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Found 17 results

  1. A Balian artist's depiction of the Island Guardian _________________________________________________________ It did not take the titanic palm long to garner both adoration and disdain from the realm; she was a shining beacon of hope to some, or foolish defiance incarnate to her enemies. Her name was Koko Mama, Guardian of the Barrier Islands, She Who Dances With Hurricanes. This is the story of her last waltz. A date with death itself, surrounded by the soldiers and druids that rallied around her. Bolts of fire hailed down from the mesa like crimson hail, spearing shield and entling armor as the surprised druids scrambled to defend the tropical titan. In the brief pause of shock at the surprise attack, the infiltrators prepared for another devastating and distracting volley. Far below, echoing laughter of a troll breaking their allies taunts them. The plan to paralyze Koko Mama was clever and effective, but as the battle prepared to rage on the guardian palm began her dance as she often did, with a creaking lean in the eerie stillness of wind... Then, as if a windstorm had suddenly crashed over the mountain, Koko Mama swept over the mesa with a swiftness to rival even the sieging dragon itself. Her fronds swept the crossbowmen like dustbunnies across a tile floor, bodies careening down the hillside. To the minds of the attuned, her voice was delighted and proud upon the storm she made, her supple wood spinning the elder palm in the air like the skilled twirling of a lasso. Down she came, slumping low to wallop the ground in a thunderous display of nature's fury upon the unlucky few to tumble towards her. Then, she stood tall once more, the light of sunset painting dazzling lines past her feathery fronds in the sky. It was time for her grand finale, and the druids prepared to support Koko Mama in her final act. The palm leaned back, her bark glimmering bright in her dancing dress of many shades; a kaleidoscope of colors from the four maestros of her music. Dazzling displays of druidic energies in purple, gold, red and blue painted a picturesque beacon of renewed hope for the warriors tangled with the troll far below the valley. A single coconut grew within her boughs, a massive fruit with a thick hide of green exocarp. It grew until it bent the delicate fronds, pausing for a moment whilst the team coordinated and aimed. Streaking across the sky like a comet, the valley thundered with the tremendous toss of Koko Mama's single fruit. Nearly cosmic in impact, the coconut hammers atop the stubborn troll and embeds his fat body deep into the earth. A wild cacophony of cheers erupted from the waterfalls then, the sunset and coming night seeming less hopeless. The palm twirled and twirled in the air, waltzing along the gusts of wind from her toss. And then, the sky above shattered with lightning, commanding the attention of all and silencing the brief moment of victory. The Dragon itself, veering violently towards the guardian with maw wide and screaming in horrible, apocalyptic agony trailed a wake of smoldering smoke. In the heat of battle, the artillery sent Cloudbreaker rocketing towards the palm. The tree snapped, echoing a crack so loud the heavens shook. It paled in comparison to the crack felt in the hearts that looked on in horror as the tropical titan was decapitated before their eyes. A blink later, and Koko Mama was gone from the realm. Her stump smoked in the twilight, warning of more atrocities to come... It is rumored that on the dawn of the pyrrhic victory, a golden coconut was gifted to the royals of Balian; a memorial to the palm tree that stopped the canyon troll.
  2. An AI's portrayal of Cloudbreaker. (Yes I am part of the problem, but I'm also broke and bad at art) It was the day of the battle, and like any true warrior ready to face their death in the coming hours, Malii'evarir was asleep. Snoring as she was, she was awoken by the shouting of her brothers and sisters preparing for battle, readying themselves for the huge amount of druidic energy that was to be consumed and sharpening their swords and spears. Mal let out a slew of curses, pausing for a moment to check her armour and sword were where she left them, and rushed to get herself ready for battle. Donning her red scaled armour and strapping her greatsword to her hip, the elfess grabbed her staff and went out to the gates of the Underlight Grotto to meet her kin. Meeting with Redtail, Timberwolf, Corvid, and Theo, the motley crew of druids ventured off to Balian to take their positions on the form of Koko Mama. Taking the name Igne as she did for all battles in the name of the Aspects, the elfess connected herself truly to nature in readyiness to offer her strength to the druii taking on the brunt of the work in growing ammunition and launching it through the great feat of druidism that Koko Mama represented. As the druii sit tense, waiting for battle, the words "'Ow are we feelin'" came from behind her only to be met with a chorus of "Excited" and "Ready to kill a dragon." "Yer all nuts" responded the same voice, before it launched into a prayer. "Morea, Ellaurir’Chirran heya iheihuii... blah blah blah" Or at least that's what Igne heard of it. She'd once also been the type to say a prayer before battle but, with as many as she'd seen, she had found herself comming to the conclusion that the Aspects and the Mani didn't care much for the prayers of descendants whether they were druid or not. Instead, she offered a silent rite to Morea, pulling a vile of boar's blood from a pocket and drinking it down. Less for the mani and more for tradition, she reasoned with herself each time she followed this rite. And with what came next, it's not a tradition she's soon to stop as the silence soon broke. While the druii were too busy looking up for a dragon, a troop of undead had snuck onto the ridge near them and were openning fire. Igne barely had time to hear the cries for the druii to duck before a bolt from a crossbow hit her shoulder plate, knocking her back. The second was taken by an Entling that she was too busy screaming to identify. Slowly advancing behind the Entling and next to Redtail, Igne was struck with a burning rage. How dare the undead be the first to injur her? If she was going to die this day, it would be to a dragon, not to some tavern-keeper's grandfather that couldn't sit still in its grave. As Igne and Redtail advance behind the eternally slow Entling, Timberwolf and Corvid had been working on their own solution to the audacity of the attack. As the pair behind the Entling were approaching the half-way mark, Koko Mama began to creak and grown before one of her giant limbs reared back and sweeped the cliff, swatting the undead from the ridge as though they were but dust on her great shoulder. The druii cheered as the undead were knocked away. Allowing the pair influincing Koko Mama to dispatch of the last undead clinging on, Igne and Redtail returned to their job of creating ammunition not a moment too soon. As the first of the great coconuts was growing, a troll was spotted in the distance. Emboldened as a pair of non-drui had showed up, and eager to show off, the druii prepared Koko Mama to fire a test shot at the troll. Whether through their own skill, or through the Aspects themselves wanting to show off the might of the druii, the coconut flew through the air and hit it's mark dead on, flattening the troll under it's might. With a celebratory cheer and a new found confidence, the druii worked to reset, another coconut growing. With the thrill of a kill underneath them, the group were chatting away as they worked. That was until the great dragon showed up. As the sky above them seemed to darken under the sheer size of the dragon Cloudbreaker, the group barely had a moment to take in the sight before the beast, injured by the cannon and ballista fire from the city, came crashing through Koko Mama, only to regain it's flight and carry the mighty tree with it. Or, at least the half that it had broken off. "YOU BASTARD! I'LL KILL YOU AND MAKE OMELETTES FROM YOUR CHILDREN" Igne roared as the dragon took the tree with it, shaking it off before it turned back to the city. Blasted with a cry from nature, the druii were unable to move for what felt like minutes. Theo brought them all to their sense, possibly saving their lives in the action, and began to lead them into the city. Still numb, Igne only recalls flashes of memory. The druii entered the gates. They were on the walls. They were then back on the ground, using the cities trees to fire more artillery at the beast that had desecrated Koko Mama. Fueled by rage, the druii attacked until the beast began to breath its infernal fire over the walls. With a mix of admiration for the pure heat of the fire melting stone, fear for the lives of her and her kin, and hatred for the beast, the group retreated. Converging past the rear guard, the group determined their next course of action. Of the group that had assembled, all but Igne and Corvid seemed ready to leave. As the only two not related by blood, it seemed that the lack of family ties had left them both less to lose. “We cannae jus’ abandon them all, can we?” Corvid voiced. Igne remembers almost laughing at the man's eternal desire to always do the noble thing, helping others and righting wrongs. “I’m just here for the dragon, who cares if some descendants die?” Igne voices in return. Her motives to stay were far less noble. She'd long since stopped caring about the plights of the descendants. It was them that gave the druii half the problems they had to clean up, after all. Outnumbered though, the group of druii clambered down a wall and called forth their horses ready to ride away. At the last moment though, Timberwolf broke away, calling to the others to "Get back home" What Timberwolf hadn't accounted for, however, is that on one horse sat his wife behind the reigns, and his fellow archdruid riding behind her. As he broke away, the pair wordlessly agreed that he needed to be tracked down. So around Balian they rode, looking for the fool of a druid. They sighted him once, but then he was gone in the next moment. "Let's face it, he's gone back" "But I can't just leave him!" "Oh ne, that's not what I'm suggesting. I'm suggesting we also return" Igne's grin was near audible behind her mask. She'd come for a fight, and she'd be dammed if she left without one. There were some objections from Redtail, but Igne had becomed deaf to them. Clear that she wasn't going to be returning on the back of a horse, Igne waited for Redtail to slow and look for Timberwolf before climbing off the back of the horse. Not waiting for any shouts from Redtail, Igne began sprinting back to the battle on the outside of the wall, only to slide to a halt and hide behind a small mound as she saw the Undead Army ahead of her. Sizing up her options, Igne heard the sounds of hooves behind her. Redtail joined her and began surveying the situation also. Clearly having admitted defeat, Redtail asks "Is there any way back up?" "Only the siege ladders from the in front of the Undead" Igne responds as the loud thuds of an Entling signalled the return of her earlier saviour. Amidst the shouting from the walls between Igne and the soldiers up top, Redtail sent her Entling into battle where it trampled and mauled several of the army. Over the next few minutes Igne waded into battle with her flaming staff as the undead began to thin, only to be met with the reason why the Undead were slowing down. "THE DRAGON IS APPROACHING!" Cried several voices from above the wall. From the following screams and shouts, Igne was able to deduce that the dragon's wings had been torn, and it was now trampling through the city to get to the troops up top. Preparing to climb the siege ladders that were now unoccupied, Igne was pulled away by Redtail. "We have to go, now!" Redtail instructed. "There's an entire wall of descendants up their. The dragon will chomp them up first, then we can leave" Igne protests as she's pulled away and pushed back to the horse. Relenting, and fuming, Igne climbs back on the horse and the pair flee back to the Underlight Grotto. As they return, they were met by several of their kin. Igne pulled off her mask and hood, throwing them to the ground. "I hate that we left without seeing it through" she says, as a nearby wolf lets out a hearty "woof". "Oh shut it" she scowled, "It's ne like you would have stayed" she says to the wolf before storming back to her bush-home to fume and sleep away the night. That night she dreamed of her attunement again, though this time instead of seeing the Father at a campfire as she escaped the caves that tormented her, she instead broke free into the inferno of a dragon's breath.
  3. Artists Rendition of the undead Cloudbreaker A POV from Fal’leon Maehr’uhier 7th of Peter’s Glory, Year 41 BA Fal’leon hadn’t seen combat in well over 50 years, not true combat, not since a war long since passed, in a kingdom long since fallen. But the threat of Cloudbreaker was enough to rouse the buried soldier within his spirit, the call to protect the Balance with his druidic brethren stirring him to action. The days leading up to the battle were full of weary collection of gear, procuring potions and items alike, intent on walking away from the battle standing. Nevertheless, despite all his preparations, when he placed his owl helmet atop his head and rode out to the ash lain Balian, nerves pressed deep into his chest and threatened to cut his breath. He kept his composure all the while, thankful to have his features concealed. When they arrived, greeted with the majesty of Koko Mama’s great form, for a moment he was calmed. Fal’leon stood and readied alongside his brothers and sisters: Nemea, Aerendyl, Malii’evarir, and Theo. Comfort came from the familiar faces, though the nagging pit that he may have to see them fall refused to give way. “‘Ow are we feelin’?” He’d ask them, looking at their armoured forms. “Excited.” They replied, determination evident. And for a moment, he was too. But the sky split with red lightning, and such feelings were quickly stolen. And for another moment, Fal’leon could only think of his children, of how he had to return to them alive. He gripped his glaive, Kermetta’leh Vihai, a little tighter. Brother Corvid, graced with a few moments to simply calm his mind, muttered prayer to the warrior Mani, his desperation to see the sun rise the next day calling him to his worship. “Morea, Ellaurir’Chirran heya iheihuii Velulaei hiuwera, kaean’leh ortilrun nae illerae. kaean’leh Sirame ay’nae’leh lye myumierae. Oh Morea, llytan, nae’leh ahern kae illera.” “Laran Moccus. Oem heya ordivhiuw ito nae’leh. lae heya cerun malarehan lomera. kaean’leh ortilrun nae illerae. kaean’leh Sirame ay’nae’leh lye myumierae. Oh Moccus, ordivtilrun, nae’leh ahern kae illera.” The five of them stood atop a great mesa stone and looked out into the distance, eyes gazing over the canyons in search of the undead beast. Fal’leon turned to see if it had come elsewhere, met with an unpleasant sight. “Shi’. DUCK!" He cried out. Behind them stood a brigade of undead, all baring crossbows, all aimed at the unknowing druid squad. The Corvid himself ducked down against the rocks, moving his Entling dubbed Evar’ame to stand in front of Malii, to protect his oldest friend from the incoming barrage. A moment too late, she was struck with an arrow, though the following bore into the Entling with a thud. “Get down here!” Called a voice from below, spoken from the ‘Gator’, Aerendyl. Fal’leon slid down the rough, red stone, perplexed by the request. “We’re going to use Koko Mama.” A look of realization and understanding split his features, and the Corvid offered a single nod. He turned passive to active connection, figure concealed now by shimmering translucent feathers of black and purple; a monsterous, raven form over his body, whose eyes leaked purple tears. With a hand on his shoulder, offered his friends power to keep himself lively, Fal’leon brought his focus to the behemoth Palm and her joyful voice. His figure covered in translucent feathers, the sound of shouts and arrows filling his ears, he made his command to her known. Creaking filled the cliffs as Koko Mama’s final waltz began. Her great figure reared back, twisting to the side slowly, at the Corvid’s instruction. She was brought to the limit of her own flexibility and no further, held in place for but a moment. And then he let her go. The massive tree flung to the side like a great hand swatting dust off a ledge, sending all but one of their antagonists-- Who had been so gleefully boasting about their success in disabling the Palm and its users -- flying rom the cliffs and down into the canyon, presumably to their demise. “That’ was fun.” He said, despite himself. Job not yet done, the pair of druids waited for Koko Mama to return to her upright position, her song filled with pride and glee as she was made to sway so vastly. Once prepared, Corvid returned to his command of the great Palm, bringing her to bend backwards, away from the cliff. He peered out for a moment, noting the singular Undead remaining, struggling to find hold on the ledge and threatening the only unattuned in the party. Locating his target, the familiar creak returned to the cliffs. Koko Mama reared back to her fullest extent, nearly bend in half, wound back with the most tension Corvid could offer. And yet again, with lethal intent, he let her go, gesturing forth with his staff from their concealed location. The sound of the Palm whipping through the air was a scream of wind, the crash of her mighty branches rivaling the cries of Cloudbreaker himself. The Undead jumped down from the cliff in an attempt to escape the worlds largest fly swatter, narrowing managing to do so, to Fal’leons dismay. Noting the threat, the two druids jumped down from their place on the ledge and made their way around, back to the combat, flanking the Undead. For a moment, they paused. Aerendyl placed a hand to the younger ‘ame’s shoulder and offered a rare moment of affection and comradery between the two. “You did well.” He told Fal’leon, a notion that revitalized his determination and confidence. And so the pair returned to their friends, finding the Undead had become simply dead thanks to a well placed spike trap. Joining them, offering a semblance of relief, were three newcomers. Now they bore reinforcements, an armor clad figure, a woman who’s title he had never come to learn, and a king. Their backsides protected, the four present druids began their true task. Each druid took to their designated, practiced locations, a sense of unity in their divine goal of turning the mighty tree into a slingshot to put all others to shame. This time, Fal’leon set his hand atop Gator’s shoulder, pushing his energy into the man while he took aim. It was at that moment that the Arch druid took notice of a troll within the canyon. Forgoing their search of the skies for the fiendish draconic presence, the quartet turned their focus to the ravine’s assailant. Red and blue energy swirled to create the coconut, one that dwarfed even the largest cannon ammunition. Whence formed, Koko Mama’s massive form began to take back to her lean, her trunk winding back to all but fold over as it had done before, the druid's auras mingling into a kaleidoscope of colour. The coconut sailed through the air, its mother singing with glee as she swayed back and forth, towards the troll below. The party watched on with celebration as it hit its mark, smashing its target into the ground as a hammer would unto a nail. Cheers filled the air for only a moment, silenced by a demonic voice known only to pertain to the wicked Cloudbreaker himself. What followed broke the hearts of the druids. The sky above turned a shade darker, a dreadful shadow overcasting the land, bringing forth the promise of devastation in its wake The dragonic figure had a lapse in control it seemed, cannon fodder having sent it sailing towards the canon in an unconstrained fall. A sickening snap filled the air as it hit her, twisting stomachs at the sound. But it was the sight that befell the group that shattered them. Broken clean, they watched on with unbridled pain and rage, helpless to save their beloved Koko Mama. The Corvid cried out “KOKO MAMA, NO!”, useless to save her from the crushing weight of a fallen dragon. She who dances with Hurricanes, completing her final tango… a waltz with fate. [!] Artist rendition of Koko Mama's fallen form It was only for a moment they remained unmoving, staring with wide eyes at their most precious weapon. But the proximity to Cloudbreaker forced them to their wits, and so Fal’leon followed on as the group trudged up the cliffs and hillsides to the entrance of Balian. “Druids at the gates!” A voice called out, and they were permitted within, their collective sense of duty outweighing the deep seeded mourning for the time. And for but a moment, Fal’leon was able to take everything in. The city he’d visited seldom prior had become a war front, covered in ballistas and canons alike, walls clad in descendants all sharing purpose. A familiar, terrible cry filled the air all over again, cutting the moments breath short. Metal on stone followed, armored men and women running to man their respective weaponry. And thus, the druidic party made way to the center tree, mingling their abilities yet again, causing it to take shape into a ballista itself. A barrage flew towards the skeletal dragon as it drew nearer, striking it numerously. Two volleys were able to lodge into the figure before it returned the gesture tenfold. The heat was tremendous, and Fal’leon couldn’t help but think about how he could be cooked within his plating as his eyes were forced to watch stone turn to liquid. He dove behind cover, watching in horror as the courtyard was turned to all but ash. He was frozen, a sick memory in the forefront of his mind, one that had been granted to him nearly half a century prior by the Voidal Hollow of Ando Alur, a premonition of a fiery demise. His ears rang, silencing the screams and cries of his allies. He had burnt alive once, without perishing. Everything was quiet, time felt stilled and the mali'ame couldn't tear his eyes from the beast. Perhaps the promise of it ending would suffice in comfort, as the dragons maw opened yet again. [!] A painting of Cloudbreaker's breach “Lets go!” The voice of Theo broke through the ringing, stirring the Raven to return to the moment at hand. On shaky legs, Fal’leon joined his companions behind a second layer of walls. “There may still be people up there!” Called a voice from nearby. A familiar notion, one he himself had felt many years ago. A fools duty. “Dunnae play ‘ero! We ‘ave tae go.” He replied, joined by Redtail in the sentiment. And so, those that remained standing began to run, fleeing into the heart of the city. They were met with the rear guard, focus trained on a group of undead. Fire and Corvid watched on for but a minute before they were pulled from their mesmerized state by Redtail. Together, the squad of Koko Mama converged away from the combat, whose sounds of terror lulled to a distant clamor. “We cannae jus’ abandon them all, can we?” “I’m just here for the dragon, who cares if some descendants die?” As much as he hated to admit it, Fal'leon couldn't help but agree. He had forgone his duty to the people of the world long ago. Without their grand catapult, they were unarmed. Horse hooves bore into the dead ground as the five retreated from combat, their task forced to an early completion by the devastating demise of the beloved Koko Mama. But five soon became two, and when he looked back, he and Theo were alone. They rode to their home, the Mother Grove, without so much as hearing the gate of other horses around them. They were met with none of their party. Fal’leon waited at the gates for what could have only been 20 minutes, but time was a cruel mistress, and fooled him into believing it had been hours. Hope came with Timberwolf, but when the women failed to follow, dread overcame the three. They waited… And waited… And then the two returned. Relieved and worn, Fal’leon brought himself to his home, removing his armour and returning to his furs. He was unscratched, unharmed. The guilt of their failure to strike down Cloudbreaker weighed heavy in his chest. "Did you have fun?" His guide asked, and in their moment of privacy, Corvid answered truthfully. A truth he wouldn't admit to another soul, not while knowing the result. "I did." And then he found himself alone, sat in his home with no company but his own mind. Daunting tremors of the earth couldn’t bring him to rise much further than the couch. For all he knew, they had lost. Balian had fallen to the undead. He fell asleep with this notion, and dreamed of his vision of blaze and death he had attempted to forget.
  4. "The Stag is blessed with a crown of forked lightning. The Caribou's hooves roar over the land like thunder. The Elk's voice the screaming wind of the tempest. The Storm Moon has risen above murky summer skies!" Excerpt from the Legend of the StormTreader, Guardian of the Storm Moon __________________________________________ ________________________________________ A painting of the mythical StormTreader Faerie When the final lunar phase of the spring months has passed, the kin of the Mother Circle know that the harsher times of the lunar calendar is upon them. The clouds churn into great veils of shadow and storm, washing the land with a cleansing rain. When the sky illuminates with the crash of thunder, it is said that the mythical StormTreader stags are clashing their antlers together. Rain cascades over the earth like a tide to cleanse the remnants of the old and warn of the scorching summer months to come, and lightning strikes the land to smite wayward, trespassing spirits of draoi and evil spirits. To honor the story of this fable, the Mother Circle gathers for a grand hunt and the creation of the Lunar Year's Tempest Crown. The tradition begins with two hunting parties representing the Wind and Rain of a summer storm. Venturing into the wilds, the hunters harvest a deer, elk, or caribou to obtain the antlers required for the creation of the Tempest Crown. Then, a grand reenactment of the clashing of horns is held between two chosen warriors of each hunting party. Using only the horned helms they have created, they endure combat during the first summer storm until one of the crowns break. The remaining artifact is exalted as the year's Tempest Crown, a symbol of the Circle's resilience during real and spiritual storms. ___________________________________________ ___________________________________________ A sketch of a druid having won the Tempest Crown "When lightning strikes, kin beware; For the draoi and slothful druid Are one in the same in the eye of the storm." The faerie stags themselves are believed by the Mother Circle to be pure faerie spirits of justice, and enactors of Cerunnos' will. While not associated with the Pantheon of the Wild Hunt, they are considered stalwart protectors of the Court of the Fae Queen and help ensure that malevolent faeries that cross into the mortal realm are kept in line, never overindulging in their unknowable mischief and tricks on descendants. To witness the passing of a white stag is to see a StormTreader in the flesh, an incredibly rare sight and an omen of nearby danger. The Mother Circle considers these faeries to be the first children of Ameathon, and will often keep antlers from hunts and present them to the most honorable and tested warriors of the Grove to symbolize their dedication to the glades of Cerridwen. ________________________________________ __________________________________________
  5. "She is the breath of life in our lungs, the rain that both mourns the fallen and nourishes the living. She is the kaleidoscope of colors in spring, the heartbeat of the world. Her name is Cerridwen, Queen of the Fae." [Link] -From the writings of Aerendyl, Archdruid of Song __________________________________________________________________________________________________________________________ Revived from an age of dormancy, the eldest circle is comprised of druids from many paths and creeds united in devotion to the preservation of the Balance. Believing that all life is merely borrowed from the Faerie Queen, these faithful druids commit their living years to the preservation of the Balance, stewardship of the wilds, and the proliferation of a culture of reverent storytelling until the Great Mother calls them to give back that life afforded to them and take rest within the boughs of her enchanted court deep in the Eternal Forest. __________________________________________________________________________________________________________________________ From merciful healers to inviolable guardians, the Mother Circle druids serve nature in lockstep with the dual ordinance of the King and Queen in the woods, Cernunnos and Cerridwen. Believing that the will of the Aspects can be discerned by the natural phenomena of the lunar cycle, astral events, and seasonal change, the circle observes the progression of the Lunar Calendar; a timetable of twelve moons and occasionally a rare thirteenth moon that is divided into three seasons that reflect the promises of the Great Mother: Birth, Life, and Decay. The Phases of Birth The Phases of Life The Phases of Decay The beginning of the The middle of the The end of the Calendar, calendar, the emergence Calendar, the arrival Summer’s degradation into Of Spring from Winter of Summer from Spring Autumn and Winter _______________________ _______________________ ________________________ The Crystal Moon The Storm Moon The Crimson Moon The Painted Moon The Lion Moon The Pumpkin Moon The Flower Moon The Ocean Moon The Night Moon The Cloud Moon The Fox Moon The Wolf Moon The Fae Queen’s Moon _______________________________ A rare thirteenth moon that sometimes arises during the lunar calendar, and is considered most sacred of the thirteen. During its arrival, it is believed that the souls of departed druids and wandering faeries are summoned to Cerridwen’s Court deep in the Eternal Forest, guided by the light of the full moon. On the night of its arrival, the druids celebrate the Gathering of the Lights, a ritual that involves the interpretation of constellations and the ascension of faerie fire lanterns carrying prayers to the Aspects into the night sky. "With blade and bow, O Father, may I remain humble in harvest Grant my feet and arrows swiftness, may my eyes and sword be sharp When the heart is pierced, the throat cut May your arrow loft this animal's spirit to the Forest In their rebirth, may I remember this hunt Keep me their memory, the animal honored And in your will may the Wild Hunt forever come” [Link] The Huntman’s Creed Honored equally, Cernunnos is worshiped as the Protector of the Fae Queen’s Court and Master of the Wild Hunt; a recurring age of great autumnal change, harvest, predatory drive and perseverance. The beginning is marked by the arrival of the Fox Moon and ends at the final waning crescent of the Wolf Moon, during which time the circle honors the arrival of the Centaur King’s chiefest huntsman including both Mani and faeries alike. Thought to bear star-tipped arrows that shatter the mortal coil and reap souls to return to the ever-cycling flow of life, the Mother Circle recognizes Cerunnunos as the artist of constellations and chronicles the celestial signs diligently. The Astral Observatory doubles as a graveyard for departed druids of the Order, where their specific constellations can be viewed in the reflected firmament upon the mirror sheen of the observatory’s viewing pool. Druids seeking spiritual purpose from the Huntsmaster himself may dedicate themselves to further service through induction into the Wildwood Rangers, a loose fellowship of druids whose duties are to roam the realm, seek out threats to the Balance before catastrophe strikes and fiercely protect any who dare threaten the glades of Cerridwen’s Devoted. The Rangers are encouraged to remain active in exploration and stewardship, scorning slothfulness and exclusivity. Requiring only to follow the ethics of Cernunnos’ Huntsmen and memorization of the Creed, the duties of the Ranger remain a popular purpose for Mother Circle druids to pursue. _________________________________________________________________________________________________________ Druids of the Mother Circle, collectively known as Cerridwen’s Devoted, are considered equal among their peers. Nominated by existing archdruids or the whole circle in absence of leadership, the Circle is organized by three roles of oversight. The number three is thought to be sacred among Cerridwen’s Devoted, harkening to the lunar cycle and the three promises of the Great Mother. The Mother’s Song Aerendyl Hawksong Responsible for cultural worship, inspiration and guidance of the Circle’s learning Druids, and outreach to nations and realms The Mother's Mercy The Mother's Wrath Suika Lorenthus Vanari Amethyst Vanari Responsible for the advisement of Responsible for the detection the focus in the Circle's efforts of threats to the Circle to preserve the Balance and preservation of unity The Mother Circle Druid Inaugurated either by attunement through the Rite of Rebirth or through three basic trials, these druids actively participate in the Circle’s core duties and assigned missions. Foreign druids may choose to complete the following tasks to attain recognition as a part of Cerridwen’s Devoted: the performance of the Rite of Rebirth, the leading of a hunt with the recital of the Huntsman’s Creed, and a held sermon on the lunar calendar, fae, mani or Aspects. Some may choose to take the Ilmyumier markings of the Circle, which depicts three blue faerie roses woven together in any place of choosing. The Dedicant Those prospects who have pledged to follow the path of druidism are known as dedicants. Through years of diligence in studies and tasks, the dedicant is prepared by their guide and mentors within the circle to be presented to the Aspects through the Rite of Rebirth, in which the King and Queen in the woods will pass their final judgment. The Sylvan Warden -Vacant- To manage and coordinate the Wildwood Rangers, a symbolic figurehead is chosen to organize outings and communicate with the three Archdruids. Keeping the tasks and missions of the Rangers enigmatic to outsiders, the Warden’s primary role is to keep the Rangers engaged. _________________________________________________________________________________________________________________________ Rite of Rebirth [Link] When a dedicant has fulfilled the requirements of dedicancy, the circle gathers in the Mother’s Sorrow to immerse the druid in the living waters of the grove. Believing that Cerridwen herself labors to offer descendants a renewal of life through attunement and the gifts, the Lyric of Rebirth is sung in prayer as the dedicant is presented to the Aspects for judgment. This rite is also performed to usher the souls of departed druids to the Eternal Forest. Sounding of the Horn [Link] To herald the season of the Wild Hunt, the massive horn of the Circle is blown at the height of noon on the first day of the Fox Moon. The druids have infused the horn with potent gifts, so much so that nature itself quakes in fervor at the call of the Centaur King’s Huntsmen. While primarily used for ceremonial purposes, the horn will sound when the grove is threatened to instill druidic energy in the environment and prepare the glades for battle.
  6. [!] On the noticeboards of a number of locations sits an advertisement, nay, an invitation. "My friends, have you ever looked to the forests around you and wondered what it may be like to live within? Or perhaps have you looked at your home and seen the destruction of nature, and wished for a better way. Please, join me, Fal'leon Odinson, in a venture to learn how to make the wilderness your home without harming the environments around you. Join me on the 19th of the Grand Harvest, 62 SA, and allow me to teach you. This event is apart of a druidic grand task and so I must request your utmost respect and dedication. Those joining will also be invited to spend time longer than what is designated, and shall receive a copy of my newest book: Among The Wild. I thank you for your consideration and hope to see you joining me. Contact me by bird if you take interest."
  7. The Circle of Crows Followers of the Divine Unknown Founded on the 23rd of Malin’s Welcome, Year 1844 of the Second Age _______________________________________ To the denizens of Almaris, We are the Circle of Crows. We are those who have lurked in the shadows for countless years, moving between the lands, doing our duties alone and without fail. With the troublesome creation of the Voidal Hollow and other untold imbalances that threaten our realm, we as a Circle have come to an agreement. Many of our members have thought it best to make ourselves known in the realm, to those who follow the same path, and to those who wish to join us in our endeavors. We are here to serve a new purpose in this world, to stay present in the development of things that might affect the balance, and to actively protect that balance no matter the cost. In short, we may pursue things differently from that of the current Circles. Henceforth, we have found a home in the lands of the Elvendom, previously known as Elvenesse. We urge that those who wish to join our ranks, simply reach out by letter or in person. Signed,
  8. [!] Lo and Canticle, for scattered by the wind 'cross the hills of Almaris fell a missive; and whether it was lodged within crevasses of piled wood or stone, or caught in the vortexes of rubbish that blew within the alleyways of Providence or Karosgrad, or 'gainst the barnacle-ridden planks biding sailors from a watery grave along the strait that split the continent twixt, did it bear this foreboding message: In the jungle, the mighty jungle, The lion sleeps tonight. In the jungle the quiet jungle, The lion sleeps tonight. Near the village, the peaceful village, The lion sleeps tonight. Near the village, the quiet village, The lion sleeps tonight. Hush, my darling, don't fear, my darling, The lion sleeps tonight. I'll hush my darling, don't fear it, darling, The lion sleeps tonight.
  9. [!] A blazing-hot letter scripted in Dratho Nar finds its way to the gate of the Druidic Order. AG DO HIN REYTH KREH US UN SULEYK The song of war beckons us, reyth muz. Our gift -- an offer of peace -- that of the Arch-Drakaar's gaze at Jen'nu-Kailiab'dred was not honored, destroyed without second thought. You care not for our warnings, as if you have nothing to lose. You tempt fate -- for shame. Let us keep this brief. OFAN WAH MU ENOOK TOL HI PIRAAK UV OBLAAN KO OK YOLOS Today, the divine trees of your creation weep, and we no longer offer you remorse. Watch them cinder and burn, your crystalline trees and strange, powerful treant beasts. Their beauty whisks away to down-trodden ash, to regrow anew upon the scorched remains of a dragon's fiery mark. Your people will deliver to us these demands and reparations for the military trespass of our realms and destruction of our structures within one year -- or more shall burn and your kind will die: ⬦ 30 Units of Athins ⬦ 30 Units of Drake's Tail ⬦ 30 Units of Mandragora ⬦ 1 Ironwood Seed ⬦ Mushnooman Sites ⬦ A detailed report on Taynei'hiylu's history & whereabouts VIING THUR AAK MU Continued provocation or lack of response will result in additional assaults upon your capital. ~ Alemdrom sin Uzoth CHOSEN OF AZDROMOTH
  10. Note: This lore is more to explain the origins of how the Aspects have influence over nature, how the first druid came to be, creation of the Aspect Stones, Elder trees, and Fae Ring origins to explain their creation and clarifying the vagueness that is within their lore, along with placing it within the timeline of other lore accepted works. This by no means is changing how each magic/creature works, merely giving a story and explanation behind why they exist. The Origins of Druidism Chapter 1: The Beginning Chapter 2: The First Druid Chapter 3: The Betrayer’s Destruction Chapter 4: Life Reborn Chapter 5: The Truth of the Great War Chapter 1: The Beginning “With Creation comes life, with life comes conflict, and with conflict comes the natural pull to fall into balance.” - Riitill’eliuii, the First Elder Tree In the beginning, the Creator gave birth to nature. Lifeforce. A gift so sacred that three Aenguls took notice of this mortal realm and descended down upon to watch it flourish. The plants, first brimming with life and growth, soon began to wither and fade. Cerridwen saw as the plants could not grow, adapt, or reproduce. Thus, with her blessing, she gave life. The flora rejuvenated and life started to take hold, creating vast plains, forests, and wilds. The Aengul Cernunnos observed life flourish, becoming abundant, yet having nothing to control its rapid overtaking. To correct this problem, he gave the blessing of endings. The first creations of animals were produced by the Father of the Hunt, along with plants overtaking others and the fight with life and death began. For a time, Cernunnos’s creations halted the plants that were growing too evasive, yet there was no control over this process. Thus what Cerridwen had created now was being destroyed. The Aengul Nemiisae saw the beginnings and endings of nature collide and shift about in a chaotic manner. No balance had yet taken place until the last Aengul intervened, giving her blessing of Culling. A hardened, darker truth to some; to others a necessity. Toxins, claws, fangs, defensive attributes and predatory tactics to cull out the weak. Nemiisae’s blessing filled the hole that the cycle of the two blessings missed. Thus, with this final piece of the triad, the natural balance was complete. The Life Cycle was created. Seeing the Creator’s design now flourish upon the realm, The Three Aenguls, now known as the Aspects, sought to keep watch over this new founded creation. To protect and preserve the of the Creator's work for all time, the three Aenguls pooled their power together into one, so creating their own realm- the Eternal Forest. It remained connected to the Mortal’s realm, though existing as a world of its own. The Aspects took sanctuary within this sacred forest and have ruled over their own respective sections as the guardians and protectors of nature. Before they left to reside in the Fae Realm, three stones were created from each Aengul as a representation of their gift to the world: The blue stone of Cerridwen, the silver stone of Cernunnos, and the black binding stone of Nemiisae. These stones hold a small portion of each respective Aspect’s power. The area that surrounded the stones became sacred groves to which the lines separating the Fae and Mortal Realms blurred until almost as one.Yet because the Aspects could not linger for an extended period within the mortal plane, even within this sacred area, they in turn began to create guardians to aid in watching over nature. Cernunnos’s creation of animals sparked an idea within Cerridwen and Nemiisae’s mind. They created mighty natural beings that would later come to be called Elder Trees. Riitill’eliuii, the first Elder Tree that came into existence, had direct natural energies from the Aspects flowing within its very trunk and roots.. Its very being became sentient and aware of itself, as well as what was around it. Within the pool below its trunk, the Sacred Stones which the Aenguls had created were housed. With this new life, Riitill’eliuii produced seeds that gave birth to the Elder Trees that surrounded the Sacred Grove and protected it from those that wished to destroy it. Some of the firstborn of Cernunnos’s blessing stayed within the Sacred Grove and became guardians that protected over the domain while the rest spread out across the realm. Within the Eternal Forest were created varied beings that would come to be known as Fae. They were each created for different purposes, residing in the respective area of influence of the Aspect that created them, and would at times venture to the Sacred Grove and live among the guardians there. Chapter 2: The First Druid “With time comes understanding, experience, and the need to protect all we hold dear from the threats that wish to destroy it all.“ -The First Druid Mortals...a creation made by the composer to live and survive on this realm. Nature created for the means of giving them nutrients, food, and shelter. Yet with all things so readily available, abuse and neglect soon did follow. Mountains carved and hollowed out, forests chopped down for lumber, animals hunted to extinction, and rolling plains flattened for the development of civilization. Across the realm, the Betrayer had begun his war; whispers were heard that it approached the Wilds.. The forest in which the sacred grove resided warded off those that wished to do it harm, save for one race that seemed to wish to adapt and live in harmony with what the world offered, instead of destroying and fighting against it. The elves at first found hostility and aggression, nature lashing out at all mortals for a time. Yet instead of falling into the habits of the other races, they grew to learn from the wilds, and it was then The First would find the sacred grove. A band of elven warriors had broken away from the likes of their kin to live and become protectors of the forest over the years. They saw the fierce power the wilds had to offer and knew such cannot be controlled, only respected. Knowing of the dangers eventually drawing near, the leader of the warriors ventured deep within the ancient woods where stories and legends said none would ever return. The trees creaked and swayed as if speaking to one another. Animals shifted about and lingered as if watching the elf from afar. Further and further the elven warrior would walk, undeterred by the presence he knew was there for his determination was unshakeable, until at last he came to a dead end. The warrior was frustrated and lost, he sat down and began to pray. To what? He did not know. The wilds, the sky, or even the unknown creatures that seemed to constantly watch him. Silence, however, would be the only thing to greet him in return, having not yet truly shown his worthiness. A rustle of leaves was then heard from the nearby bushes before a deer would step out before the warrior. The creature’s gaze focused upon the warrior before suddenly bolt away to the cover of the forest.. The elf, surprised by the behavior of such a normally timid creature, drew his bow and began to give chase. The hunter moved fluidly along the roots and forest floor while the prey ahead darted back and forth until finally an arrow would pierce its flesh and bring the creature to the ground. Catching up to where his quarrel fell, a faint growl emitted nearby as the grass beneath his feet seemed to grow with several flowers sprouting up and taking bloom. The very bushes in front of him then melded away to reveal a massive white wolf with various vines, twigs, and leaves covering part of its body. It’s eyes emitting a radiant emerald glow while it’s form displays pure might and power towards the elf. The warrior, caught off guard by this spirit’s presence, immediately lowered his weapon and bowed before such a beast then steps back from the corpse to give as an offering. The Mani Spirit Morea, Prince of Wolves and Hounds, watches the warrior’s actions intently then steps down towards the fallen prey and devours it. Satisfied with the offering given, Morea steps back while raising its head and parting its maw to let out a loud howl that echoed across the ancient forest, before its entire being would meld back into the flora surrounding the elf, vanishing from sight. It was then his plea was answered, a melody lingering within the air then the trees would seem to part. Mesmerized by the faint voice that called, the elf would move to stand then walk towards the source of the melody. As soon as he stepped inside, the trees would close from behind and his senses would suddenly get overwhelmed by the vast number of whispers and melodies of nature all around him. At first, the sensation would cause the elf to collapse as he tried to focus. Eventually overtime, he would be able to concentrate enough to pick himself back up and venture further within. As the warrior passes by, the flora seems to move of their own will. Several Mani Spirits watched intently, some from afar, others more closely to attack if needed. He knew of the dangers and power within the wilds itself, something that cannot be controlled and demands respect in order to lend its aid. Having seen a massive tree within the center of the grove, the elf ventured towards the Elder Tree to speak and converse with it. Holding curiosity of this mortal being that had wandered into its realm, Riitill’eliuii guided the elf to the pool beneath it’s trunk where it’s roots ran deep, the pool itself shimmering with a faint emerald hue from the Aspect Stones that resided within it. There within the water, the warrior’s mind and soul was transported to that of the Fae realm. The Aenguls, aware of the warrior’s desires and presence within their domain, each sought to test the warrior through trials in order to be deemed worthy of taking on such a blessing to fulfil his needs. Cerridwen’s test of life and respect, Cernunnos’s test of the hunt and strength, then Nemiisae’s test of culling and wit. Each trial the elf warrior passed and thus all three Aenguls imbued the warrior with their blessing, creating the first druid. As the elf emerged from his vision, he felt, heard, and saw the ebb and flow of life all around him. With the gift of the Aspects now granted to him, the elf went forth and spoke with the guardians of the wilds, requesting a pact to be formed so that those blessed with this gift can co-exist and utilize the flora and fauna to help maintain the balance. The Mani Spirits, Fae and Elder Trees all conversed with the elf and the ability of communion was truly born. With this ‘Pact’ now made, the elven leader guided his other warriors through the trials of the Aspects to be granted the blessing, then went forth to utilize their new gifts. The other races soon learned of the druids and their blessing as they would wander across the land to enact nature’s will, and fight back those that would bring destruction and imbalance upon it. Chapter 3: The Betrayer’s Destruction “Can you hear it? It’s getting closer now...the screams are burning my mind.” -Taynei’hiylu, the Transcendant Druid With the coming years of destruction from the Betrayer’s war that stretched over the land, the druids that were at first so few grew in number and word spread about their presence within the world. One such person that grew to highly respect the druids and their ways was one of the four brothers, Malin. His curiosity and leadership of his kinfolk to respect nature and live within it did not go unnoticed by the druids and they often ventured to aid and advise the elven leader and his council. The stories of the Aspects and the creatures of the Fae intrigued Malin and with permission of the druids, they guided him on a journey to visit the sacred grove itself and commune with nature there. The love and respect that the Elven King had turned to a way of life for his people, and the worship of the deities of the wild became tradition over time. During this time, Malin ventured out one day and discovered an emerald dragonling by the name of Taynei’hiylu. Her beauty and kind nature Malin grew to love as he took her back to raise as his own daughter. He taught her about the elven culture, how to disguise and even blend in with his people, until the day came when he took her on the journey to meet with the druids and train under them. There under the guidance of the Aspects and the creatures of nature, they discovered her true purpose of existence and with the blessing gifted to the now young dragaar, she became the Transcendent Druid Taynei’hiylu, the Watcher of the Wilds. Though with every passing day, as the Betrayer’s war drew closer and closer, Taynei’hiylu was the first to begin to succumb to the influence. Nightmares and visions plagued her mind even when she hid away within the sacred grove to try and find some peace. Malin and the elder druids took heed of the Watcher’s illness and warnings and went to fight against the forces of undeath that spread ruin and despair. The elves fought alongside their leader, trying their best to push back and reclaim the land, yet as their numbers decreased, Iblees’ forces grew. The druids aided as best they could, but they too were pushed back, eventually to where the ancient forest resided. The land became scorched, the trees burned and decimated while the very ground plagued with taint and corruption. Taynei’hiylu was afraid, yet she moved to stand by her brothers and sisters. Her presence alone rallied the others to stand their ground while nature itself heeded her call. Various beasts moved to strike, large roots of ancient trees shot forth from the earth to crush or entangled their foes, and her claws ran deep as she swept through the undead abominations. The Betrayer however had a plan to remove the Green Spirit of the Wilds and thus sent the God Eater Azdromoth, a powerful Drakaar, to kill and consume the Transcendent Druid.. Seeing the massive Archdrakaar swoop towards the elves and druids, the first druid, her mentor and guide, grasped ahold of Taynei’hiylu and told the young dragaar to run. He knew if she fell, nature itself would turn and be completely destroyed. So in their hour of need, she fled as Azdromoth was tailing her from behind. Malin knew of her departure and the reason why, yet to others, especially the younger ones, they would not understand and cast her off as a traitor or coward. At last in what seemed like the final hours, the elves and druids were pushed back into the sacred grove itself. The elder trees that were the borders struck back but began to become twisted and overwhelmed. The cries and absolute rage of nature echoed within the grove and the fae creatures moved to attack. The Mani Spirits charged in with a vicious assault and ripped through the armies of the vile and corrupt. Some would fall, others would succumb to the taint and turn into twisted vile versions of their former selves. The elves fought alongside the wild creatures as a barrier while the druids seemed to have drawn back towards Riitill’eliuii. The first druid felt the area die and twist with the roots of the sentient being above him starting to turn. He gathered his druids around him and went into the shimmering emerald pool to circle around the Aspect Stones. The power of the stones already waning from the might of the Archdaemon and his army attempting to spread the taint further within the grove. The last of the fighters now near the tree as the grove itself was mostly destroyed, the sounds of nature starting to fall silent. With a final prayer, the once strong, elven warrior of old drew forth the natural energies of the stones and his fellow druids that willingly gave their power for him to use. A thick veil of shimmering emerald mist would erupt from the pool of the stones, spreading forth and deterring away the vile taint that took hold upon the earth. Malin and the elves charged in once again, having the land itself safe to stand upon once more, and drove back the undead filth that plagued it. The power of the divines showed true that day, yet at a cost. While the elves proceeded to drive back the forces and leave, the damage had already been done. What was once a merging of Fae and Mortal realms alike was now severed and gone. The cleansing mists washed like a cooling stream over the grove to remove the taint and corruption that had nearly overwhelmed it, while the flora revitalized as best it could, yet some things even the power of the Aspects cannot return. The oldest and wisest of the druids, the first ever and leader of the warriors of old, had perished. The pure deific energies that coursed through his very being had turned his skin to bark, his hair to leaves, and eventually his entire body to that of a tree silhouette of the former elf, an ultimate sacrifice given to preserve life itself. The stones as well were drained of their properties and had gone silent while the exhausted druids both wept for and praised their fallen brother. Chapter 4: Life Reborn “Do not fall into the endless dark abyss of hopelessness and despair, nature will always endure..” -Malin With Malin’s forces pushing back the Betrayer’s armies, they could not relent nor look back as the elves left the once beautiful, ancient forest that was now quiet and barren. The emerald mists removed much of the tainted areas, with new life slowly blossoming up from the remains of many of the elder trees. Yet still what was once full of melodies and voices now held only silence. The druids, however, did not give up hope, despite seeing the destruction of their sacred home. The blessing of the Aspects still within them, they moved forth to rebuild and regrow as much as they could of the damage. Riitill’eliuii however had become very weak, as the Fae Realm was now cut off from the Mortal Realm. It’s connection to the Aspects was severely damaged from the effects of the war and destruction upon the land, and for many years the Elder Tree went quiet, save for the few older druids that first connected within the pool beneath its roots, still able to just barely hear it’s strained words. With the four brothers sealing away the Betrayer and the war finally coming to an end, Malin wished to return back to the land that he and his people had grown to cherish and respect. The other races, due to the curses now given, were impossible to truly coexist with. As they came towards the isle and travelled across the land towards where the sacred grove once resided, only then did the elves realize the true destruction that had been wrought. Most of the Ancient Forest was gone, save for a small part that seemed to have been restored. The Sacred Grove itself was exposed now, yet with the work of the druids, it was slowly recovering, though never again to what it once was. When Malin went to pay respects to the remains of the The First Druid, a strange sight was seen as the tree like silhouette body seemed to have vanished or been moved. Malin and his elves had fought side by side with the druids and with the bond formed from helping to preserve the wilds, the druids allowed the elves to build and live there. The throne of the elven king, and his council of elves and druids, was placed within the trunk of Riitill’eliuii, just above where the shimmering emerald pool resided. Malin’s City eventually built around Riitill’eliuii’s thunk and coexisted with nature itself. Centuries would pass as the druids and elves lived together within the Kingdom of Malin. A group of Archdruids rose up and were named the Taynei’Sil, in honor of the Watcher of the Wilds that had fallen during the Iblees War. The Elven Council, having added the Taynei’Sil, were guided for many years with druidic influence. The first discovery of the word altars is what would set off the first chain of events that eventually would lead the druids to split from the elves for a long time. These altars held power within the strange, cryptic words that resided upon them, able to control and harness the wilds so that the threat of Iblees would not happen again. Garthon, one of the Archdruids of the Taynei’Sil, was the first to discover these ancient altars and understand their properties. However, his concern of Larihei and her followers that appeared to cast away the traditions of respect for nature to hide away within their library and research planted worry and arrogance within his mind. Though her warnings ignored, the other Archdruids did not see her as a threat nor cause for concern. Garthon was appalled by this, and even to his own brothers and sisters he started to grow distant from. His greed, arrogance, and blind ambition to preserve nature to how he saw fit became a grave mistake. Stepping up on the word altar, he went to activate it to try and force control over the wilds to remove Larihei, the elves, Malin, and even his own brothers and sisters of nature. Such abusive harm to those that have preserved and protected the wilds caused it to backfire and nature lashed out. The word altar went haywire, the flora around him moved to attack for such a selfish and forceful demand, and in the end, he ran and disappeared. Most of the isle of Malin became feral and wild. Decay taking hold and dead plants washed from the shorelines towards the sea. The wilds itself were angered at such disrespect and abuse of the power placed there. Seeing the mass devastation of the word altar’s power, Malin, the rest of the Taynei’Sil, and the elves fought and were able to stop the altar long enough to bury it deep within the earth so it could not be abused again. Chapter 5: The Truth of the Great War “Progress? You rip the very foundations from under you to fill this need to ‘progress’ in this world! It has not gone unnoticed..” -The last Taynei’Sil Where progress is seen to push forth and advance, the foundation of once was can easily be forgotten and shattered. The Mali’aheral were the first to truly disregard the wilds that had protected and given them shelter. Decades passed since Lari’hei and her followers officially departed, and Malin’s disappearance unclear to many, perhaps only known to so few yet the result is the same. What was once the proud kingdom of elves was starting to crumble and fall. The old ways brushed aside for new development as the mali’aheral went forth and built their magnificent structures and cities where the old ancient woodland ones resided. Practitioners of the voidal arts did not care for their magic’s effects upon nature. One such elf that grew up within one of the many cities of the mali’aheral became such and more. Serri'ahil would be the one that started the conflict. His lust for power and desire over such knowledge led him to begin a war to try and sieze power over several other mali’aheral cities. Avenin'ni was the one that opposed Serri'ahil and led her army to attack his. Both armies would collide, the casters of the voidal arts were used and destruction of the forests were the result. Fire would destroy the trees, the earth would scar the land, the air uprooting flora, and the water devastating areas caught in their torrential flow. Days turned to months which turned to years, yet neither side saw no end to this battle, no victory on the horizon. The druids however, would.. Whispers held the song of pain. The voices flowed through the trees, filled with anger. The melodies held a saddened sound, and cried out for the imbalance of the realm caused by the two sides. The druids had heard and seen enough. The last of the Taynei’Sil called forth several of the mani spirits to assist then gathered druids and several elves to travel towards the battlefield. The ground would tremble from the herd of beasts, the roots of the trees sprouted from the earth to entangle and crush the armies while the druids and elves moved in to attack. Blood splattered in the air from the sword strikes as the smell of burned flesh lingered from the voidal fire cast upon the druids and mani spirits, the battle fierce and many lives lost, several mani spirits slain from the conflict. The Taynei’Sil moved in and found both Serri'ahil and Avenin'ni , fighting it out until eventually they were killed. Only one Taynei’Sil remained from the conflict, with wounds burned deep into her flesh. The rest of the armies either killed or fled in fear of the druids, the wilds picking off whatever survivors that may have fled into the deep forest. The scope of loss in this land finally came to the Archdruid, her eyes seeing the careless disregard of nature and the destruction wrought by the use of the voidal arts and the ‘progress’ that the mali’aheral have pushed for, and it pushed her to the limit. The fragments of the once great elven race were all but gone, so with those that followed under her, the last Taynei’Sil broke the druids away from the elves. Few remained and followed the last of the elves that stuck with the old ways, to later become seeds and tribes. The Archdruid and her followers went deep into the wilds to carry on and preserve nature in their own way, eventually becoming wanderers that spread the word of the Aspects, and the respect that nature demands upon this realm to those who would listen. References Below is the list of all the canonized lore used in the making of this lore above. Credits Dagothagahnim and Conspirator_ -thank you for being my grammar nazi’s <3 Leowarrior14 - thank you for your ideas and support. Ski_king and Flamboyant - thank you for reading it over and giving your thoughts. And thanks to all others that have read it and gave me their feedback. Love you guys <3
  11. The Rediscovery Beneath, under the shadows of the trees that so lovingly belonged to the dominion, a woman shuffled along the beaten roads that surrounded the grove city. They were almost silent, but for the steady patter of gentle rains that often dripped from the canopy, onto the ground below. The woman carried an engraved branch that thudded against dirt and stone alike, kicking up mud as she marched on through the woods. Her path weaved back and forth, with a lackadaisical sense of misdirection. She was merely wandering through the woods, thinking. Awaiti’s mind had come to a shivering halt these past months. She had been addled with nightmares that had begun to chip away at her weary mind. Every thought came in short bursts, every whim came and went as easily as the breezes passing through the leaves. She felt fragmented, scattered thin. In fact, she had grown so disheveled that the voices of nature that usually populated her mind had grown disjointed and malformed in her ears. Eventually, even the rain grew silent for her. The foggy clouds flowed through the canopy, painting the forest a dusky hue. She wandered on, trying to rediscover the voices that were almost lost to her. At last, she heard something, deep in the woods. A heartbeat. It's strange strings plucked in her ears, echoing quietly out. Something alive. It drew her, like a moth to the flame. With each beat of the heart, she took another step closer. And it grew louder and louder in her ears. She bobbed and weaved through trees, regardless of if she was cut by thorns. This primal urge surged her forwards, and she was unable to resist its calls. She came upon a dip in the ground that fell away to reveal a small opening in the earth. Awaiti descended into the earth below, uncaring of the dangers that she might see before her. She dragged her fingers along the walls of the darkened cave, using only the steadily increasing sound of a beating heart to guide her. Her nails scraped against the walls, loosing black husks from the walls as she went, and they fell to the floor in a collection of dark ash. As the young druid descended into the deep dark below, the cavern’s walls started to be painted with a dim glow at first. Then, in harmony with the growing heartbeat, it too grew in intensity. Before long, the heartbeat had taken over the very fiber of her being, screaming into her ears. Then she came upon it. She ducked her head under an arch, seeing its wonderful glow cascading onto the walls around her. A brazier, carrying a black flame inside of it. Yet even with this grey flame, it produced a light that rivaled the intensity from the sun. It looked like an eclipse, but so very close to her. It was alive, and it pulsated with a beat much like a heart. At the back of her mind, something tugged. Something, somewhere pulled at the fabrics of her being and she was urged to commune with the flame. The living, breathing flame. She hadn’t connected to much in a while, and she desired the feeling once more. She knelt before it, closing her weary eyes. Only, when she reached out to touch its presence, it fought back, pushing her away from connection. Awaiti reeled back in pain, crying out into the caverns in frustration, pain, and suffering. She picked up her staff and left in such a hurry that she didn’t see the ashen pile of a dying man in the corner. She ascended the caverns once more, seeking to tell them of the living dark flame. She left the cave, not seeing the sinister growths returning to the walls of the cave as she left. What Is It? The Dark Flame is a set of druidic lore covering a new type of unique “blight”, its weaknesses, the rituals and backstory surrounding it. This lore is designed for medium to large scale druidic event-lines, as well as to foster long term character development and roleplay. It consists of two main parts. The dark blight, and the dark flame. The basic premise is that the blight is unable to be healed through normal druidic blight healing. It instead requires the dark flame, a fire that always needs a costly fuel in order to push back the blight. The Dark Blight of Edan In the age of the ancient Mali, where wandering seeds covered the forest realms, the dark blight took root. It began with a druid, naught more powerful than you or I. His name was Edan. Only, his faith was weak, and he sought strength more than all. His deepest desire was to control- to rule over others. But who amongst you would follow a weak lord? In his quest for power, he discovered a dark, and most foul ability that defied the very laws of nature. The ability to drain druids of their gifts and connections to the aspects, collecting them like trophies. When his fellow druids approached him, he stripped them of what made them beings of the aspects, transforming them into fiery, blackened husks. Still elves, but shells of their former selves. In each of them, a fire burned away at their hearts. Edan was correct. It did make him a powerful druid, feeding off their lifeforce. But turning the covenant into something so dark didn’t go without punishment. For his crimes against nature itself, his soul grew dark, and his form was corrupted, and it rotted like moldy bread. In one last act of defiance against the aspects, he split himself over the land, defiling it with his very being. In that moment, Edan became the dark blight. And he kept splitting and spreading over the land like a plague. It latched onto plants, animals, and people alike, sprouting black and white husks of pus, consuming their life until they withered away into nothingness. It was a rampant time of unparalleled corruption and loss. OOC Description of the Blight: The Dark Blight is a black and white pus (See above picture) that feeds off of the connection that animals, plants, people (Especially druids) have to the aspects. It’s an almost a parasitic life form that takes over the body, and when the connection is weakened, it begins to feast off the baser life of the creature until its eventual ending. It has the power to cripple druids, and ecosystems. It has the unique effect of being immune to a druid’s blight healing ability. However, this blight has no connection to any kind of magic user. It cannot be created by any being. It is not meant to be a weapon. It affects all life, not just wood elves, or druids. Another unique property of the blight is that it can be communed with, by powerful druids T4-T5. It can be communed with in either its active or dormant state. However, this connection only speeds the spreading of the blight, so it’s not recommended. However, this opens some opportunities for creative roleplaying and story, as it can give some insight into the character of Edan. It’s also an important thing to note that Edan is the blight. He is present in every piece of it. The Dark Flame In the newly created age of disparity, none were spared safety from the monstrosity created by Edan. It had stretched into the very soil of the isles. The druids were pushed to the breaking point. So many had been lost to the blight, over just the past year alone. They needed to put a stop to it. They sought guidance from the aspects, who bequeathed unto them the lost brazier. It was empty but for the thin coat of ashes before. No flame illuminated the halls, nothing. They cried out in frustration for the fading age. Unbeknownst to them, the aspects had already sent the flame down to them, in the form of the druii whose hearts burned with rage at their missing pieces. Those druii that had their connections ripped from their grasp were given one more chance to live for their people. When they approached the lost brazier, their bodies were cast alight in darkened flames that the brazier took for its own. Thus was created the dark flame, first of its kind. At the moment of its creation, the blight’s spreading stopped, and even began to reverse, being consumed by the flames. But the flame itself was fading, as fast as it had began. In a final act of desperation, they cast one more druid to it, in an attempt to extend the life of the fire. Oh! The woeful cost of lifeblood! Instead of succumbing to the flame, they grew ashen skin and a burning heart. They were named “The Guardian Druid of the Lost Flame”. It was a hidden atrocity under the guise of a saving grace. The flame fed on every last fiber of the guardian’s being over time, but this was unknown to all at the time. The blight was drawn back to the flame, into its very core, and was burned. But flecks remained by, remnants of Edan’s gluttony. Scraps of the great feast of power. The druids sealed the lost brazier, and the guardian of the flame into an underground kiln, hoping to keep Edan’s blight away. They carved the annals of Edan’s reign onto the very walls of the cavern, hoping that future generations would know what to do when the flame needs to be refueled. Eventually, the blight, the kiln, and the flame were all lost to time. Even now, the mali fades with the passing flame. OOC Description of the Flame: The flame is the blight’s main weakness. It entirely stops the blight, as well as reverses its effects by slowly pulling it into the flame. However, the flame only acts as a sort of containment for it. When the flame fades, the blight is slowly loosed as the flame grows weaker. The flame is fueled at a terrible cost. In order to fuel the flame, you must sacrifice a druid to the lost brazier. This doesn’t kill the druid. It does, however, link the druid’s soul to the fire. The flame, over time, feeds on the druid’s life and connection with the aspects. However, being linked to the flame, the druid technically lives as long as it does. [A good visual representation of a Guardian of the Lost Flame might look like] Guardians of the Lost Flame Oh how the accursed one wept! Flames lept through his skin, touching the sweet essence of his soul. It caught alight with the same black flame that burned so brightly. The caustic flame had taken root in his soul, scorching him from the inside. It set ablaze any hopes of bountiful woods within his heart. His soul burned with the flame now, linked forever by the lost brazier. Forsaken now he walks, stepping from the lost brazier. His fate had been seared into the very depths of his body. Damned, he lives now a life cleft in twain, with the purer half cast into the fire. His gifts were now the fire’s to feast upon, like a gluttonous pig. Man looked on his new, wicked form with hatred and despise. The druid’s once holy countenance now took on a burning visage, with gashes that let his igneous blood show. He carried now the sight of demons, though not of the heritage himself. Even his reward was in vain. He carried now the strength of several men, yet he used it to pull a stone over the entrance to the kiln, to seal the flame from the memory of the woeful world. In his ultimate sacrifice, he doomed himself t’ hundreds of years of solitude. Centuries of feasting on the festering rot boiled the very brains of the withered sage into a rotten jelly. Even to this day his singed flesh boils the very air of the kiln, waiting for someone to cast aside the stone, for he no longer carries the strength to move it aside. OOC Description of Guardians: Guardians of the Flame are the druids that are sacrificed to the flame in order to keep back the Blight of Edan. When a druid is sacrificed, they enter the flames. But instead of burning them, the flame replaces their heart with a molten husk, which also replaces their blood with fire as well. This process is known as the rite of dark flame, as recorded by the ancient druids. It bonds the druid to the dark flame itself, and it can be both a blessing and a curse. The effects are compiled in this list. Curses: “His gifts were now the fire’s to feast upon, like a gluttonous pig.”: A druid’s connection to the aspects slowly wither away over time, and the druid’s progression in magic begins to reverse in tiers. However, there is a loophole here. Re-attunement refreshes the druid’s connection, allowing them to use their gifts once again, restarting the decay cycle from their previous tier. However, this removes the blessing of strength that the fire gives. “The druid’s once holy countenance now took on a burning visage, with gashes that let his igneous blood show.”: The flame physically deforms the body in several ways. It starts by replacing the druid’s heart and blood with its fire. Over parts of the body, the veins on the surface give off a glow, and on occasion burn away the skin, revealing the fiery veins inside, creating molten ravines on the skin. Long after they become these guardians, these gashes have grown, almost covering their skin. Note that this doesn’t hurt the druid, but it may hurt others in a close vicinity to the druid. Blessings: “He carried now the strength of several men, yet he used it to pull a stone over the entrance to the kiln, to seal the flame from the memory of the woeful world.”: As guardians lose their Druidic gifts and abilities, they find themselves holding a newfound strength in return for their sacrifice. With the strength of the flame, a Guardian could, without any of his druidic gifts, lift and carry things much too heavy for the normal descendent. 1000 lbs (453 kg). This number may seem very high, but it's not even out of the realm of possibilities for a person in the real world to do. “Centuries of feasting on the festering rot boiled the very brains of the withered sage into a rotten jelly.”: Perhaps one of the only ways to actually destroy the Blight of Edan, Guardians have the innate ability to devour portions of the blight, incinerating it within themselves, at the cost of their very sanity. This can also be a form of sustenance, as we saw with the first guardian. He lived for years and years off of only the blight in the kiln. Again, re-attunement is a way to reverse this effect. Miscellaneous: “In his ultimate sacrifice, he doomed himself t’ hundreds of years of solitude”: Guardians of the Flame and the Flame itself are linked together under one being. This means that the Guardian lives as long as the flame does, and the Flame lives as long as the guardian does. Theoretically, unless the flame is extinguished, the guardian could live much past their lifespan. However, if the flame is extinguished, the druid fades with it. This one may be seen as either a blessing or curse, as it does give the druid the chance at an extended lifespan, but it gives them an Achilles heel in the sense that if the flame is extinguished, they die. It’s up to the individual to decide how to interpret this.. Why is this only popping up now? Why haven’t we heard of it? While the druids recorded all of what they knew of the flame in the kiln, they ordered the Guardian of Flame to seal it off, with himself inside, that the world might move past these atrocities. Fittingly, they baptised their records in a molten bath. For their day to day magics were disrupted by the very thought of Edan’s abominations. The notion that he might return… it brought shock to the very core of their being, and so they banished every last trace of him from the land. Eventually, like he faded from the land, he faded from memory. And we left, going home to home. But we’ve returned, thankfully, at the fated hour. Unbeknownst to the ame’ circle, they’ve made their home atop the buried kiln. The fire is fading, and the guardian has all but passed. In one final act of servitude, he unsealed the kiln, casting aside the stone with his last bit of strength. Decisions must be made, or the blight will return to the land of Axios. OOC: Lore wise, After the druids were safe from the Blight, they burned the records out of fear. So, they were safe then, why aren’t we safe now? Well, it’s because the lost flame is dying, and, as stated before, it was only a “container” of sorts for the blight. Thus, the blight is being let out, very slowly. In a final act, the guardian unsealed the kiln, so that whoever wanted to enter could. This also exposes the records. However, I want much of this information to be revealed through event-lines and roleplay. The world hasn’t known about it for years, and it shouldn’t be roleplayed like people know what they’re dealing with. FAQ Why doesn’t blight healing or any other way of healing taint work? By extension, the blight is still a living person, merely split to create this blight-like object. It has a conscience, and by extension is a person. You can’t blight heal a person into nothingness. This applies also to druidic control. While it is a living being, you can’t quite control humanoid beings with the magic, so therefore you wouldn’t be able to control the blight either. Can more than one guardian exist at a given time? Yes. However, I wanna have a small cap, simply for the sake of balance. Also, it would just be a bit strange going around seeing this sort of mythical protector everywhere you go. Concept Images [The Dark Flame] “In my body I hold the Dark Flame. May my creators have mercy on me” (PC: Darkfire Concept Image) [The Lost Brazier] “It’s not even a brazier. It’d almost be funny if it weren’t so symbolic. An altar, in place of a brazier to hold the flame. I’ll laugh anyways. Ho-ho.” (PC: Google Searches) [Edan’s Blight] “Good god. It takes after his likeness. Even before it all, he was a dark, festering sort of character… if only we knew then.” (PC: Fungus- Last of Us) [A Guardian of the Lost Flame] “It’s really you then? Under all that?” “My dearest, down to my deepest fiber I wish it weren’t…” (PC: Soul of Cinders -DS3) [The Kiln of Dark Flame] “Do you know what they did to him? The very man who saved the world? They locked him, and that which he despised most into a room, and forgot him. Not to save themselves.. But for fear.” (PC: jbrown67 on DeviantART)
  12. Original Lore: http://tinyurl.com/j8a7jjr Shapeshifting The lore in book format ~=~=~=~=~=~=~=~=~=~=~=)x(=~=~=~=~=~=~=~=~=~=~=~ [!] The tome is encased by enchanted bark. Only a Druid who has been handed the tome by a previous shapeshifter can open it. (~)= Shapeshifting =(~) Transcribed from Ancient Elven and the original Shapeshifting tome by Spirit Druid Saviticus May Cerridwen bless he who is deemed worthy to read this tome. Prologue Shapeshifting is the ability of being able to physically transform into a beastial form. An ancient art only ever spread by whisper and rumor, it is not as nonexistent as portrayed by the races of Aegis. This secret and sacred power has been gifted only to the most pious and reverent Druids throughout history and is deciphered onto the pages of this single tome for only the choice few to ever lay eyes upon. The knowledge and ability of this gift has been kept only amongst these Druids, and this has been so since before the Druidic Order was formed. The only known lore of this sacred art is in an ancient tome, which dates back to the early times of Aegis. The tome's pages are scribed in ancient Elven, however a translation to common tongue was added to the tome by the Spirit Druid in Anthos. In common, the tome reads as follows... Chapter 1 The Origin How Druids uncovered this ability is said to have involved Cerridwen herself gifting a single Druid with the ability to shift into an animal; she told him of the process that must be completed by the Druid to gain the Aspects’ blessing and to gain the ability to transform. Ever since the encounter, the gift was passed on only to the most pious and devout servants of Nature. A Druid after attunement must prepare his body and mind to shapeshift. He must survive two daunting tasks and complete a ritual while being watched over by the Aspects themselves. The process is called the Trials of Spirit, as it is a spiritual journey. Chapter 2 The Trials of Spirit Acceptance begins the trials as the first task, known as the Task of Acceptance. Cernunnos, Lord of the Hunt, guides the Druid in his journey to find his spirit animal and gain its trust. This animal can be found only by instinct, and may take extended periods of time for the Druid to come across. The Druid will be granted a vision by Cernunnos upon spotting his spirit animal for the first time, assuring him the beast is truly it. After experiencing the vision, the Druid must pray to Cernunnos, asking for watchfulness over himself and his spirit animal as he progresses through the trials. The Druid then must come to fully understand his spirit animal by adapting to its natural ways of living. When the spirit animal finally accepts the Druid as one of its own, only then can the Druid progress onto the next task. The second task, known as the Task of Strength, is guarded by Nemiisae, the Shadow of Death. The Task of Strength must begin once the Druid has been granted acceptance from his spirit animal. This task forces the Druid to challenge his spirit animal in a quarrel. The spirit animal will accept, feeling only the highest honor to be challenged by the Druid. If the Druid is victorious, he must skin the carcass for its pelts. Nemiisae will then bind the spirit animal’s soul to its pelts, rendering them feasible for the ritual. Finally, the Druid must perform a ceremonial burial for the animal’s remains in tribute to its valor and in honor of Nemiisae. There is no third task. Instead, a ritual takes its place, known as the Ritual of Change. This ritual must take place inside a Grotto of Cerridwen - a secret shapeshifting cavern. The ritual requires the presence of the Druid seeking the ability to shapeshift along with a fellow shapeshifter. The ritual consists of the shapeshifter laying the pelt over the seeking Druid. Once this is done, the shapeshifter will read a passage of the shapeshifting tome verbally. The two will then bow their heads in prayer and wait. If the Druid is prepared, Cerridwen will bless him, and the Druid will begin to transform into his spirit animal. The pelt of the animal will be absorbed into the Druid's skin during the transformation process, and the essence of the spirit animal will combine with that of the Druid. The first transformation will last for one whole day. Once the time has passed, the Druid will shift back into humanoid form and the pelt will have completely dissolved into the Druid's skin, making him look as he did before the process of transformation. After the Ritual of Change, the Trials of Spirit have been completed. The Druid has successfully been granted a beastial form by the blessing of the Aspects, and he may enter this form as he pleases. The Aspects will always keep a close eye on their blessed Druids, as they hold them most dear. Chapter 3 Departure Permanent transformation - rumors say that some of the most honorable Druids may achieve this. This is a choice made by the shapeshifting Druid when he is ready to depart from his humanoid life and to officially leave his service to nature behind. Only the most powerful and most renowned Druids, only Druids that have shown extraordinary piety and devoutness are given this blessing. It is a simple ritual, requiring nothing but the shapeshifter in a Grotto of Cerridwen. The process is known as the Ritual of Departure, named so as the Druid departs from his humanoid form and Druidic life forever. It is a choice for the Druids who no longer wish walk the land as men or women, but instead another form of nature. For the ritual, the must Druid bow his head once more in this sacred place. The Druid will pray to the Aspects, asking them to transform the Druid once again, but this time forever. If Cerridwen, Cernunnos and Nemiisae deem the Druid worthy of this new life, believe that this particular Druid has made a major positive impact in serving nature, and believe that the Druid has a keen enough relationship with nature, they will give the Druid a permanent transformation. What if the Druid isn't transformed? Then it is a sign from the Aspects themselves. It can mean many things, and the Druid may never know the true meaning. However, the two most common meanings of a failed transformation are as follows: the Aspects do not believe the Druid is worthy of this honor, or the Druid is far too important to currently leave his service to nature. Chapter 4 The Grotto of Cerridwen Each ritual, the Ritual of Change and Ritual of Departure, requires the Druid(s) to be in a Grotto of Cerridwen - a hidden Druidic cavern that must be chosen or created by existing shapeshifters. The process of creating a Grotto of Cerridwen is ceremonial and is known as Blessing. A group of shapeshifting Druids must enter the grotto and sit together in a circle. In their midst must be an offering to Cerridwen, be it a burning fire, a bouquet of flowers or something else, which they will chant a prayer around. The Druids must then shapeshift together to complete the ceremony. They will know if the ceremony is successful by instinct as the grotto will emit an ambience of sacredness and holiness upon a successful Blessing. Multiple Grottos may exist throughout the land. ~=~=~=~=~=~=~=~=~=~=~=)x(=~=~=~=~=~=~=~=~=~=~=~ Shapeshifting: The Transformation The process of transforming from humanoid to animal is a complicated and inexplicable process. It will vary between each race, spirit animal, physical health and how experienced the Druid is. However, once the Druid has shapeshifted once, the process will be repeated each time he transforms. This means that the Druid will become more adept to shapeshifting and more resilient to the pain of the transformation over time. The transformation will typically take between fifteen and twenty seconds to complete, with the exception of first-time shifters taking up to a minute. Master shapeshifters are known to be able to shift forms almost instantaneously. The process itself varies greatly, depending much on the spirit animal. Some will grow extra limbs or fur, others will unfurl sharp claws and a tail. The amount of pain delivered by transforming will vary, mostly depending on the scale of the transformation. Shapeshifting: Natural Instinct In some cases, Druids that have been blessed by the Aspects and have been able to shapeshift for years will often experience a trauma where they have developed characteristics of their spirit animal in their personality. Depending on how severe the trauma is, the Druid may sometimes believe he has shapeshifted while he is still humanoid. Other characteristics such as these listed could also be adopted from their spirit animal: Rat - Become disinterested in others around them, find shiny objects distracting. Mouse - Timid and shy, may be distracted by intriguing smells, and finds fear of larger creatures. Dog - Overly playful, tends to become overly protective and loyal. Wolf - Is rather curious and paranoid, find bones distracting for some odd reason. Tiger - Territorial and aggressive. Tend to become overly protective of loved ones. Leopard - Feels prideful and vanity, sometimes loses interest in their original purpose or goal while shifted. Cheetah - Challenging and aggressive, weakness to the chase. Gy'waka - Power struck, prideful, and often longing feeling to hunt or be in the jungle. May turn on friends. Snake - Often paranoid and hateful, sometimes speak in a lisp which exaggerates the letter 's'. Squirrel - Fearful at the sight of danger, often longing the feeling of freedom or to climb. Toad - Tend to jump when trying to move swiftly, sometimes speak in a deeper voice. Rabbit - Very aware which may cause fatigue, may chitter while eating or during long conversations. Goat - Often grumpy and stubborn; persistent until goals are achieved. Deer - May become timid and often precautious. Any similar animals to those listed above would likely suffer from the same characteristics. Shapeshifting: Extra Information The Druid will remain shapeshifted for about one hour each transformation. After the Druid has shifted back to his humanoid form, he will feel extremely tired and fatigued. As time goes on with the gift, the Druid will become more experienced and adaptive to it. Master shifters have been able to stay shifted for even up to a day. Shapeshifting grants the worthy Druid a second form. The Druid is able to enter this form at will, although will suffer from fatigue for staying shifted too long or shifting too frequently. There are no flying or aquatic spirit animals. Druids are unable to perform any other form of Druid magic while shapeshifted. The Druid's body will remain in shapeshifted form if he dies while shapeshifted. The only distinction between a shapeshifted Druid and a regular animal is that the shifter's eyes in animal form will gleam an emerald green. Written by cmack1028 and Callax (Werbles)
  13. A move to a brighter future: With many reasons and tensions driving us, we will now move forward with new lands not under the rule of those seeking to oppress us, internally and externally. With the discussions and alliances forged between us and many others, we must now seek out a land not controlled by our constant oppressors. And so, we have taken up a new grove in the fledgling nation of Aeroch-Nor. We will be neutral and independent once more, and we will be able to grow and thrive like never before. We will hold respect to all views of the Aspects in the interest of good will between ourselves and the varied peoples of the world, and teach of the Aspects to all who come to learn. We will nurture the surrounding lands and help forests and crops flourish and bring balance to the region as we reach out to continue our charge to bring balance to the world as a whole once more. We have many allies who seek balance, order, purity, and the protection and betterment of life in all forms, and we will work alongside them in an unprecedented show of mutual respect and cooperation, the likes of which has never been achieved before. We welcome all Brothers and Sisters, no matter what path or Circle you follow, for we are all children of the Aspects. Circle of the Stream Official Charter Introduction Within the Old Order, it was common for the workings of the circle to be taught by word of mouth. With no official document, the workings were left to change each time a new group of Archdruids took their place. This is unproductive and creates friction. The Circle of Steam, therefore, establishes this charter for the purposes of defining how the circle functions. Druid Guides Druid Guides take up the responsibility of recruiting and teaching new druids. In exchange for these increased responsibilities, they are considered part of the Inner Circle. The duties of a Druid Guide include: Interviewing Seekers Accepting Seekers as Dedicants Providing Lessons and Tasks for Dedicants Attunement of Dedicants Further instruction and lessons of newly attuned Druids Archdruids Archdruids take up all the Responsibilities of the Druid Guide along with additional responsibilities. Archdruids are considered part of the Inner Circle. The duties of an Archdruid include: The duties listed under Druid Guides Calling and leading Moots Initiating a vote on Shunning and Unshunning an individual (See Moots for voting procedure) May engage in diplomatic discussions on behalf of the Circle. Any agreement reached is subject to a full circle vote. May make decisions of immediate effect during times of crisis or emergency, but at the first possible opportunity these decisions will come up for vote during a Moot to determine if they continue or can be done away with. Hierophants Hierophant is an honorary title granted to druids who have performed great services to the Circle. While a Hierophant is generally independent of any circle and should be respected, Hierophants recognized by the Circle have additional privileges. Hierophants recognized by the Circle of the Stream may: Issue a challenge against an Archdruid. In the case that the number of Archdruids drops below full and the existing Archdruids refuse to hold a moot to select new Archdruids within two elven weeks, a Hierophant may call a moot for the sole purpose of electing new Archdruids. In this case, Archdruids are selected by full circle votes. Teach their own students, known as Acolytes, in the same manner that Dedicants are taught, outside of the Circle or as part of it, at their discretion. Hierophancy is either granted by the circle, or formally recognized by vote during a Moot if the Hierophancy is granted by another circle. If another circle grants Hierophancy to a druid and that druid’s status is recognized by this circle, that recognition is automatically revoked if the druid’s Hierophancy is removed by the circle that granted it, or a vote is held by the Circle to no longer recognize the title. Another circle removing Hierophancy from a druid does not prevent this circle from granting that druid Hierophancy. Another circle attempting to remove Hierophancy from a druid granted the title by this circle is considered invalid and has no standing upon their title in the eyes of the Stream Circle. Hierophants raised by another circle that later merges with this circle are considered to have been granted Hierophancy by this circle, whether or not they were recognised prior to the merge, as a sign of respect. In the case that another circle’s Hierophant is not formally recognised by this circle, they are to be respected, but they are not qualified to exercise the powers normally granted to Hierophants. Dedicants Dedicants are the students, the learners, who wish to one day become Druids. Nothing is changing for Dedicants as compared to other circles, this is a long-held tradition and has been proven more than beneficial and wise. Druids holding Political Office The practice of Druids holding a political role is an oft-debated topic, changing many times in the Old Order, and some exceptions being made even to this day. Within the Circle of the Stream, you are permitted to hold Political Office so long as you still perform your duties to the Aspects and the Circle. Only Archdruids of the Circle of the Stream may hold the two Druid seats on the Aeroch Nor Council. If you are part of any other Political Position, you may not hold the title of Archdruid or Guide under any circumstances. You are expected to still receive lessons on your Druidic gifts regularly, including sessions of meditation. You are expected to still serve the balance to the best of your ability within your held position, with understanding given that you do hold responsibilities with your position as well. If a decision or action arises within your position that may conflict with the ideals of the Circle, you are to consult with the Archdruids to clarify the situation and try to find the best course of action. The Challenge The Challenge is the method by which an Archdruid may be forcefully removed. A Challenge is declared by a Heirophant recognized by the Circle. When a Challenge is declared, another Hierophant (or druid, in the case that no other Hierophants are available) is selected as a neutral party. The neutral party formulates a challenge of skill. Any druid who is a member of the Circle, other than the neutral party and declarer of the challenge, may participate. The winner of the Challenge takes the Archdruid position. Moots A moot is a meeting of druids. Moots are called by Archdruids unless under circumstances stated in the Charter. For a moot to take place, it must be publically announced no less than two elven days in advance, and a majority of the inner circle must be present. Votes may only be held in a moot. There are two types of votes that occur: An Inner Circle vote, and a full circle vote. An Inner Circle vote is a vote held amongst all attending members of the inner circle, requiring a simple majority to pass. A majority of the Inner Circle is required to hold an Inner Circle vote. A full circle vote is a vote held amongst all attending druids of this circle, requiring a simple majority to pass. An inner circle vote may be changed to a full circle vote by an Archdruid, at their discretion. Issues that fall under an Inner Circle vote: Raising a new guide Removing guides Raising a new Archdruid Recognizing a Hierophant raised by another circle Granting Hierophancy Any unspecified votes dealing with the management of the guiding branch Issues that fall under a full circle vote: Proposed shuns Unattunement of a member of the circle Finalizing diplomatic agreements Removing recognition of a Hierophant raised by another circle Repealing Hierophancy previously granted by the circle. Unspecified votes on matters that affect the circle as a whole Amending the Charter In the event that the Charter proves insufficient or needs to be altered, it may be amended given the following procedure. An Archdruid shall publically call a moot, giving no less than two elven weeks notice. A majority of active druids of the circle is required to attend. Each proposed amendment is presented individually, receiving a vote on it’s own merit. Amendments require a 2/3 majority full circle vote to pass. ((A second post below this one will contain the Druidic ranks and those that hold them within this Circle))
  14. The Mages Guild ------*~*+*~*------ "There are two sides of magic. Neither evil, neither good… it is only the choices and actions of the wielder which shape the fate of all man, we can only say choose wisely" The Mages Guild is the dominant institution for the training and study of Arcane Magic. Looked over by the Arch-Mages, the Guild seeks out those who they consider magically sensitive and train them within their mysterious art. Perhaps being one of the oldest factions in the realm, the Guild keeps a persistent secretive aura about them due to their ancient and “dark” history. Despite their past they continue to act as one of the only major academies for aspiring Arcanists. -- Before the beginning of time there was nothing, no planes of existence, only the Void. But within the Void was a light, we know of this light as god, the one deity. But this is not the lore we are interested in. This deity created in the Void the world, wherefore you live out your lives. It came to pass that the deity molded on the world of Man, whom he blew his breath of existence into; giving life. After breathing his existence into man, he entwined some of his divine power, raw and unformed, into the world itself. This power was to be called magic by man, and just as man was placed in the world to be tested, the power was to be utilized by man to be a test, a test of greed and power. The power was entwined into the very fabric of both worlds; it ensured the worlds were linked, ever connected. So it was that all the races could access this power, but none were the same. As the power was channeled through the individual it scanned their soul, and was therefore manifested as an extension of their natural environment. So it was that the Humans had a diverse spread of magic, as they were the most versatile. The Elves came from their woodland homes, of nature and healing. Dwarves from their mighty halls, of stone, hardened and sturdy. Then the Orcs from their harsh deserts, strong and vicious. The power of the Nobel races came from their allegiance: the Ascended from their hallowed halls, pure and righteous. The Undead from their fiery fields, tainted and evil. The first of the Mages quickly discovered its usefulness, its power... they noticed how dangerous it was. They had the power to kill in an instant, or create in an instant... They had power over all. In their wisdom the saw that something would have to be done... The power was to be controlled, learned properly. But the magic was not forever present in the world. It was lost in times long past, forgotten to all but a few, when the evil Iblees was to be banished from this world. In his banishment he was sent to void by the ancients. This sent his minions back whence they came, and a barrier was erected between the worlds to stop their return. So it was that the worlds were no longer entwined, in separation the power no longer held, and magic all but disappeared from the world... But it was not to last. The power of Iblees was great, even in void, and he worked at unraveling the barrier between the worlds... Soon the barrier began to break down, the Undead taint spread once more across the face of the land known as Aegis. Although this time there was little hope for salvation... With the failing of the barrier protecting the world of the living from the dead the magic lost to the Descendants, all those years ago, once again seeped into the fabric of the world. The descendent races once more felt a somewhat unfamiliar tingle in their blood, unfamiliar but as though it was always there. So it came to pass that the ancient power of magic was awakened in Man. Those with the power of foresight could see ahead a fork in the path; one to light, the other darkness... They could only hope that with this new found power that the right decision would be made... So it was that the first Mage Roland, first in the line of the great mages, gathered to him a group of the most trusted and powerful Mages in the lands, and gave them a duty, a life quest. A duty, to protect the lands and the Descendants from themselves, from what lies within, so that the Magic which remained through the ages would not destroy all, but be contained and conserved. So it was that the guild of mages was forged into existence, accepting those with great magical power, or great skill in other areas of their interest. They will not interfere in the day-to-day lives of the descendant races, however would intervene at the mistreatment of magic. -- Ranks Arch-Mages The Arch-Mages control every aspect of authoritative power within the Guild. This is not to say that the Arch-Mages do not give a bulk of their responsibilities to the Guild Masters and Archanix, however matters too dire for them to decide upon are brought before the Arch-Mages to resolve. Archanix Also known as the Librarian, the Archanix plays a key role in the academic aspect of the Guild. Their responsibilities require them to act as the caretaker of the Guild’s magical items and archive the numerous books the College stores. Authoritatively they lack a great deal of power; however their role as the controller of the knowledge in the Guild is a necessity. The Archanix has access to all books within the Guild. Guild Masters Guild Masters are the most senior personnel inside of the Institution, aside from the Archmages and Archanix. Each Master represents an individual branch within the Arcane Arch-type, and are considered masters of that specific branch of Magic. The branches are Alteration, Illusion, Conjuration and Evocation. Instructors Instructors are those among the guild that are at such a state in their magic that they are available to teach students, though they answer to the Archmages and Guild Masters, they are not to be trifled with, especially by a lower subordinate. Mages Mages are not actual members or staff of the College, however are considered College Graduates. The Mage position is for those who have completed their Apprentice training under the College and have been deemed a proper mage by the Archmages. Despite their inexistence of political power within the Guild they are still welcome to return to the College as their whim and use the Guild’s resources, continue training under other magical sub-types or conduct their own independent research. Apprentices Hand selected by the Guild for magical sensitivity, the Apprentices are the newest practitioners of the Guild’s art. The first few years of their training consist of a lecture style teaching, however as their lectures come to an end, and they are chosen by the Conclave, they are to select a Master to take Apprenticeship under and be trained in their specific specialty of magic. Once the Master believes them to be advanced in their art, they are taken before the Conclave and must perform the "Somonium". If they complete this ritual they will be inducted into the Guild as a Mage. Arch-Mages Crumena Ilwindior [HeeroZero] Ceruberr Asul'Ailer [CaptainSheepy] Dasyra Linath [PandaC0mmander] Archanix Saeldur Asul’Ailer [Princetonlax21] Joe Orman [Joe_Blackman] Elindor [Jerry_Man] Guild Masters Alteration Guild Master - Silvos Sythaerin [bladeCreep] Illusion Guild Master - [Empty. If interested, contact an Archmage] Conjuration Guild Master - Joe Orman [Joe_Blackman] Evocation Guild Master - Aluuvia [TehLulu] Instructors Iatrilemar Elervathar [brandNewKitten] Calendir Maeyr’onn [Raptor14] Haadi Mudbee [Eladriendil] Corvo [ventus2] Mages Apprentices Chase Irongut [Dtrik] Eliza [daanyolx3] Avgust Steelwall [Origin_Lark] Kalamari C. [usopptheSniper] Beltran [bathRugMan] Will [Todd877] Avenel Synalli [philip_2011] Glacio Whitewolf [fitermon] Asher Faelcyn [spiffytaylor411] Lorien Vestiza [hugothechamp] Arthur Paxtera [ventios] Giradin Cuyper [ace134] Saren [giuseppe05] Resmira Centrella [Escharian] The Mages Code (Including server rules) -A Mage does not use magic for personal gain -A Mage does not assault other members of the guild -A Mage must follow the orders of the Conclave and those within it -A Mage must not perform forbidden magic -A Mage does not destroy or steal guild property -A Mage must perform regular visits to the college if they wish to remain active -An Apprentice is strongly encouraged not to cast magic whilst their Master is not present -A Mage does not teach magic outside of the Guild -Above all else, Mages must uphold the balance of the world, despite the effects it has on others Application We've decided to introduce a application system in order to quickly gain students and teachers alike for the guild. Please fill out the following and await either an Archmage, Guildmaster or Archanix to respond. --------- OOC Minecraft Username: Age: Please write a small portion of RP depicting you using magic of your choice, this should be done as if it were an emote and not include internal though processes: IC Name: Age: Gender: Race: Clarify on if you are currently skilled in the magical arts, or being taught by someone who is: What affinity of magic are you skilled in? Nation or city of residency: Address if applicable: Objective; what is it you wish to obtain from joining the guild?: Lists key achievements, skills, traits and experience you have encountered in your life. --------- Apprenticeship (Prior System, may be reintroduced in future.)
  15. Long has Nature magic kept the land in balance. It is known by many that the Druids use this to help guide the ancient wills of their Aspects-there is some who say, that connection with nature can be achieved, briefly, through other means. There is folklore in the deep southern lands, and even across all land infact, that has been since Aegis; the madmen of the Fairy Rings. As even with the very breath of air cometh from the lungs of he who would sit within them, this fungal circle captured the minds of many who were unprepared of its splendor; "Beware the dreaded Fairy Rings! The Singing Elves have lain seeds of demon spawn upon our kingdom's lawn"-A common housewife saying in villages of humans for many years. Stranger still, those who seemed to not be affected by these strange circles, at least not badly. Save for the Druii, there were ones who sought the power of the rings. Indeed, Forest Dwarves held sayings that sightings of these circles would bring good fortune... What is the Fairy Ring? Tis the calling of the Aspects. Tis the well of truth, tis the bringer of dreams. ~The Druii’ithirn, Arcanum of Ancient Secrets Purpose Originally I devised these interesting pieces of Druid Magic to train Dedicants with. Around early-mid Asulon. It then developed into a neat way to let others loosely experience Druidic conection without being a Druid, though with consequences. In training purposes, it is meant to give the Dedicant a sense of understanding as to what a Druid experiences on a constant basis with their connection. Effects Upon entering the circle, the person immediately feels the world around them, in a way an attuned Druid would. However, try as they might they are unable to actually communicate with it, or it them. History would show many men going mad, sitting for days within the circles, reveling in the feeling. It is like gaining a sixth sense, or the earth becoming an extension of your body, feeling every touch and heartbeat touching you. Still, others would study this, learn from it, and document what they felt. Even still, some would use the hit as a sort of "high", dancing around these rings in the moonlight with others and relishing the feeling. Druids who dwell within the circle find their connection strengthened somewhat. They need not meditate as long when performing tasks if they are low tier, and if they are higher tier their spells or abilities are a bit stronger. Red Line: Fairy rings may NOT be used as locations to bypass server rules, such as but not limited to being used to force individuals into sexual encounters or harming characters outside of the lore-accepted effects of the rings. Locations Find them! Many are being built, and for each one destroyed another takes its place in another part of the world. Nothing stops your character from trashing the circles, except perhaps stepping into them and being overwhelmed! I hope you guys find interesting ways to RP this, Alan and I will be working to place these throughout Anthos. :)
  16. LM Edit:: Only playable by players approved by the leadership of the Druidic Order. This is already implemented Lore, I'm posting this for reference as well as helping people understand and see info about these interesting creatures. Feel free to post with suggestions or critique, or comments. Ents The Ents are mysterious creatures that are found within the forests of Asulon. Little is known about them, but they are often found near sacred groves or ancient trees, keeping them protected and free of chaos. But the tale of the first Ent is an interesting one. It is said that ancient Druidic magic runs deep within a certain tree that was older than time itself. The tree, far wiser than the entire forest, yearned to protect his kin. Therefore, legend says that when the stars aligned in the night sky, an acorn of gold was produced by the tree, and sprouted at the foot of its gargantuan trunk. Through the course of many moons, this seed grew and grew, until becoming a tree half as tall as the tree in which it spawned. However, this tree was different...its roots did not hold in the ground, and so it walked. It roamed the forest, searching for its purpose, and under the gentle guidance of the Eldertree, found human lumberjacks attempting to fell an ancient oak. Emitting a sound like nails on glass, the great being assumed its role as guardian of the forest, and tore through the men with unforgiving vengeance. And such is the story of the first Ent. ~A Druidic Text Ents are massive tree-beings that protect the forests. They make their presence known in times of great peril, or when they feel their charges are in the utmost danger, or threatened. There have been several sightings of Ents in world history, though some of the more recent ones were simply ancient husks with barely any cognition left in their elder minds. Take for instance, the great Serenity the Wise, who looked over Elandriel with her companion, the mysterious Spider ent. These beings were revered by the Druids as being the most sacred of guardians, and their actions regarded as will of the Druidic “Aspects”, or ancient Spirits, incarnations of Nature. More recent even, might be Treebeard, or Riel’a, the ent seemingly a charge of the Druids. The Ents rarely congregated, as they had a natural instinct to protect their own areas, but on rare occasions some might cross paths. Apperance Ents are generally very tall beings, made of wood and moss, leaves and branches. They have unique facial features, and two “trunks” for legs. Ents resemble trees that have stepped out of the ground and became lords of the forest. They tend to have beady eyes, and no visible ears (though they can hear!) Personality and Voice Ents are diverse, and have interests dependant on the land that they are serving. And while they seek to protect all natural life, they regard their own territory in highest priority. But they can display a wide range of emotions and intelligence, if anyone could stand to listen to an entire conversation for long enough! Ents are wise, and slow to speak. Realizing the dangers of hastily speaking, they all seem to take the notion of mulling over words too seriously. A single sentence uttered by an ent can last up to ten minutes. Depending on their mood, it can be shorter or longer. Most instances of decision making by ents have taken years before they have made them, which could be perhaps a gaping weakness-they do not believe in hastiness. Ents, while having differing personality traits, seem to all be quiet creatures naturally, spending time they aren’t roaming the forests pondering and philosophizing, as ancient minds tend to wander to greater questions that lesser beings cannot yet hope to comprehend. Many times Ents are mistaken for trees in the forest, as they are simply distracted by thought. Another great weakness of an ent is that grabbing its attention is quite difficult. Unless the forest cries out in pain, it tends to stand still and entertain its thoughts. Those in connection to nature have been known to coax two or three out of their ponderings though. The voice of an ent is deep, gravelly and low. Very distinguishable from any of the races (although two or three Orcs have made convincing Ent imitators). http://www.youtube.com/watch?v=y_mGFY5Nbqk Language Ents can commune between one another through the language of the Ents, which is a throaty mumbling that also involves rustling their leaves. A side point, but relevant nonetheless. Strengths Being so massive that they can tower at fifty feet (and even higher), they have massive brute strength. A single being attacking an Ent would be utterly doomed. Ents in Asulon have torn down entire gates, in Anthos they have tossed dwarves like skipping stones and ancient texts even describe an Ent fighting a dragon. Weaknesses Being so large, it is inadvisable to use conventional weaponry against one. Siege weaponry would tear through them, but that is difficult to come by. In the old days of the forests, savages would shoot flaming arrows and arrows with fragile bottles of oil attached to set the beings ablaze. A fiery pitch could easily bring down a creature such as this. Falling in water weighs the Ent down if it falls horizontally. Once in Asulon the ent Riel’a had to be towed out of the ocean beneath Normandor’s bridge after being successfully knocked over the side. The water doesn’t kill the ent, but it incapacitates it as it is unable to push itself up under the weight. Winter is a terrible foe for an Ent. Icy lands are devoid of most Ents, only an Ent of pine could ever thrive in such an environment. When an Ent is injured, it must root itself in the ground to take in nutrients and begin the healing process. During this time it is totally vulnerable as it is almost a state of hibernation. Clever humans injured an ent and used their dogs to track it to its hiding place whilst it slept, burning it in the night. Creation Ents are children of Elder Trees, trees that have become so ancient and massive that they are self aware (though do not communicate with those who cannot communicate with them). The tree produces a special seed which must grow undisturbed for a period of time. Upon which the Ent arises, and the ent protects the forest surrounding the Elder Tree. In a way, Ents are an Elder Tree’s way of protecting itself from danger.
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