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  1. ❀✿==------------------------------==✿❀ ❀✿==--------------- ---------------==✿❀ 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
  2. "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.
  3. "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.
  4. _________________________________________ _________________________________________ 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 Mermaids Faeries 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.
  5. "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.
  6. "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. ________________________________________ __________________________________________
  7. “She rose from the clouds A soothing, verdant rainstorm The Mother’s tears heal” Excerpt from the sacred Lyric of Cerridwen and Cernunnos The history of the Mother Circle is not unlike the phases of the Moon; waxing, full, and waning. Yet it is this very cycle that creates strength in the Mother’s Favored, testing their will to pursue the Balance in all things. One may bring great suffering or great healing with their gift of life, and the druids of the Mother Circle understand this deeply. The eldest circle has traditionally held firm beliefs in the pursuit of guidance and harmony with nature, primarily through the instruction of young dedicants and druids. In recent history, the druids of the Mother Grove have instilled a deeper culture that reveres the qualities of Cerridwen and the Fae. The Archdruids Within the Mother Circle, the three Archdruids oversee Grove activities, threats to the Balance as a whole, and serve as the Mother’s symbolic guiding hands. The number three is sacred to Cerridwen, as it describes the timeless cycle of birth, life, and decay. Additionally, the three archdruids wield artifacts of the Grove representing their office. The Mother’s Song The Archdruid of Song is responsible for cultural worship of the Aspects and the reverence of the Lunar Cycle, traditionally associated with the Fae. Just as a mother would sing for her young, the Archdruid must inspire the next generation of druids with the reverence of Nature. The Mother’s Wrath The Archdruid of Wrath is responsible for the protection of both the Grove and the Balance wherever it may be threatened. While it is understood that the Mother is kind, she also requires that her children show ferocity towards the unbalanced, the draoi, and the void. Like the ire of a matriarch elephant, the Mother’s Wrath demands righteous rage. The Mother’s Guidance The Archdruid of Guidance is responsible for the inspiration of the Circle’s young dedicants and druids. As the symbol of Cerridwen’s discernment, the Archdruid will judge the greater threats upon the Balance outside of the Grove and advise the Moot. Archdruid of Song, Aerendyl Hawksong Archdruid of Wrath, Malii’evartir Odinson Ame’narnir Archdruid of Guidance, Aiden T. Solaray The Verdant It is the simple name for the collective druids of the Mother Circle. When the new brother or sister rises from the waters of attunement, they may choose to immerse themselves in the Circle. Then, they will be offered three trials in honor of Cerridwen’s Cycle: birth, life, decay. If succeeded, they may choose to receive the WildMother’s Wreath, an ilmyumier inspired by Cerridwen’s Orchid commonly found in the Atoll. The Ilmyumier of the Mother Circle The Trial of Birth The moment we are born, we begin learning. A wise druid will know that the Balance needs Druids who forever learn of newer and greater threats to the world, and adapt. The trial of Birth will require a druid to travel into the Wilds and recover a young animal displaced by unnatural means, be it war or blight. However, they must follow the explicit requirement to achieve this without the gift of Beastspeak. They must learn to understand the needs, joys, and pains of a cub that does not have a voice yet, as a mother would for her offspring. The Trial of Life To druids, the ultimate slight against the Aspects is to manipulate nature to harm itself or another druid. While a Draoi may control nature for their own gain, the Trial of Life requires that the druid create something that will aid their own journey or the journey of another. The Mother does not simply grant life, she nurtures it, and so must her Druids nurture the growth of our kin. The Trial of Decay Like autumn’s cold breaths of an encroaching winter, all that has life must eventually waste away. The trial of Decay will challenge the druid to revisit their companion animal that they met during the Trial of Birth, and witness its death. Cerridwen does not neglect the vibrance of Spring when Winter has passed, and so the druid must use the decay of one creature to the aid of the Balance. The Mother Tree, Culture, and Duty The Mother Tree The great Mother Tree of the Grove provides, nurtures, and protects. She has grown the forest around her and embraced the residence of the Aspects’ Servants. At the top of her canopy the Moot is held, and the Druids of the circle may live on, within, and around the tree’s enormity. During a celebration during Spring and again in the Fall, the spring flowers and autumnal fruit of the Mother Tree provide the druids with plentiful blessings. The Fae The Mother Circle chronicles tales of the fantastical creatures of the fae, some rumored to have a sacred purpose from the Aspects themselves. The Eternal Forest is a strange world of both immeasurable beauty and potentially dangerous creatures, but give rise to cultural icons of reverence, fear, or wonder. For example, the Unicorn is a warrior fae, and will often be seen woven into tapestries or carved into decor to ward of the more wicked creatures of the Forest. The Flower Moon The spring lunar cycle brings an artists’ pallet of flowers and green life to the melts of winter, and with it comes a grand celebration from the Circle. Traditionally, a festival of color, flower art, and Foragers Feast are held over the first few moons of the Spring Season. As the first large gathering since the harsh cold of Winter, a Brewmaster’s competition is held that calls for exotic liquors from all over the realm. The Pumpkin Moon After the toil of summer, the Druids of the Circle will prepare for the much-anticipated autumnal lunar moons. As the world will eventually decay all around us in the coming winter, a massive feast is held under the splendor of the Mother Tree. The last of the Grove’s foraging will end with an offering to the Mother, praying that the harvest of the golden months will nourish them throughout the Winter. Towards the final days of the autumn month, a great gathering for stories of the fae creatures is held over a bonfire, thought to have originated from a mother’s cautionary tales to her young before the night. The Verdant Path The Mother Circle strives to preserve, protect, and nourish the balance throughout the realm. A Circle Druid may wish to take up the duty of Waystalker, Druids who travel frequently throughout the realm to discern and relay any presence of imbalances to the Circle. Led by a Waywatcher, these druids ensure that the Circle knows of any urgent threats to the realm with hopes that it is caught before catastrophe. Garden of Memories Even when her children have decayed before her, a mother cherishes memories of their lives. The druid entrusted with the Tome of the Fallen tends to the Gardens of Memory, the graveyard, ensures that it is maintained with honor and reverence for our past teachers and kin. They will coordinate new memorials for fallen kin and tend to the creation of new shrines. There exists always a lunar gate leading into the Graveyard, for on nights of the full moon some druids believe that the souls of loved brothers and sisters may pass freely between this world and the next to silently comfort those that they have left behind.
  8. [Guide] Treants Treant Lore Credits: TheBlackBobRoss for helping to write this guide LaffenOutLoud for consultation (At the insistence of Ross) Myself, for editing, polishing, and writing. General Redlines Physiology Weaknesses Blight Abilities Take Root Red Lines Huntsmans Armory Red Lines Entangle Red Lines Regrowth
  9. Note upfront: The Satyr Origins From the most innocent of dedicants - to the most profound of elder druii it is agreed upon all that the Aspects act in mysterious ways. Every once in awhile this is confirmed in what appears to be nothing more than what one may call: Magic. Meladmiriel, Spriggans, Cerviaurs and the many - many more Fae-like creatures were brought to be by what was thought to be Cerridwyns breath and Cernunnos’ fire. And so - a new creature came to be: The Satyr. Appearance The Satyr is a Fae like no other. Their body, below the waist, is that of a goat or ram, including the tail. Its legs adorned in a soft fur that can take on a variety of different colors - though black or brown shades are most familiar. Where they would have feet, hooves have taken their places. Their upper body appears to be most similar to that of the Mali’Ame, or just humans in general. Their hair growth is wild and thusly not only female Satyrs can be seen with longer hair. Slightly above their goat-like ears they grow horns, which can curl or remain somewhat straight. Satyrs are sexually dimorphic to an extent. With males muscular and masculine with tanned skin, dark fur and hair, often building muscles quite easily. Males grow to be between 5'10 and 6'2 most often, and are typically darker colored. Female satyrs are beautifully formed, with pale to slightly tanned skin, often with freckles and lighter colored fur and hair, they are also have darker noses. They grow to be roughly 5'5 to 5'10 and are exceedingly agile and wise, even if they are scatterbrained. The Satyr is a strong and agile creature. Due to their build they are capable of jumping higher than the average descendant. Their running speed rivals that of the Mali’Ker (with buff) and their jumping comes close to that of the Kha. Personality and Lifestyle Satyrs all enjoy the pleasures of the flesh, such as lethargy, drinking, eating, and partying. All satyrs, even young ones partake in alcohol if given the chance, and are extremely resistant to it's effects, unless it is wine which they prefer above all else. All satyrs are also talented musicians and poets. Preferring woodwind and percussion instruments, along with heavy chanting or building up, excited songs. All satyrs have a certain fey allure to their music which they use to lure in mortals for their large parties, or using it for other purposes. All satyrs need music like other creatures need food and drink. If a satyr is denied being able to enjoy music, it has the same effects of denying something food and they begin to waste away as though starving. As they are the Aspects creation, and are like common fae, they would feel reluctant to visiting non-foresty locations such as towns or cities. An emptiness would take hold of them as the voices of nature fade away. Thusly these creatures spend most of their days in the forests where they may commune with the nature around them. Due to this trait of connection with both Flora & Fauna the majority of the Satyrs feel reluctant to the consuming of meat and live a vegetarian lifestyle on a diet of greens and music. Culture These creations of the Aspects can most commonly be found in their own groves or among Druii. Satyrs prefer company and live in groups, these groups once more divided into separate bloodlines. Current knowledge on four of these lines is available and these four carry with them their own habits and traits. On the point of marriage and love, this too plays a significant role among Satyrs. It is generally frowned upon that a Satyr seeks love or companionship with another descendant. When two Satyrs do end up in love they can be married through either a Satyr elder or Druid, which progresses much like any other wedding. A custom is the grand feast that follows - lasting several days until all finally rest. Communion and Birthing Communion is the name given to 'the act'. Satyrs reproduce through conventional means and thusly have their bits. Following this moment the female is pregnant for two years (2 irl weeks) after which birthing takes place. This most commonly under supervision and with aid of a druid or elder Satyr. Note that Satyr children will only come forth from Satyr to Satyr intercourse. Any other Satyr x [race] combination will result in a failure of impregnation. Lifespan: Satyr often live up to almost as long as an Elf. Although they max at 800 the oldest Satyr recorded having been 789 years old. As Satyr age they grow more like their counterpart. Like a Thorn would slowly look more like a Ram as they grow older. Except bipedal. Their physical appearance remains as is though the color of fur can take on that of a more grey nature. Language: It is allowed for a Satyr to speak in the common tongue and in broken dialect for the sake of understanding. Useful Phrases: Numbers: Red Lines: A CA is required to play a Satyr, The Ingame race is that of Kha, a GM will change the name race-tag, Satyrs have Natures communion by default, They cannot, in roleplay, jump higher than a Kha could, The Communion is to be Faded to Black, If killed in rp or pvp the same revive rules apply to these creatures, They cannot live in cities, They cannot use or learn any magic whatsoever, The absence of music for a long period of time will weaken them, Contributors: - Slothastic - writer of initial lore piece - Owlettetheowl - providing pieces of lore for fauns and satyrs - LetUsParty - aiding in language and translation - Hedgehug - re-writer of lore / compiler of lore Edit: - Communion removed and replaced.
  10. 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!
  11. ~ 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
  12. “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.
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