming from withe Shillelagh and shifted it about. With the redlining radius, I made such changes adding it to redlines. Don't think the difference of it being stated in a prior text blurb to redlines matters all that much as they constitute as the same thing at the end of the day. Tree Stride: Sure, I made the edits but I think the concern of metagaming seems extremely strange in the context of this spell. Considering it is the equivalent to a teleport that is instantinous when the spell is completed. Druidic Limbs: Honestly your concern about magical flame seems a bit unneeded, I was not the one who wrote the limbs but having mulled it over I think it is fine to sit as is. The limb is comprised of awakened living wood, so the comparison is slightly different from that of an entling which is essentially just a normal tree given the ability to walk about for a short period before falling apart. Druidic Infusion: To be honest I'm not a fan of combination enchantments, especially in the case of Druidism since only people with the magic can be effected by a number of the enchantments. I'll think about adding a general redline allowing them to exist on the same item but not impact one anothers mechanical use.
  9. Beastspeak: While I would enjoy being able to use beastspeak in such a way I think as a combative crp mechanic it is simply to much of stating you have a massive lion sized animal walking along with you without any representation of it. To which leads to very messy crp and frankly a little bit of a broken mechanic. But with that it's like you commented within events I am sure maybe with beast speak you could try to have a conversation with a group of animals maybe to help attack something should you work with the ET. Greensight: The answer to this was a yes, so long as it's obscured enough to be considered blind. Entangle: The intention of the spell is to work as a trap that can be brought up and left alone without continued casting although like stated in the descriptions after leaving it will only last for three emotes before sinking back into the ground.
  10. I mean it holds the durability as ferrum, so you could block with it as if it were that strong while the spell is active before it returns back to normal. I can make the change although I think it is unneeded for a Soul Tree considering they have their own form of Ungrowth within the current lore. On the matter of Fae plants I find it strange that they don't have a means to move their plant on their own aswell. I'm not well versed in the lore for epiphytes but the way its being spoken about it appears there isnt one.
  11. First Concern: Sure I don't see why we can't change it, I believe it was put it place mainly to deter other druids from potentially doing it since they are living plants with druidic powers in the case for soul trees but I can understand this sentiment. Second Concern: I stated that passive in this case is being used for spells that are not combative or don't require a form of exhaustion to preform. Like I stated in the reply above I understand it's confusing and I'll look into changing it maybe. Stated in redlines, only blunt damage can be done with the spell. So in my opinion as long as you don't emote these sharper bits causing intense wounds I don't see and issue with you having it. As for druids that's staves are spears I'm sorry to say that they already are using a weapon so I'm not to concerned about them.
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