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Gallic

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  1. SEE? This is what I mean. Thing is, there's been LM confirmation for that not being the case, as well as confirmation for it being the case.
  2. In other words, "[Addition] please let a few arguments end" Classifying as Fae: Alright, what are fae, as far as we've seen so far on the Server? Magical creatures that are inherently connected to the wilds by the very essence of their being, that derive power from the forces of nature, that are part plant either by association or literally, that regrow when they die, that are harmed in varying degrees by taint, and that have a connection to the Aspects again inherent to their being. They seem to be a single, branching classification of being, like the race "Orc" is despite there being several vastly different genealogies. Or in simpler terms; Fae is a catch-all term for nature-y magical creatures. Good lord, Dryads count, apparently- Nothing against Dryads, mind. I like Dryads, and I like that they count. A Tree Lord is a magical creature that is inherently connected to the wilds by the very essence of their being, that derive-... You get it. However, it has been argued in both the past and recent times that they do not count as fae by virtue of it being an ascension from one form to another, rather than a naturally-born state of being. (Digress for a moment to look again to Dryads.) It has also been argued that they do count, because they fit every criteria for fae, and almost none for being a descendant. All that really remains is their soul, and judging by the fact that Soul Tree'd humans no longer die of old age, that's likely altered as well. Thus, confusion and arguments are created when one or two call themselves Fae either IC or OOC, and fun is not had. This seems minor but you'd be shocked to find the hours of arguments that would be saved just by having an official stance. TL;DR: Arguing that they are fae. Proposal: The ritual that binds a Druid's soul to the earth also carries such great change that, when they awaken from their first sleep, they are reborn with different metaphysics entirely. A new state of being. The Aspects have accepted them as one of their children; They are one of the fae, a magical creature inherently linked to nature. Being healed by Blight Healing: Next is a debate that seems to change intermittently between various players and Druid LMs: Whether Tree Lords are effected by Blight Healing or not. At the moment, I believe the stance is 'no', however there's still a lot of contention among folks because there's no official answer that can be passed around. Alright, so, as it is now, Tree Lords cannot be magically healed period, as far as I know. Not by monks, clerics, or (I believe) ascended. They have weird tree bodies that don't count as applicable targets for the magic for many reasons that aren't being debated here. And further, alchemy and plain ol' mundane healing are weird for them sometimes. But, such is the cost of having a disposable body. It doesn't matter much if you can just regrow next spring anyway. The problem arises when some people- Even some LMs in the past- believe that Tree Lords can be magically healed by Blight Healing specifically, on account of their unique connection and being 100% literal nature making them an applicable target for the magic... Which would mean that while, like any other tree, they cannot be directly or significantly healed by magic meant for descendants, they can be healed by magic meant for nature, which is notably less common and much more specialized. Blight Healing, according to some, would work like Monk Healing for them. It's an interesting flavor, probably about as fun as doing weird tree stuff with a wound and a lot more fun than just dying so you can completely regenerate. Ents (citation needed) and Spriggans, too, can be healed by Blight Healing, for other examples of tree-people being healed by it. It also serves as a counterbalance to the fact that those creatures can be corrupted and hurt by the same forces that taint a land-- Something seldom roleplayed for Soul Trees, but something that is indeed possible and has occured multiple times in the past. However, despite that, it's never clear if we are effected by the other side of that force, Blight Healing. The other tree-people can, so why can't we? TL;DR: Arguing that they should be effected Blight Healing. Proposal: With their new state of being comes several costs; The scorn of magical healing arts being one. Their bodies, being projections of the wild and pure Druidic constructs, are alien to most magics, even benign, and thus normally unhealable. However, there is at least one notable exception to this rule: Blight Healing. Being so inherently tied to the wilds now, the essence that serves to heal forests and lands now serves to heal them as well. There were more points but I cut them out. You're welcome.
  3. It's your lore at the end of the day, yo. Read the edit I made, consider all the things I said, and hopefully my input on the matter will help you get the lore as interesting as possible. Keep in mind I said more than just that point. c: the lack of control when they're first cursed is something I really like though as my personal opinion and not a critique
  4. It wouldn't make them mindless killers if they live in balance with themselves, but a newly cursed beast or one that denies what they are would experience the classic werewolf "what have I done" moments. I played a wereguy on another roleplay medium, and trying to resist his beastblood and involintarily transforming and hurting people he cared about was some of the best RP I had on him- And where I got most of his development from. He was a good man and he didn't want to hurt anybody, but he was cursed to do so the longer he held on to his desire to maintain control and it terrified him constantly. He was afraid of himself. It wasn't until another werewolf came in and taught him how to live with his beast that he finally knew a little bit of peace. What I proposed would mean-- Like I said just above-- That new lycans and those who try to resist the curse would act like your classic werewolves; Every so often going beastmode and hurting someone they love, or something. But, eventually, it would give them a reason to associate with eachother and the Druids, and a reason to RP the curse outside of occasional bout of combat or something; Their packmates help them cope, the Druids give them control, and transforming regularly is what keeps their beast in check. If they don't, they'll be feral. Unless they want to be. I think it's a good idea, anyway. Consider it, yo. edit: pretty much the trick is to make it meaningful bloodlust; Something that drives character development rather than seeming like a shoehorned 'kill things quota'. Take the orcish bloodlust, for instance. It's something that they struggle to control as a collective people, and though it's present often it's seldom seen as an excuse to go murderboning everyone, or as something that hampers their development. It usually gives their characters another driving force. and this isn't even a blanket bloodlust we're talking about with the lycans here it's something that can be overcome no what I said was that ascended and others are specifically incapable of it
  5. Hi! It's me again, the guy who wrote a wall of text and tried to help you on your last run around. Here's my thoughts on this read-through! First; why would you choose that font, jye my man holy cow I thought you were trying to be taken seriously also get a gosh darn handle on your grammar my dude this is supposed to be a work of art Second; You should strongly consider requiring that the RP of the biting occurs, there are many other curse-based spooky things that can happen to a man, and a recurring requirement with each of them is that they all need to be roleplayed. And then regarding your brief debate with the guy who's insisting this is too OP for people to take responsibly; There are a lot of magical and powerful creatures on our server that have spooked around in the past and they've been fine- In fact, memorable. You gave some good examples too. Others are trolls, frost witches, and ghouls (not that these aren't still around, though.) These are all creatures impossible to fight against as a normal man, with very specific weaknesses that hardly come into play unless one is really lucky or searching specifically for them. This certainly isn't OP, as any guy with a sword has pretty good odds of fighting a lycan off. though in the end it all comes down to us having ghouls, ghosts, vampires and probably mummies but there aint no werewolves in here the racial restriction is a little iffy but we'll see what the LMs think maybe you can just give ways that it's a bad idea for those races to be werewolves such as orcish bloodlust becoming uncontrollable, halflings having heart attacks and extremely brittle bones, and kha uhhhh jeez I don't know Okay, and now there's the suggestions. Bring the bloodlust and unwilling transformations back, yo. Give them some way to go around being an irresponsible spooky werewolf without being a total **** first. Let's say... They have a slow buildup of predatory aggression, anxiety, an individual's own mental duress and other perhaps physical negative symptoms that are, of course, alleviated when they transform. This builds and makes transforming unwillingly increasingly hard to resist, and things like high emotions, predatory instinct and excitement can make it occur, as well as, say... The anniversary of when they were first transformed, since we can't really tell when the moon is full. The longer they resist, the more bestial they are when they transform; If they go too long without it, their predatory nature drives them to hunt anything they see that isn't tied to the aspects (IE fae, druids, other lycans.) though they will attack them if they're given a reason, like any other beast. I think this could help it be a little more unique. On that topic, perhaps the newly turned lycans can only transform unwillingly, and require the help from Druids or lycans who have already mastered their beast to gain control of it. Consider it, yo. Could count as a weakness; Being unable to control themselves without help first. I think this also could help it be a little more unique. I'd like to suggest again that wolfsbane perhaps prevents their transformation from occuring in addition to its poisonous effects, even say if it were concocted in a way that would, you know, prevent them from dying of the poison first. Some mystical property. This way, they've got some way of preventing unwilling transformations if they're a control freak or can't control themselves at all yet. Further on that road; They're strong, fast, healthy and bestial, right? Let's say that means that they have a nice, strong heart. And they metabolize things very quickly. Do you know that that means? That means that poisons would absolutely wreck them, especially if they're in their bestial form. Consider that for a weakness to add. Consider giving players some ritual that could transfer the curse between eachother without the need of an alpha wolf, or alternatively indicate that the ET-only nature of the alphas can be reviewed later if need be. I already suggested this one last time, but seriously; Don't make them aware of their connection to Nemiisae without going to the Druids first. And even then, keep it vague. Drop hints and the like, but it's a real bad idea to have them associated with her IC straight off the bat. Last time I think I suggested something or other about them revering (or resenting) the moon and nature or somesuch. Nemiisae isn't the sort of aengul to spread her name and make herself known openly. She gives hints and respects those who find her in the darkness without her guidance. Okay now a minor one. Perhaps make speaking difficult in wolf form. Requires focus, effort and practice. Wolves growl and snarl, they don't talk. But they aren't quite wolves, so it's still possible; It just takes a little doing. Still gonna say somehow make the difference between them and normal wolves a little more obvious so it doesn't throw off salty shapeshifters. But how to do that without disturbing the flavor? Hmmmmm. Okay last one; Really, really big one but really simple. Don't deny mages from becoming lycans. Don't deny anyone who isn't literally incapable of becoming one (IE clerics, ascended, spookies, peopel who are already cursed) from becoming one. Instead, make it retroactive; Once they're a wolfman, they can't use their magic any more. They don't forget it, but their attunement to the aspects, especially such an unforgiving one, makes doing so highly painful and carry a whole lot of negative effects.
  6. Man why are people saying the Aspects already do this? The Aspects care about the balance, yes, but it stems from their desire to protect the interests of nature and all that, not for the sake of balance itself. Furthermore the "balance" they serve is an entirely different concept, because they don't care about any sort of balance as long as it doesn't play a role in nature. They'd probably be all for disrupting Eshtael's balance if it meant it tipped over in favor of nature, because they have completely different scales and different things they're measuring. Granted, some things might coincide; Birth and death, seasons, weather, predators and prey, light and dark (with the caveat that the dark isn't the nature-disrupting kind.) and so on. I get the feeling most people who are saying such things aren't even reading the lore. I approve of this, as somebody who, y'know, plays a Druid.
  7. wait are you telling me that you can unattune someone from their tree like I get it but That means you can unattune someone without them even being present, which isn't cool. Also I am of the opinion that soul tree shapeshifters should still be made out of wood but I'm not a shapeshifter so I guess I don't get much say.
  8. Wendigo knows where it's at, Jye. Listen to him and this lore can make it to the players, yo! Though; Don't completely discard things on a whim, try to make them fit with the suggestions made first. I'd suggest you keep the weaknesses down to wolfsbane and silver, to keep it unique. Make the Witch hunters keep themselves stocked with more than just aurum. The personality influence he noted is a pretty good idea too. I'd say more but I'm pretty busy right now!
  9. I liked the part where people commented on the lore without reading it. c; Seriously though I love Mavet a whole lot. The personality, the story, the whole deal. why does he need to be crazy gross though If this turns into an in-game thing and not just lore to read, I can see the Druids (or even the Aspects themselves) having a confusing relationship with this. Disease, bacteria and other microscopic life is an incredibly important part of nature. cameo appearance: aspects give mavet a thumbs up under the table for accidentally helping them
  10. She's still present. That's all I can really say about that.
  11. Just going to put this here... https://wikia.lordofthecraft.net/index.php?title=Old_Faith edit: Not dissin' your writing here, it's pretty alright, it's just that there's already an old religion!
  12. You've improved it a lot, and you're really getting there. It just needs a little more tweaking, yo! Don't quit just because some dudes don't like it! Here's a few notes I wrote down while I was reading: -Nemiisae isn't public knowledge, and the aspects tend not to reveal themseleves directly. Further, a lot of Druids get violent about Nemiisae, so maybe having it be something they aren't really sure about would be better. Maybe have some real spooky nightmare on the night of their first transformation that involves vague forces of nature and death, but not which aspect specifically did it. Nemiisae can still be responsible, of course, but having it be something outright known without a lot of soul-searching can lead to them having a bad relationship with a lot of people who are meant to help them from the looks of this lore. I was one of the people who suggested Nemiisae be responsible, though, so I still think it's a good idea. -The shapeshifting should be a little more imperfect, like coming out a little wrong. Breaking your entire body is a good start, but that doesn't change that the end product is the same as a real shapeshifter would get. Maybe it should not quite be a literal wolf, more of a.. Werewolf, y'know? Like being able to clumsily stand on their hind legs if they need to, or something. If it's already meant to be like that, clarify it yo. -Alignment restrictions ain't good. Chaotic good is chaotic cool, but it isn't good to tell people what alignment they have to play. Bad people can hate spooks too. -Maybe cut out the healing factor, except like... Broken bones or something, since their bones reknit themselves anyway. It makes sense to me, since folklore werewolves do it, but it does seem a little difficult to balance out. -Maybe make it so wolfsbane makes it so they can't transform. That isn't a fault, that's just a suggestion. -You gotta try to find more substantial weaknesses, yo, or make the current ones a little more obvious to the reader. This is something I'd love to play with, but as it is now it wouldn't be acceptable as a player creature with so many strengths and so few weaknesses. -I think limiting the ones who can spread it to ETs at first is a good idea, but perhaps clarify like... There needs to be special conditions for the curse to spread, or something else that stops it from spreading willy-nilly from every bite. please don't make it ET only we need werewolves we have vampires ghosts and frankensteins people can play dreadknights paleknights and those muscle-liches which are ******* impenetrable give nature guys something that's cool and edgy too please +1 edit: Also please make sure it will be seen as cool werewolves and not weird furries. good luck with that one
  13. Again, it's clearly stated that voidal mages aren't the only ones who get jacked up. They are among a class of things that get real messed up, yes, but normal people have the potential to have a real bad time too. but that's something I wrote about too I literally talked about the being unprepared and addiction and who's been accepted to have bad times in the past and stuff pretty much everything you said >:C Though, I didn't think about liches and lich-things not having their soul present. You got me on that one. Further on a topic that isn't really part of this lore; The void causes blight. Blight isn't just necromancers doing their thing, it isn't just draining an area. Or at least, it isn't any more. It's a whole array of things, caused by any number of ill intents. Corruption, death, horribly ridiculous pollution, sometimes even mundane circumstances can bring it. For instance, back in Vailor there were massive void scars as part of a series of events. Those counted as blight. But that brings me back to something I said before; Void causes blight in extreme circumstances. also it makes you have butter for bones if that other rewrite gets passed and that seems pretty blighty to me on a personal level
  14. Read the points I've made again. The ring doesn't inherently repel any kind of magic, it just creates a very adverse (mostly mental) reaction in a mage or dark creature that steps inside of it, with the most physical effect being feeling like poop during and a real bad hangover afterwards. And this for reasons I outlined quite clearly above. Further, the ring is a product of druidic magic, even if it occurs naturally. Just like Elder Trees, fae and ents. And this isn't something new, either. I remember distinctly seeing a grove back in Vailor in the high elven capital that hid behind a fairy ring, explicitly stating that mages would have a really bad day if they tried to cross it. for some reason I don't know why the guy who built that one disliked mages so much that they'd go to such great extents to keep them out. Edit: Also it's been shown in the past many times that Arcane magic does indeed cause blight (granted, in extreme circumstances,) and Druids have cleansed it.
  15. If a Druid is tainted by any kind of magic that isn't deific in nature, (Necromancy, void, shade, mysticism, as a few examples I've seen.) they're treated to a real bad time as their connection to the wilds begins to turn against them in a way that they can feel. They feel discomfort as nature begins to reject them with escalating violence, and their connection to it is slowly pushed away the longer they persist. To reiterate: They feel this because they're connected to the wilds. So, if you go into something with a pre-existing connection like that which hurts a Druid, going full-force, it should be expected that the feelings that a Druid gets would be reflected the same... Except a Druid gets that feeling when they're just dipping their toes into the arcane pool and their power is idle, and can go mad if they don't get themselves unattuned. And they start off from a deep relationship with the wilds that is hard to simply break away from. So, you're going into the foci of an incredible amount of druidic energy, actively pouring over you, capable of attuning a person to an entire forest in the same way a Druid is, while being a fully learned mage... It should be a very bad experience, unless you haven't touched magic for years or something.
  16. If a Druid's day is mucked up because they even dabble in void magic, then the inverse should be even worse considering it's a lense for the druidic power of an entire region and it's actively poured into somebody.
  17. I didn't suggest you do, I asked why you did. As for all the people complaining about this targetting mages and whatnot, it's something that's been RP'd since before I was even a Druid. A normal person enters the ring, they get jacked up and overwhelmed because the feeling is so foreign to them and they can't handle it. A person who's close to nature and remains in balance with it or just someone who's naturally in tune with it enters the ring, and they have a significantly easier time because the sensation was something they were ready to accept, even if it is entirely alien. They still get jacked up, but it's worth it. Potential to get addicted, may not be able to leave, bla bla blah. In either case, it has potential to be pleasant or unpleasant, and has a whole array of potential side effects, depending on the person and the RP involved. However a person who enters who's taken great steps that seperate themselves from their natural place, like regularly doing void stuff or straight-up being undead, is connected to the wilds too, and feels the consiquences of that. Druids feel it too, if they delve into these sorts of magic, but this isn't the passive connection of a Druid. It's an active, overwhelming connection that floods the senses and every part of your being. It's like entering a foreign body, and being rejected by your host. Things fight back to seperate you again, and it's quite unpleasant.
  18. Why specify the exact adverse reaction mages have, and dull it down to extreme nausea and distress? Fairy rings attune a person to a sensation they've literally never experienced before; Being sick to one's stomach is an entirely standard reaction most people have the first few times, because their mind has trouble parsing what's happening to them and their senses get a little overloaded. Also why specify that it can't be used for torture? I don't imagine many people go around looking for ways to torture people, but saying that prohibits potential RP of like... Trying to get answers out of a spooky guy and threatening to throw him in a fairy ring to feel the sin he's done or something. Further... This isn't really a big one, but; When I was learning about fairy rings OOC 'cause I wanted to make one, I was told that they can be dispelled as easily as smashing them up, but they are only temporarily disabled, because they'll just regrow somewhere nearby since it's a natural phenomenon.
  19. I'd love to see there be a more debilitating and obvious drawback to taking up these sorts of magic, as an outsider... But holy cow this is way too much. 15% of an average man's musclepower? Tearing muscles from too much activity? BREAKING BONES WITH LITTLE FORCE? TONE IT DOWN A NOTCH DUDE I'M PART OF A NICHE THAT MAGES HATE AND I THINK THIS IS TOO MUCH
  20. Aenguls were made by the creator and for some reason the creator likes humanoid forms for his sentient creations. spirits come in any shape they want, though and some aenguls can shapeshift (like nemiisae yo)
  21. This is great, but there's already a spirit that comes to the mortal realm and makes sure souls get to their proper places, one that guides them in the spirit realm so they go to where they're meant to be in the afterlife, and then there's already an Aengul of Death (Nemiisae, yo) too that in some sects that follow her already does some of the same things you're speaking of. I'm all for new lore being added, but this would invalidate some RP that's already gone on, and that's something that scares me. It's alright for differing cultures to have different outlooks, names and even entirely different representations of the divine, but when you start getting into definitive things such as this, they're all rendered null because suddenly it's, "no, that's not what happens, that isn't valid and your character is dumb for thinking that." in a perfect world I'd want this merged with the pre-existing aengul of death who has very little written about her other than differing IC beliefs
  22. As far as I can tell, there was no logical reason that blood magic couldn't be used with Druidism before, but because there was no precedent, the MATs and LTs wouldn't allow it, and if they did that'd force you to send a vision to the person who attuned you. This addition seems pretty alright and I'd be all for it, but you've stated a few things that could be done without this addition before, that, should this pass, would no longer be possible without it. For instance, a Druid being overwhelmed by the negative aspects of nature or driven into a rage by connecting to them or adapting the mentality of the beasts they commune with. These were all quite possible before and dependant on a Druid's personality and tier, and I loved roleplaying certain aspects of these quite a bit. But if this were to pass, it would no longer be allowed because it would be an outlook unique to blood-droods. And as with control of nature, a Druid can already move stampedes or topple trees with no issue, but again, if this passes, it would no longer be allowed. This griping starts tapering off around the blight healing segment... There's no guide on how blight healing is meant to be roleplayed, as far as I know, so having weird wildfire would have already been possible before... And frankly I like the sound of that, actually. Wildfire does cleanse things in nature quite often. But I don't really think this would take anything but a certain aesthetic avenue away from general Druidism, so I'm not too caught up over that.
  23. Let me just say that I would definitely play one of these if this lore got accepted. Being an immortal observer looking for something to give his life purpose sounds fun, then a whole lot of different RP opportunities I imagine after finally finding the niche in which the character belongs sounds like a whole lot of fun. Oh also there are certain magics that don't involve changing up the soul or connecting to the void, like shamanism or more closely the dark arts. The explination for why they can't practice magic, as I understand it, is that their soul is tied in stasis and the void is something that gives them a serious case of magic lactose intolerance, which doesn't really cover the magics that only involve mana and some kind of knowledge, rather than attunement to a being or the void.
  24. But... Why would the Druids jump on a bandwagon to go kill an actual, uncorrupted guardian of nature when it's doing its job and guarding an apparently sacred and beautiful place? This event sounds alright and all, but I'm having trouble imagining many Druids thinking it's a necessary action to go out killing literal nature spirits and put something that Freygoth felt needed to be protected into an unguarded state. or maybe that's just me I don't know
  25. This all looks pretty cool, so there's nothing in particular I feel really needs specific praise- +1, definitely. However, there's like... Two things I don't know about. Why such a specific block radius? If they're born in a grove, their restriction should be the grove, however if it's a specific radius then it could be their leash only goes halfway into the grove, and the rest is in the middle of the woods. If they tried to actually be useful in cases of emergencies, they would just dissipate. I get the restriction if they bloomed out in the middle of nowhere or somewhere without actual druids, but I feel like logically if they normally require a high-druid area to be born, their tethers would be a little more flexible in allowing them to wander around that area. Y'know, the area they were meant to protect. The area buzzing with the energy that keeps them alive. The other thing I don't know about is... Why spores? Why not pollen? They're tree things, right? And the poisonous part is the flower? Trees and flowers make pollen, not spores. Pollen can be poisonous, it's just we don't really have many examples of it in real life other than minor allergies or irritation. I don't mind poisonous creatures, but I'm weirded out by them making spores from flowers instead of pollen. Granted, one problem with that is that flowers don't really actively spread pollen, they rely on outside bodies to do it for them. But that can be fixed with a little fantasy element, saying their flowers shake and dislodge pollen all over or something. Or just ignoring the fact that flowers don't normally expunge pollen, since we live in a world with literal magic. Spores, though? Not cool in my book, no sir!
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