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RaiderBlue

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  1. 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 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. Non-Combative Casting: Non-Combative spells have rather freeform rules for how one wishes to be after exhaustion. Like previous lore write-ups perhaps 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. While Non-Combative spells are not directly meant for combat some may be able to influence conflict scenarios. Combative Casting: Used for Combative spells exhaustion falls within a point-based system. 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. Tier 2: 3 Chords Tier 3: 6 Chords Tier 4: 9 Chords Tier 5: 12 Chord 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 [Non-Combative] 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 [Non-Combative] T1: Tuning A focused communion with 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 [Non-Combative] T2: Daylight Orb [Once Per encounter] A minor cantrip-like ability in which a Druid may form their aura into a guiding light to use when they may need it within the dark. Spell [Non-Combative] 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 to assist the life below the water. 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 [Combative] T4: Twilights Shroud An adept skill of the Druids that expresses their ability with their aura, being capable of creating a dense fog to shroud their approach or escape from an area unseen. 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, being one of the main facites of their power. 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 An ability 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] 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 of 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 being the only exception. 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. 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. 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 Subtypes Blight Healing and 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 Singing Trees, 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 art used within this post was taken from Wizards of the Coast, Magic the Gathering. Previous Lore:
  2. I used the autofishing hack to get 1000 extra mina INSTANTLY upon the start of Aevos. Thank you fartpack.
  3. i cant believe you're taking away the fact im like the only person on the server with it thats been taught like this
  4. Sure I can add something, the previous guide quite literally had no restrictions like this as anyone who did attempt something like this would likely get shot immediatly. The intention is to have almost no combative use.
  5. Druidic Herblore Background/Origin Long throughout folklore, stories tell of stray hermits & sages surrounding themselves with the very world around them. Producing herbal brews that are said to grant its consumer strange dreams or lucid visions within their mind. While carrying a thin veil of natural healers, though holding some truth to these claims these Drudic Herbalists are often a rare sight as the art is often tokened as useless. The true origin of this plant altering set of abilities is lost within the ages, its true history likely lying within the grave of ancient druids of the Aspects. Herblore gave way to influencing the properties of many varieties of flora and fungi. Used in a majority as a cultural guise of worship while also giving way to forms of ritualistic healers to those of the forest. Magic Explanation Herblore is a druidic feat that allows for a druid to extend out their gifts, before altering the form of various plants to grant them additional or different abilities. This can be seen through the increasing and decreasing potency of herbs, allowing for shifts in its raw form or the creation of powerful psychedelics used in ritualistic manners. Primarily used for cultural means and healing, Herblore is exchanged from one druid to another through standard teachings. Not requiring as heavy a burden as many other druidic trees of learning. While in tune with many of the various druidic abilities still taking its fair share of time to master. Herblore is the modification of plants in a number of different facets mainly as a means of flavor roleplay. Herblore is a Druidic Feat that requires one to be a druid of at least Tier 3. Herblore is taught via a teacher that must hold a approved [TA]. Abilities Spell [Non-Combative] T1 - Alter Flora: The most basic and commonly used form of the ancient art, in which a druid is capable of altering various different properties of plants. Spell [Non-Combative] T2 - Granted Vision: An ability mainly created for the use of ritualistic trials and visions, a druid with herblore may create a psychedelic plant or drink that grants its consumer with a otherworldly vision. Spell [Combative] T2 - Sealing Moss: Often used in the heat of the moment a druid may quickly gather together various plants to morph together in a scabbing material to stop excessive blood loss. Enchantment [Non-Combative] T3 - Sproutling: At the pinnacle of manipulating the very nature of plants the most experienced of herbalist druids are able to create small companions to help complete tasks for them. Tier Progression Tier 1: The beginning stages of learning a Herbalist would learn the most basic of abilities, acquiring the ability to alter base plants. Lasting 1 week until reaching the intermediate stage. Tier 2: An intermediate stage in which a Herbalist will have acquired all essential abilities to alter various forms of flora and fungi. Lasting 3 weeks until reaching the mastered stage. Tier 3: The mastered stage of a Herbalist, acquiring a final ability to showcase their mastery in both Herblore and base Druidism. In total it will take 4 weeks since starting to master Herblore. Purpose Credits RaiderBlue (Writing) Delmodan (Previous Guide Spells) Art - Chris Rahn
  6. I know the child being a physical reproduction might matter to some people being able to do "blood of my blood rp", but this also can just play into what I said previously. A priestess of bolomormaa some how finds a child that is the spitting image of both parents, making them believe it's their blood child. Intentions aside I believe you could still gather the type of rp you are looking for without the inclusion of the mani directly being put into players hands, even if for such a small thing.
  7. I'm going to come in with a bit of a hot take on this post. While I do find the added option is nice for players to have more avenues of getting a child I feel like the explanation or insertion of a mani being able to create a descendant is a bit weak. I understand that the Wild Faith culture sees the Mani as pretty much dieties themselves but it's hardly the case realistically. Personally I think this could simply be a cultural thing where a priestess of Bolomormaa sees a couple wishing for a child and they give them a orphan infant or something without the couple knowing. On the whole FTB topic, no one forces players to do that rp. If someone wants to simply spawn in a child almost no one will stop them.
  8. Leopold would have rarely been present within the confines of the Illatian city of Florentine, though on this particular day he stopped to think for a moment while collecting a herb. "Maybe I should, check in with the ol' guy."
  9. As long as CT is made of sandstone and has the iconic signs that were removed two maps ago I’ll be happy
  10. lol demons aren’t on the list
  11. Very well Skin Name: Traveler's Garb Discord: RaiderBlue#3404 Bid: 35
  12. Skin Name: Traveler's Garb Discord: RaiderBlue#3404 Bid: 25
  13. Skin Name: Traveler's Garb Discord: Raisinful | RaiderBlue#3404 Bid: $15
  14. It is finished, now BobBox will go on to his next five projects.
  15. Elementalism ended up getting shot because not many ended up teaching it in its last run. At least in a way that proved it could exist without needing injections. I personally don’t think it would be terrible having it rewritten, it’s just that in the recent run it did not go well.
  16. Skin Name: Unbaed 4 Skinner's Username/Discord: RaiderBlue#3404 Bid: $20 USD
  17. Skin Name: Unbaed 4 Skinner's Username/Discord: RaiderBlue#3404 Bid: $10 USD
  18. no way he comes in on the last day in the last minutes trying to take @BobBoxs skin
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