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MayRndz

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  1. I think someone is out to get me making all my personas non-rommancable. In my opinion if Naz are so caught up in their drive to be selfish and gain power then they shouldn't care for platonic friendships or familial relations either though. Which I entirely disagree with the idea of making happen because it barrs roleplay so much - but im just adding onto what I think would be logical for the stance of your amendment.
  2. [!] The leftover elemental explosion and blight would be cleared, shamans cleaning the land and building a shrine in its place. Though that beast still lingered upon the land, a problem to be had.
  3. [!] The air thickens with an ominous tension. A distant rumble echoes through the barren landscape, stirring unease within hearts. Suddenly, the ground beneath quakes violently, and a blinding light erupts on the horizon. In a mesmerizing display of elemental chaos, the sky splits open albeit for just a moment, unleashing a torrent of swirling energies that converge into a colossal explosion. Flames dance with torrents of water, gusts of wind collide with shards of earth, and crackling arcs of lightning intermingle with bursts of icy shards. The very fabric of reality seems to unravel as the elements clash in a cataclysmic symphony. Nature cried, blight striking acrossed that stretch of land in response. . . From the heart of this elemental maelstrom, a monstrous silhouette emerges, its form distorted and twisted by the raw power of the explosion. With each step it takes, the ground trembles, and the air grows heavy with dread. Jagged spikes protrude from its hulking frame, crackling with residual energy. The beast's eyes burn with an otherworldly fire, and its roars reverberate through the air; a creature born from the chaos of the explosion, a nightmare given form from the very essence of the elements. A Gilding ritual failed and a monstrous Inferi emerged from the high hells. . . hungering for the slaughter to be fed.
  4. Understood, thank you for the insight <3.
  5. Only if musin can learn all deity magic would I find this acceptable tbh since it's a deity magic. Those are old ones, the new ones dont allow it atm
  6. In the original write it's explained that they have the muscles and such in their compositionion but they're made of plant matter, with a psudoskin entirely similar to regular skin just “tougher.” Maybe obsession was the wrong word on my part, they're just meant to care more for plants and druids. Wasn't a problem and never has been until players were changing their characters to be unusually short or tall, which is why I removed those features. I literally had Creamys friends flat out tell me he made the submission as a meme and it got passed. If anything if the wacky shit is a concern it should be for transcendence too. Why can they have animal features and not be regarded but druids who are treelords get backlash for having a pseudo body like clones? In which case this is the wording to cover transcendances back which I am more than happy to add to my own write is -”Don’t use the mental/physical effects to break ToS server rules.”
  7. If you read my opening sentiments you would know I entirely did rework the system to shift it away from the origional writing. Its not meant to be the same as OhDeerLords write which is why I included a majority of the active treelords in the rewrite
  8. Fair enough, thank you for the feedback! I left it open to interpretation for relatively that reason, the biggest impact just being they require SOME sort of “tell” that they aren't simply a regular descendant. This could be literally anything nature or animal related. I don't believe it's a requirement for epiphyte(someone can correct me if I'm wrong because I haven't read the most recent lore) I think it's an extension to their ability to be so free form aswell. To be fair to shoot some of the spells isn't something that bothers me if it comes down to it. It's important to keep in mind I started writing this before a lot of the major druid rewrites went through aswell so there was no intention to copy, though the similarities do make sense considering they're still druidic affiliated. Great minds think alike 😂. Exactly my thoughts aswell, which is why I tried to keep this majorly the foundation of the CA.
  9. They can still alter themselves VIA the amendment pengin made for the heartwood form, and in the Tier system it outlines the appearances can be shifted each rebirth / going between the anchor. Yes the idea is they cannot look fully descendant anymore though.
  10. if you read the current CA it is relatively the same concept, just one is an immortal druid capstone and one is a fae thing. Though alot of the flavor added I felt separated them relatively well.
  11. I apologize if you had not, Pengin had however mentioned showing it and I amended some of the exhaustion systems based on the feedback I had been told you made.
  12. I would like to iterate that I didn't redline it in a way to be forceful with the intention of disregarding familial or friendship bonds, hence allowing different coping and this was more-so examples. However I get where that can be confusing so I've tried to reword it minorly to hopefully amend the concerns. "That is good for an event character, but for proper characters made by players - this, one, confines them directly to 'natural energy' and thus the environments that contain the most of them. " Though I should clarify they are a druid end game CA, they SHOULD be catering to the balance and the natural world.
  13. The concern seems pretty self explanatory with this comment
  14. Treelord “It calls to you whispering for something that you can never quite understand - a hot knife burning through your chest. . . and to some, it drives them to insanity” ~ Zaelyn, The Riptide Index: I: Preface II: Origin - Requirements - Compatibility - Purpose III: Creation - Development - Unattunement IV: The Treelord - Physiology - Psychology - Weaknesses V: Features & Abilities - Exhaustion - Passive Features - Active Abilities VI: Mechanics - Death & Revival - Corruption VII: Credits & Citations I. Preface Changelog II. Origin In times of great calamity and corruption, ancient druii bound themselves together through flow of mana and chorus of nature. Committing themselves to a ritual that would surrender their soul and form to the eternal forest; yet allow them to continue their journey upon the mortal plane. They were allowed a chance to elongate life - to continue fighting for their beliefs and on behalf of nature. The ritual culminated in the creation of a treelord; one who no longer aged, nor waned in strength. Taking up the mantle of druidism itself and binding their lives eternally to the Aspects’ cause. A druid who is Tier 5 in Communion and Control - and possessing one other druidic ability - may be presented with the opportunity to become a treelord through ritual. There is no way to reverse the transformation once it's made. Upon completion of the ritual the druid's soul is permanently bound to the eternal forest. Treelords are the overall pinnacle of druidism wrapped in immense fae and natural energy. Compatibility: Treelords are incompatible with all other Altered/Magical CAs. Treelords are incapable of using Tawkin mutations. Treelords are unable to learn any additional deific magic. They would find themselves having a regular disdain or distaste for other deities. Druidic Templars who undergo the ritual must choose to either reject the ritual or reject their bindings to Malchediael. Treelords cannot be combined with Voidal Magic / Corruptive & Corrosive magics. Treelords cannot learn any non-druidic slotted magic besides Housemagery, Bardmancy, Kani, and Blood Magic. They are capable of learning Alchemy and Further-Alchemy, and can learn all feats which do not conflict with the soul or husk. They cannot become another CA. A Treelord would be incapable of practicing Smoggers, actively inciting rage within the druid. Should they have known it prior to transformation they would be wholly unable to utilise the knowledge in practice. Must be stated in future magics & feats that treelord is compatible if the creator intends it to be. Purpose One who no longer ages in stature nor wanes in strength, their forms unbound from the chains of mortality so that they may instead serve as the eternal servants of nature itself. The world is infinite, continuing on even when druii have passed to the eternal forest; so they must instead seek ways to continue their legacy. A Treelords immortality is a blessing of both wisdom and enlightenment, breaking the chains that hold them from caution. Treelords have seen the world, its failures and successes, and can guide those of each new generation. But, that same freedom warps the mind, withering from endless pain as they watch those around them perish continuously. Given their stature, a greater affliction of natural energies and fae are presented upon them; they are able to perform their abilities to the fullest - to become the conduits of natural energies, vanguards who purge the unnatural. Faced with a drive to fight for the natural world itself, and feeling empathy for the songs of life around them. No matter the path they choose, or the freedom they have to follow various ideals, they are meant to fight on behalf of nature through any means and to be its voice in times of great need. To possess an understanding and empathy that runs deeper than any druii that walks upon the mortal plane. III. Creation Development The ritual requires the druid to be laid under the night sky within a fae ring, exposed entirely to natural elements and surrounded by the most seasoned of druidic kin.Three elder druii of T5 or greater are required, at least one of which must herald an understanding of the creation process and lead the ritual. When the ritual is done, the blood of a treelord is required to draw runes across the subject's arms and chest before the sapling of a tree is placed upon them. The three druids then all connect to nature and infuse their energy into the subject and the sapling, growing the tree through their form in a painfully slow transformation. Piercing through the subject and killing their mortal form and body, soul cast into the realm of fae where it will now linger. . The sapling used turns into a spiritual stake that pierces the soul of the to-be tree lord within a fae ring. The ritual allows that tree to begin growing in two places, one linking to the mortal plane, and the other taking the shape of the sapling and blooming into a spiritual tree which is tethered by its 'roots' to the mortal plane. The tree lord's soul remains locked within the newly formed 'soul tree', bound to a tree grown within the eternal forest that stops the soul from wandering too far. Locking them in a Druidic limbo between mortality and death prevents them from becoming a ghost of the Druidic forest and blocking them from communicating in death. The subject’s mind and body falls into a comatose-like state as they begin to undergo the transformation, leaving them unable to be played for 1 OOC day. A tree grown in its place now to act as an anchor for the newly created treelord to pass between the mortal and fae realm, their body able to emerge through the tree as a husk of their former self that has been warped by the realm in which they permanently reside. The soul of the treelord now wanders into the fae realm itself where-as the tree acts as an anchor or a totem for the treelord to be able to return to the mortal realm within their husk. The husk is made up of natural material, and connected to the Fae in stature. Whilst Transcendence taps into the world of the fae and are able to speak to those who have passed on, a treelord is a being capable of transcending their form through nature - almost as if having passed on and the ghostly soul wandered out to the mortal realm. Unattunement To unattune a treelord is to sever them from their very being - their purpose lost to the winds as the energy supplying their natural form would fade. Their husks are able to be disconnected through the same means of any other attunement, treelord or not. Despite this, disconnection has much more dire consequences for the Treelord - resulting in their inevitable demise. Over the course of 5 ooc days they begin to fade, and die painfully, the tree itself unrooting. In a state of constant, irreversible disorientation as the remaining natural energies holding their form together begins to be sapped away. Experiencing a great amount of mental turmoil and distress as they can no longer hear the hum of nature, they become incredibly sickly and frail , fading until the fifth day - leaving behind nothing more than a pile of mulch and ash to be blown in the winds, fate sealed. A PK for the Treelord whereas they were shunned from their kin, unable to go to the eternal forest. Unattunement is able to be performed on the Treelords husk. Being unattuned is a slow 5 day wither, before they are forcibly killed and the persona PKd. Valid in-character reasoning should be presented to disconnect a Treelord. “You die to live and live wanting to die. Service is absolute because without service there’s no life. You’re on the outside after, watching everyone else live while you only pretend. It freezes you and slowly shatters you. Consumes you with something that isn’t recognizable. Piece by piece breaks off til there’s nothing left. So make sure what you’re willing to die for is worth it. It will be what you’re forced to live for afterward.” ~ The Wicker Druid VI. The Treelord Psychology Upon undergoing the change, the Treelord is faced with a mass of druidic and natural energies being infused into their being, their body and soul ripped apart and left in the realm of the fae itself before a husk may return. Forcing their mind to undergo change and restructure to be more open to the natural world around them and the energy sustaining their creation. Over the years they can adjust better to the environment, to cater more towards the balance of the world around them. Engulfed by their obsession with the energy that created them, they work endlessly to protect and preserve it for the sake of their very existence. While not necessarily breaking familial bonds and intrest where they previously found comfort, all treelords cope in their own way, many become restless and anxious, prone to being on a constant watch of their surroundings. Others are unable to concentrate and find their minds wandering from place to place, unable to find one topic that offers comfort more than another, leaving them incapable of holding a conversation. Some fall victim to spurts of aggression and anger, no interest in the social world around them, instead preferring trees, plains, and the oceanside over the company of descendants. Perhaps some even find more comfort in residing within druidic groves, among druids rather than other descendants, able to notice easily when one is a druid. Whilst their mind becomes warped, they find within their very being, an innate desire to be surrounded by nature at all times; respecting it, and catering to it. Being driven by an obsessive force to protect nature and the order of balance. Something unique of nature is each time a Treelord Dies and is returned to a new husk - the pain of each death will linger, unharmful but as if seared into their memory. A searing feeling resonating through their chest where the tree morphed around their body. Though unable to remember what drove them to their death, they are able to acknowledge they had died. Given their unwaning and unaging state, they are always watching various events and people pass around them as they continue to live alongside generation after generation.. This permits them to better retain and recall memories, Expanding their wisdom to a place in which it is vast and well respected, often becoming elders of the druidic order. Blood Druidism The faerie energy within their husk form does not mix well with druidic blood magic, Treelords capable of possessing the knowledge and performing the rituals but facing strain and turmoil as a result, a war waged upon their psyche as the faerie and blood magic energies clash. Perhaps hearing a second voice within themselves, a mental separation may form between Treelord and Blood Magic whose distinct voices may drive them towards contrasting motives -or similarly inducing a nauseating, dizzying effect upon their form. Effects are free to be RP’d as wished, however the affliction of blood magic would always clash with their Fae realm affliction. Physiology A Treelords form is teetering between the realms of mortal and fae, a husk that is torn between both worlds. They would appear fae like in nature, still possessing a form akin to the descendant race they were prior to transformation. Retaining body shape, height, and similar features of the race they were before transformation. However, they would perhaps find skin like bark, eyes like the slits of a wildcat, plants and vines sprouting from them, or the horns of an elk curling from their skull. Their forms vary widely in appearance - however - they always take on the form of nature itself, an embodiment of what they seek to protect. Given the affliction of their changed bodies, they will find themselves comfortable with natural aspects of life, this being warmth, the cold, and various temperatures, easily adapting to the change. Without a balance of natural elements, however, they would find they begin to dry up in extreme heat and slowly stiffen in extreme cold tempatures. They are unable to lose consciousness- their brains perhaps functioning rather strangely, and instead finding that concussive forces cause immense wounds and may daze the Treelord, allowing for their capture; awake and alive to suffer until the literal end. Their form is built to retain-peak condition and a fit muscle structure, unable to be weakened by natural disease, only falling ill when the injury or condition inflicted is Blight.. Thus, alchemical altercations would no longer take effect, temporary and permanent potions both wasted and no longer working. Their sap is thicker than blood so they bleed at a slower rate, and their skin a leather like in strength, but able to be split and splintered like wood. When the husk is killed it begins to wither , turning into an ash or mulch like substance that fertilizes the ground. Though changes prominently happen right as the Treelord is created - each time they are resurrected their husk is effectively put back on a timer of weakness to gain peak strength again - the mental and physical effects offer very little change after the first progression. Tier 1 This Lasts for 2 OOC weeks. The druid has undergone the ritual of creation, their mind beginning to warp as it struggles to accustom itself with the new form they’ve been bound to. Bound by none other than the wilds themselves, the voices of nature grow amplified. During Tier 1, the Treelord will undergo 1 Temporary Effect from each category. This is an agonizing time for new Treelords, as they are bent and molded into nature itself. Mental Effects: This can be rather freeform, allowing for the treelord to choose for themselves, though almost always being negative or reflecting their tug towards nature. Below are some examples: Frequent and debilitatingly painful headaches/migraines, striking especially hard if they’re unable to hear nature’s song. Inability to differentiate between people and flora, often addressing nearby flora in conversations at random. An utter inability to remain focused, leading the Treelord to be unable to complete tasks or objectives as they frequently get distracted.. Physical Effects: A constant searing pain in the chest, akin to being stabbed with a knife, making movements painful. Limbs become numb and stiff, causing movement to become slow and puppet-like. Twitching and shivering, as well as overall soreness, being unable to hold anything with a steady head. Adaptive Period: During Tier 1, the Husk is weakened, its strength diminished and its form a treelord will only be able to exert 1/3rd of their peak strength during this state, and their wood flesh is more susceptible to hacking and slashing, akin to an Epiphyte’s skin. Tier 2 This Lasts for 1 OOC week. The druid begins to find more comfort in their new form, developing a greater understanding of the abilities and urges that plague them. Though the feeling of their death lingers, it becomes less bothersome instead facing other small physical changes. With the ritual’s effects diminished, the druid bound to their tree begins to ease out of their state of survival. During this, the influx of energy affects the Treelord as their mind and body truly break free from mortal limitations as it begins to adapt to the fae mana. During Tier 2, they will obtain at least 2 T2 Mental Effects, developing at least 1 T2 Physical Effect by the end of Tier 2. Physical traits may be altered freely while within the Anchor Tree, but must meet the minimum requirements at any given time. Mental Effects: This includes, but not limited too: Irrational possessiveness Incomprehensible or otherwise illogical thought processes Extreme obsession with druidic duties. Disdain or coldness towards man-made structures/cities Repetition of mundane tasks Paranoia Distortion of emotions Sudden bursts of aggression Difficulty recognizing faces and voices of non-epiphytes/treelords Blurred moral concepts Physical Effects: Physical effects are free to be RP’d as wished. Below are some examples: Animalistic or floral features forming upon the Husk. Eyes, bones, and nails convert to an amber-like state Hair begins to convert to foliage and miscellaneous flora. Limb movements become rigid and stiff. Animalistic limbs can be used for aesthetics and flavor however will offer no combative advantage, perhaps a tail able to offer better balance, or wings a feather falling effect in only a PASSIVE situation. Tier 3 The druid is more comfortable and familiar with their husk, feeling more distanced from descendants and more connected to the natural world around them. They become plagued by being constantly awake, and the urge to serve the natural world, as well as finally being fully familiar and in control of their new abilities. During Tier 3, they will obtain at least 1 T3 Mental Effect and 1 T3 Physical Trait. Physical traits may be altered freely while within the Anchor Tree, but must meet the minimum requirements at any given time. This includes, but not limited too: Mental Effects: Split Personalities Disassociation from relationships with those who are not druids. Prone to extreme violence against perceived threats to nature. Hatred for metallic objects Loss of emotional comprehension Frequent memory loss Physical Effects: Physical effects are free to be RP’d as wished. Below are some examples: Skin partially or entirely converts to bark, with one’s body beginning to warp and gnarl, inhumane in appearance. Kuila begins to form in patches upon the body, and manifests heavily in a Husk’s blood. Lichen, mosses, vines, etc. begin to grow from the body. Weaknesses The alteration which a treelord undergoes is just as much physical as it is mental, subjecting the creature to a myriad of weaknesses and detriments of both magical and mundane nature. Though able to be killed in hand to hand combat, regular weaponry knicking their skin and causing them to bleed just as a descendant, they are formidable foes in battle and a challenge to kill. [Fire Based Magics/Flammability: Azdrazi, Voidal Flame, ect.] The Husk itself for the Treelord will suffer the pain and wounds from being exposed to fire of any type. Voidal fire generally inflicts more damage, and dragon fire being the greatest contender to them; fire spreading across their bark covered form and blazing like a hot campfire. If the treelord doesn't work to put it out they could be burned alive, left to a crispy blackened ash. Their sap is especially weak to flame, open wounds causing them to begin burning from the inside out. Malflame would offer no effect given the husk lacking a soul. [Materials/Anti-Magic] Thanhium: Thanic Steel wounds are extremely painful, and will rob the Husk of its ability to stay connected. Unable to cast any druidic magics, or use their Amber whilst inflicted with thanic wounds. After three wounds, the husk will shut down, and be rendered inert. If killed in this state, the standard respawn applies. Aurum/Gold: Given Treelords have an altered soul, aurum will cause searing pain should it strike their flesh; similar to darkspawn and ghosts. Inflicting wounds as if created using mundane weapons, whilst adding on the searing pain. If killed by these means, the standard respawn applies. [Magical poisons/disease: Shaman blight, Azhl, Necromantic curses, etc] Blight: The casting of a dark or void spell within 8 meters of them will cause the treelord to lash out and the husk to be plagued by lightheadedness, nausea, and an urge to get away or destroy the source. Voidal influence such as a void stalker, voidal obelisk, or voidal tear will begin to blight the Treelord. Shaman influences from witch doctors are capable of inflicting blight as well. Corruption occurs when a druid lingers within the radius of the blight or magical casting for 3 emotes or longer. (See “corruption” once that occurs) If the husk is killed while blighted they will respawn with the same blighted effects; as if that blighted essence lingered upon the Treelords anchor, and corruption continued seeping into and spreading through them. (this is to prevent suicide or deaths to avoid corruption) Azhl: The bane of all druii - Azhl - creates an unpleasant sound when exposed to nature's call, causing treelords to become aggressive and standoffish in its presence. Azhl causes the treelord to fall into a corrupted state;unable to cast any of their druidic magics, inflicting the regular standard of Azhl poisoning, beginning to feel the effects of corruption once 6 emotes have passed since the Azhl made contact and wounded them. (See “corruption” once that occurs) Necromancy: Rite of Draining: By taking a willing or unwilling victim and placing them in a ritual setting, two necromancers are capable of siphoning life from the victim through an advanced form of Darkening. This esoteric vitality is stowed into small glass flasks, for further nefarious purposes. When the process is complete, the husk will fade into dust rendering the druid dead for the 24 hour cooldown period. For the Husk, normal Rite of Draining applies, producing two vials of life force instead of one. Rite of Darkening: A necromancer is capable of conjuring an abyssal aura upon one hand and stealing the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer that touch is maintained. So long as it is touched or in the immediate proximity of the necromancer (5 meters) they may steal the life from it, resulting in a husk that appears withered and decayed. If successfully performed on a Husk will render it inert for 24 hours as the blight begins to fester. This would leave the husk looking withered and nasty in general. If they are not killed in this state, they’ll find parts of their body refusing to return to normal, blighted, needing others to Blight Heal it. (See “corruption” once that occurs) Exhaustion Given Treelords' inclination to tend to nature, groves, and to pass information and wisdom on to younger druids, they're offered an array of abilities to assist them. Perhaps these are a blessing by the denizens of the fae realm for their commitment to the balance, the origin of the powers are unknown. Limiting them to only so much capability in one day before they exhaust themselves. However their fae-realm based affliction allows for them to tap into a larger source of energy and have an easier time casting other druidic abilities. A lack of feeling the same tiredness a regular druid might right away, capable of withstanding an additional 1-2 spells depending on the complexity whilst unengaged from combat. Casting Exhaustion does not necessarily refer to physical, bodily exhaustion, as if you’ve just run a marathon. It is the lack of Druidic energy within the Druid. A druid may fall to their knees, breathing heavily or wheezing, they may pass out altogether, they may be wracked with internal agony, or even all of the above. When exhausted, the Druid is unable to use any further abilities without risking death to themselves, and should not be attempted in a combat encounter. Treelord given their drive and complexion may face a need to engage in combat, being it against corrupted nature, or against others trying to wreak havoc among the natural balance. This being said their abilities are somewhat combat presued, however each spell takes a toll on the casters body and because of this many are limited to once per encounter, or lock the treelord out of being able to cast after the spell is activated. Over time The treelord would be lethargic, have a hard time catching their breath and face feelings of dizziness. Their nose may begin to bleed or have similar hardships plague them, or even find that they have brought themselves to a state of slowed movement, or stasis. A physical combat based system for Treelords outlined below. After the roleplay concludes, a druid's energy will replenish over an IRL hour, however the druid will require rest to fully replenish that energy, so one who continues to stay on their feet and work after bringing themselves to the brink of exhaustion may find that it takes close to 1 IRL day to fully replenish. Physical Exhaustion Despite being reformed in the likeliness of their morality, Tree Lord’s husks operate on anything but mortal expectation. Amber, the ichor that runs through their veins and empowers them, finds itself as a husk’s equivalent of blood. Surging with druidic energy, this ichor ensures a husk remains in operation so long as they retain it. Unlike a normal body which can wear down and grow exhausted from usage, a Husk will only grow exhausted if Amber is either lost through wounds or utilized through their abilities. Husks interact with blood loss differently than a normal descendant would, their construct-like nature altering how they succumb to the loss of their Amber. Major wounds and damage in battle would cause a druid to lose amber, making it hard to continue casting whilst in combat, though still plausible. After [2] major wounds, [4] moderate wounds, or [8] minor wounds they would lose amber at a quicker pace. This would make a treelord unable to cast entirely after, in which they have reached the fourth stage of exhaustion. Minor Wounds: Cuts, Piercings, and Lacerations. Moderate Wounds: Gashes and Punctures Major Wounds: Limb Loss and Debilitating Slashes If a druid attempts to cast while inflicted with blight, thanic poisoning, or the effects of azhl as listed above they would find that all remaining units get consumed - bringing them to the fourth stage of exhaustion. Exhaustion: Effects from exhaustion stack in descending order, they are not overridden or altered unless stated. Ex: Class IV Amber Loss will possess the debuffs of Class II & III. [Class I / 100-90% Amber] - No noticeable physical exhaustion, a husk may continue to operate tirelessly in this state. [Class II / 89-70% Amber] - The Husk’s movements become more rigid and stiff, making it difficult to utilize more refined tasks, such as fighting with lightweight or dual weapons, performing complex medical procedures, or complex athletics and acrobatics. After [2] moderate wounds, or [4] minor wounds [Class III / 70-55% Amber] - The physical strength of the Husk begins to wane, lowering to 4/5ths of its usual capacity and reducing reaction speed. A Husk will struggle to properly counter-attack in this state, typically being reduced to defensive means or being forced to trade blows. Channelling druidic abilities becomes strenuous, requiring [1] emote of gathering their energy before starting to cast. After [1] major wound, [3] moderate wounds, or [5] minor wounds [Class IV / 54-40% Amber] - The husk begins to enter a critical state, growing sluggish while its strength decreases to 3/5ths of its capacity. The Tree Lord loses [1] block of base movement speed and will greatly struggle to perform feats beyond basic movements and attempting to seal their wounds. After [2] major wounds, [4] moderate wounds, or [6] minor wounds [Class V / 39-20% Amber] - The Husk enters a dormant state where their body grows stiff, akin to rigor mortis. The husk remains awake during this state, as they cannot fall unconscious, but they will find themselves unable to move or speak, only look around. After [3] major wounds, [5] moderate wounds, or [8] minor wounds (failure to stop bleeding from allies or assistance for the following 3 emotes will lead to Class IV) [Class VI / Below 20% Amber] The Husk loses its ability to remain together, entering an irreversible state of apoptosis as it withers away. When entering this state, the husk will slowly perish over the course of [3] emotes, crumbling into flora as they do so. V. Features & Abilities Abilities Nature's Aura [NC] Given their Natural and Fae-akin condition, treelords themselves radiate a passive calming energy. Moonshadow Mirage [N/C] Given the lack of aging they are considered to be the wisest among druidic groves, the elders of the order, they are often seen as adept storytellers and documenters of history. Faerie Flambeau [N/C][ Infusion] Whilst blight healers grasp an understanding of Taynei’hiylu’s and emerald flames, capable of healing and expelling power from her blessing, treelords are similarly able to grasp a control of those mists and bring forth a small set of star-like lights offering a slow fading light akin to fireflies dancing in the night, able to light up small and dark spaces to act as a guiding lantern. Amber Crystallization [NC] Due to their bodies being connected to nature, they instead begin to bleed a sap-like substance. Their blood is able to clot and temporarily seal wounds, though not acting as a permanent solution. Arboreal Armor [C] [1 use per encounter] As a Treelord grows more in tune with nature, and their fauna like composition their ability to utilise their being and manipulate the plant material upon their forms becomes apparent. Arboreal Armor allows a treelord to harden a small section of their body into a hard-wood like strength, capable of assisting in the defense of the Treelord. Twilight Shroud [C][1 use per encounter] Treelords are able to grasp a control of their aura, dispelling it into a thick fog like cloud and bring forth a blinding shroud of mist around them. Pollin Bloom [C] Connecting to nature, the treelord would be able to manipulate and use the foliage around them to defend and protect the surrounding area. Harnessing the nearby plantlife to release a shroud of pollin. Nature's Ire [Ritual] [C] [Once per OOC day] It is said that the aspects themselves lay a blessing through their faerie realm, the treelord able to channel their rage and energy through their form, taking on the altered appearance and features akin to the creatures prowling the forest. Heartwood Form [Ritual] [N/C] [1 Month Cooldown] Once burdened with fleeting mortality, many Tree Lords now struggle with the floral nature of their immortality. This burden of mind drives many to forsake what they once were and to truly embrace what they've become, shifting their body to a state that no longer plagues them with wishes or desires of what once was. VI. Mechanics Death & Revival The Anchor Tree A truly unique creation stems from a new Treelord being birthed, flesh turns to roots of a beautiful towering tree of energy. A home for the being to constantly return to though not an extension of them but rather an anchor akin to how creatures of fae may pass through on a full moon, a place for the Treelord to Return home. The Tree would radiate a great deal of energy for other druids, surrounded by lively nature that hummed out a song of content making it an inviting home for birds and critters alike. Flowers seem to bloom around the tree no matter the season. Perhaps the leaves almost crystalline like - or in a season of constant flowering. Though they are able to be tucked away it must be within caverns and groves, a place where nature is tended to and the energies thrive. Unable to be hidden within a wooden house or stone keep. The Anchor is a tree that must be marked with an ST sign Stating it as Such To destroy the anchor would be quite simple, various means of destroying it and such. However would alert the connected treelord aware of their anchor being destroyed once completed. (They wont know its being attacked untill destroyed) [Fire Based Magics/Flammability: Fire, Azdrazi, Voidal Flame, ect.] Although not completely immune to flames because of being made of natural materials, it is capable of repelling flames for a short amount of time before it begins to truly burn away at the tree. A constant stream of mundane flames able to be withstood for 5 emotes before it would catch onto the tree and begin to slowly burn it at an agonizing pace unless one put it out with water. Voidal Fire and Dragon Flame offer the most damage to the, beginning to burn through it after just 3 emotes. Fully burning the tree to the ground after 8 full emotes. Malflame would offer no effect given the anchor tree lacking a soul. This means that someone could use alchemy, or oil and an open flame to light the anchor on fire and kill it. [Materials/Anti-Magic] Thanium would be extremely effective in dealing blunt force damage, and destroying the tree. Albeit only as much as what the tool being used would be able to hurt a regular tree. However this does mean someone with a Thanic Axe could lumberjack the Tree. [Magical poisons/disease: Shaman blight, Azhl, Necromantic curses, etc] When blight is inflicted upon the tree itself, be in shama magic, voidal, or dark in nature; the anchor would begin to become corrupt and withered in appearance, for the length of 8 emotes requiring a druid to blight heal to reverse the effects before rendering the anchor inert and unusable on the 8th emote. Azhl: Azhl would afflict the Tree with a pseudo-blighted state, each slash and wound draining the tree of its natural vitality. After 6 slashes and cuts across the tree such as chopping roots, breaking down limbs, and cutting into the trunk; the tree would begin to wither and die. The tree will seem to have the life zapped from it, dead and droopy. Necromancy: Rite of Draining: By taking a willing or unwilling victim and placing them in a ritual setting, two necromancers are capable of siphoning life out of the victim through an advanced form of Darkening. This esoteric vitality is stowed into small, glass flasks for further nefarious purposes. When two necromancers find a treelords anchor, they are capable of performing the ritual around it, beginning to be blighted - and if the ritual is completed the tree will seem to have the life zapped from it, dead and droopy. If the anchor tree is killed VIA this means it will produce six vials of life force. The player must be PMd to interact with their anchor to ensure roleplay is done property and A Sreq is made once roleplay is completed to destroy the anchor. The player must be PMd to interact with their anchor to ensure roleplay is done property and A Sreq is made once roleplay is completed to destroy the anchor. Corruption Bound to servitude of the natural world, Treelords find themselves made of plant matter and material susceptible to the effects of corruptive magics of: Shaman Witch Doctors, Voidal Casters, Necromancers, and Nephilim; their husk capable of being warped and corrupted, weaponizing their own bodies into something much darker and destructive. A corruptive husk of nature's darkest crevices, perhaps some believed to be a curse of Nemisae herself, a test of will and control. Through their own suffering they are able to slip through their own sanity, forgetting what it is to be themselves and instead becoming a dangerous weapon of a husk that lacks their own self control. Those being corrupted by taint begin to warp in appearance, nature wilting around them and offering weathered screams of agony in response to the druid's own pain. A face that now lingeries with the shadows animalistic like. Corruptive Mentality Bound by the chains of the darkness that has consumed them, it takes hold of their body and mind alike, beginning to slowly warp their perceptive thoughts of the world and how it is viewed. The Corrupted are consumed by anger and rage for what they have become, lashing out without much thought but rather just the intention to attack whatever has crossed their path. Having lost control of their own mind as the corruption begins to push them out. More like a beast that cannot be controlled than the person they once were before reaching a corrupted state. Corruptive Physiology A corrupted Treelord appears as if left in a state of death and rotted taint. Still retaining features of their past descendant self yet warped, their fingertips and skin may be blackened, veins of dark color running across the surface of their skin. Their eyes may take on a beast-like appearance with a bioluminescence that glows in the dark, and leaves that may have once been in their hair were withered and crusty. Possessing a primal liveliness of its own. Once Corrupted they are no longer able to be diseased or tainted by an additional taint or magic, their bodies already beginning to create a constant nauseating feeling as if their organs were shutting down - to a point where they are still alive but lethargic. Their forms are subject to the darkness that has consumed them. On top of this their teeth and nails may grow to be longer and sharper appearing as if they had become more beastlike. These traits hold nothing of additional value or combative advantage, simply serving as a primal aesthetic to the changes they are undergoing. Corrupted Progression Tier 1 Corruption first occurs and the druid's appearance begins to wilt, the tips of their fingered blackened as if dying and losing circulation of sap throughout their body. Though they maintain some semblance of control, the corrupted Treelord faces spurts of aggression and anger. A treelord might not be aware of the corruption occurring upon themselves. Tier 2 Taint reaches this stage after 5 OOC days of corruption, their appearance becoming more wilted and warped as if it has taken full effect. Their gaze becomes beast-like, skin rough and scratchy. They have begun to loose control of their own mind, starting to hide in shadowed places. Tier 3 Corruption reaches this stage after 2 OOC weeks of being tainted. Their appearance having become fully warped and wilted. Their tree appeared as if it was on death's doorstep in a state that was barely holding on. The husk is susceptible to beastial tendencies, and relentless attacks. Reversing the Taint When corruption first occurs one druid is capable of cleansing the Treelord of the taint, and healing them; oftentimes having to hold them down as they lash out and fight back angrily. However once the Corruption begins to set to stages of Tier 2 or 3 it requires additional druids to heal the festering damage. Three druids who possess blight healing must powershare with one another and perform Cleansing to reverse the effects of corruption. @MayRndz Writing @DragonofTaters Co-Writing @Pengin Consultation (Helped write the Exhaustion System, Tier System & Heartwood Form) @glassyskiesConsultation (Helped with the respawn mechanic) @Wand Origional Consultation @squakhawk Origional Consultation @Valannor Origional Consultation @HobbitForHire Brainstorming and Grammar @DrususBrainstorming and Grammar @craneia Brainstorming and Grammar @Willstertheking2 Grammar & Spelling Review @Candle Brainstorming @StarGazzerFeedback and Grammar @HazelWazel Feedback @bloomtiara Feedback @Megahusky Feedback @RaiderBlue - Feedback The Current Treelord write https://www.lordofthecraft.net/forums/topic/191272-✓-ca-race-lore-tree-lords/ Took some Inspiration from these magics and writing for ideas and formatting, so credit to their creators and writers. https://www.lordofthecraft.net/forums/topic/228224-✓-magic-lore-malchediaels-radiant-templars/ https://www.lordofthecraft.net/forums/topic/186719-✓-hub-page-druidism-servants-of-the-aspects/ https://www.lordofthecraft.net/forums/topic/227272-✗-magic-lore-druidic-communion-control/ https://www.lordofthecraft.net/forums/topic/225207-✗-magic-lore-druidism-the-gift-of-the-wilds/ https://www.lordofthecraft.net/forums/topic/223068-✗-cafeat-soultree-archfae-of-the-aspects/ Credit to the Art does not belong to me and goes to the respective creators.
  15. [!] A red headed druidess peered over the missive, a softened humm escaping her lips from where she lingered within the glade. A subtle nod of her head "Sounds like a fine craft indeed. Will be Interesting to see if when awakened."
  16. [!] A neatly wrapped and stamped letter found its way to Amelia @Safryie “I wish for you to close your eyes - imagine a world where empathy and humanity is set to a standard above all else, where every heart beats with compassion, and no one is left behind. Charity thrives as a beacon of hope, illuminating the darkest corners with rays of light and warmth - just as we do each passing day. It is more than just giving material possessions; it's about extending a hand to lift others up when they stumble, offering a shoulder to lean on when the burden becomes too heavy to bear alone. The embodiment of empathy, and helping one another along the road; Things that I have learned both alone and from my time with the lot of you. I myself find that there is not enough of that within the world we find - what we seek. It is why then friendships we make, the alliances that bind us run so thin. In the past so much trust has been forsaken that charity is not a capstone - but a skepticism on what the other party seeks. As we spoke, I learned about some of our past struggles - the loss of members of the order, the unraveling of relationships among nations and allies, the despair that comes with feeling invisible in a world that often turns a blind eye to those in need. As you said charity is not about the grand gestures or the size of the donation; it's about seeing the humanity in others and responding with compassion. When you told me what you sought, I went out into the world to various places, offering a warm meal to all who sought it and a listening ear, but what was given to me in return was far more valuable - a lesson in humanity. I got to hear of many people and many stories - and though I have traveled all my life it is not everyday I had thought to pause and get to know the world around me. To make connections - truly protect what is there already. As I said before I left I saw the potential to sow seeds of hope and healing among the conflict already there. While I did not get to the high prince whilst intended during my visit to celianor- I did get a chance to speak to a few. To open the door to the idea of them once again having us on mutual grounds. I infact am not dead - the idea did not just pass over like a distant cloud it seemed.” - Yours Truly, Val [!] Alongside the letter, some leftovers were left on the desk for Amelia “Ps. Had some food left over so thought you might enjoy”
  17. [!] As she placed the first ingot into the searing flames, a radiant warmth enveloped her, filling her with a sense of purpose and guidance. With unwavering focus, she began to work the molten metal, her hammer striking with precision and purpose. SHNNNGGG Amidst the clangor of a hammer and the hiss of cooling metal, stood a solitary figure her golden waves neatly pulled back into a bun. A signed hammer grasped within calloused hands. Beside her another stood, watching over and guiding each movement. Surrounded by molten gold that flows like liquid fire. With each movement of her hands, the molten metal began to take shape, forming into intricate pieces reflective of sunlight. SHNNNGGG With each piece forged, her brows donned beads of sweat - soaking through her sleeves, forging them to the exact sizing of her form so that they would neatly interlock as if a puzzle itself. For hours on end she stayed amidst the flickering heat working until its embers began to die out. As the final piece of the armor cooled in the dying embers of the forge, her form shifted and stepped back to admire the handiwork. The golden armor gleamed with a brilliance that rivaled the sun itself, silver inlays wrapping across its surface to note designs of the sun. Her bi-colored gaze danced across it, those full lips curving upwards to don a smile before her hands moved to interlock each piece carefully around her form. Donning that armor her form shifted knowing she was not quite done; and so she headed for the frigid mountains. [!] It was there she spent days in the cold with only what was upon her form. Venturing and hunting, her boots sinking into the snow leaving prints in her wake each time. Hunting until her gaze peered upon a creamy furred creature of the tundra. The predator pouncing upon her with speed, its claws slashing through the air with deadly precision. The elfess not easily intimidated, her resolve steeled by the challenge before her. With swift and coordinated strikes, she engaged the beast in a fierce battle, dodging its ferocious attacks and retaliating with calculated precision. As the snow leopard's roars echo through the icy landscape, she pressed on with determination unwavering. Finally, with a final, decisive blow, bringing the creature to its knees, its once-proud form lying motionless in the snow. She set up camp for the night with a lingering flame, embers flickering to the sky as she let the crimson blood of the beast drain, and began to cut its pelt free from the body. The pelt of the snowy creature cleaned before donning the shoulders of her armor. Sewn around a flowing crimson fabric, that then draped about her armor - giving it an appearance of regality. A set of feathers tucked to the winged helm. [!] Then she returned home peering upon the colossal golden door returning with her master craft completed, and a sigh of relief now able to rest.
  18. Yes please, this will make gathering so much easier.
  19. [!] A softened drum of the riptides fingers came against her desk as she read over the paper. A softened shake of her head, non the less offering a nod "I suppose we shall speak when you come find me next, failure isn't to be ashamed of just means we have more work" she uttered to no one in particular.
  20. Feel free to reach out to me on discord @ mayrndz and id be more than happy to explain.
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