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Drusus

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Posts posted by Drusus

  1. Deep within the Eternal Forest, the old Lynx Druid exits the court of the Stag Prince as she felt a familiar song enter the realm. After some searching she finally found Brother War. She offered a grin and stretched out her arms. "Hah...welcome, friend. It is time for your old bones to finally rest. Come! I think it's high time we share drinks and war stories, don't you think?" She asks as she sat herself down and offered over a bottle of booze made from a certain Mountain Druid. 

     

    Valmir hung her head as she looked towards the roaring flames, toying with an offering. She tossed it into the flames and quickly pulled on the helmet for her Sanguine Fire creed armour. Her hand balled up into a fist as she rested it over her heart before speaking. Narnsae ito iyl, mal’onn. May you rest easy now.”  With that she took her leave from the fire to work upon a new project, one to aid in the remembering of her fallen friends.



    The young Volcano Druid, held a damp cloth to her bruises. When she closed her eyes she could still see her brother’s final moments. Was she right to encourage him to keep on fighting? The wound was a death sentence anyway. The one thing that she could not shake was a feeling of guilt. Guilt that she wasn’t able to save him, though it wouldn’t take long at all for that guilt to turn into fury for she was truly her Grandmother’s blood. “They shall remember you, mal’onn. Mark my words. I will make sure they never forget.” She uttered that promise to the dark and empty room, her golden gaze coming to a close as she winced - applying a fresh cloth to those wounds.

     

  2. MC Name:

             DrususTheDumb

     

    Character's Name:

             Igne'ihnsil Maya'asul

     

    Character's Age:

             98

     

    Character's Race:

             Wood elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/228403-druidic-communion-ma-drususthedumb/?tab=comments#comment-1993897

     

    What magic(s) will you be teaching?

             Druidic Communion

     

    Describe this magic or a creature as a whole:

             

    Oh boy...here we go again.

    Druidic Communion is the core magic for Druidism as a whole, compiling the previous "Communion and Control" into one whole magic that all Druids are able to use providing that they were taught the spells in question.

    Communion as the umbrella magic for Druidism covers things such as allowing them to listen to the songs of nature, speak to animals and fae, grow mighty trees or share their power with another Druid to aid them with a taxing endevor. This and many more things are at the finger tips of the Druids with this magic all in the name of upholding the duties to the Aspects.

    With all of this, there is a lot of freedom for the Druids to have a lot of aesthetic flairs that can affect and change their characters and experience. Perhaps they have constantly glowing eyes after a while, maybe grass grows a little bit higher within their footsteps or simply getting lost in the countless voices and songs that echoes through nature. Many things like this are possible!

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Oh goodness me, yes. There's quite a number of subsections for Druidic Communion, given that it is the core magic for all Druidism there are a fair amount of different things that you are able to learn once you get an accepted MA.

    Communion:

    While Druidic Communion is the core magic for Druidism as a whole, none of it would be possible without "Communion". This spell is the rootwork for all other spells that Druids use, from the young sapling Druid to the elder all use this for everything that they do. Communion allows the Druid to "tap in" to the natural world around them and listen to the many different voices that are there, as you cannot request a favor from nature if you're unable to listen to it in the first place.

    Tuning:

    Tuning is the next step from Communion. It is the ability that allows a Druid to "speak" to the flora around them, granted things like grass and flowers are unable to actually speak. They instead share feelings and other such things to communicate, doing such also means that they're able to focus in on one certain voice around them. Be it a single tree or shrub.

    Growth:

    The name of the spell gives it away! Growth allows a Druid to urge or aid flora to grow by feeding them with the natural Druidic energies. This ability has two main areas of uses non-combat and combat. A non-combat situation would be like a group of Druids attempting to grow a certain tree from a sapling, a task that would require a fair amount of focus.

    While a combat use could be attempting to grow something inside their foe, for example a cutting of bamboo which is known to grow fast in normal situations could be stabbed into their target then focused upon via their energies in an attempt to wound them or at the very least distract them long enough for a proper approach.

    This ability can also be taxing depending on what you're attempting to grow, a thing that should be kept in mind.

    Beastspeak:

    Much like Growth, the name gives this one away. Beastspeak allows a Druid to "speak" to animals and fae alike, more or less the animal version of tuning. Though it should be noted that the level of complexity to the "convocation" highly depends upon the animals intellectual properties, for example you would get far more in depth thoughts from some animals such as a horse than you would from something like an ant. Something to always note is that while you can gain certain information from animals, it may never be used to metagame.

    This is also another ability that has both non-combat and combat uses. An obvious non-combat use of this ability would be something on the lines of trying to understand the animal's needs to attempting to calm it down from being in a stressful situation. While a combat situation could be attempting to convince a creature to help you fight something. However for both non-combat and combat uses of this spell, no matter how experienced a Druid is. The animal might always simply ignore the attempts, since they have free-will.

    Surge:

    Surge is another spell of the Druids that has dual use for it when it comes to in and out of combat situations. Outside of combat Surge could be used for things like raising a root bridge or gate of a druidic grove for a form of protection.

    In combat this is the very typical ability of roots or vines emerging to try and bind or otherwise fight a foe of a Druid, though it is very common for Druids to more or less look down upon relying upon the spells in a fight in favor of a more active approach - that being said Druids have also been known to weaponize trees to varying degrees of success. However Surge does allow a Druid some form of power in that sense, though plant matter is still quite easy to deal with via an axe or fire.

     

    Gleaning:

    Gleaning is a spell that branches off Surge, allowing a druid to grow an item into the shape of something that they might require. This could be a wooden base of a tool or perhaps a part for a musical instrument. There are no combat uses for this spell, barring the fact that you’re able to create weapons but such a thing requires focus - thus impossible to perform such an act during battle.

     

    Powersharing:

    This spell is something that allows a Druid to share their power with another Druid within a nearby area. This, of course, can be used in and out of combat but using it in a battle can be risky due to the nature of the spell.

    Outside of combat it can be used to share the burden of some of the more taxing spells that the Druids use such as Growth or things from Blight Healing, ensuring that there isn’t one Druid who is totally drained of their energies.

    Inside a combat situation the risk of this spell shows itself as to use it, the Druid must remain mostly still which means that they are in a very vulnerable spot during a battle as they are very easy targets - should they move too much or get struck their focus and thus their connection with powersharing will be broken and will have to try to cast it again before sharing the burden. However, assuming that they are protected they can share their power with a Druid who might be using a highly taxing combat spell for longer, for example Surge.

     

    Druidic Limbs:

    The role of a Druid is one of great risk with many threats to nature and themselves being within the world. As such, it is quite common for a Druid to lose limbs in the line of their duty. Druidic limbs are a form of prosthetic that one can have attached to help replace lost limbs. While they’re not as effective as the real thing they can serve their purpose rather well. Only able to have a sense of balance and pressure, you might not feel the pain of your wooden arm being crushed, you would feel the force of it happening.

    The actual ability to use the limb comes from Communion and with time will become second nature to the user, much like a real limb.

     

    Greensight:

    Much like with Druidic Limbs, Greensight is an ability that Druids who have faced the cruel fate of the world and survived may find themselves using. Be it through combat, birth or by choice a Druid who is blinded is able to “see” using this spell. While at first it is a very taxing thing to use. It, like the limbs, can become more or less second nature for the user.

    Again like the Druidic Limbs, this sight isn’t a perfect replacement. For the Druid to be able to actually see they need natural life around them be it like moss, grass or trees. It should be noted things like people, stone and processed wood are not able to be seen by a Druid and thus still at a bit of a disadvantage but in a far better situation than having no form of sight whatsoever.

    Empathy:

    Empathy is the ability for a Druid to use their emotions to influence the nearby songs and voices of nature to change. A Druid in utter rage might intentionally or accidentally cause the nearby plantlife to shudder in an almost “echo” effect. Another who is in mourning might affect nature to mourn with them.

    Singing:

    Quite similar to Empathy in the ways of affecting the songs of nature around them but the major difference being that while Empathy is based more on emotion and thus perhaps more of a “passive” thing. Singing is done fully intentionally. Be it calming the songs down into a relive quiet or into excitement. It could also be used to try and bring the songs of nature back to their “normal” level in an area that might’ve been struck with something like Empathy.

    Ungrowing:

    Ungrowing is another ability that explains what it is within its name. The mirror image of Growing, allowing a Druid to revert flora back into it’s sapling or seedling form. This, much like Growing, can be very taxing depending on the target of the spell. A small flower being put back into a seed won’t drain a Druid all too much but a mighty tree might even require more than one to help.

    A major reason for it being taxing as no plant really wants to be put back into a seed or sapling and thus they need to be convinced that doing such is within their best interest which of course can take time and energy.

    Luonto:

    Luonto is a largely aesthetic ability that allows a Druid to “summon” an ethereal animal of some kind that is inherently linked to them or to better put it, is the druid in question and thus doesn’t allow the druid to gain more information by sending the Luonto forward in attempt to “scout”. What they can do is be used as a focal point for the Druidic abilities, such as Blight Healing to be cast through the Luonto.

    The Luonto must be some form of animal, insects that could be a swarm or a flock is able to be done. Though nothing can be larger than the size of a moose, anything that is normally larger will simply be shrunk down.

    They also have zero combat ability and will simply retreat back into the Druid or go fully invisible should such an event happen.

    Entling Creation:

    This spell allows a Druid to summon an Entling to aid them in a situation where the additional aid is required. Normally used in combat situations either actively fighting or protecting Druids. The Druid who creates the Entling form a bond of sorts that allows them to command it to do certain things, though with the risk of the feelings of grief should the Entling fall in combat.

    Every Entling is created with a purpose, in fact they cannot be summoned without one. Once that purpose is completed the Entling will go off into an area that the tree they were made from is naturally found and then root into place - turning into a tree themselves. The purpose a Druid gifts the Entling must be something that aids nature, otherwise it will simply fail.

    Druidic Infusion:

    Infusion is the form of “enchanting” that Druids are able to use. The major difference between Druidic Infusion and normal enchanting is that Druids are only able to infuse items that are naturally created by nature such as bone, wood, Kuila crystals, ect. There are a number of infusions that can be done some examples are powersharing, singing and blooming.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Igne'ihnsil looked around at the gathering of druids, a frown forming upon her brow as she watched the elder Druid start to strain herself with use of her own energies. The Volcano Druid's eyes flared up into a fiery red glow as she called upon the Druidic power within her, the passive glow of her magma-like tattoo on her arm started to get brighter and brighter as if the limb itself was now burning up with lava running through the woman's veins. Not only that but what appeared to be sparks and embers jumped from her skin,  a hint for something that was to come.

     

    [!] The Volcano Druid releases growled breath as her hands balled up into fists, those sparks and embers of druidic energies jumped off her skin at a faster rate before they were replaced - as the arms of the 'ame appeared to errupt into crimson flames, yet they didn't appear to bring her any harm what so ever. She took a few steps closer to her mentor, looking down at her own hands as they were fully covered in those red Druidic flames - her energies swelling up more and more with her focus, almost ready to be shared with the elder Druid.

    Igne'ihnsil rested her flame covered hand upon the shoulder of her mentor. Those strange Druidic flames appeared to almost drip from her hand and arm, quickly curling around the elder druid before seeping into her form as the connection between the pair had now been made. The fiery fountain of energies of the Volcano Druid being now fully open to the elder Druid - to aid her in the task ahead, ensuring that the burden of it all was now being shared between the two of them.

     

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Igne'ihnsil lead her student into the heart of the forest. She looked around for a few moments then motion for her student to sit down, turning to face them once they did and offered a large grin. "Now. There are many things we children of the Aspects have been given. Our duties are dangerous and often cause us to become wounded. A wise foe goes for the eyes, if a Druii is to lose their eyes? Well it is ne the end for them. Far from it, for we are able to see using our Druidic gifts. While it only works for seeing the Aspects creation it is surely better than nothing."

    [!] The younger druid gave a hesitant nod as they listened, cautiously watching their teacher as she spoke.

    The Volcano paced back and forth, her arms becoming more animated as she spoke. "This blessing is limited. You are ne able to see things that do ne have the life given to them by the Aspects. Stone, people...refined wood. All will be a blank void. But here? in this lush forest? You should be able to see far easier." She then took out a blindfold and, without asking permission, tied it around the head of her student - making sure that their eyes were fully covered. "Now. We shall start. You need to tune into nature like you have...never before. Focus on those songs." She uttered, now nearly whispering as her almost crazed gaze was focused upon her student.

    [!] The young Druid took in a sudden and uneasy breath as their sight was robbed from them via the blindfold,taking a moment to try and gather themselves. They offered another small nod at the Volcano's words and they closed their eyes. Releasing a shaky breath they started the process of trying to meditate and listen to the many songs of nature around them - finding a sense of peace with them.

     

    [!] The Druid frowned and shuffled lightly in place as their meditation continued, though they found it difficult, they did finally manage to find that sense of balance once more. Though it wasn't helped by that lingering unease that they had when it came to their mentor, knowing full well that she was watching ever subtle movement with a hawk-like gaze.

    The Volcano's lips tugged into a toothy grin. "Ayla...ayla." She cooed in a gentle manner. "Now. Try to open up that communion into a sense of...mmh. Awareness. This might be lightly overstimulating at first, fear not if it causes you to break focus. We can always try again."

     

    [!] The Druid once more gave a small nod at that, more relaxed now as they had gotten into the meditation. Their face contorting into one that of pure focus. They tried to open up their mind to the new sensation but, as if their mentor's words were prophecy, they release a sudden and shaky breath - quickly shaking their head. They slowly lifted up their blindfold and rubbed at their eyes with a crestfallen expression.

    The Volcano knelt down infront of her student and rested her hands either side of their face, gently guiding them to look at her. She offered a smile, an attempt at being comforting. "There, there. It is quite alright. We must all crawl before we can run...fall in order to learn why we must balance correctly. Take a moment. Gather yourself and try again." She says with that nigh on unblinking intense gaze that she appeared to almost always have.

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    My first step would be to inform them what they were doing was powergaming and let them know not to do it again, while also trying to understand why it happened in the first place. Should it be a simple mistake help them understand the area of magic better so that it doesn't happen again. If it wasn't a mistake be sure they they understood what'll happen should they continue.

     

    If such continued however and they ignored my advice and warning. I would simply reach out to a member of staff and inform them of the situation, ensuring they're aware of what I attempted to do with the situation in regards to help the student understand what they were doing - as well as being honest with me going to staff should such things continue.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nope

     

    Do you agree to keep the ST updated on the status of your magic app?:

             indeedy

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Nopers

  3. MC Name:

             DrususTheDumb

     

    Character's Name:

             Valmir

     

    Character's Age:

             164

     

    Character's Race:

             High elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/212266-blight-healing-ma-drususthedumb/?tab=comments#comment-1911227

     

    What magic(s) will you be teaching?

             Blight healing

     

    Describe this magic or a creature as a whole:

             

    Blight healing the sacred druidic art of being able to cleanse the flora of fauna from blight or taint that afflicts them. Often linked with the many sacrifices that the Druids have done in the name of the duties, no matter the cost to the point of even giving their lives to ensure such things are achieved - however such things are not as common, generally only being a result of nature en masse being corrupted or tainted via unnautral magics.
    Being the pinnacle of the druidic abilities it is a highly taxing art to use, even elder druids easily finding themselves drained after using the abilities for a short while of time for they are often breathing life back from their mana pool. While most of the spells of blight healing focus on healing there are a couple which verge away from that but still serve the same purpose of protecting the balance and cycle of nature. Which in the end, all that should matter to a druid.

    Such a power gift, however, does come with flaws. All those who use this magic suffer the toll of it's drain showing both physical and mental side effects. This could be appearing more aged or aching joints for the physical and trouble with sleeping or even hearing strange voices that they believe that are from nature as mental side effects. Yet such things rarely discourage druids from learning the ability, given the power it grants them to heal nature itself.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    There are a number of different spells within Blight healing that all have their purpose when it comes to healing the land in the manner that the druids are all known for.

    Blooming: Often the first step for many blight healers, it allows them to bring vitality back to plantlife once more. Flowers are able to rebloom and even allowing dead plants to have new life brought back to them.

     

    Fertilising: Akin to Blooming, this is one of the first spells that are taught. Also like Blooming, this is used to breathe life back into the world but focusing upon the land this time. The abilitiy allows the soil itself to be suitable for life, no matter where it is - in short, making a land fertile for flora.

     

    Regeneration: Allows a druid to turn their healing mists onto creatures and aid them in healing wounds. The creatures that can be healed are both natural animals of this realm but also that of the fae, ensureing that their wounds can be closed and healed properly.

     

    Cleansing: Cleansing is perhaps the most iconic ability of Blight healing in general. For this spell is the core of what it is to be a Blight healer, it allows the Druid to cleanse an area of land from unnatural blight and taint that might be affecting it. However this isn't all, for Cleansing can also be turned to animals as well. Similar to Regeneration, the healing mists can be used on creatures and Cleanse them of any unnatural taint or blight that could be poisoning their bodies.

     

    Awakening: Awakening is the Druidic gift of breathing life into an item, such as a staff, so that they might carry it with them and constantly have a song of nature with them no matter where they are - which can sometimes be a mental life saver should the Druid go someplace without the song of nature at all such as a voidal hollow. Said items can also develop their own personalities if enough time passes and they are given enough druidic energies to continue their "life".

     

    Decay: Sometimes the best course of action for nature to heal, is to allow it to die and decay so that new life can be born. The spell of Decay aids in just that, bringing forth The Grandmother's gift of death and rot to allow plantlife to peacefully meet death in order to allow new life to be brought forth.

     

    Grasping: Grasping is the ability to create a "safe zone" for Druids who might be trying to hold the line or in other cases an area a little less terrible to allow them to do their duties - buying them more time to use their gifts of the Aspects. This spell, however, is a very draining thing to do and not often use - even when it is, it's not able to be used for sometime later by that Druid.

     

    Sealing: Sometimes, despite the best efforts of the Druids, Blight might not always be so easily cleansed and thus must be contained. Sealing allows a Druid to contain unnatural blight and taint, halting the spread of it any further - while it doesn't clear what is already there stopping it from spreading is the next best thing.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    [Regeneration T5]

    [1/4] Valmir's eyes took on a white glow as she started to focus upon the druidic energies, allowing the to gather and swell within her. As she does so, etheral wisp-like wings started to form at her back as she looked down to the wounded fawn. Her glowing white gaze focusing on the cut upon it's leg, a gloved hand moving to rest just above it as she murmured a few hushed and calming words to the young creature.

    [2/4] A white orb of druidic energy started to form around the 'aheral's hand as she continued to focus, wisps from the orb flickered and faded away as if the ethernal thing was made of mist. With a small gesture of her wrist the orb floated down to the fawn, soon enough the energies seep into the creature and spread out - focusing upon the injury on it's leg.

    [3/4] At first the process would be subtle, the very edges of the cut would slowly start to knit together as the druidic energies pured forth and into the animal though soon it would happen faster and faster - aided with the fact that the wound wasn't too large. With the healing to happening before the eyes of the Druid, a faint smile started to grow with the knowledge that soon enough the animal would be healthy once more. With this growing excitement the wisp-like wings of druidic energies at her back flickered slightly, moving as if they were flowing through water.

    [4/4] Soon enough with that continued focus and flow of the druidic energies the wound itself would be fully sealed out, preventing any possible infection to come from the outside world. However the Druid didn't halt there just yet, allowing the energies to continue to ensure that anything inside the wound itself was being healed and cleansed properly. Once she was certain that the healing was completed she withdrew her hand and cut the energies off, her eyes returning to their normal state and the ethernal wisp-like wings fading away as well.  Smiling in a content manner that the job was done.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    [Awakening]

    Valmir sat herself down within the fae ring, patting the spot infront of her for the 'ame to sit as well. She set down the stave that her student had made between them, her gaze turning to the other as she spoke. "Today we're going to finally awaken your staff. Well. When i say we I really mean you. What you need to do is simple but it'll be draining, as with most things of blight healing. Awakening is, more or less, a way to bring  your staff to life and intime perhaps have it become a companion that'll sass you out." She mused. "However. First focus your mind and connect to the gifts."

    The student gave a single nod at that while their eyes flaring up into a emerald green glow, focusing upon the voices of nature all around them - all the clearer within the fae ring.

    Valmir nodded slowly as she watched on. "Good, good. Now bring forth the energies and allow them to swell. This is very much like trying to cleanse the land type thing, want to gather them up into a swelling mass as it were so that you can...well. Scream them at what you want to give the gift of life to." She utters and made an idle motion to the staff resting upon the ground between them.

    At that, the student released a controlled breath. The emerald green mists started to gather up around their hands as they looked down at the staff - their brows knitting up into a focused frown all the while beads of sweat started to form on their face in responce to the druidic energies being gathered up in such a manner.

    Valmir smiled while simply relaxing within the fae ring, clearing her throat before speaking. "When you feel ready. When those energies are like water crashing against a dam, wanting to be released. Push them forth and into the staff. Keep what you want in the front of your mind. Life. Life to be breathed into it once more."

    The student released a huff, thier hands balling up into fists as they started to push those mists forth and into the staff. The flow of power now filling the wooden stave, all with the goal to awaken the item. The staff itself at first didn't appear to be affected by the sudden surge of energies filling it. That is, until, the bark started to gain it's previous colour back once again. Small sprigs and leaves growing out from it making it almost looking like a living branch or even a sapling. Finally at the bottom of the staff, small roots started to form as a thumb of life now echoed from the newly awakened staff. The student offered a warm but tired smile before they flopped backwards onto their back, resting but happy the job was done.
     

    Valmir snickers and shook her head slowly as she looked down to her student after standing up. "One more thing. Like with infusion, you won't be able to use the gifts fully for a little while. Take this time to rest, get used to having the staff. Once you feel fit and ready again, come and find me for another lesson. Until then, good evening." With that the 'aheral wandered off with a light hum.

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    As always with my TAs, I go with a three strike style. First time? A gentle reminder of the redlines and such, encouraging them to read the redlines while also explaining what they did wrong - since everyone makes mistakes. Second time the same but in a more firm manner while also letting them know if it happens again I'll be informing staff. Third? Report it to staff and explain everything that has happened as well as showing the attempts of fixing the issue before bringing it to the staff.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yup

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Nein

  4. MC Name:

             CaptainDrusus

     

    Character's Name:

             Ahnri --> "Zinthoz"

     

    Character's Age:

             mid 50s or so

     

    Character's Original Race (N/A if not applicable):

             Elf

     

    Transformed form:

             Zezimar - Rakaal

     

    Creator's MC Name:

             Itz_StrongBear

     

    Creator's RP Name:

             Hrak'ik Izhkar

     

    Briefly explain the lore behind this construct or creature:

             

    Zezimar, otherwise known as Zar'ei, are inferi coming from a corruptive ritual to warp a Desendant into something truely wicked. These humanoid inferi with the capability of intellectual thinking like any Desendant, however their mental state is completely warped. Fully unable to form a healthy relationship for any deal, alliance or relationship is fully to furfill their own ends and would just as quickly stab their "ally" in the back as they would any other foe.
    A Zar'ei is bound to a Naztherak and is a part of their court. Like any relationship, it isn't a healthy or "good" one. Both use each other for their own ends. The Zar'ei having the goal to consume enough mortal, non-Naztherak souls, in order to gain more power. The Zar'ei might offer a deal to their Naztherak patron in order to suit both of them. While the Zar'ei is unable to outright attack or disobey the Naztherak they're bound to, it is wise for their warlock patron to not hold the leash too tightly else the Zar'ei will find ways to strike back.

    Physically the Zar'ei can come in a few forms. The Maldaka "The Witch", The Kozunka "The Knights" and The Rakaalka "The Tyrants". The hellish creatures while physcially different all share a few traits. They cannot die from old age simply gain a more 'ashy' appearance. They have an innate weakness to Holy Magics and Artifacts - said items and abilities able to cause burning pain and earn spiteful fury from the beasts. They must all also consume meat in order to keep themselves healthy and in peak form, being forced to live on only plant-based foods will start to weaken them, they need to drink and breathe as well however sleep isn't something that they require. Additonally they are fully unable to do sexual-FTB

    The Witch type of Zar'ei are the most gifted with the unholy magics of the Malflame. While in a more crude manner than their Naztherak patrons, they do not require a grimoire in order to cast. They are physically weaker than their counterparts, being akin to a voidal mage, though have the most spells at their hellish fingertips. They can reach no taller than 6ft tall and hold a fairly thin frame.

    The Knight type of Zar'ei are in a comfortable middle ground between the Witches and Tyrants. They are more capible physically in a fight than the Witches, being around peak human strength and stamina, while also having access to more magic than the brutish Tyrants. They, like the Witches, are capible and willing to use their spells and cunning to aid them in conflict while also be fully able to use arms and armour when needed. These inferi can reach 7ft tall with an equally healthy combat ready form to back it up.

    Finally the Tyrant type of Zar'ei are the large and brutish form of the three. While they have the least amount of magic that they can use, they instead hold the ability to be a fearsome sight in battle. Fully capible to reaching 8ft tall and having the physical capibilities of peak Orcish strength. They rarely will use cunning and magic, instead much prefering to use their brute strength instead. However it is always wise to remember that they are still able to use cunning when brute forcing their way through doesn't work.

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    Aesthetically speaking, "Zinthoz" holds a very beastial and hulking form in an almost crude and warped mockery of creature that could be found within the fae-realm. Easily towering above most non-uruk descendants. It's head being one of the most noticable features, the top half appearing almost like a deer skull but with rows of sharpened teeth and jagged horns - inky black eyes peering from the eye sockets. From time to time, malflame cinders occasionally escape from it's mouth and nose - as if it needed anything else to prove it's unnatural nature.

    The rest of it's body has matted brown fur that has quite the foul smell no matter what is done, even some patches missing giving it mangy appearance. Black claws sprout from the ends of it's fingers, though like their teeth, are on-par with bone and thus not as effective as a weapon of steel.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yup

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Indeed

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             Nope

  5. MC Name:

             DrususTheDumb

     

    Character's Name:

             Igne'ihnsil

     

    Character's Age:

             81

     

    Character's Race:

             Wood elf

     

    What magic(s) will you be learning?

             Blight healing

     

    Teacher's MC Name:

             DragonofTaters

     

    Teacher's RP Name:

             Nenar

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yah

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yah x2

  6. MC Name:

             DrususTheDumb

     

    Character's Name:

             Igne'ihnsil

     

    Character's Age:

             66

     

    Character's Race:

             Wood elf

     

    What magic(s) will you be learning?

             Druidic Communion

     

    Teacher's MC Name:

             Wicker

     

    Teacher's RP Name:

             DragonofTaters

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nah

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yah

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yah x2

  7. MC Name:

             DrususTheDumb

     

    Character's Name:

             Valmir Arvellon

     

    Character's Age:

             133

     

    Character's Race:

             High elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/211174-automata-crafting-fa-drususthedumb/?tab=comments#comment-1903889

     

    What magic(s) will you be teaching?

             Animii Crafting

     

    Describe this magic or a creature as a whole:

             

    Animii crafting is the coupling of alchemy and clockwork to create machines out of clockwork. They can take many different forms be it prosthetics, clockwork creatures or even full automatons would the soul of a person inside them.

    An aspiring crafter would need to know alchemy itself before picking up automaton crafting, as it in of itself is an advanced alchemy feat. Not only this but the person in question would need to know other crafts such as smithing and glassblowing if they wanted to do everything themselves without relying on others to aid them. Needless to say, automaton crafting requires talented people - or those who are well connected to get everything they require.

     

    While being a craft, there isn't any weaknesses the crafter would face. The creations,while they are versatile, do have a fair few of note.

    The precious lifeblood that flows through the creations is not like that of mortals and thus is unable to clot. So should any tubing that acts like veins to pump it around gets cut, the lifeblood will continue to bleed until suitable repairs are made. This turns into a more pressing matter should it be a prosthetic, as when the lifeblood runs out their mortal vitae will start to flow instead.
    Another weakness to be aware of, another that all the crafts share, is that while it is hard to cut metal with a sword. Should it be struck a blow by a mace or hammer, it can only survive so long. For while the outer casing might survive the assault. The delicate internal workings will be more easily damaged and broken after only a few good hits.

    Going on from the internal workings. All the crafts will need regular maintenance. Be it due to dirt and grime getting into the clockwork or just parts starting to get old and worn. Failing to get said maintenance could see the craft breaking fully until a proper repair is done.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Indeed there are, each one has different uses within the world and how they work. Though they are all linked with them being the usual mix of clockwork and alchemy.

    Prosthetics are probably one of the most used out of the things that can be created. These can be limbs, eyes and even lungs. While they are great at helping people who have been through a hard time in their life. The replacements will never be as good as the real organic thing. Requiring a lot of care, maintenance and in general not being the same. Should the prosthetics get damaged they will need a crafter to repair or even replace the broken limb again.

    Companions are something that can be often found within the tinkerer's workshop in the form of little helpers moving around. Or a clockwork beast to help protect them in battle. A crafter could have a clockwork bird delivering their mail while another has a hound that helps them fight bandits. Whatever they're made for they all have the same general weaknesses of not being the strongest against blunt weapons as well as the issue if their tubing is cut. However, they can be repaired back into working order.

    Automatons can be seen as one of the crowning achievements of the work of an animii crafter. Being able to create sentient "life" via their skills of alchemy and clockwork. While they are somewhat limited in the sense of what magics they can pursue due to the lack of a soul, they are more or less a full person. Able to learn, experience emotions but they will always lack something that makes them fully like a real person. They suffer from all the weaknesses of needing repairs, blunt force trauma and the obvious of being metal when it comes to swimming.

    Machine spirits are without a doubt one of the pinnacle creations that any animii crafter can work on. They, like automatons, are a form of sentient life and are able to do anything that they can but with an added bonus of having the soul a person within them. This one thing sets them apart as having the soul of a person allows them to have connections to certain magics but also being just that little more of a person. Machine spirits allows a person to avoid death a little longer as long as they have more bodies awaiting their soul upon the destruction of their current body.
    Should a machine spirit die and not have a spare body for their soul to go into, they are PKed as per the redlines.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Valmir releases a content sigh as she looks down at the plans and notes for the new prosthetic limb. With a frown she makes a few needed adjustments before she pulled over the boxes and crates of the different parts. First she moved the steel "bones" of the limb and dry fitted them all to ensure everything was going to fit correctly.
    Nodding slowly as it all appeared to be in order, she started the process of piecing them all together - using pins and rivets to properly secure them all together. She'd pause every so often to test the joints, checking that they all moved correctly and in a smooth manner.

    Once that was all done she started to attach the different tubing and vessals that would acts as the veins and arteries for the lifeblood to flow through it all. She carefully used pins to secure them into place, making sure that they didn't get in the way if any of the joints of the limb - so that they wouldn't get pinched or cut with use. Upon completion she set the limb to the side so that it could be completed later on.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Valmir lead her student into the workshop and over to the main work table. "Now. I have done the bone structure and the tubing of the limb, ensuring it was all properly fitting together befure securing them all in place. Today what we're going to do is start on the actual moving clockwork parts of the limb. We'll focus on the arm today and leave the hand for later on, since that is quite a large task to do for someone new to the craft. Alright?"

    The young student nods a couple of times and moves closer to carefully watch and listen to the high elf.

     

    Valmir pulled over a box of bronze parts as well as her set of tools. "First of all. We'll work on the elbow. We've got the tubing and vessals here which'll all fit into place with the clockwork as well but need to make sure everything fits properly first. So those larger gears there will be the main parts that will...mmh. Cause the elbow to bend. So where there are those gaps in the bone, carefully fit them into place without actually securing them properly. You're more or less dry-fitting them to be sure everything was cast correctly." The high elf would then step back and watch her student.

     

    The novice tinkerer takes in a light breath as they picked up the pieces, first testing to see if the gear teeth actually fitted in correctly with each other without any faults. Upon noting that there wasn't they would then carefully slot them into place in the elbow of the steel bones of the soon-to-be prosthetic. Once again nodding as it all appeared correct. "All fits." They'd say after some time.

     

    Valmir smiles and moves over the tools and other smaller parts. "Great. Now using these pins and rivets, secure them all together. While doing so, make sure that nothing gets caught or causes things to be uneven. Since that could cause issues with the movement of the joint itself, which in turn could make the limb itself weaker and more prone to damage. Making more work for you in the long run."

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    Should it be a first offence, be it during or after teaching. I will pull them to the side in dms and let them know what they're doing is wrong. I'll explain how the lore is actually written to avoid powergaming in the future and remind them to re-read the lore page so that they fully understand. All the while making sure I screenshot everything involving it.

    If it continues however and they continue to ignore what I'm saying, I'll bring it up to ST and show what I have attempted to do to prevent it being brought to this stage.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yup

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Nope

  8. MC Name:

             DrususTheDumb

     

    Character's Name:

             Valmir Arvellon

     

    Character's Age:

             124

     

    Character's Race:

             High elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/207366-alchemy-fa-drususthedumb/?tab=comments#comment-1877095

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    Alchemy is the science of turning components into something else, for example extracting certain reagents from herbs and using them to create a potion that can light up a dark room for a few hours.
    Alchemy also relies on the study of the many different signs, symbols that can be found in the world - such as plants or even things gathered from people like their blood. Said signs and symbols can be extracted via different methods that are outlined during the learning process and then practiced upon with use.
    As long as the correct teaching is given, near enough anyone can learn alchemy. Though it is heavily reliant on careful study over a long period amount of time, thus not the best thing for those not on the more patient side or academically inept.

    Finally alchemy has many differet aspects where it can branch off into more advanced studies, though it can only be done when the core knowledge of alchemy is there.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    There are indeed different subsections of alchemy that can be learned with the appropriate FA which rely on alchemy. Animii crafting is one such example but there is also infernal alchemy, necromancy alchemy and probably others that I'm not all too sure about. However they all share the same core aspect of alchemy itself. Animii crafting for example requires Alchemy for the many different fluids and other alchemical aspects of the craft, which means that alchemy itself is needed in order to learn it.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Valmir hums softly to herself as she checks off the list of ingredients off her list, double checking her notes just to be sure of the process.
    She heats up the distilled water on a medium heat, ensuring that it doesn't boil. Afterwards she slowly adds in the ingredients in a certain order, following along with her notes, all the while mixing it all together in a slow and careful manner. First was two counts of Life. Then once that was desolved the alchemist would add the count of Swiftness which was followed by a single count of Vigor. As each ingredient was added, she would wait until it had fully desolved before continuing.

    Once the mixing process was completed the 'aheral would continue to stir the mixture until it turned into a bright red colour. When she sees this, the 'aheral smiles and takes the pot off the heat and sets it to the side and allows it the cool. She'd then seperate the now finished Hemo-flow into three separate doses.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Valmir drags her pale student into the lab, providing her with gloves, an apron and goggles. "Put this on. Also. Do not eat anything you see, alright? Alright." She'd that set down the small pile of notes. "Today we're going to make flash powder. Now This is a fairly simple thing to make providing you've been studying the signs and symbols. We can also add some dye to change the colour of the light that'll be formed from this."

    The student nods as they put on their protective gear, resisting the urge to eat anything for the moment. They look down at the notes with a focused frown then back up to the 'aheral.

    "First we mix the chaos and death symbols together until they are a powder." Valmir said in a calm tone, pointing to the notes with a gloved finger. She'd then step back and watches her student follow the instructions, humming softly to herself as she does so. Upon her student finishing. "Wonderful. Next. Liquify the symbol of Light in a base of water and add in the powder, allowing it to soak in it."
    The student continued to follow the instructions liquifying the symbol of Light before adding in the powder - carefully watching and waiting for it to soak in the liquid. When they figured it was done they looked up to Valmir once more.

    The 'aheral canted her head from side to side. "Close enough. Feel free to add in the dye if you so wish, however this is mostly done now. We simply need to wait for it to all dry out properly before putting it into the thin paper parcels so that it can work the best when thrown. Now this won't cause perminant damage or will it do burning or any real damage. Though a target with blurred vision is still not that bad of a result. Now, I'd like you to practice this in your own time and for you to show me a batch you've made by yourself. Until then, good evening."

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    As with anything that I teach. I will first pull them aside and let them know what they're doing and that they need to stop - remind them of the redlines of alchemy. If after that they continued to do so I'd get the ST involved, while showing that I attempted to sort it out before them.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yarp

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Narp

  9. Within the paladin corner within Savoy, a scarred mali'aheral sat upon the roof. A solem smile being worn on her lips. She had time to wipe away her tears from the sudden shock of the news but now was in a state of quiet acceptance. "Blessed be, Sister Snow. Thank you for all the lessons you gave me." She'd utter out quietly as her eyes glanced over the camp.


     

     

    Elsewhere deep inside a dead forest, shrouded by the eternal darkness from the Mori. A howl of sorrow and anguish echoes out through the dead and dying trees. The lithe form of an 'ame was knelt in the mud, rot and decay as tears streamed down from her eyes. The everwatchful spiders who had claimed their home observed with caution as this blackrobed and masked figure made so much noise, yet they dared not to approach the bringer of fire - the Blackthorn Hag being left alone in her grief. "Marhaelun...I knew the sands of time for you were falling from between your fingers. I knew. I could see and the voices of the Wild Gods told me. I thought I was ready but with you gone it is like a knife in the heart."

    Her masked head rests down on the foul earth, her tears slowly coming to a halt. "But I remember your words. Marhaelun. I know you will guide me." Her fingers curled into fists as she slowly moved onto her knees, head her soon rising as her golden gaze narrowed. "Nature will have it's wrath, it's ally within the darkness. A simple whisper of revenge and winter shall be my guide. This I promise."

  10. MC Name:

             DrususTheDumb

     

    Character's Name:

             Valmir Arvellon

     

    Character's Age:

             117

     

    Character's Race:

             High elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/205854-druidism-communion-ma-drususthedumb/?tab=comments#comment-1867542

     

    What magic(s) will you be teaching?

             Druidic Communion

     

    Describe this magic or a creature as a whole:

             

    Druidic Communion is the core magic for Druidism as a whole, compiling the previous "Communion and Control" into one whole magic that all Druids are able to use providing that they were taught the spells in question.

    Communion as the umbrella magic for Druidism covers things such as allowing them to listen to the songs of nature, speak to animals and fae, grow mighty trees or share their power with another Druid to aid them with a taxing endevor. This and many more things are at the finger tips of the Druids with this magic all in the name of upholding the duties to the Aspects.

    With all of this, there is a lot of freedom for the Druids to have a lot of aesthetic flairs that can affect and change their characters and experience. Perhaps they have constantly glowing eyes after a while, maybe grass grows a little bit higher within their footsteps or simply getting lost in the countless voices and songs that echoes through nature. Many things like this are possible!

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Oh goodness me, yes. There's quite a number of subsections for Druidic Communion, given that it is the core magic for all Druidism there are a fair amount of different things that you are able to learn once you get an accepted MA.

    Communion:

    While Druidic Communion is the core magic for Druidism as a whole, none of it would be possible without "Communion". This spell is the rootwork for all other spells that Druids use, from the young sapling Druid to the elder all use this for everything that they do. Communion allows the Druid to "tap in" to the natural world around them and listen to the many different voices that are there, as you cannot request a favor from nature if you're unable to listen to it in the first place.

    Tuning:

    Tuning is the next step from Communion. It is the ability that allows a Druid to "speak" to the flora around them, granted things like grass and flowers are unable to actually speak. They instead share feelings and other such things to communicate, doing such also means that they're able to focus in on one certain voice around them. Be it a single tree or shrub.

    Growth:

    The name of the spell gives it away! Growth allows a Druid to urge or aid flora to grow by feeding them with the natural Druidic energies. This ability has two main areas of uses non-combat and combat. A non-combat situation would be like a group of Druids attempting to grow a certain tree from a sapling, a task that would require a fair amount of focus.

    While a combat use could be attempting to grow something inside their foe, for example a cutting of bamboo which is known to grow fast in normal situations could be stabbed into their target then focused upon via their energies in an attempt to wound them or at the very least distract them long enough for a proper approach.

    This ability can also be taxing depending on what you're attempting to grow, a thing that should be kept in mind.

    Beastspeak:

    Much like Growth, the name gives this one away. Beastspeak allows a Druid to "speak" to animals and fae alike, more or less the animal version of tuning. Though it should be noted that the level of complexity to the "convocation" highly depends upon the animals intellectual properties, for example you would get far more in depth thoughts from some animals such as a horse than you would from something like an ant. Something to always note is that while you can gain certain information from animals, it may never be used to metagame.

    This is also another ability that has both non-combat and combat uses. An obvious non-combat use of this ability would be something on the lines of trying to understand the animal's needs to attempting to calm it down from being in a stressful situation. While a combat situation could be attempting to convince a creature to help you fight something. However for both non-combat and combat uses of this spell, no matter how experienced a Druid is. The animal might always simply ignore the attempts, since they have free-will.

    Surge:

    Surge is another spell of the Druids that has dual use for it when it comes to in and out of combat situations. Outside of combat Surge could be used for things like raising a root bridge or gate of a druidic grove for a form of protection.

    In combat this is the very typical ability of roots or vines emerging to try and bind or otherwise fight a foe of a Druid, though it is very common for Druids to more or less look down upon relying upon the spells in a fight in favor of a more active approach - that being said Druids have also been known to weaponize trees to varying degrees of success. However Surge does allow a Druid some form of power in that sense, though plant matter is still quite easy to deal with via an axe or fire.

     

    Gleaning:

    Gleaning is a spell that branches off Surge, allowing a druid to grow an item into the shape of something that they might require. This could be a wooden base of a tool or perhaps a part for a musical instrument. There are no combat uses for this spell, barring the fact that you’re able to create weapons but such a thing requires focus - thus impossible to perform such an act during battle.

     

    Powersharing:

    This spell is something that allows a Druid to share their power with another Druid within a nearby area. This, of course, can be used in and out of combat but using it in a battle can be risky due to the nature of the spell.

    Outside of combat it can be used to share the burden of some of the more taxing spells that the Druids use such as Growth or things from Blight Healing, ensuring that there isn’t one Druid who is totally drained of their energies.

    Inside a combat situation the risk of this spell shows itself as to use it, the Druid must remain mostly still which means that they are in a very vulnerable spot during a battle as they are very easy targets - should they move too much or get struck their focus and thus their connection with powersharing will be broken and will have to try to cast it again before sharing the burden. However, assuming that they are protected they can share their power with a Druid who might be using a highly taxing combat spell for longer, for example Surge.

     

    Druidic Limbs:

    The role of a Druid is one of great risk with many threats to nature and themselves being within the world. As such, it is quite common for a Druid to lose limbs in the line of their duty. Druidic limbs are a form of prosthetic that one can have attached to help replace lost limbs. While they’re not as effective as the real thing they can serve their purpose rather well. Only able to have a sense of balance and pressure, you might not feel the pain of your wooden arm being crushed, you would feel the force of it happening.

    The actual ability to use the limb comes from Communion and with time will become second nature to the user, much like a real limb.

     

    Greensight:

    Much like with Druidic Limbs, Greensight is an ability that Druids who have faced the cruel fate of the world and survived may find themselves using. Be it through combat, birth or by choice a Druid who is blinded is able to “see” using this spell. While at first it is a very taxing thing to use. It, like the limbs, can become more or less second nature for the user.

    Again like the Druidic Limbs, this sight isn’t a perfect replacement. For the Druid to be able to actually see they need natural life around them be it like moss, grass or trees. It should be noted things like people, stone and processed wood are not able to be seen by a Druid and thus still at a bit of a disadvantage but in a far better situation than having no form of sight whatsoever.

    Empathy:

    Empathy is the ability for a Druid to use their emotions to influence the nearby songs and voices of nature to change. A Druid in utter rage might intentionally or accidentally cause the nearby plantlife to shudder in an almost “echo” effect. Another who is in mourning might affect nature to mourn with them.

    Singing:

    Quite similar to Empathy in the ways of affecting the songs of nature around them but the major difference being that while Empathy is based more on emotion and thus perhaps more of a “passive” thing. Singing is done fully intentionally. Be it calming the songs down into a relive quiet or into excitement. It could also be used to try and bring the songs of nature back to their “normal” level in an area that might’ve been struck with something like Empathy.

    Ungrowing:

    Ungrowing is another ability that explains what it is within its name. The mirror image of Growing, allowing a Druid to revert flora back into it’s sapling or seedling form. This, much like Growing, can be very taxing depending on the target of the spell. A small flower being put back into a seed won’t drain a Druid all too much but a mighty tree might even require more than one to help.

    A major reason for it being taxing as no plant really wants to be put back into a seed or sapling and thus they need to be convinced that doing such is within their best interest which of course can take time and energy.

    Luonto:

    Luonto is a largely aesthetic ability that allows a Druid to “summon” an ethereal animal of some kind that is inherently linked to them or to better put it, is the druid in question and thus doesn’t allow the druid to gain more information by sending the Luonto forward in attempt to “scout”. What they can do is be used as a focal point for the Druidic abilities, such as Blight Healing to be cast through the Luonto.

    The Luonto must be some form of animal, insects that could be a swarm or a flock is able to be done. Though nothing can be larger than the size of a moose, anything that is normally larger will simply be shrunk down.

    They also have zero combat ability and will simply retreat back into the Druid or go fully invisible should such an event happen.

    Entling Creation:

    This spell allows a Druid to summon an Entling to aid them in a situation where the additional aid is required. Normally used in combat situations either actively fighting or protecting Druids. The Druid who creates the Entling form a bond of sorts that allows them to command it to do certain things, though with the risk of the feelings of grief should the Entling fall in combat.

    Every Entling is created with a purpose, in fact they cannot be summoned without one. Once that purpose is completed the Entling will go off into an area that the tree they were made from is naturally found and then root into place - turning into a tree themselves. The purpose a Druid gifts the Entling must be something that aids nature, otherwise it will simply fail.

    Druidic Infusion:

    Infusion is the form of “enchanting” that Druids are able to use. The major difference between Druidic Infusion and normal enchanting is that Druids are only able to infuse items that are naturally created by nature such as bone, wood, Kuila crystals, ect. There are a number of infusions that can be done some examples are powersharing, singing and blooming.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Valmir knelt down beside the cherry tree sapling, glancing at it with a warm and fond smile only for her eyes to take on a pure white glow - though it soon faded away as she closed her eyes to allow her to focus. With said focus she reached out with the druidic energies to start to commune with the sapling.

    [!] With the connection made, the ‘aheral would form the simple greeting then offer the suggestion or more so the request for the sapling to grow all the while starting to feed it her druidic energies to give it what it needed in order to do so.

    [!] Slowly but surely, being fed the energies and already having that natural urge to grow. The cherry blossom sapling shuddered lightly before it started to grow; it was more than happy to answer the request by the young druid. While for the moment it wasn’t anything all too major it was clear that it was starting to mature.

    [!] The Druidic energies continued to flow forth into the sapling up until it was about a meter tall before the ‘aheral slowly broke away her connection, while she would love to aid the tree in growing fully she also wanted to make sure it had a chance to grow naturally as well. Thus when her eyes opened once more, the white glow had faded and her normal sky blue eyes were clear to see for any who may see her.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Valmir guided her newly attuned student into a quiet glade, many trees gently swayed within the cool breeze. The ‘aheral looked around slowly for a few moments before sitting herself down and crossed her legs, motioning for her student to join her.

     

    Once seated, Valmir would then clear her throat before speaking. “I do hope you’ve managed to get some rest before this lesson, however. We’ll be starting with probably the most important gift that we have, since it is the foundation of everything that we do. Said gift is known as Communion.”

     

    The sapling druid nodded along with Valmir’s words as they listened but stayed quiet for the time being.

     

    “Now. There is a reason I got you to practice your meditation during your dedicancy, as you’ll need to meditate quite often during the early days of your druidic training. Now I want you to close your eyes and focus upon your breathing, you need to try and allow yourself to be open to the world as much as possible.”

     

    The young druid nodded again, uttering out a quiet “Alright” then closed their eyes. Taking in a deep breath which is then slowly released through their nose as they start to control their breathing - being sure to do it at a steady pace.

     

    [!] The breathing was starting to become at a slow and almost rhythmic manner, breathing in for five seconds and out for seven. This steady manner calms their heart down and allows their mind to fully focus upon something other than their own thoughts.

     

    [!] Finally a calm smile slowly appeared on the druid’s lips as they felt completely at peace within themselves, allowing them to be more open to nature and it’s songs.

     

    Valmir was watching the entire time and once she had felt that her student was ready she spoke again, though this time in a much quieter voice. “Now. Those songs and whispers of nature around you, try to focus on them while in this state.”

     

    The young druid nodded ever so slightly at Valmir’s words, their brows knitting up with focus as they attempted to focus in upon the songs of nature around them - while at the same time remaining in that calm and meditative state.

     

    This attempt at focus continued but found themselves starting to think about it which then led them to think about that until it went into a downward spiral as their focus broke and their eyes opened up once again. “I…ah. I’m sorry. It’s hard.” They murmured out in defeat.

     

    Valmir simply offered them a warm smile then shook her head. “Don’t you worry. I don’t expect you to be perfect the first time around. Just take a few deep breaths to clear your thoughts before trying again. Alright?”

     

    “Alright.” They nodded in response, following the ‘aheral’s advice and took in a deep breath before they went right back to attempt to start the process once again…

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    My first step would be to inform them what they were doing was powergaming and let them know not to do it again, while also trying to understand why it happened in the first place. Should it be a simple mistake help them understand the area of magic better so that it doesn't happen again. If it wasn't a mistake be sure they they understood what'll happen should they continue.

     

    If such continued however and they ignored my advice and warning. I would simply reach out to a member of staff and inform them of the situation, ensuring they're aware of what I attempted to do with the situation in regards to help the student understand what they were doing - as well as being honest with me going to staff should such things continue.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Indeed

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

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