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=| Sprites |= - the faeries of a thousand whims - -| Origins |- by Gilbert Williams Amongst the sprawling, twisted, erratic lands of Eternal Forest is life as wondrous as it is confusing. Strewn with the threads of life unbound from mortal logic, fae-kin are more often than not beyond whatever mundane concepts are held by mortals. Sprites are among the most prime examples of this, fairy-like creatures that break every boundary of reality that descendents hold dear within their minds. Whispers from across the realm theorize what sort of otherworldly forces may have led to their creation, the truth of such woven deep within the secrets of a land beyond mortal concepts. Beginning as nothing more than a handful of scattered seeds, the first sprites were sparked to life by an archaic fae curious about curiosity itself. Upon the first full moon to pass since the scattering of the seeds, the first generation of spritelings would blossom beneath the moon’s blessing, arising from the land as they took in the essence of life that surrounded them. Embedded with a deep sense of insatiable curiosity and wonder, the sprites embarked on a journey, roaming the fae realm as they flipped every rock, tasted every flower, and watched every fae they chanced upon. With each encounter, the spritelings further their fascination with the world around them, each sprite’s muse seemingly different from the rest of their kin. Their melodies would resonate with the world as they explored, their forms slowly coming to replicate that which intrigued each sprite the most, whether it be fungus, plants, critters, beasts, or even other fae, taking on an increasingly otherworldly look with each adaptation made. As their journeys grew longer and the moon cycle circled once more, the fae rings would once again begin to beckon them. As the veil between the fae and mortal realm thinned, the sprites would feel the allure of the unknown once more. One by one they would disappear into the wayportals, flocking to the otherside like moths to a flame so as to discover what lay beyond. Once again would they embark on a venture, this time experiencing the oddities of the mortal realm and the descendents within. By the time the moon rose over the mortal plane, most sprites would find themselves disenchanted by the conflict, chaos, and clunky creations of mankind, fleeing to the fae realm to escape the array of dark arts, voidal corruption, and pollutants that mortals spread across the land. A handful would, however, find respite amongst the world before them, feeling a pull towards the everyday lives of the inhabitants within. These sprites would become some of the first fae to reside semi-permanently within the mortal plane, and while they would inevitably return to the fae realm as their kin already had, their intent to frequently linger within the mortal plane would never cease. Witnessing the estrangement of their choices, the fae would become satisfied with their endeavor, shifting into a state of dormancy once more. Every so often, however, another handful of seeds becomes scattered throughout the fae realm whenever the archaic being grows bored once more, bringing forth a new generation of spritelings to rise from the land. This event, deemed the Sprite Moon by the inhabitants of the fae realm, continues to this day, occurring several times a century without warning. While how many will appear and where they shall go is unknown to all but the sprites and their creator, each sprite moon grants the certainty that mischief will rise across the lands, both fae and mortal, as the spritelings venture forth once more. -| Mentality |- by John Anster Fitzgerald Behavior Being bound to seek what fascinates by the hand of the fae who created them, sprites are reliably unpredictable when it comes to their personalities and mannerisms due to their individual fascinations. Sprites adapt traits from flora, fauna, and fae that they derive their interests from, their personalities being wholly reliant on mimicking what they’ve encountered for a short while after their formation. This changes once they’ve wandered for a while, however, and start to determine what they favor over others. From this point onwards, the sprite’s mindset will probably form and sapience will be birthed, enabling them to push beyond shallow thoughts and start to develop more complex thoughts and emotions. Upon pushing past the threshold of sapience, the behavior of sprites greatly shifts. They will begin to seek out life which aligns with their developed fascinations, continuously driving forth in pursuit of this fascination. When combining this with their fae nature, which causes them to be far more aligned with nature than mortals might, it grants them a rather whimsical directive that is incomprehensible to many. This tendency to solely pursue their muses gives sprites their estranged reputation, their erratic focuses leading them to collect random trinkets and junk, create dens filled with bits of flora and fauna, explore wherever intrigues them without regards for a location’s inhabitants, and host nonsensical conversations over interests with those who pass by, amongst a plethora of other peculiarities. ✦ Trickster’s Tendencies The oh-so associated mischief of sprites is not an innate behavior embedded within them, the fickle-minded fae often first learned from observing fae, animals, and humans playing. Once a certain type of game sparks a fae’s interest, they adapt their own values to them before reciprocating them to others they meet. Combining their erratic penchants and mortal misunderstandings only amplifies these means, such as when a sprite may hide a sentimental or precious object in a simple game of hide and seek, to which a mortal may become enraged at what they see as thievery. These negative reactions are often viewed as engagement by the sprites who have yet to comprehend ill-intent, leading them to create more complex forms of mischief as they come to accidentally associate the irritation of mortals with amusement and fun. These tricks, while usually mundane, can occasionally be severely dangerous and even life-threatening due to the differences in morals and concepts between sprites and the mortals they’re toying with. Beliefs While a sprite who reaches the threshold of sapience holds intelligence on par with descendants, their inner thoughts are inevitably far from aligned with mortal races. The limitations of physics, laws, and general lack of magic within the mortal realm is lost upon a sprite’s logic, those who do make home amongst descendants never managing to fully comprehend the mundane restrictions that most life is placed under. Concepts treated as severe by mortals, such as death, laws, wealth, and other intricacies, are more trivialized by the mind of sprites due to their tendency to apply the standards and expectations of their own existence to others. These differences tend to lead to the wrongful perception of sprites as being child-like. When it comes to conversation and language, sprites hold similarity skewed capacity. While they host an innate comprehension of chatter by creatures within the fae realm due to their ability to commune, which often involves the direct translation of concepts, topics, and emotions themselves, tongues of the mortal realm are something they have to adapt to over time. Despite being able to pick up on the basics of languages like common within months, learning the dialects of more unique languages can often take much longer. Their tendency to view the world solely through their own experiences and notions causes them to improperly perceive metaphors, phrases, jokes, and references alike, typically skewing, misinterpreting, or rephrasing them to fit their own whims and intents. Additionally, mannerisms translated from their fae tongue, such as names being used exclusively when referencing individuals, tends to give people the further notion that sprites are incapable of proper speech. These traits tend to lead to somewhat distorted speech patterns, common speech habits being referring to all individuals, including themselves, in third person, constructing utterly nonsensical attempts at metaphors and jokes, and generally incomprehensible statements from thoughts that can’t be properly translated into mortal tongue. ֎ Merchant’s Motives One of the most famous known traits of sprites is their habit of bartering, a trait born from their heartfelt enjoyment of trading trinkets and items of their fascination. As one of the few concepts that translates well between mortal and sprite behaviors, it has become one of the most common interactions that sprites have with descendants. Despite being a rare common ground, sprites almost always fail to recognize mina as being exchangeable for goods and services, finding no value in currency which has no sentiment behind it. More often than not viewed as an insincere trade, attempts to barter Minas, or other currency equivalents, yield irritation and confusion in sprites who are offered it during attempts to trade. -| Physiology |- by Iris Compiet Anatomy While the true of sprites are ageless, incorporeal fragments of nature’s song equivalent to a Lesser Soul, each one hosts the ability to form a physical vessel to inhabit and experience the world through. The physical make-up of a sprite’s vessel is simplistic in essence, yet complex in possibility. All sprites have two marble-sized organs within their vessels which help facilitate body functions. The first one which is located in their head, always taking the appearance of a type of seed, helps to facilitate greater thought and perceive basic senses. The second is a glass-like core within the center of their torso, which helps transmutate nutrients into raw energy to supplement their vessel with. Sprites require both for their vessel to function, their vessel perishing should either be heavily damaged or lost, effectively ‘killing’ the sprite until they eventually reform. The seed within their head houses their spiritual form, the bodies of sprites quite literally sprouting from it and growing into an appearance favored by the sprite. These bodies, while always humanoid in overall form, are greatly varied in nature, capable of replicating the prospects of any natural or fae entity a sprite has encountered even just once prior. This leads to a slew of appearances for sprites, different traits including feathers, scales, mushrooms, flowers, moss, fur, flora, chitin, and more. These bodies can take an array of shapes, sprites able to possess multiple arms, legs, eyes, and other miscellaneous appendages, such as antennae and tails. A sprite may crudely mimic vocal chords by reverberating energy throughout their form, offering an estranged voice unique to the sprite. While not applicable to all sprites, many have a mixture of soft thrums, hums, and echoes within their words. Some occasionally adopt traits native to other creatures as well, such as speaking with the pitch of songbirds or slurring their words with depthful grumbles akin to a snarl. The endurance of a sprite’s vessel is rather low, the durability of their body ranging from that of a herbaceous stem for general portions of their form to durability on part with a beetle’s exoskeleton for traits such as scales, horns, and chitinous plates. Sprites may maintain their bodies indefinitely by absorbing natural energies from their environment, the energy stored within a sap-like blood that flows throughout their vessel. Sprites may bolster their energy by consuming natural substances related to the composition of their vessel. An example of this is a sprite with chitinous bits snacking on bugs while one that takes after a bird would favor munching on dropped feathers. In the event of injuries, a sprite will survive so long as their brain and core aren’t heavily injured , passively recovering damage taken to their vessel while [Out Of Combat]. Minor or moderate injuries, such as lacerations and loss of body parts, can regenerate over the course of [One Narrative Hour], while major injuries, such as a bisected vessel, will be recovered over the course of [1 Narrative Day]. This process may be expedited by the sprite over-eating, rapidly converting excess energy into materials to reconstruct their vessel. They may also be rejuvenated by a Druid with Blight Healing through Blooming, bringing the sprite back to its ideal state at the same energy expense as restoring a small bush. ઈ Spriteling Wings [Flight] The most recognizable trait of the sprites, their wings, serve as method to explore without restraint. While their appearance tends to vary in shape and quantity, the design doesn't impact their ability to fly. This is because a sprite’s flight is not physically bolstered, but rather magical in function, allowing them to seemingly levitate, float, and flutter around irrelevant of the motions their wings make. This capability is lost in the event their wings are damaged or destroyed, only being returned once the sprite has had time to regenerate. ҉ Faerie Dust [Magic Aura] The unique manifestation of a sprite’s magic, their dust, is a byproduct of their tendency to materialize mana. Faerie dust takes on coloration that resembles a sprite’s current vessel and hosts a sand-like consistency and kuila-like appearance. When a sprite channels their fae magic for any purpose, faerie dust is formed where their mana flows, replacing the usually ethereal tells of most mages with flowing patterns and streams of dust around a sprite’s body in a pattern reminiscent of a sprite’s appearance. Should a sprite cease using magic, then the faerie dust fizzles into thin air. The sole exception to this, which grants sprites a notable reputation, is when a sprite flies. The mana circulated with a sprite’s wings crystallizes as part of their vessel, slowly sapping sprites of their energy and exhausting them should they fly for great durations of time. This dust then breaks off from the wings due to their unstable formation, remaining materialized as it scatters to the ground. Faerie dust’s luxurious quality, behavior of constantly shimmering and glowing, and common misconception that it can grant wishes gives it a status as a highly valuable material, usually being sought after by those who wish to display their wealth or try to line their pockets with coins. Moonlit Forms The vessel of a sprite serves as its manner of interaction with the world around them, but the extent a sprite can manifest its energy is only so lenient. To circumvent their limited forms, sprites hold an inherent art which enables them to alter the size of their vessel depending on their intents, altering what feats their vessel can perform. A sprite may spend [2 Emotes], or [3 Emotes] while [In Combat], to expand or condense their vessel, letting them shift between their Waning and Waxing forms as they please. [Focus] [Begin Shifting] [Finishing Shifting] ☾ Waning Form [Mobility] The more stereotypical form associated with sprites is their Waning Form, being a mere [6”/15cm] to [10”/25cm] in height. Sprites are capable of freely fluttering about within this form, able to fly up to [5 Blocks/Meters] above a surface. Combining this with their lightweight nature, sprites can comfortably traverse most landscapes, both of the wilds and of cities, often bounding along vertical surfaces to scale cliffs or buildings they’d be otherwise incapable of flying up to normally. ☽ Waxing Form [Interaction] The larger, less-prevalent form of sprites which is utilized to interact with things they’d be otherwise incapable of interacting with. While incapable of flight, this form stands from [2’/60cm] to [3’/92cm], the increased size allowing sprites to handle and carry items and trinkets that would be too clunky to grasp in their smaller form. -| Sprite Abilities |- by Charles Vess Nature’s Communion [Passive] [Druidic Communion] Sprites possess a natural affinity to resonate with nature’s song, able to passively echo a melody of their own. Through this sixth sense, a sprite may freely communicate with nature, fae, and druids alike within [15 Blocks/Meters]. Sprites may transmit emotions, messages, and abstract visuals through this, as well as passively perceive and interpret the songs of other flora, fauna, and fae. It was through this means of broadcasting their emotions that Sprites initially learned how to communicate. Even though many of them pick up body language from descendants or even animals, their innate natural melody will always take precedence. Because of this, their emotions often seep into their surroundings, causing the natural world to react accordingly. A Sprite full of anticipation and excitement might cause flower buds to bloom or bees to dance in the air. On the other hand, the grass surrounding a disheartened Sprite might lose color or lean away. Foundry of Fascination [Combative] [Appearance Alteration] [Camouflage] Just as descendants may hold an array of attire to wear, sprites possess a means to shift their appearance to their daily desires. Sprites may trigger a shift in their melody over the course of [2 Emotes], an echo resonating throughout their vessel as their appearance begins to shift. While not able to change the base of their vessel, they may alter the matter it mimics and small miscellaneous traits upon it. These changes may be small, such as a sprite sprouting a horn, or large, such as a sprite whose body consists of flower petals changing to look like they’re made of mushrooms. [Channel] [Catalyze Change] [☾ Waning Form Exclusive] As an alternative to a permanent change in their appearance, sprites in their waning form may also use this art to temporarily disguise themselves as part of flora. Once a sprite has chosen what to warp into, they may distort their body to appear as part of the plant, such as deeply mimicking a rose on a rose bush or a patch of bark upon a tree. This state is often used by sprites when they sleep, enabling them to remain safe within the wilds while they rest. This state is automatically undone when a sprite breaks away from their hiding spot. [Channel] [Meld into Flora] Wealdweaver [Non-Combative] [Active] [Feat Enhanceable] Being fae entities born from seeds, sprites hold a particular connection to flora. Sprites may channel their energy for [2 Emotes] to enter a state where they may perform minor manipulation of small flora within [20 Blocks/Meters] of themselves. This state lasts indefinitely until the sprite is disrupted or chooses to end it, letting them grow or shrink flora in small bursts, alter their positioning, or force them to yield byproducts such as fruits and seeds. This art is most effective on flora around the size of a flower, but may manipulate small parts of larger flora, such as twisting the branches of a bush or causing part of a tree trunk to ungrow, leaving a hollowed hole within it. This art is typically used by sprites to sprout snacks from berry bushes and fruit trees or to warp nature into an ideal den. [Channel] [Connect to Flora] [Indefinite Wealdweaver State] Flickerwick [☾ Waning Form Exclusive] [Combative] [Utility] While often fond of going wherever they please, sprites don't hold the ability to see in the dark. As a remedy to this, sprites can temporarily distort their vessel to become fully bioluminescent. By channeling their energy for [1 Emote], they can cause their body to glow vibrantly in a color of their choice, appearing as a pulsating glowing orb to any onlookers. This glow illuminates up to [10 Blocks/Meters] away from the sprite in a sphere, its glow seemingly fizzling away at the edge of its range. This state may last indefinitely once entered, sprites being able to alter the range of the illumination each [Emote] they spend in the state. The state can be cancelled by spending [1 Emote] to stop glowing. The fae light produced by this ability holds unique properties, capable of illuminating magical darkness and causes all entities with at least an inferior soul to shimmer within its illumination range. Additionally, illusions within the light will be unraveled, revealing whatever truths the illusion once hid. This enables sprites to not only safeguard themselves against common trickery, but also those who are with them. [Channel & Illuminate] Dance of Dust [☾ Waning Form Exclusive] [Combative] [Evasion] Sprites are often perceived as shifty, slippery creatures with more than just a bit of justification. By spending an [Emote] tapping into their fae magic, sprites can enter a Dust State, in which they briefly convert their vessel and items upon their person into pure faerie dust for up to [3 Emotes] afterwards. During this state, a sprite’s body may phase through anything with a gap, such as cages and nets. Attempted physical interactions, such as grabbing them or striking them with a weapon, will phase through them and do no harm to the sprite whatsoever. Once a sprite has run out of time in their Dust State, their vessel will reform at the beginning of their [Next Emote], although may opt to end the state early and reform at any point in one of their three emotes of duration. [!] This ability may only be used [1 Time] per [Combat Encounter]. While [Out of Combat], however, this ability has no cooldown and may be immediately recast after it ends, akin to the sprite blipping in and out of the state. [Channel] [Dust State] [Continued Dust State] [Final Dust State Emote] Promise of the Pixie [Non-Combative] [Magically Binding] Traders by nature, sprites rarely give or receive without bartering in the process. A common sight amongst sprites is to enforce their trades through magical promises. While the binding is not powerful enough to cause any grandeur harm, it often leads to descendants mindlessly making, then breaking, promises with sprites after thinking little of them. While the consequences of a broken promise tend to fade away quickly, some can last years, or even decades, after a promise was broken, causing great inconvenience to whomever made light of making a deal with a sprite. Sprites may make a magical promise between themselves and another willing individual by channeling their energy for [2 Emotes]. Before the promise can be made, however, a sprite must declare the exact terms of the deal to be made, after which they may begin channeling once the would-be promise-partner has IRPly agreed to the terms through any clear means of acknowledgement. The sprite starts by condensing the promise’s concept into an orb of energy, which includes both the rules of the deal and the punishment should it be broken, soon splitting into two glowing motes of energy with an ethereal threading bonding them together. After absorbing one mote for themselves, they will inject the mote into the body of their promise-partner, binding it to their soul. Should either break the promise, then they will fall victim to the punishment sealed within the promise at its creation. Should the sprite acknowledge that the deal was successful, then the promise will begin to fade away [1 IRP Year] after being made. Should it be broken, however, then whoever broke it will be subjected to the punishment embedded in the promise at its creation, or a random one should no specific punishment have been decided upon. While the punishments embedded within these promises are often more tedious and inconveniencing in nature than anything genuinely harmful, they are still greatly varied in potency and effect due to the proficiency of sprites in this particular form of trickery. Punishments can include minor things, such as causing individuals to become paranoid over eating their favorite foods, to more severe, such as hallucinations, or chitinous growths upon their skin. These punishments often last several years before fading away, the effects fizzling away seemingly overnight once the duration ends. Sprites may cancel any active promise of their creation by spending [2 Emotes] to sever the promise’s thread. The promise-partner must be OOCly alerted if their promise is severed, although they’ll remain IRPly unaware of it. If two sprites simultaneously promise each other for a deal between themselves, then the promises will be binded together. Neither sprite may sever their promise on their own, they may only be cancelled if both sprites sever their own individual promises at the same time. Transcendent Druids may sever these promises and relieve individuals of punishments as they see fit by spending [2 Emotes] to pry the fae affliction from them, although they must be aware a person is binded to a promise, or affected by a punishment, before they can do so. [Manifest Promise and Punishment] [Bind Partners Together] [d20] Example Punishment Table Second Whim [Non-Combative / Combative] [Passive] [Lifeline] While their evasive prowess and trickery tends to compensate for their vessel’s weakness, sprites would not be proper fae without a final trick up their sleeve should the worst come to be. While [Out of Combat], a sprite may forcibly assimilate the natural energies of fauna or flora of similar or smaller size than themselves, stashing the energy within the core of their vessel over the course of [3 Emotes]. Sprites will, rather notably, take on the traits of any entity they have assimilated. One with a mushroom within them may prefer darker, damper spots, while one who assimilated a hummingbird may find it hard to stay still, always wanting to fly about from spot to spot. Only one entity may be assimilated in this manner at any given time, and should a sprite assimilate a new entity, it will replace the energy of whatever they had previously stored within them. [Connect to Target’s Energy] [Start Siphoning Energy] [Finish Siphoning and Stash Energy] Should a sprite ever receive a fatal blow while possessing an assimilated entity, then they will be granted a second wind rather than certain death. Their vessel will split apart as the sprite inherently consumes the energy stored within them, warping up to [4 Blocks/Meters] away in a direction of their choosing before fully reforming their vessel. This process occurs over the course of [2 Emotes], the first of which triggering upon their would-be death, and second of which being their relocation and reformation, which immediately follows up their vessel’s destruction. [Destruction of Vessel] [Reform Vessel after Relocation] [!] Once Second Whim’s passive has been triggered, a new entity may not be assimilated for [1 OOC Day]. -| The Endless Journey |- [Rebirth] by David Wyatt Despite being heavily reliant upon their vessels to interact with the world around them, sprites aren’t reliant on them for survival. Should a sprite’s body be destroyed through any means, whether physical, magical, or through blight, their spirit will instinctively flee to a place of dense natural energy to recover and reform from the nearby flora. Even though a sprite may recover from ‘death,’ they cannot escape the consequences of their vessel’s destruction, losing their most recent [Narrative Day] worth of memories upon death. Despite losing their memories which would’ve led up to their death, sprites will usually develop a temporary fear related to their cause of death. While most sprites will have this fear fade away after several years, severely traumatizing deaths may ingrain such fears for decades or centuries, potentially even for the rest of their life. -| Weaknesses |- By Shyam Art Corruptive Magics Magics of voidal or corruptive nature cast within [12 Blocks/Meters] of a sprite cause great discomfort within sprites, an innate sense of wanting to distance themselves from the source embedding within their mind. If cast within [8 Blocks/Meters] of them, their senses will become moderately distorted, a mild pain riveting throughout their body. When cast within [4 Blocks/Meters] of a sprite, they will feel a deep sense of dread and a large amount of pain, often trying to escape the vicinity of the corruptive arts at all costs. Greater sources of corruptive magics, particularly dark magic, which spread blight can cause sprites within [4 Blocks/meters] of their casting to be passively afflicted with blight. which will set in over the course of a [Narrative Hour]. A blighted sprite will have its vessel slowly wither away over the course of a [Narrative Day] unless treated. Azhl An antithesis to all things natural and fae, azhl anemia will set in within [4 Emotes] after being wounded by azhl. If not treated within a [Narrative Day], then the sprite’s vessel will wither away. If a moderate or major wound is received, then a sprite will instead begin to immediately wither away, perishing over the course of [3 Emotes]. Additionally, sprites will feel a severe sense of dread exposed to azhl, often trying to distance themselves from any azhl they perceive. Thanhium Wounds received from thanhium will temporarily disable a sprite’s innate magic and silence their connection to the natural world around them for [8 Emotes]. Their abilities will be temporarily suppressed, unable to cast anything, and the sprite will be forced into the waning form if not already within it. While silenced in this manner, sprites will often express a severe amount of discomfort, becoming paranoid and depressed, until the thanhium poisoning wears off. Fire Being inherently floral in composition, sprites are often quick to light aflame. While burnt parts tend to fizzle off quicker than they can spread, a sprite’s vessel will rapidly burn away should a large portion of it catch aflame. Should a flaming sprite not be doused within [4 Emotes], their vessel will be burnt away and yield a death. Contact with fire will always yield burns one degree higher than what it might normally yield on a descendant, charring the sprite wherever it touched. Holy Magics As fae with abnormal souls, holy magics cannot heal sprites, nor grant them any beneficial effects. -| Compatibilities |- by minazoko0 While sprites possess a Lesser Fae Soul, which bars them from learning and practicing most magical arts of the mortal world, they aren’t inhibited from all of them. Their innate talent in manipulating mana allows them to quickly pick up on some of the less straining mortal arts when taught them. While sprites can manipulate mundane mana in addition to fae mana, it still ends up being channeled in the form of their faerie dust. This is a list of valid compatibilities sprites have with various magics and feats as well as special interactions with other lore present on the server. Any magic or feat not listed here should be presumed incompatible. Anything which is to be compatible with sprites will either require it to be specified in their lore submission or amended with valid reasoning. Sprites must learn compatible magics or feats from a valid TA-holder. They may not self-teach themselves any compatible magic or feats, teach it to other sprites once learned, or make a TA for anything they obtain. - [Magics] - Bardmancy Sprites may learn all facets of Bardmancy. Housemagery Sprites may learn all facets of Housemagery. - [Feats] - Herblore Sprites may learn Herblore due to the similarities it has to their inherent talent in floramancy, being capable of mimicking all facets of the feat through their [Wealdweaver State] with proper guidance. - [Miscellaneous] - Special interactions sprites have with various lore pieces on the server. Any magics or feats listed in this section are unable to be learned, merely interacted with. Kuila Crystals Kuila chunks, crystals, and dust within 3 blocks of sprites will react with a low glow due to their passive communion. Singing Trees Sprites may interact with singing trees without the usage of an index, although they may only read memories within it, being unable to add or remove memories. Fae Rings Sprites can utilize fae rings to freely slip between the mortal plane and fae realm while a full moon is present on the side they are currently within. Once they’ve swapped realms, they’ll need to wait until the next full moon to slip through a fae ring once again. -| General Redlines |- - Sprites may not possess any genitalia nor may they FTB. This should be self-explanatory, but it’s listed anyways because there are bound to be freakbobs who would try to do it elsewise.🤡 - Be whimsical and have fun. Having fun while playing a sprite is actually mandatory <- real. - Sprites require a Creature Application to be made, and then accepted, before one can be played. -| Purpose |- To be blunt, sprites are in a rather mediocre state right now. They are meant to be a whimsical, easy-going CA which fills a niche for fae trickery, shenanigans, and light-hearted fun. While they do embody this in their current form, they simultaneously manage to fail rather harshly, for numerous reasons, at bringing the intended RP fantasy of the CA to life. This leads players who do pick it up to often abandon any commitment to the character once they start encountering the CA’s flaws. While sprites will likely never be a mainstream or popular race, it should at least be consistently engaging for the players who do choose to play them as a side-character, and especially for the rare sprite mains. To start with the most notable flaw, sprites have no ability to feel like a main character in their own adventure. Once players begin playing it, they slowly burn themselves out trying to exhaust their options to sustain RP, only to discover there is none. Prior methods of encouraging engagement and exploration, such as the alchemy reagent system, prove useless in the current rp atmosphere of LOTC (especially after herbs were rebalanced). They are unable to communicate, unable to provide meaningful engagement to others, unable to contribute to storylines they want to participate in, and unable to progress their own character in the ways literally every other race and CA on the server can. They have been reduced to being perceived as one-off gag characters by any non-druidic group due to their inability to interact with them, and yet they still find themselves unable to do much within druidic communities aside from flying around eating sugary hand-outs while others do meaningful RP. This rewrite brings sprites more in-line with the narrative power of Imps, becoming utility characters which can hold up on their own while having an overarching goal of being supportive to storylines they find themselves within. We hope to have achieved a total overhaul of their anatomy, behavior, and abilities to provide stronger foundations for RP, give a better sense of character progression, encourage healthier behaviors when engaged in CRP, and possess more reliable patterns as utility characters in events. Credits Authors - @Pengin & @Fleur___ Spell Advising & Balancing - A special unnamed individual General Review, Feedback, & Proofreading - @ClassyDryad , @Tav , @chaoscorvus, @DizzyGrey Imp & Sprite Consultants - @Turbo_Dog, @Periphonics, @Mikaelia, @Moumins Inspiration for Promise of the Pixie - @Agy References Previous Sprite Lore - https://www.lordofthecraft.net/forums/topic/191706-✓-ca-race-lore-sprites/ Epiphytes - https://www.lordofthecraft.net/forums/topic/217365-✓-creature-lore-epiphytes-the-dryad-curse/ Agy’s Sprite Amendment - https://www.lordofthecraft.net/forums/topic/235446-sprite-fjarriagua-ability-addition-seasoned-dealmakers/ Changelog
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"When the moon rises in hue of strawberry, then has come the hour of the flower faerie. On beams of moonlight, they paint and dance, a springtime eve to enchant!" Excerpt from the folktale of the Wildblossom Faeries When the Crystal Moon has set, the druids of the Mother Circle pay homage to the arrival of true spring by observing one the season's more prominent faerie tales. After the Fae Queen Cerridwen emerges from her winter chrysalis, the Springmother breathes the first warm winds onto the land and blesses the dormant ground with life. Upon the perfumed breezes of moonlit nights come the Wildblossom Faeries, thought to act as the paintbrushes of the Aspect herself. The vibrant hues of spring, nearly endless in color and shape, make the living world not just a vessel of life from the Aspect, but also a reflection of her eternal beauty. Sometimes depicted as riders of springtime birds such as cardinals, robins, or hummingbirds, the faeries are believed to serve as the helpers of the Mani Kholibrii until the arrival of the next moon. _______________________________________________________ ____________________________________________________ During the passing of the Painted Moon, the Mother Circle celebrates the lunar month as one of creation and artistry. Wine and liqour is bottled with essence of spring, new clothing is sewn, performances are entertained, and the colors of the wilds are welcomed into the grove. Great care is taken to foster the growth of the blooms brought by the passing of the Painted Moon, avoiding harvest of the flowers until the time of the faeries' crossing has passed. In folklore, it is thought that those who have earned favor with the Fae Queen will discover many blooms around their house, and find their family blessed with prosperity and health. Some devout druids may choose to cultivate a certain color of flower during the season in hopes to provide their space with some living air of inspiration, such as red blooms for courage or white flowers for peace. While the Mother Circle celebrates the Painted Moon and awaits the arrival of the next, the druids offer a creation of their own to Cerridwen in hopes that when the fruits and berries of summer come, the Aspect promises a good harvest for the druids in return for their faith.
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“Then the world was dark and silent. Long and lonely are the nights of deep winter. Rejoice! The wind, Cerridwen’s Breath Has come to melt away the bitter cold!” ____________________________________ A painter's depiction of Cerridwen's springtime rebirth As the previous moon wanes to a sliver, the folklore of the Mother Circle stories the great rebirth of Cerridwen from her deep winter sleep. In her slumber she is veiled in the crystalline ice of the coldest nights of the year and her court empties. The turning of the seasonal wheel comes to a quiet halt; the longest night of the year swallows the realm. Then, as ever faithfully as spring comes to winter, the hand of time turns backwards. From her chrysalis, Cerridwen reawakens. The faerie tale of the Springmother is celebrated during the Crystal Moon, the first phase of the new lunar year of the Mother Circle. Through traditions and rites, the Mother Circle honors the end of the Wild Hunts of Cernunnos and embraces the Breath of the Springmother: the very wind of life that paints with bright green in a cold, grey realm. During the days of early spring, artisans set to work carving with traditional faerie stones: carved gemstones or kuila. The Crystal Moon was rumored to be so named after the phenomenon of naturally growing cave quartz or minerals, seeming to grow and bloom as a flower might. In likeness to the Fae Queen's chrysalis, the minerals are made into offerings to Cerridwen or placed around the grove to pray for a prosperous spring. ________________________________________________ The Jackelope Faerie Told alongside the rebirth of Cerridwen is the curious faerie tale of the rare Jackelope; a horned rabbit thought to be a Herald of Spring. Emerging to bring news of the Fae Queen's revival, they The rabbit of folklore breaks stubborn ice with jagged horns, leaping great bounds over the ground, the thunderous thumping of rabbits foot in the brush sowing the seeds of berries and flowers that will soon bloom and grow. A sighting is considered very rare, and is believed as a symbol of luck. While depicted as soft, innocent creatures, they are rumored to bare a voracious appetite without discretion, including prey. To see the jackelope and escape certain devouring is to embody luck itself. Particularly paranoid followers of the faerie culture might craft a rabbit's foot talisman in hopes to sway luck in their favor, and keep the Jackelopes at bay.
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❀✿==------------------------------==✿❀ ❀✿==--------------- ---------------==✿❀ Source It is said that beneath the light of a full and pale moon, the border between the realm of the fae and the mortal world is at its thinnest. During these twilight hours, a faint spore or seed might slip through a fae ring, the contact points of these realms, and out into the mortal world. These journeymen of the fae will seek to root, and grow, and thrive in this new world. Yet they stand alone and vulnerable, so they seek out a host to bond with. Descendants, bearers of superior souls, are the perfect hosts for this transformation. The plant, upon its full growth, shall reach out and draw in a soul which it finds most suitable with melodic calls that the descendant will find intensely difficult to reject. Should the descendant be brought before the otherworldly plant, they will be bid to rest and let their body be devoured. In this act, the plant will bind its soul to that of the descendant, before fundamentally remaking their new companion’s body from the very fibers of the plant’s own form. Leaves for hair, heartwood for bones, all will be changed until not even the divine recognizes the cursed as a child of the four. Redlines ❀✿==------------------------------==✿❀ The Fae Plant ❀✿==--------------- ---------------==✿❀ Source Within the Fae Realm, truly magical and wondrous plantlife is even more common than their mundane cousins in the material world. While ordinary amongst their own kind, in the mortal realm they are often outlandish spires of luminescence or abnormal size. To the epiphyte, the fae plant is like a beloved friend and favored child all at once. Even should an epiphyte experience the most traumatic of transformations and despise their own cursed existence, they will still find the plant utterly faultless in their eyes. For in truth, the plant warps body, mind, and soul alike, ensuring their bonded soul is as suited for the fae’s needs as possible. The needs of their plant, especially should it come into danger, will come before all else. To reject the needs of the fae plant is a feat of extreme willpower. Wounds upon the fae plant will also mirror, to a minor degree, upon the epiphyte after some time. For instance, should an axe be chopped into the side of an epiphyte's tree, a scrape or shallow cut might appear on the body of the epiphyte. Should the plant’s body die entirely, a sense of despair and horrific pain will soon overwhelm the epiphyte until they replant their kin. Fae plants are similar to but not exact replicas of their mundane counterparts. A fae oak might have pink leaves which glow softly in the night air, while a toadstool might grow to a tremendous size and bear multiple fruiting bodies. The number and variety of these traits is rather extensive, but a plant will always present at least one of the following: Abnormal Size: A fae plant might be significantly larger than its mundane counterpart, though never larger than an oak tree. For instance, a mere dandelion might possess a flower that blooms to the size of a large pumpkin. Mana Luminescence: All fae plants bear potent ‘fae energy’ which can sometimes radiate off of the plant from specific sections of the body. This color will sometimes, but not always, correlate with their epiphyte’s aura color. These lights can sometimes even branch off from the plant, floating about it like fireflies or similar. Variant Coloration: Colors which stray from those of their natural counterparts. For instance, a rose bush epiphyte might possess pearly white bark and flowers of a deep black. Demifae Menagerie: Occasionally, small critters might be caught or pass within the range of the fae plant’s roots, brought back in a similar manner to the epiphyte themselves. For instance, a moth around a fae flytrap might bear wings made of the plant’s maw. Irregular Growth: Fae plants will often be shaped in a noticeably different way from their counterparts in the mundane realm. A pine tree could curve into a crook or spiral for instance, or a fungi could possess multiple fruiting bodies. Kuila Formations: In rare circumstances, often manifesting in the fae plants of druids, formations of kuila crystal might begin to encrust the plant. A giant fae pumpkin might bristle with evergreen kuila crystal, for instance. Redlines ❀✿==------------------------------==✿❀ The Epiphyte ❀✿==--------------- ---------------==✿❀ Source Epiphytes exist essentially as a collection of plant material which bears a close resemblance to their original self. Despite this similar appearance, not one part of their body is of their old descendant self, all fundamentally remade out of the same material as their fae plant. Their existence is that of a demifae, not born as a fae but sharing many of the same properties and weaknesses of their eternal cousins. While the descendant a fae plant chooses seems random, the correlation between the plant and the traits of said descendant suggests the fae plant may purposefully lure souls which resonate with it the best to ensure a strong bond. Epiphytes come in three varieties. Dryophytes, those traditionally called dryads, are epiphytes bound to a fae tree of some variety. Bryophytes are epiphytes bound to a herbaceous, non-tree plant, while saprophytes are epiphytes bound to fungal organisms. These different kinds might possess minor differences depending on their type. A bryophyte bound to a fly trap might be purely carnivorous and require consistent light exposure, while a saprophyte can often eat even decomposing material and will grow sick when in the light for too long. In order to properly move, the plant material composing an epiphyte is softened to a degree that is at best equivalent to that of a descendant. This means the bark skin of a dryophyte will be no tougher than ordinary descendant skin. Epiphytes retain the same lifespan of their original descendant race as well, as well as retaining the curses from said race upon themselves. Epiphytes bear several strengths and weaknesses associated with their plant-based demifae nature: Strengths Natural: Being demifae composed of natural material, druidic blight healing will bear an effect upon them. Additionally, they can go within areas of extreme fae influence, such as a fae ring, as if they were a druid. Living plant matter set against their form will also be maintained, allowing an epiphyte to occasionally have such things growing against them. Environmental: Epiphytes inherit the environmental tolerance of their plant. For instance, the epiphyte of a cactus will find themselves much more suited to a dry and hot environment. This only applies to circumstantial environmental effects and nothing else. A tree resistant to fire will not make the epiphyte any more resistant to fire than the average descendant. Weaknesses Corruptive Magics: Epiphytes have a natural disdain for voidal magic and dark magics natural to all of their fae cousins. The casting of a dark or void spell within 10 meters of them will cause the epiphyte to grow somewhat nauseous. This nausea becomes too debilitating to focus within the range of a proper voidal influence, such as a voidstalker, voidal obelisk, or voidal tear. Greater sources of these, or spells which corrupt specifically, might blight the epiphyte akin to a tree lord. When blighted (which takes at most 2 weeks after exposure) the epiphyte will become a feral and violent husk of their former selves until cured by druidic means. Holy Magics: As beings with altered souls, holy magics such as paladinism will grant no succor to an epiphyte. No healing, bolstering, or beneficial effects can be bestowed on the epiphyte even as collateral. Azhl: The bane of all fae, azhl will afflict the epiphyte with a blight that fully corrupts them within 10 emotes of a wound upon flesh. Their body grows withered and rotten, the effects of azhl anemia fully setting in until cured by druidic or other means. Epiphytes so innately despise the metal that even seeing it will cause a great surge of hatred to well up towards the metal. Thanhium: Thanhic poisoning will, along with disabling all of the epiphyte's abilities, cause their connection with the fae plant to become disrupted, no longer able to tell where their plant is innately. This will send the epiphyte into a wild, panicked frenzy until they are able to confirm the safety of their plant. Fire: Being made of floral material, epiphytes are somewhat easier to burn than most descendants. Burns will increase by one degree from what they would yield normal. This applies to all forms of fire, both magical and mundane, including dragonsflame and malflame. Aurum: Due to their connection to a plane beyond the material, aurum will afflict a searing pain should it strike into their flesh. The pain is proportional to the size of the wound inflicted, with a pin prick being barely noticeable and a full slash being debilitating. General Epiphyte Redlines ❀✿==------------------------------==✿❀ The Cycle of Rebirth ❀✿ ✿❀ Source The natural world is a thing of constant cycles. Things grow only to recede and grow again, like the wax and wane of the pale moon. Being brought within nature’s grasp is no excuse to forgo participation in this cycle. The bodies of epiphytes are made from a material which is not designed to handle the strain of decades of movement, and so they must constantly be reborn again and again. In 10 to 50 year cycles, the epiphyte will experience a passage of seasons, their body growing more vibrant only to fade and shrivel away. A new body will be born from the fae plant, fully developed though often lost and confused. Memories slowly will return to them or, in rare cases, not at all. Epiphytes undergo this process in four loose “seasons:’ The Season of Youth, Spring: After their first transformation, or after each rebirth, epiphytes will find themselves like a youthful sprout, often with floral features which have not fully developed or bloomed. Sometimes epiphytes in this stage will experience a flux in personality due to the uncertainty of their changing life. Epiphytes of this stage appear youthful but never childlike, akin to elves. The Season of Vibrance, Summer: The ‘default’ state of most epiphytes, and often the longest season of their cycle. By this stage, the turmoil of transformation has usually passed, especially after future rebirths, allowing them to be a more accurate depiction of their true selves. The Season of Wisdom, Autumn: As their next rebirth approaches, epiphytes will begin to show graceful signs of ‘aging’ as their body wears down. Slight wrinkles where there were none, autumnal colors, slight fungal growths across the skin, and many other things are possible in this state. The Season of Dimming, Winter: The final stage which foretells the approach of a rebirth, epiphytes in their winter season will often display full browning, decay, or shedding of their foliage. Their bodies often become more and more withered and ragged the closer they get to their rebirth. Emotions will often flux during this stage, sometimes leading to foreboding despair but other times to relieved acceptance. Each rebirth can result in a shift in appearance, the form drifting more and more from that of the original descendant. Feet might become collections of roots, hair foliage might become more inflexible and inhuman, growths might sprout from their limbs, and in the cases of plants which have had animal corpses left in their roots animalistic features such as horns or cloven hooves might present themselves. These changes are progressive rather than happening instantly, growing more notable with each rebirth. The connection between souls will grow between each rebirth, growing too strong for even the aspects to sever by the sixth rebirth. At the six rebirth at the latest, the souls will be so entwined that the epiphytes will be pulled with the plant on their final death, fated to be reborn as a great fae plant and produce more seeds, continuing the eternal cycle. Redlines ❀✿==------------------------------==✿❀ Abilities ❀✿==--------------- ---------------==✿❀ Source Connection [Non Combative] [Passive] Innate to all epiphytes is the connection to the fae plant. Epiphytes are constantly aware of where their fae plant is, able to feel the sensations it experiences, and even able to empathically communicate with them should they be close enough. This communication is something deeper and more emotional than anything possible with the mortal tongue, or even druidic communion. Additionally, epiphytes may manifest their connection in the form of animated plant material of their fae plant. This can be something such as a bird made of swirling petals, a spider of fungal mycelium, or merely a very lively clump of leaves. These manifestations bear the personality of the fae plant, though it is not truly the plant in the flesh. Sowing [Combative] Epiphytes, being fundamentally kin to the plant which created them, can produce seeds of the mundane variety of their plant continuously. While this has no application in a combative situation on its own, these seeds can be used by druids for the growth spell in combat as any mundane seed could. Performing sowing in a combative situation requires at least [1] emote to perform, scattering seeds over a 1 meter by 1 meter section of ground. Out of combat, should a fae plant die or be in an area of extreme danger such as within the radius of a voidal tear, an epiphyte may produce a single fae seed with a great deal of pain and effort. Producing this seed will immediately cause the fae plant to shrivel and die, its soul transferring over when the new plant has been put into the earth. Budding [Combative] To all fae plants, the ability to mimic organic matter with their own floral material is an inherent quality, one that the epiphyte is themselves able to reproduce to a minor degree. In [2] emotes in combative situations, an epiphyte can cause a floral item to sprout from their body. This floral item is made of the same material as them but mimics the properties of the herb or plant from which it was copied. This herb may then be cut from their body and used, or left to remain on their body. Should an epiphyte understand perfectly how to process a herb, they may instead cause a salve or liquid to seep from a finger, possessing the properties of that processed herb. Uniquely, only the beneficial properties of herbs are copied this way. Regrowing [Non Combative] [Passive] Being floral beings, the way an epiphyte’s body regenerates is fundamentally different and more potent than a descendant. Out of combat, minor wounds such as scrapes and such will heal within at most a narrative hour without intervention. Moderate wounds, such as fractured bones, shallow wounds, second degree or lesser burns or similar will require a narrative day to heal, and only sometimes require medical attention. Major wounds, such as deep wounds, punctured organs of most kinds, broken bones, or third degree burns and similar, require medical action to be performed before then lest it become infected or the epiphyte bleed out in most cases, though they will fully heal after an ooc day. Extreme wounds, such as severed limbs, lost eyes, brain injuries, or similar will require an ooc week to fully recover, and will almost always require some form of immediate medical treatment. Quaking [Non Combative] Epiphytes, much like the slumbering kin of the weald, possess a minor ability to ‘awaken’ their body to produce various effects when not under strain. Be this moving their floral hair, producing and manipulating clouds of leaves or petals, changing coloration, causing parts of their body to glow or shimmer, project seeds at annoying individuals, or any other other harmless flavorful action which the epiphyte might produce, using their floral material and floral items they have consumed. Unlike quaking, budding cannot make permanent creations or alterations. All uses of quaking take at least [1] emote to perform. ❀✿==------------------------------==✿❀ (OOC) ❀✿==------------------------------==✿❀ ❀✿==------------------------------==✿❀ Source
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"And then comes the kiss of winter, pure and silent. They come as flurries, frozen tears of the Faerie Queen, beautiful and deadly; and the soul is ferried onto the next rebirth." Excerpt from the druidic Faerie Tale of the MoonMoth Midwinter marks the rise of the Night Moon for the Mother Circle, and the arrival of the first snows that blanket the realm in frosted, shimmering powder blankets. The days become short, and long nights of cold darkness arrive in which the Night Moon is named. As the third Moon of Decay and the third cycle of the Wild Hunts of Cernunnos, the MoonMoth faeries are storied to cross into our realm and enact the Horned Lord's will of death. They are depicted as pristine white-winged moths of winter majesty, as small as mice. Disguised as an alluring, shimmering flurry of snow, they swarm the dying and sick in numbers uncountable and freeze the soul in silence. Then, the faeries steal away the dead upon winter winds and back to Cerridwen, where life is reborn during the Moons of Birth. A painting depicting Cerridwen, the Faerie Queen with a cloak of MoonMoth Faeries For the druids of the Mother Circle, the mythology of the MoonMoth faeries parallels with the yuletide tale of Cerridwen's winter slumber. When the Centaur King's hunts reach their crescendo, the Faerie Queen falls into a deep sleep to prepare for the Moons of Birth. It is during this time in the lunar calendar that the Mother Circle exchanges gifts and festive greetings, for the completion of the Lunar Cycle is as revered as the start. It is thought that to be selfless and generous even during a time of scarcity earns the favor of the Aspects, and ensures prosperity and rebirth when the snows eventually melt. Paramount above all is the acceptance of death, however, and the druids will often leave offerings to their dead within the garden of memories.
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"You can't see it... but you can see where it's been. It's the lightning that starts the forest fire, or the rain that will douse it. Fate's a funny thing... but I've seen stranger." A Huntsman's Grimoire on the Faerie Legend of the Windrunner One of the more abstract faerie tales regarded by the Mother Circle is the story of the Windrunner, oft depicted as either an eerie winged beast as the shadow of death, or as a guardian of the harvest boughs and abundant life. The Mother Circle druids regard this faerie as a Fae of the Wild Hunt, but more specifically one of the hunter's preservation and destruction of life. Some have claimed to be haunted by the cold eyes of the faerie after surviving a near-death experience, courting with paranoia of the thing after cheating death. Thought to be associated with the wordless will of fate within the Balance, the faerie is believed to manifest as the creeping cold of winter, or the autumn feast for the hunter. One will never give unless the other takes, as it is with the Balance and the perpetual flow of time. The Mother Circle, during the height of the Crimson Moon's passing, a great feast is held. It is a time of thanksgiving and toasts to good health and fortitude for the coming winter, but also a day to remember those whose fates had been decided. The toll of death is best not forgotten, for the harvest of the now is seldom achieved without sacrifice. At the end of the feast, offerings are given to the sculpture of the faerie in hopes that the rejection of excess might align themselves further with the Balance, and to honor the aspect Cernunnos and his Wild Hunt. As it is in the Huntsman's Creed, the druids of the Atoll remain humble in harvest. Only when the dead have been honored and the feast concluded, the Mother Circle druids prepare for the frosts and hardship left behind from the Crimson Moon's arrival.
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_________________________________________ _________________________________________ A painting of the sunken city of merfolk faeries " It is a realm not quite near, and not quite so far... In those sunken, forgotten halls The Ocean's daughter mourns evermore. " Excerpt from the Faerie Legend of the Sea Maiden During the third and final full moon of the summer months, the Mother Circle reflects upon the legend of the Sea Maiden, a mermaid queen fabled to be the source of all ocean treasures. There, deep in the cerulean city of the ocean's splendor, she guards and keeps the tides, waiting for a day that shall never come. When the the world was young, and the seas without graveyards, a Son of Malin ventured into the surf with silver sails to glide over the water's surface as a shooting star in the night sky would. His hair was as pearly as the sea-foam upon the shore, and his eyes glimmered with the wondrous blue of the deep ocean. From her young throne, the Sea Maiden, Queen of Sirens and Mermaid Fae gazed up from her throne and knew that no pearl, no shell nor jewel was fairer than he. Yet, when the Sea Maiden erupted from the surface to meet her beloved... He denied her. For the elf with a mane of stars and eyes of tempest sought not love nor beauty... He sought glory that she could not give. Then, the world experienced the first cataclysm of the sea's legendary rage. As the sailor departed, the white hull of his vessel trailed a terrible, sorrowful storm. The tides swelled as the Ocean's daughter wept day and night. Even the land trembled beneath the black clouds; wailing, tumultuous pain of love that will never be. The typhoon raged across the land and deposited all of the riches of the ocean onto white shores. Pearl, fossils, coral, and shells and jewels like a kaleidoscope of treasure showered the shores of Kings and peasants alike. The Sea Maiden had rejected all of the Ocean's wealth that day. Her heart longed not for the shimmering coat of pearls and gems, but for the diamond-hair of her sailor. Still, she sings a mourning song in the depths of the sea, hoping that one day her sailor might return and join her atop the Cerulean Throne. It is rumored that sirens and mermaids are drawn to sailors, so that they might lure them into the abyss to bring the Sea Maiden her true love in which she searches for even still today. An artists' depiction of the Mermaid Queen To celebrate the fable of the Sea Maiden, the Mother Circle holds a great Ocean Ball at the end of the summer cycle. Donning sea-side treasures such as pearl, abalone, and coral are seen as a gesture of good fortune, as the Sea Maiden supposedly sends trinkets into the surf to those that reject fame and glory for the quieter fates of life.
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"Deep in that realm, the Prince does slumber With royal mane of leaf and umber. When the days turn long, the sun's veil of fire awakens summertime from the Lion's choir." Excerpt from the Faerie Tale of Majira, the Midsummer Prince _______________________________________ ________________________ The Sixth Moon of the Lunar Calendar of Faeries is known as the Lion Moon, named for the likeness of the druidic fable of Majira, a great lion thought to guard the Court of the Fae Queen. Majira slumbers most of the year at the entrance to the Verdant Glade, where he rests after his yearly roar that brings the crescendo of summer to the realm. He is thought to be the father of the PrideMother fae spirits, roaming hunters of mischievous faeries and trespassing spirits of draoi, and a patron of wild and domesticated feline companions to descendants alike. With Majira's watchful eyes holding the light of dusk and dawn, it is storied that witnessing reflective eyes of cats big and small is a sure sign that there are foul magics or dark spirits afoot. When the Stormtreader stags cascade their cacophony of thunder and rain during the Fifth moon of the calendar, Majira will awaken and loft his head high. His roar shakes the realms of the Forest and Descendants, rich ribbons of summertime season weaving nature's crescendo into the land and sky. Exhausted, the Great Lion shakes his mane, billowing sweltering breeze to shoo away summer storms that have overstayed their welcome. The oceans begin to stir with life, and the world bears summer fruit of sweet nourishment. Then, the Midsummer Prince returns to rest, so that he might regain his spirit to bring the next year's summer. The Pridemother's Chant, Song of the Midsummer Dance Lye orrarae, Maln! (We hunt, Father!) Lye orrarae karinte, Maln! (We are going hunting, Father!) Il'Kaean narnae, larionn'an, lye orrarae karinte! (Come with us, sisters, we are going hunting!) Lye! Uhierae, ehierae! Lye! Uhierae, ehierae! (The people!) (We seek, we find!) Maruriar, Maln! (Roar, Father!) Lye! Haelun, kaean annil! Lye! Haelun, myumier ito! (The people!) (Mother, guide us! Mother, carry us (to it)!) Ito orrarae! (Here, we hunt!) Oh, draoi uhierae! (Oh, we hunt evil!) A painting of Mother Circle druids partaking in the Midsummer Dance In the Mother Circle, a great celebration is held in honor of this story during the phases of the Lion Moon. Known as the Midsummer Dance, performers travel dressed as Majira and his pride of daughters to spread the joys and beliefs of summertime according to druidic values. The chiefest display involves firedancing, a great demonstration of the story of Majira in the form of a traveling performance and feast. Adorned in bright summer colors and masks of the Midsummer Prince and his hunting pride of daughters, the druids of the circle travel the world to instill strength and faith into those that aim to preserve nature. Summer fruits and laurels are few of many gifts brought to a communal feast, while stories of great accomplishments for the preservation of the balance are shared. While Summer is indeed a season of vitality and strength, it is also a season where the weak perish. When the Mother Circle celebrates the Midsummer Dance, they are praying for the wisdom and strength of the hardy spirits of summer. Wise druids know that no season truly holds an era of quiet when it comes to the protection of the balance, and the summer heat often proves harshest to many. Celebrating the Midsummer Dance and feast forges bonds that many wish to maintain in solidarity of the hard work yet to come.
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"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. ________________________________________ __________________________________________
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"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.
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Sprouts The fungi Kin [Hype-Gallery] Disclaimer: The previous lorepiece that received a negative verdict by the LT received such for the following reason: The sprite playerbase is too small to have any additional lore written for it. Get a playerbase and repost the lore and it shall be accepted. It became apparent that the internal written lore was good and well written, ready for acceptance. But the state of the creature Sprite was not well enough for this new addition. The task given: revive the playerbase / get a playerbase going in order to get the lore accepted might seem a bit contradicting with the LT’s verdict of denying the lore - as acceptance of such would have aided in this ‘revival’. My solution, however, is something different. I removed the connection between sprite and sprout and made the Sprouts creatures of their own. Most of the following lore is taken from the initial submission and thusly ONLY COUNTS FOR SPROUTS. This lore has nothing to do with Sprites whatsoever. If activity is a problem for the LT then I recommend this lore to be put on Trial for a short period of time. There are a few individuals that have indeed exclaimed interest in playing a sprout. Birthing At first, ‘twas but a mystery how these small creatures came to be. Cerridwen's breath or perhaps even the Creator being connected with their cute and mischievous appearance. It was only until recently that an unnamed druid found themselves wandering the grand woods of axios, where they witnessed the spectacle of its birthing. For… in a corner of the forest they found a Fae circle, here the mushrooms grew bigger than usual, a large variety of colorful and even glowing shrooms came to be! Much marvelling this, the druid set up camp nearby. Observing as more and more of these little shrooms grew and each of them became such small dwellers of various kinds. Sprouts: the name given to them by the observing druid, as they found out that these mushrooms of the most odd and too: colorful kinds grew out to be… living! These Sprouts dwelled in the shadows of the undergrowth. Acting in utmost care not to be sighted by predators. “They speak? And walk?” The druid cried out with both hands holding their head. The reply of most Sprouts close to him simply shrugged and replied with something along the lines of: “So?” The druid, having stayed most of its time in these woods, sought to leave… though was curious of one thing. Before it left the woods for good, to bring out word of this fantastic discovery, meditated in front of the fae ring. After time, they blessed the soil of it… and the shrooms that grew, now sped up by the Druidic influence, lived. The Druid found themselves capable of aiding the Aspects in their work of creating this Fauna … or Flora, and speed up the process of its birthing. For growing the shrooms felt akin to that of bestowing the aspects gift onto seeds as Druii usually do. And thus as swift as that, the mushrooms grew exponentially faster than the natural process. Producing Sprouts. [Implementation through a single or two events using an event character druid] Appearance & Lifestyle Sprouts are living fungi that grow to a maximum height of about 10 inches tall. They have small arms and legs - their hands containing digits making them capable of handling things (of their size) perfectly fine. Faces can be seen though covered by their mushroom heat/hat. The life of a sprout is simple: it is within its basic instincts to survive and stay clear from predators. Often shy and careful creatures, though when befriended grow more extravagant. They may eat and sleep - drink and smoke though their being is completely comprised of fungi. Sprouts do not procreate though are capable of having all emotions including hate, anger, love, happiness and my favourite: grumpiness. Modnar & Fae rings The Modnar is the name given to the spore that produces the Sprouts, little is known about them as they are but tiny and most of its development is under ground. They can only be found in fae rings. When a Sprout dies, another mushroom will grow in the nearest fae ring - the same Sprout can simply be reborn though no memory of their death is kept. This memory loss may stretch up to multiple years of their lives post mortem and post regrowth. [For the technical explanation: like a soultree their (inferior nature)-soul is bound to Faerings. If the faering is destroyed and their being too they are to regrow at another ring.] Advantages/Disadvantages + Have Natures Communion by Default. (they may communicate with both flora and fauna) + Despite their mischievous and often dull appearances, they are extremely intelligent. + Sprouts may seems small, but move rapidly through forest undergrowth. They are difficult to catch! + They maintain the poisonous ability that the natural fungi of the realm have. Exotic types of mushrooms may be more dangerous.. Or perhaps their toxins can have more of a hallucinogenic working on potential predators. - They may not learn magic due to their natural origin. (their being is classified as Flora like Cervitaurs) - Sprouts can not wield the weapons of the Descendants, as they are much too small. - Due to their small bodies, and overall weakness, they are easy to take hold of and imprison(if caught). -Not many of these creatures exist, If one was to destroy the faering during the development or destroy the tree around the ring. Before the Sprout is born, it will die. -Magic is super effective towards this creature, and can kill them quickly due to their connection to nature. - They can learn the Common tongue but among one another commune like a druid communes to nature: a descendant could not keep up or understand a conversation between two or more Sprouts unless it is specifically said they speak a sentence in common tongue. (like ents conversate with groans and creaks of bark, Sprouts have their own ways) - Sprouts, if consumed are practically toxic. Redlines - They may not be domesticated, as they are entirely sentient beings, not animals. - Sprouts can only thrive in areas filled with natural life, such as forests. Deserts and tainted areas are practically deadly. - They are incapable of learning any form of magic, however they may communicate with Flora and Fauna. (natures communion) - they can only live in a flora rich environment. Entering cities is not a problem, as long as their stay is short. Though this is disadviced at all as they are shy/scared beings. Bigg’unes are baddies! Meet archibalt - a purple headed sprout whom’s a grump and has taken up residence in a druids shoe!
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~ Sprites and Sprouts ~ Link to the Original Lore page: https://www.lordofthecraft.net/forums/topic/142670-lore-revision-playablesprites/ Birthing At first, ‘twas but a mystery how these small creatures came to be. Cerridwen's breath or perhaps even the Creator being connected with their cute and mischievous appearance. It was only until recently that an unnamed druid found themselves wandering the grand woods of axios, where they witnessed the spectacle of its birthing. For… in a corner of the forest they found a Fae circle, and here a small flower grew out to be the birthplace of a sprite. Much marvelled the druid set up camp nearby, and observed as more and more of these little flowers grew and each of them produced these small faeries of various colors. However, not only did this fae circle bring forth the sprites that now inhabited the forest, it too produced creatures akin to them, dwelling the floor of the woods: Sprouts. The name given to them by the same observing druid, as they found out that mushrooms of the most odd and too: colorful kinds grew out to be… living! Akin to the Sprites that flew about, these Sprouts dwelled in the shadows of the undergrowth. Acting in utmost care not to be sighted by predators. The druid, having stayed most of its time in these woods, sought to leave… though was curious of one thing. Before it left the woods for good, to bring out word of this fantastic discovery, meditated in front of the fae ring. After time, they blessed the soil of it… and what grew out to be… lived. The Druid found themselves capable of aiding the Aspects in their work of creating this Fauna, and speed up the process of its birthing. For growing the flower felt akin to that of bestowing the aspects gift onto seeds as the druii usually do. And thus as swift as that, the flowers and mushrooms grew exponentially faster than the natural process. Producing equally as good Sprites and Sprouts. Appearance -Sprites and Sprouts stand about 5-7 inches with Elf-like features. Where Sprites have translucent wings sprouting from their backs, the Sprouts have the top of their mushroom like being as sort of a hat. -Sprites and Sprouts are genderless, but do take on masculine and feminine appearances, oftentimes being referred as male or female, despite being asexual. -Sprites and Sprouts clothe themselves in flower petals and any soft, pliable forest-growths they can find. -Sprites and Sprouts speak an odd tongue that can be learned but is quite difficult for Descendant minds to understand. They also have Natures Communion as a basic foundation of their being by default. As they are both Flora and Fauna. Part of Nature. Color The color of the sprite or sprout determines almost exactly some of the mannerisms of the creature, similar to how a mage’s aura is defined by their own personality. There is no definite reason as to how, or why they are born as these particular colors however, it is simply a random factor. Green “Wisdom and immaturity in a stunning union.” Sprites born with the color green are wiser and more intellectual than their kin- often more keen to learn something new. They can provide interesting outlooks upon a situation based on their observations, and are even known to have a larger attention span. Blue “Curious and kind.” Sprites born with the color blue are considered the most likable of all. They are known to be the first to explore, and the first to make a new friend. Taking that in mind, they are much more adventurous than their kin, wanting to seek new places and new friends, which can often lead to trouble. Sky Blue “Deceit and deception in the wings of the sky.” Sprites born with the color of the sky are known to be the most deceitful. They use their similar coloring to their blue kin to lure people to trust them, only to torment them and trick them for their own amusement. Grey “Laziness and ambition in the wings of the clouds.” Sprites born with the color grey are very similar to their sky-colored kin, appearing to be much more sickly, or oftentimes gloomy, in a depressed manner. It is because of this, they are able to manipulate sympathetic people to do their bidding. Red “Rage.” Sprites born of the color red are known to have a temper and fuse that is near as short as their own height. They are judgmental, rude, and apathetic, their level of dislike only being below Black and Yellow Sprites. Black “Anathema embodied in the smallest of souls.” The rarest of their kin, this Sprite possesses a heart as black as it’s very visage, wishing pain upon those whom it may face, with tendencies to wreak havoc and pandemonium as much as it can. They are to be wary of, as these little cretins possess naught a drop of compassion within them. Purple “The mediator of their kin.” A Purple Sprite, alternatively violet, is the embodiment of balance, matched with the mindsets of both Red and Blue, they are believed to be wise and level-headed, more so than any of their kin. White “Those of innocent heart.” Sprites of absent color are pure and kind, admittedly the most bright of their kin (Literally), they have oftentimes been mistaken for starlight in the darkest of nights. To those lost in the woods, these Sprites have been known to guide to safety, using the prominent luminescence of their body as a beacon. Yellow “Manipulative and Mean.” The oddly yellow colored Sprite possesses an alien aura to it, they are daring and cruel, using emotional manipulation to instill fear unto their kin and use their reactions for their own amusement. They are the most mischievous and tricky of Sprites, and much like Black Sprites, are to be wary of. Orange “Heroics lead to ignorance.” The orange Sprite will automatically attempt to solve any conflict it can, without the assistance of any other being. Should someone be in some sort of trouble, or a conflict has unfolded, the orange Sprite will be there to save the day. These Sprites don’t often do heroic deeds out of the kindness of their hearts, but rather for their own reputation. Should they fail, however, they’ll slide into a deep, temporary depression, upset that they didn’t reach their high expectations. Brown “The feral outcasts.” Sprites born with a brown skin are social outcasts, foreign to even the rest of their Sprite community. Often known for taking shelter in secluded, isolated, and rather odd locations, the brown Sprite does not enjoy communicating with it’s kin. They’ll often act as if they’re a wild dog with wings, and will tear up their food before eating it. They’ll rarely speak in any tongue, as they often just don’t care enough to communicate. Pink “Intimacy and energy bound by the same soul.” Sprites born with the color pink tend to be ditsy, energetic, and animated. There’s always time to play fun, silly games, and they truly embody the childish trait of every Sprite. However, as much as they enjoy to be immature, they enjoy the prospect of love for other sentient beings. These Sprites are willing to go out of their way to ensure that two people who love each other stay in love. Acerfolia & Modnar The Acerfolia is a small flower with a large oval shaped bud and triangular leaves. It grows five inches from the ground, and is the birthplace of all Sprites. The Modnar is the name given to the spore that produces the Sprouts, little is known about them as they are but tiny and most of its development is under ground. They can only be found in fae rings. When a sprite dies, another flower will sprout in the nearest fae ring. Advantages/Disadvantages + Have Natures Communion by Default. + Despite their mischievous and often dull appearances, they are extremely intelligent. + Sprites may fly, but no higher than that of an Olog (Three Blocks), as they would exert too much energy whilst attempting to fight back against gravity. Due to using too much energy they would need a surface to rest on before taking flight once again. + Sprouts may seems small, but move rapidly through forest undergrowth. They are difficult to catch. + They may defend themselves with toxins - the Sprite lore add-on "Scary Toxins & Nice Sprites" Still applies on both Sprite and Sprout. - They may not learn magic due to their natural origin. - Sprites and Sprouts can not wield the weapons of the Descendants, as they are much too small. - Due to their small bodies, and overall weakness, they are easy to take hold of and imprison. -Not many of these creatures exist, If one was to destroy the faering during the development or destroy the tree around the ring. Before the Sprite or Sprout is born, it will die. - Injuring the wings of a sprite can be potentially fatal, as the sprites main blood vessels are located there. Theirs wings are of the same material as their body, of plant. The same counts for the mushroom heads of Sprouts. -Magic is super effective towards the sprites and sprouts alike, and can kill them quickly due to their connection to nature. - They can learn the Common tongue but it would be difficult due to their poor attention spans. - Sprites and Sprouts, when consumed are practically toxic, as after death they are reduced to a fine, gray ash. This metaphorical pixie dust will not grant any flight, but instead will lead to an extremely quick and painful death. Redlines - They may not be domesticated, as they are entirely sentient beings, not animals. - Sprites and Sprouts can only thrive in areas filled with natural life, such as forests. Deserts and tainted areas are practically deadly. - They are incapable of learning any form of magic, however they may communicate with Flora and Fauna.(They get this by default). - they can only live in a flora rich environment. Entering cities is not a problem, as long as their stay is short. - The Scary Toxins & Nice Sprites lore applies to both Sprites and Sprouts. Just to get people hyped: a possible character I was thinking of myself to be played as a sprout - Meet archibalt - a purple headed sprout whom’s a grump and has taken up residence in a druids shoe! Contributors: - Zeer0 - original lore writer - The Collectivist - original lore writer - Hedgehug - Lore re-writer / compiler Edit: - 3 new colors - Toxins added
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“Look close, my child. Look hard. Can you see it on the stem? Tis a Fae, but lets not linger, for they like their tricks.” *~The Fae~* Mysterious, mystical, and a well hidden realm of creatures. Are they ethereal creatures and spirits, heavenly creatures, some form of demons, guardians of the forest realm, or simply humanoid beings? Nay, simply tricksters of their realm to keep woodsmen and people away from their steads so they can thrive. Fae in appearance are rather bug like humanoids and are often confused as the bugs they resemble, however, a slight bit larger. It is unsure how they became to be, some suspect a mage of sort experimenting crossing the two species of man and bug and thus they were created, perhaps it was the work of the creator; the possibilities go on. Now, you would need a keen eye to see one and not be confused for their bug counterparts. However, most have typical four limbs consisting of two arms and two legs, and then could have the added extra bug like extremities including more legs, antennae, etcetera. Furthermore, not each Fae is the same, just as not every person is. They could look like a beetle, a fly, a butterfly or anything of the such. Be fast or slow, fly, jump, or climb. Unfortunately, being so small, they are susceptible to dying early from destructions of their small steads, via animal or big folk, or even being eaten. In their life, they also have their own sort of political system, lifestyle, and language. Their Queen is the largest of the Fae and the most beautiful, however she has many tricks up her sleeve to rarely be seen by the eyes of those who are not worthy and pure of heart, mainly her own mystical magic which is within each of the Fae. The Fae have a great love for their Queen, if one was to kill her, do not be surprised if your home is infested with and army of Fae and you feel their wrath of the poisonous stings of their weapons. Hit enough and you may die from the swelling. Mainly, it is children the Fae like to play with, for they are innocent and pure of heart; not cruel like their elders have been seen to be, having smashed their realms many times being ignorant of what may lie within the land they wish to take. However, life within their lands (which could be anywhere you could find a bug, like grassy lands, deserts, within the forests, etcetera) is peaceful for the most part unless trifled with, then you might feel their sting of poison on their itty bitty weapons which will cause the wound to well up. If you sleep, they might come in a small pack to steal the pretty things within your house, like the beads off a necklace, or the petals of a flower as an offering to their Queen when they gather together for the festivals of harvest and such. However, you cannot hear a Fae’s words for they are too small to hear and none has been able to translate for such reasons. You can only feel their emotions of playfulness or anger. If you spot a Fae, it is considered luck and you might even be offered a gift from one if they like you enough, maybe even a small wish! So happy hunting.