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Found 11 results

  1. MoonsWolf_

    [✗] Faoladh [Creature]

    The Faoladh ~History~ After the war of Elcihi'thilln, the leader of the Silver City turned to a researcher named Aelthos, who changed Lomal (the leader) into a snow elf. What the young Aelthos did not know was that one of those people that volunteered to be turned had a young wife who was left in the cold to wait for her beloved who had left for war. After a time of him not coming back, she packed her things and took to the snowy woods, forgetting her cloak behind her. And just like that, a snow storm wiped her farther and farther away from any civilization, while her and her undiscovered child tracked through the wind. She had not know of the child resting within her, but and only though it stress, and so, when she found a cave underneath a fallen tree, the elf women soon died. Not much time later, a Fjarrugiauga found her amongst the snarled roots, her final breath long gone, but even still, the Frost Mother cried out to the God of Winter, Wyvrun, and somehow, the message got through. Wyvrun, also known as Old Father Winter, had a soft spot for females and abandonment, and so, he told the Frost Mother to go out and find the nearest dead animal. An so, as she was told, the Frost Mother went. The Frost Mother came back with the carcass of a newly felled female Ker Wolf who had died of old age not to far from the Elf, and dropped it near the body, the two laying side by side, wolf and elf. Old Father Winter then looked inside the Young Wife, and found the babe, who was dining slowly, but not yet dead, and so He took the child from the womb and placed it's spirit into the wolf. The legends are not all completely sure of what exactly happened to make the next day possible, but they say that the next evening, a white and red pup stepped out of the cave, completely healthy and already 1 month old, and another female Ker wolf came to the pup and cried it off. And so, the first Faoladh was made. . The Faoladh race are considered a gift from the God Wyvrun, but many consider it a curse because from the point you are turned and from then on you are bound to your pack, and there is no way to reverse the transformation, unless through death. The Faoladhs have a bad side as well, they are known for their combat skills and ruthless mentality, but it get worse. On Eclipse Moon nights a Faoladhs Packs will be forced to go out on The Hunt, where their bodies become more of a werewolf shape, more humanoid, and they are forced to go to their nearest town and kill as many people as possible. This form is known as Bazerk. This is why most people hate the Faoladh Packs, although many fear them so much they offer them gift as way to ward them off, although it doesn’t help at all and most of the time gets them killed. The Clipse Moon Night is not the only time that a Faoladh become more of a werewolf form, i happens when they are overly angry or iritated. A Faoladh in human or other form is not a terrible sight, but it is not beautiful either. A Faoladh in human or elf form has a dull around it, any beauty it once had or happiness does not show in the persons "aura", and therefor they are a rather normal sight, although one can I identify them by their inability to speak. In wolf form, a Foaladh gains all of the things it lost in human form back. It is graceful and strong, beautiful and hard to resist. There are some legends that a young Faoladh female enticed a young man to come to her without anything but her looks, she then killed him and brought the hart back to her Alpha as a gift. But do do not be fooled, and human or elf that steps into a Faoladhs Pack/Den site will find their end quickly, no matter the person or time. Faoladhs go Bazerk more often than not given that they get irritated quickly and are ruthless. Many a men have tried and failed to hunt these creatures down, the hunting parties growing thinner and thinner. The Faoladh have had a long lasting hatred for the Fjarriauga, or Frost Witches, given that they are rivals in territory in the North. Although the Frost Mother from the first Faoladh did help her, the dependents soon forgot this when a young Frost Witch killed a litter of puppies. A litter of pups is a sacred blessing to the Faoladh, considering the infertility of the Faoladh is much like the elf's curse. For a human turned Faoladh a litter is celebrated but not as much as a litter from an elf turned would be. The rules for the Faoladh's are simple, although they are different for each Pack, the unanimous one are listed bellow: -No hurting or treasonous acts against the Alpha -If the Alpha has pups, they are to be protected above all else -When hunting, consider your Pack mates and remember your station -Never try to mate with an already mated male or female The territories of the Packs are operated by the climate and geography, and much of the time, they do not feel they need to expand, but as with the Leathnu Te, it has been known to occur before.There are many small packs scattered across the land, the Faoladh having split from any larger pack to form their own, although many do not make it. The other small territories have the same hierarchy system but the only exception is if there is a bigger problem going on in a Pack, one of the Season Leaders will come down to the part of their territory they are letting them have and solve the issue. Although you follow one of the Seasonal packs, your loyalty is to your own Pack. But if in any case it comes down to the life of one of the Seasonal Packs or your own Pack, you are expected to choose the Seasonal. If otherwise, your are named a traitor. Anything between the two Seasonal territories is the Nomadic Lands, this is where if a young Faoladh chooses to go off on its own, this is where you head. No one owns his territory. There should always be a sliver of Nomadic Land. The hierarchy of the Pack has one leader for each of them, and two Betas to protect and serve the Alpha. The Tiers of the system are listed bellow: Highest ranking: Alpha- runs Pack and makes sure all other Pack mates are in line. Do not challenge. Second Highest: Betas- there are two Betas, usually both women, they protect the Alpha from any attack that she does not see. They also are the go between the rest of the Pack and the Alpha Alpha Apprentice: Dara- the Dara is a young female Faoladh Trodai who will one day become Alpha, unless a challenge occurs. Middle: Trodai- the warriors of the Pack, they make up the rest of the Pack. Middle low: Baegnach- the warriors in training. Low: Pups- self explanatory. Protect at all costs Pups are the joy bringers of any Pack and if you are born a Faoladh, you are considered "High Born" and even higher born are the elf pure bloods. There is no difference between Faoladhs turned by death or born, although the pain process is different. Pack Mothers are the Women Faoladh's that have recently given birth to a litter of pups or are nursing in the den. The mating system for the Faoladhs is no different then the Ker Wolves. Once mated, you are mated for life, unless your mate dies or given that Faoladhs are also Humaoid, if your partner cheats, so pick well. Alphas of the Faoladh are known to be ruthless and kind, it depends on the leader, but all Alphas need to keep the peace and justice of the Pack, making them the executors of traitors or Leaders of Rituals. Leaders are chosen either by another Pack Mate challenging them to a fight to the death, a Dara being assigned the position when the Alpha deems them ready or by old age, in which one of the Beta's are chosen (this is rare given that Faoladhs have a very long lifespan, humans extending to 300, elves even longer then their previous enlargements). The changing of a human or other race to a Faoladh is a painful process consisting of a month of migrants and bones breaking and realigning. The stages of the process are listed bellow: The first three days) headaches begin to occur, causing hallucinations and screaming. The next five days) bones begin to crack, your spinal cord shifting to become more lenient. The next 7 days) fur begins to slowly sprout from the skin, fingernails lengthening and the skin on your body becoming paper thin. The next 12 days) The bones that had been broken begin to realign, causing another bout of excruciating pain while long canines grown in the mouth. The last 4 days) the final piece is the actual transformation into the wolf form, which is known to be the worst part, as it all happens at once. The following transformations are easier, but still painful, which is why some people prefer to stay in one form. The main drawback of being a Faoladh is that if you get any sickness, you are susceptible to becoming a wolf forever, any therefor never change back again. It is taken as a serious problem and the Pack take as much care as they can. The Packs have a system for traitors which is followed out at all costs: -If a Faoladh gives away their pack or Alpha, they will meet out rightful justice - If a Faoladh kills or harms any pack mate, they will meet out rightful justice - (The sentence they are given will be carried out by the Alpha, and so the things they do are not all considered death worthy.) Many Faoladhs go Bazerk, which is when a Faoladh decides to remain in wolf form but has such a hate for humans that they go into the Bazerk Wild form, which looks like a werewolf from American ledgers. Bazerks roam the countyside and kill off animals and any humans they can get their claws on. They sometimes join forces and wipe out towns, but it is rare given that they are so driven to kill that they often kill their own kind. It is incredibly easy to become Bazerk, and once fully Bazerk, you are forced to leave the Pack for the greater good, which causes problems with the human life around the territory. The only way to become a Faoladh is to either die, and to have a Faoladh find you within an hour of death, as to not let the decomposition process go too far, or to have the Alpha or Beta of a Pack mark you. There are four Alpha's, one for each pack: The Summer Pack Habitat: lives between Warhawkes-Krugmar Diet: Carnivore and/or Man eater Size: Ranging anywhere from 4-7 ft tall. Color Varieties: Ranging between a brown-to a golden white. Skill set: -The Summer Pack is known for it's potions and it's magic, they are rarely fighting with another clan as they are the peace makers and have given up much of their land to other small packs because of this. It is still to be seen if they will ever help in battle. -The most laid-back of the Four Packs -Avoids conflict with humans/other races at all costs The First Leader of the Summer Packs: The First Leader of the Summer Pack was known as Aofie. Aofie was a young Druid girl when she was turned by the Founding Faoladh. Having lived in the heat her whole life, Aofie left the Winter Pack to journey out, seeking a warmer pack.At this time there were another three packs that no long are here. Spring, Winter and Fall, and so her first bet was to get to the Spring Pack, but she did not make it before she fell in love in the Nomad Territory, which was not claimed by any pack yet. She stay their with her beloved until he died of old age, being a human. She was left with a litter of pups witch she delivered the next Summer, and was forced to settle down. Soon, more and more Faoladh's started flocking to the Nomad territory and she had to take control of the Faoladhs, and so she made the Summer Pack. The Winter Pack Habitat: Form the edges of the Pack to the Northern Coast (Haense-Rivia) Diet: Carnivore and/or Man eater Size: Ranging from 4-7 ft tall. Color Varieties: The Winter Pack has wolves that range from white to black, with any tint to their fur. Skill set: The Winter Pack has very little known about them, being the most secretive. The only skill set we do know of is that they are amazing in battle, but also the most brutal Pack. -Vicious to outsiders -Hate humans -Spend much of their time in Wolf form -Most difficult to conceive given the cold climate The First Leader of the Winter Pack: The founding Faoladh was the leader of the Winter Pack, en which you can read above ↑ -------------Red Lines----------- -You cannot play as a Faoladh unless turned by an Alpha or died with a Faoladh in your company or finding you. -You can only use your Packs specific magic (if it has one) if you are taught by one of the people first -If caught turning you must give the person whatever they want, unless they ask for your life or something to do with your Pack -You cannot assume you were just born into a Pack, you can either be born and your parent died a Nomad or find a Pack Mother and be born from her. -There are no rules restraining the Bazerk side, although it would be helpful if you didn’t go around killing everyone -this magical creature is open to any previous race, although if you were a frost witch turned Faoladh that’s no a thing.
  2. Krefarus

    [✓] Mehkolo [Creature]

    Mehkolo (A lone Mehkolo worm) Mehkolo originate deep within the mountains of Atlas. These worm are one of the more peculiar creatures of the continent, Mehkolo come in a variety of colors, from darker grey/black to a dark orange. Additionally, Mehkolo blood is luminous which gives some a glowing appearance. Individually, the worms possess only basic intelligence, comparable to that of a animal. Mehkolo experience some other limitation, due to largely living underground these creatures have very limited eyesight during the day. Their eyesight improves as the sun sets, but it is still subpar. However, once Mehkolo bind together, the colony of worms is capable of higher thought and intelligence like the other numerous races of Atlas. The larger these colonies grow the more intelligent, sluggish and incapable of basic tasks they become. In terms of size Mehkolo vary greatly, with some being as long as two meters while others being only fifteen centimeters in length. Colonies are much longer, most take bipedal forms and stand around 2.2 to 2.4 meters talls and weigh as much as 1200 pounds. The race survives primarily on naturally occuring minerals though plant and animal life is a viable option. Communication for lone Mehkolo is impossible but colonies are capable of basic communication through the formation sounds via vibrations. In addition to this, colonies are usually extremely reserved, rarely speaking to any race outside their own. All Mehkolo colonies are directed by a single Mehkolo within the colony. The colony leader is usually a deep shade of red and its death almost assures the dissolution of the colony. Not much is known about Mehkolo culture or beliefs due to their intense isolation and limited communication. Mehkolo colonies are fond of violence, they incorporate any available material into their form to serve as armor whether it be logs, rock, or metal. Though they are rarely capable of forging weapons they are still capable of combat with weapons that happen to stumble into their possession. Even without the use of weapons, Mehkolo colonies are a force to be reckoned with, they are extremely strong and robust. Intense heat & fire is known to frighten Mehkolo. Exposure to direct sunlight is deadly to the creatures, without proper materials infused into their form protecting them, they will dry out and die. Upon the death of a Colony leader, the Colony loses cohesion and disperses. There is a off chance that throughout the confusion that a new colony leader can be chosen and keep the colony together but this is a rare phenomenon. Usually after the colony disperses several of the dispersed Mehkolo become Colony leaders forming many weaker colonies from the previous colonies remnants. However this process takes a deal of time and not immediately after original colonies death. (Mehkolo colony wearing a rare set of Mekholo-made armor) Mehkolo communities thrive deep within the cave systems of Atlas, though colonies are normally solitary they sometimes group together into communities. These communities are usually located in wide open caverns where the walls and roof are adorned with glowing larvae. The colonies constantly expand the caverns and tunnels by constantly tunneling for materials to consume. When solitary, Mehkolo colonies asexually reproduce, however, when grouped together they are known to reproduce normally. For Mehkolo living below the surface, minerals are the main source of food. Colonies that have ventured above ground sustain themselves on diets of meats, fruits, & vegetables. Mehkolo rarely domesticate livestock, being so unfamiliar with the surface creatures. (cavern covered in Mehkolo larvae) How the Mehkolo emerged onto the surface is largely a mystery. Many speculate a cavern housing several colonies was breached while mining. Others speculate Mehkolo worms may have burrowed to the surface themselves. Redlines -Mehkolo are incapable of learning magic -If the Colony leader is to die the Colony dies as well -Prolonged exposure to sunlight results in death -Mehkolo weighing more than 1000 pounds experience trouble regarding movement but benefit from increased intelligence -Mehkolo weighing less than 600 pounds benefit from better motor skills but experience much weaker intelligence -Though generally slow, Mehkolo are capable of fast speeds in short bursts -Mehkolo are terrified of fire as well as extreme heat and avoid it at all costs -All Mehkolo suffer from weaker eyesight the brighter their surroundings are
  3. Minecraft Account Name(s) jdesarno Discord jdesarno#4384 How long have you played on LoTC? Around three months now, going onto fourth month in November. Timezone and Availability Cst Central Texas, around 5-10 hours daily, Varies. What lore are you versed in most? Bestial lore: The monster's of lotc, abnormal, the undead. Everything to do in that Category, I wrote the hunting guide after all didn't I? Give a summary of any staff positions you have held on LoTC None currently. Personally would like to change that for the greater!~ Have you ever written lore for LoTC? No but i’d honestly like to, specifically with the increasing additions to lotc’s roster of Event/Creature related monsters!~ For all we know there’s a large untapped layer of potential within roleplay standards! Albeit.. moderated in the right hands, I’d honestly think it’d be a nice thing, no? I’ve noticed a lack of development with creature related items, from one enthusiast to another, why would we let them waste away in our storage's when they could be made into something unique, something you’ve actually worked for, spurred dedication into, the only limit to lore is hard shelving and general direction, your mind is an untapped oyster!~ Have you ever received a blacklist or ban? Minus a small ban on a previous server that i've learned and recollected from, yes.. just twice. Who do you not get along with on the Lore Team? No one, far as I know.
  4. What is your minecraft username? jdesarno What is your discord? jdesarno#4834 How long have you played on LotC? Three months currently, going onto four months in November How many hours per day/week are you available? Five to ten hours daily, Varies more on the longer side. Have you worked on the Lord of the Craft Wiki, or any wiki before? Not lotc’s specifically. Besides contributing to a small amount of in-game wiki’s to some game’s i’ve forgotten when they’ve first started out In example Rpg-mo, that sorta thing, i’d be more than happy to open up past roots. Do you have a solid grasp on the existing lore of our server? Do you believe you'd be able to summarize these pieces in a concise manner? I’ve grasped a good concept of lore with lotc in my past three month’s staying on the server, I would be able to summarize the specific pieces within the wiki with little to marginal error once grown familiarity. Obviously not one person is going to learn off the bat unless you’ve done it plenty of times in the past, i’m more than willing to devote time into learning further. Do you have any creative writing experience? Of course I have, sure i’ve not written much creative writing for lotc at present date, looking back upon giving bestial examples for the sake of gauging where I’d stand, development, blueprints and a basis for what is required is the very fundamentals for creative thought. It’s not that difficult! All you need to do is open your mind, have some sort of direction and the idea’s will come pouring right in!
  5. -=- Dryads -=- Lore Revision Written by ExoticRoleplay -=- Origins -=- Dryads are an ancient species of arboreal creatures who have resided within nature for as long as time has been recorded. Once upon a time, they were considered to be entities of legend, capable of great magical power. Though as their population waxes and wanes in sync with some unknown cycle of the natural world, more and more have come to emerge from the wilds, allowing themselves to be known to those who they deem worthy. Others may choose to permanently reside within their forested homes, far away from the watchful eye of the Descendents. They are aloof, and detached from modern society, acting as watchful guardians over the places they consider to be a piece of their natural domain. -=- The Blossoming -=- No true consensus has ever been reached about how Dryads have been made in present day, or even thousands of years ago. Many believe it is a process that comes naturally embedded within the minds of female Wood Elves, and others of more religious belief may interpret it as a blessing granted by the Earth-Mother Cerridwen. The prior is more commonly believed, but both concepts revolve around an innate connection to nature. The process of becoming a Dryad may begin at the age of five, or eight-hundred. Some women may never feel it at all. To some it can be interpreted as a faint desire to abandon the life they have, to live among the trees as was intended for their people- Away from the strife of war and oppressive governments. For an unfortunate few others, it can be a sort of dream-like geas, where they are mindlessly driven from their homes and into the wilderness, functioning upon their instinct alone to guide them to freedom. It is because of this that young children, or even mothers may one day disappear, never to be seen from again by their family. After leaving home, the prospective Dryad will travel far into the wilds, going beyond the sight of any man-made construction and immersing herself completely within the canopies of the surrounding forests, or rolling hills and mesas. During this process it is very common for the woman to abandon her clothing and personal effects, donning herself in paints, ichors, and plants derived from the soils and plants of her surroundings- After which, she will fall into a comatose state, in which they will wander… Before laying down among the roots of a tree or bush which they are compatible with. There they will remain, their bodies soon overtaken and disappearing beneath the twisted roots, as if being embraced by the earth itself. After being absorbed within the roots of the tree, a thick, magically-infused sap will leech outward and layer over their body, solidifying near instantaneously into a ‘pod’ of solid amber. Here they will be sustained, requiring no form of food or water as they are essentially placed into stasis. This is the first step of a transformation, one which may take anywhere from a week, to a year to complete. The tree during this process will be indiscernible from any other, aside from a difference in vibrancy. Additionally, once this happens, the branches and roots of the tree will refuse to do so much as budge by the hand of a Druid, as the natural bond between them forfeits instead to the Dryad. -=- Dryad Physiology -=- Once emerging from their ‘stasis’, the Dryad may not even appear to be the same person that they once were in the form of their Descendent selves. Their body and soul will have now become one with nature, leading them to develop (ironically) unnatural traits that are similar to those of the plant they bound themselves with, adhering even to the seasons. These changes may be subtle, or they may be defining of the Dryad as a whole. Their skin may become textured or colored similarly to the bark of their tree, with rough patches along the spine and the outsides of their limbs. Or, skin that is fibrous and green. Many Dryads will choose to remain wearing clothing- Though there are some ‘purists’ who will choose to make clothing out of sections of their plant that they manage to harvest- Or those that choose not to wear clothing at all, if their natural biology conceals enough to make them appear modest. For example, a Dryad which binds themselves to a sapling, unless they are a child, may become three to four feet tall. If one binds themselves to a berry or fruit tree, they may sprout flowers that become those respective fruits. Their spit may become sap, and they may cry nectar- And they may even be host to the same insects as their tree, like butterflies. On another hand, they can always embody other natural aspects, such as sprouting antlers or horns of wood, and deer-like legs comprised of flexible wood and bark. Dryads truly are a versatile race of people, though it all depends on the nature of what plants they bind themselves to. In addition to the physical alterations that they receive from their transformation, Dryads will also change mentally. In doing so, they may become more aloof and carefree. In fact, almost every Dryad is impartial and pacifistic- Unless it comes to protecting their lands, of course. There are some Dryads who will be entirely untrusting of any person other than members of their own race, and will hide their distaste for the other races behind a facade of airheadedness, to make themselves seem less of a threat… Then again, there are some Dryads who are just as dimwitted as any normal person. So they do truly vary. A Dryad will instinctively know how to return to her tree, as her soul is tethered to it. She feels as it feels- The changes in the soil, such as drought. When the tree is struck by an axe, it will feel similarly to being stabbed to the Dryad, regardless of how far she may be from it. If the plant is destroyed, then it shall wither away rapidly- Leaving the seed permanently buried beneath the earth until the Dryad is able to retrieve it once again. Additionally, fellow Dryads will consider one another as blood-siblings, more so than their real siblings. -0- Bonsai Dryads -o- There are only three known circumstances in which a Dryad will be reborn as what has been affectionately referred two as a ‘bonsai’. Named after the Farlander tradition of pruning a plant’s roots and branches to prevent growth, these Dryads tend most often to be connected to host plants which they purposely stunt the growth of. Pruning one’s plant is considered to be a horrifically painful process, as the Dryad feels all of what their plant feels- So it would essentially equate to feeling as if one’s own fingers were being severed with each clip of their roots. The only way to go through this process purposely without inflicting pain is for one to either reshape the roots using their own control over the plant, or to explicitly ask it not to take in nutrients- Thus, causing it to remain in a smaller state. This is most often considered a selfish process, as it does not allow the plant to truly grow. The only exception to this, is if one was a child prior to transformation, or a fully-grown Dryad binds themselves to an immature plant- Causing them to revert into a smaller form of about 3’-4’. Bonsai Dryads are viewed by other Dryads as the sort of ‘beloved little sisters’, but to others they can be seen as a nuisance, due to their immaturity and rambunctious nature. As the plant ages, so will the Dryad, going through the natural cycle of their life before coming fully grown. This can only be reverted if they reattune to a smaller plant. -=- Connection to Nature -=- There is a countless number of plants that Dryads can originate from, though typically it is limited to those which can be classified as trees or bushes. Sometimes they may be as mundane as a juniper bush, or as massive as a redwood tree. Though it is usually always something that grows at least to the height of over three feet, not length (like vines). There may be circumstances in which a Dryad may link to a tree of magical nature, which creates a breed all of its own. This is typically not the case however, as the bond is only compatible with natural plants, unless they are formed with some sort of Druidic magic. The abilities of a Dryad are similar to those of a Druid, however they are focused with the intent of communicating and coexisting within nature, rather than restoring it. When in range of their tree or plant, they are able to commune with it- And control it, in a way similar to the Druids, gaining the ability to bend its branches and roots as if they were extensions of themselves. In this regard, it is better to think of their bonded plant as another, sentient person. As anything that it is ‘made’ to do, by proxy, will be through asking permission to do so- Like how some Dryads may request their trees to dig out a section beneath their roots for living space. They can not do anything that is physically unreasonable though, such as turning massive branches ninety degrees- As this will obviously harm almost any tree. However, they can increase the rate in which the blooming of fruits and flowers on their plant happens, though it requires an almost meditative focus. In fact, this is how many Dryads tend to sustain their diet- Though, they still do retain normal dietary preferences aside from this. When a Dryad is killed, they may be subject to simply ‘regrowing’ at the base of their plant, with a lack of memory of what occurred leading up to their death, as one expects. They may also do such a thing known as ‘Melding’, in which they sink through the surface of their tree where allowed, and remain hidden away. -=- The Amber Seed -=- After completing their transformation, the amber which surrounded the Dryad during the process of their change soaks back into the surrounding soil, save for a singular piece which can only be seen from beneath the roots of the tree- Embedded in the underside of the trunk similarly to the mouth of an octopus, amid the tendril-like roots. This ovular piece of amber is typically the size of a large apple- And incredibly dense. It is lost upon anybody what its true intention is- As they are coveted by the Dryads. Not even the close relatives of the former Elf would be allowed near it, without facing some sort of forcible removal from the area. It isn’t even entirely certain what the object is to the Dryad themselves. Referred to as an Amber Seed by those who are unassociated to the Dryads, this hefty, glowing gem is usually centered with decorative markings, or filled with mixtures of sprigs, seeds, or fruits. It will refuse to leave where it lies by the hand of anybody other than the Dryad which owns it- And is indestructible by any normal means. There is only two circumstances in which the Seed will require moving, and those are when a Dryad unattunes themselves from nature, or when the Dryad much relocate to a safer region, in the case of natural disaster or any form of colonization of the region, if she can not fight it off herself. When a Dryad removes the Seed from her tree, it will begin to wither and die. Though in the case of relocation, this is more-so a momentary goodbye, as within her hands she holds the only thing that can restore her bond to nature. A Dryad may travel several days or weeks before settling on a perfect location- During which she will be inseparable from her Seed, literally and metaphorically. It will remain embedded into the center of their breast, unable to be removed unless one were to kill them. At which point, it would simply crumble into a mundane, glass-like dust along with the rest of her body- Causing her to awaken among the wilds once again, with no memory of what had occurred. At the end of her travels, the Dryad may find a place to plant her Seed once more, at which point her beloved plant will begin to sprout once again. Unlike the countless years beforehand which it took to grow, a tree or bush may regrow to its original size in a matter of a month- Much to the shock of the surrounding wildlife. There does however exist an exception to this. In the circumstance that a Dryad is unable to find a suitable placement for her Seed, she may embed it among the roots of another plant along with herself, going through another cycle of rebirth in which she adopts the features of her new host. At some point, the Dryad’s original plant may grow too old, at which point it will begin to die- Regardless of the intervention of magic or healing. At which point the Dryad will have to find another plant. -=- Reversion to Elfism -=- There may be a point in which the Dryad can no longer maintain their connection to their tree- by their own choice or otherwise. When this occurs, the Dryad can retrieve their Amber Seed. After a couple of weeks of not having replanted their seed, the Dryad’s features will begin to be stripped from them. Each morning they wake up, they will find more sections of their bark-like skin having been replaced with flesh. Leaves may become hair once again, and after a certain point- Their Seed will finally release itself from the chest of the Dryad, glowing dim. By now, the plant they had been bound previously will have disintegrated to nothingness. Each day that passes however, they will grow fonder of their tree, and desire be around it- An instinct that would require being ignored if one were to truly wish to release themselves from the responsibilities of being a Dryad- Which isn’t common, but may happen if one truly desires to return to their former lives- Which they typically hold no obligation to do. The Amber Seed at this point will have been considered to be inactive. Many former Dryads choose to wear it as an adornment, or hide it away in a chest- As they feel an undying fondness to have it around them or in their hands, as one would treat a child. After a certain point the Seed will reawaken, glowing as brightly as it once did. Only then can it be replanted for the Dryad to resume their bond, unless they genuinely repent to the Aspects beforehand. The realm is a place of strife however. And surprisingly, an inability to replant is actually the least likely reason that many Dryads are disconnected from nature. Just like any other mortal race, Dryads are capable of contracting curses and parasites- Though they can not become undead. If a Dryad happens to be touched by a Fjarriauga Mother, or a Shade Father, the respective curses will root themselves in the body and soul of the Dryad just as any other person. Their bodies will react much more violently to the corruption however, and they may become physically ill, more than what is predicted for the process of transformation. If one were to become a Shade, their tree will begin to rot and turn black- Similarly to the parts of their body which once embodied their tree. If one becomes a Frost Witch, their tree will begin to freeze over, as if going through a black winter. The leaves gracing their tree will fall, and their skin will become brittle. If the normal processes for curing are not sought out, they will eventually succumb and become these cursed entities. They will lose their attunement to nature- And in doing so, their soul will feel shattered, as if a piece of them had been irrevocably torn away, their Amber Seed will simply dissolve into ash. -=- Redlines -=- -0- The Transformation Process -o- -0- Dryad Appearance and Physiology -o- -0- Dryad Mentality -o-
  6. TheNanMan2000

    [✗] Troll Re-Write

    Trolls Trolls are dangerous beasts, distant cousins of Orcs and Ologs. Relicts of the past, Trolls are introverts. Choosing to live with only themselves, it would be uncommon for a Troll to have contact with a descendant unless they were choosing to eat them for a meal. Or, if the person were to infringe on the Trolls’ territory, they would find themselves in a tough situation. Trolls are much like the Orcs, living in isolated tribes from other Trolls. They mainly dwell in caves, or huts they build from rawhide. Unknown to most, Trolls are of primitive intelligence. Smarter than an Olog, yet dumber than a man. They possess the knowledge of basic crafting with things such as flint and stone. A rare prodigious Troll may be able to learn smithing. They can also make their own huts from wood and hide, and know how to properly cook meals. They have a tribal hierachy, led by a Chieftain. Trolls have different breeds, two main types with many subtypes. Troll hide is surprisingly tough, being able to withstand the amount of damage that chainmail can. Blows would have to be made from stabs instead of slashes for them to get through their hide. Trolls also have only 4 fingers on each hand. As well as 4 goes on each foot. The Two Breeds of Troll Forest Trolls Forest Trolls are, as their name suggests, Trolls that dwell in the forests of Atlas. They carry with them a green tint from the moss and mushrooms that may grow upon their backs and arms. Expert hunters and trappers, these Trolls prefer solitary from even themselves. Although there have been a few Trolls Clans that spring up from the ground. The Forest Trolls have the most commonly seen Troll subtypes. Swamp Troll, River Troll, Flatland Troll etc. These type of Trolls stand between 11’”-14”. Rarely going over this. Generally being a stocky breed, in order to stalk their prey. Mountain Trolls Mountain Trolls dwell in mountains and caves, generally being around Dwarves and other creatures of the mountains. The Mountain Trolls are shepherds, for the most part. Choosing to raise Mountain Goats and Iron Rams. These trolls use mainly clubs made from bone, wood, and stone. Sometimes warhammers, which are just large boulders tied onto a stick. Mountain Trolls are slightly taller than their cousins in the Forests. Standing around 12’”-15’”. They use their height and strength to intimidate predators that would try to eat their herds. Mountain Trolls generally have a grey skin tone. Although blacks, pale whites, and darker greys are also found. The most common subtypes of Mountain Trolls are Cave trolls, and Frost Trolls. A Troll’s Mindset Trolls are as stated before, rather introverts. They would gladly avoid descendants of all nature, however when a descendant stumbles into their territory it becomes a problem. Trolls have also been seen on the battlefield, having been paid by factions in livestock and hides. Finding no use for mina, and preferring to trade with others. Trolls choose to live with each other, rather any other faction. Although Trolls may feel a pull towards their cousins, the Orcs. While not retarded like Ologs, Trolls certainly aren’t very smart and can be quite childish. Starting petty arguments over another Troll having one more sheep than they do. As said before, Trolls do not have the intelligence of a normal human man, rather they have the intelligence more suited to children or primitive man. Strengths And Weaknesses - Trollhide - Trollhide is extremely tough, being akin to chainmail and able to withstand just as much. - Strength - Trolls are unsurprisingly strong. Able to crush bone with their hands, as well as pick up large boulders and rocks. This is due to their increased ability to gain muscle mass, much like Orcs. - Intimidation - Trolls use intimidation to hunt and fight others, if they can win a fight by intimidation they will use it. - Sensitive eyes - Trolls’ eyes are sensitive to light, not being able to see very well in the sun. They would require places of shade to see easily. - Low intelligence - Trolls as stated before don’t have very high intelligence. Being less than an average man and more on the point of a 10 year old. - Trolls cannot learn Magic whatsoever. Like Ologs, they do not have the knowledge to do so. Trolls are a CA Only Creature. Meaning they aren’t playable to just anyone.
  7. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))
  8. Epic_Miner1980

    [Pending] Epic_Miner1980's LT App

    Minecraft Account Name(s): Epic_Miner1980 Discord: knightwing2014#9663 How long have you played on LotC?: since august 2016 Time zone and availability: U.S. Eastern, normally from 1700 or 1800 to 0000 or 0100 What lore are you versed in most?: Thanhium and new ores/materials. Give a summary of any staff positions you have held on LoTC: Saddly none Have you ever written lore for LoTC? (this will not augment your chances at obtaining the position of LM.): No. Have you ever received a blacklist or ban?: No. Who do you not get along with on the Lore Team?: Nobody
  9. Its_Just_Leap

    [✗] [Creature] The Shapeshifter

    The Shapeshifter Brief Description The ShapeShifter is a creature that has fully mastered the art of disguise, giving them the ability to transform into almost any being they so desire. While most descendant races can make faulty and flawed disguises of their fellow races, they are bound by their own limitations. However, these chaotic creatures are bound by very few limitations. The Shapeshifters enjoy bringing harm and deceit through means of all things, ranging from harmless tricks to malicious deeds. The Lore and the First Shapeshifter When the first Shapeshifter was created it was by an act of desperation and ended up being a complete accident. A wood elf by the name of Alyndar was a master illusionist and had successfully learned and taught many students Sensory Illusion. On a rather dark night he had been driven out of his chambers by a loud knocking at his front door. He had stepped down the stairs of his manor, and placed his glasses on his head. When he had answered the door a look of absolute fear had washed over his face as a group of four armed Orenian guards. Alyndar spoke in a tired and fearful tone as he gazed in shock at the guards “W-What is the meaning of this?!” He had lowered his gaze to their weapons that they had already unsheathed as if they knew things were going to turn ugly. The head guard looked to Alyndar confused as he did not expect such a man to be the one to answer the door. He had been told a few assumptions about the appearance of Alyndar, but what he saw was definitely not what he had expected. He spoke in a firm tone of voice “Ser, we be lookin’ for a mister Alyndar! A bounty has been put on his head by the nation of Oren and its high king! He was found a few years ago to be tampering with some dark magic and must be put to justice at once!” Alyndar instantly knew what they were talking about. He had been tampering with dark magic to further his illusions to make them more of a weapon than a means of escape. He had been working for years to complete his research and teach his colleagues of what he had learned, but it was much too late for that. A few Saint’s Days ago someone had caught wind of what he was up to,and they weren’t happy for him to be toying with this kind of magic. The woman responsible for witnessing his research went straight to the nearest guard and forced them to hunt and kill Alyndar. If it were not for his remote manor they would have possibly killed him already, but it seemed it was much too late for him to get away. Alyndar slammed the door shut and successfully locked it behind him. The sound of the guards banging and beating on the front door would quickly rattle through the manor as Alyndar rushed up the stairs to collect his personal belongings and research findings. He was a smart man and knew what this research would get him if it had leaked out to the Empire and their holy ways. Alyndar knew he didn’t have much time before the guards successfully broke down the door and began their search of the manor. He took down a painting to reveal a hidden door behind it. He runs out and through some tunnels, successfully getting away from the guards. After a bit of running he perched himself up atop a mountain to look and see if he was being followed. He saw nothing but his manor burning to the ground. He knew there was no going back and turned to the nearest cave in the mountain. He set all of his research materials down onto the ground of the cave and thought to himself if they believe him to be truly dead. After all no one had known about the secret exits in his manor but him and a couple of his students. He took a moment to think when he had an idea that would prove to be his downfall. He took all of his notes and took one last time to read over them before making a makeshift ritual sight for the procedure. He convinced himself that his research to become the perfect illusionist was complete and there would be no repercussions, but even he knew in the back of his head that this had a very high chance of going wrong and possible killing him. Though he would only repeat to himself “I have no choice. . . I have no choice. . . I have no choice. . .” over and over again those words rang through the interior walls of the cave as he carved the symbol of the Shapeshifter into his chest. The blood pouring down over him as he cursed himself. There was only silence for two whole days before he awoke. When he awoke he had found that his skin had turned a dark grey. The only color on his body were his green eyes, and his clothing. His wound from the rune he carved into his chest quickly scarred over. He let out a scream of fear for what he had done to himself. Alyndar sat in that cave all alone for a few days out of fear for what the outside world would think of him. All those days inside the cave he felt hungry, but when he went outside the cave to eat fruits and berries and to gather water it wasn’t enough to satiate his hunger. His newly formed body craved something more malicious. His instincts took over, and he went out to hunt for the flesh of a descendant. He had traveled through the woodlands before coming across a group of two travelers. Alyndar had complete control and knew what his newly made instincts were telling him, and he loved it. He only wanted to satiate his hunger for the time being. He stalks the two for a few hours, and waits for them to stop and rest. One of the travelers decided to take a break. The two humans had made the worst mistake of their soon to be ended lives, and split up. Alyndar followed the strongest looking one and ambushed him. Before the human could scream Alyndar used his new found strength in his true form to overpower the human traveler and jammed his dagger into the man’s skull, killing him instantly. Alyndar feasted on the man’s body and devoured him. He reveled in the thought of eating another man’s flesh. He wouldn’t be able to celebrate for long as in the distance he could hear the other human traveler calling for his companion to return. Quickly Alyndar looked for a way to escape before trying to disguise himself using his illusion magic he had known for so long. Though when he had transformed into the now dead traveler he had just devoured Alyndar felt something strange about the disguise. It was something that he had never felt before. He felt like he actually belonged in the man’s skin, and the disguise didn’t seem to falter in any way like it would for a normal illusionist. Alyndar thought of a malicious idea and called back out to the other traveler. His voice sounding just like the man that he had just murdered. He would quickly hide what little remained of the corpse before turning around to greet the traveler, and travel with him in his dead companion’s skin. The first Shapeshifter lived on and continued to do malicious acts onto the descendants, learn more about himself and his newly found powers, and even transform others into what he became. Abilities As you may have already guessed by their name, the Shapeshifters have the ability to change their form into almost anything they so desire. To start with something simple to explain: they can change into most animals they so choose as long as they wish, from a small innocent little bird to a ferocious and aggressive bear. Transforming into animals for the shifter is a rather easy feat that requires little strength. However, it will of course take time to do so! Transforming into another descendant race takes considerably more time and can be seen through easily if they do not take proper precautions to perfect the disguise! How they are able to transform into a descendant race is simple and easy to understand. The Shapeshifter must have some sort of D.N.A from the man or woman they so choose to impersonate, examples of D.N.A that can work is hair, spit, and pieces of flesh. Using D.N.A will not give the shapeshifter a perfect disguise, and if the Shifter decides to go this route they will likely be called out as a charlatan. Deciding to do this will not produce a perfect copy for the Shapeshifter and thus it will not have all the information and power needed to become perfect. In order to make said perfect copy the Shapeshifter must kill and start to consume the the body of the poor soul they want to make a permanent disguise out of (see redlines for limitations and requirements on making a player’s character your perfect disguise). Typically, making a perfect disguise is not ideal for a Shapeshifter to do as it can wield some unwanted effects. Choosing to make a descendent race into their perfect disguise will force the Shapeshifter to give up whatever perfect disguise they’ve held before as they can only hold one at a time. When the Shapeshifter transforms into whatever race they so choose they are not limited by the race, or even gender of said race. For example if a shifter used to be a dwarven male then he would still be able to change into for example a female Uruk with ease. This does not make the Shapeshifter gender less. They can still identify as male, female, or other.The physical strength of the creature the Shifter becomes is different and can vary from time to time depending on the size of the descendant race and that races age it transforms into, at least when disguised. They have incredible strength that's worth thrice that of the average human, however their strength will not change due to whatever they change into. For example if a Shapeshifter decided to transform itself into an Olog, it wouldn’t have the strength of said Olog, no matter if it was weaker or stronger. They retain the strength of which they had when they were a descendant until they go into “True Form”. The Masters These are the only other types of Shapeshifters known and their sole purpose is to loosely guide and create new Shapeshifters. These beings gain little to no new abilities due to their status. The only ability is easily being able to manipulate and control their lower Shapeshifter companions to a certain extent. Of course they aren’t able to take control of their each and every action, though they can persuade them quite easily to do their bidding. This isn’t used often however as most Shapeshifters automatically follow the Masters upon creation out of debt, or “gratitude”. Painting of a known Shapeshifter True Form The Shifters may be masters of disguise, but they are simply unable to stay disguised for a number of years without showing their true selves. Some feel it necessary to shed their disguise for some time in order to relax or enhance their fighting capabilities if something goes very wrong. Their true form would look to the mortal eyes how they would before they were transformed into a Shapeshifter. Their true form can give them many benefits but will also hinder them just as greatly. The benefits they gain are simple and non-arcane. They grow much stronger and faster. Their speed is too great to be caught by a human on foot, a horse is necessary. An alternate option would be to try to outsmart the Shapeshifter and lead them into a trap. Do not fret for there is a simple solution. In a Shapeshifter’s true from they are very much weaker to whatever hinders them. Traditionally, a Shapeshifter will never reveal their true form unless around someone they deeply trust, or unless they are in a highly dangerous situation and need a quick escape. For them to willingly show their true form to a mortal whom they feel will not betray them is a sign of immense trust and that they will protect whomever they reveal themselves to. Their appearance when they are in this form is interesting to say the least. Their soul will always remember what they had originally looked like and will reflect the look they once had when they were a part of the descendant races. The way they look will change. Their skin tone will have a gray scale look to it, and will look almost void of all color. Is some cases the Shapeshifter can be confused for a Dark Elf by someone not paying attention, a sure fire way to tell if the person in front of you is a regular Dark Elf or a Shapeshifter is to look at their ears. This may not work all the time due to the fact that some elves are transformed into Shapeshifters and will retain their signature ears. The only color they will have on them at all is their unnatural eye color which will be a brighter color than what it had used to be. Symbol that must be carved into a Descendent for them to become a ShapeShifter Appearance and How to Identify Even though the Shapeshifters are known as the masters of disguise there are still a few ways to identify them even in when they’re disguised. To identify a disguised shifter you must somehow feel their skin. You will know that they person in front of you is not who they say or look like. Their skin will feel fake, almost like someone has covered their entire body in makeup to cover up who they truly are. Another rather easy way to identify them is through their eyes. A shapeshifter’s eyes will begin to have a subtle glow to them after a while, though the Shapeshifters can suppress the shine they cannot make it fully go away or leave it all together. After waiting long enough and looking into a Shapeshifter’s eyes it will eventually reveal this light. No one knows what this light is and the only working theory to date is that's its just them taunting anyone to figure out what they are and try to slaughter them, however this is likely false due to the fact that most Shapeshifters don’t even realize it happens. Next is their true form and it's rather hard to actually not see what they are, follow the statements above that describe their true form for how to identify them in this form. The absolute hardest to spot and find is their brand. All Shapeshifters have one somewhere on their body, and it doesn’t fade and go away with time. No matter if the Shifter is disguised or not they will still have the brand of the Shifter in the same spot they had it in their true form. Finding said brand is a sure fire way to identify the shifter, even if it is the most difficult. As for their internal organs they do not seem to be functional though they will bleed, etc. Age is not a great defining factor as they can transform into beings of any age. Not only this but their bodies in their true form stop aging as well, meaning that someone who was around the age of 35 when they became a Shapeshifter would stay that age indefinitely in their true form. How They Are Created When a Descendant feels trapped, weak, and helpless, they may seek refuge with the Shapeshifters only to be tricked into changing into one of them. Though this may sound to some like a good thing, though the process of being made into a Shapeshifter is painful and irreversible. Most do not even feel any of the stated above and only want to further their own abilities and gain the powers the Shapeshifters hold. While they will be skeptical of whomever comes to them willingly wanting their power, they will put the Descendant through a grueling and dangerous trial that may result in the Descendant being caught and killed. The only shapeshifters able to create and accept new Descendants into their arms are the Masters. The way they are created is through a sort of necromancy magic that only masters or those taught would know, though outsiders knowing the magic to create them is very rare. This magic would be considered a feat and wouldn’t take up a slot because there is only in a sense one tier. A rune is carved into their body while the Master, or whomever knows the curse, curses them and changes them and makes them a Shapeshifter. The rune carved into them will never fully heal, and only a scare of the rune will remain for the entire lifespan of the Shapeshifter. A Shapeshifter’s Diet Yes, like almost all other creatures the Shapeshifter must feed on something to keep going. Unlike most other creatures however they aren’t exactly so picky on what they must eat to survive. Shapeshifters are strictly carnivores and are required to hunt, kill, and eat something about twice every 2 elven weeks. A Shapeshifter not feeding themselves properly will become starved and due to such will slowly start to become very weak. This weakened state will last for another elven week, and will become worse as the week progresses. Eventually the Shapeshifter will wither away into nothing and die from starvation. There are some however that decide to hunt the descendents and take them captive for food. A shapeshifter kidnapping and dining on a descendant isn’t a rare thing and they will usually do this due to their unusual craving for flesh. Most Shapeshifters, if asked, will tell you that the taste of flesh to them will taste like nothing they have ever tasted before. They are mostly unable to describe what it's like, but will tell you that it is divine. Weaknesses Gold and Aurum weapons. Clerical and Holy magics Heavy amounts of light- A lot of light seems to keep these creatures away. (Fire evocationists may be able to do some harm without even burning the Shapeshifter) Though even with their weakness to heavy amounts of light they will still walk freely among normal everyday people during the day. Red Lines Unless your created disguise is a “perfect replica” and you have all the things needed for so to happen you are REQUIRED to emote a flaw ever 3-4 roleplay emotes, this can be something as small as your eye color changing all of the sudden, a voice change, etc. or something on a larger scale. Note this effect is only needed to be done with Descendant races and not creatures. No Shifter can learn any type of holy or deity magic. Voidal magic, and Dark magic is acceptable however. Cannot usually give birth to children. If a shapeshifter does get pregnant she may not be able to transform into any creature or descendant lest it kill the child instantly. A shifter may not transform into any other creature that requires a creature application. For example frost witches, ghouls, liches, and dreadknights just to name a few.
  10. Epic_Miner1980

    [Pending] Epic_Miner1980's LT App

    Minecraft Account Name(s): Epic_Miner1980 Discord: knightwing2014#9663 How long have you played on LotC?: since august 2016 Time zone and availability: U.S. Eastern, normally from 1700 or 1800 to 0000 or 0100 What lore are you versed in most?: Thanhium and new ores/materials. Give a summary of any staff positions you have held on LoTC: Saddly none Have you ever written lore for LoTC? (this will not augment your chances at obtaining the position of LM.): No. Have you ever received a blacklist or ban?: No. Who do you not get along with on the Lore Team?: Nobody
  11. oblivionsbane

    Oblivionsbane's Lk Application

    What is your Minecraft Account Name?: oblivionsbane How long have you played on LotC?: A little over 2 years. How many hours per day/week are you available?: I'm available most of the time right now, but this coming semester will have me busy. I can assure you, however, that I will still be able to devote required amounts of time to the server and team. What lore do you know best on LotC: I know most of the important parts of the different groups of lore. Sometimes I get confused over it changing after I have been away for a while, however. I possess moderate knowledge in magic lore, some racial lore, material lore, alchemy lore, and overall, my knowledge of lore touches on almost every category Give a Summary of any Staff/Lead positions you’ve held on any Minecraft Server in the past: I never really pursued positions such as those on MC servers. I am wanting to become an LK/LM because I believe this is where my ability to write will be able to grow. Do you have a Skype account? You may post it here, or choose to keep it private until you are asked for it. Note; Skype is required to communicate with the team and unless you have an account and the program it you will be incapable of joining the team: I do, and I believe you should already have it. If not I can provide it. Have you ever written any lore for LotC? We are looking for LKs who either know a lot, have a lot of ideas— or preferabl both. So lets see what you have done. If you want a part of the app to pay most attention to-- pick this one. I can always learn more lore. Reading comprehensively is an ability that I am great at. Additionally, I have ideas for lore all the time, most I never get around to doing the RP for. The only lore I currently have written is Spiders Silk lore that I wrote when I was still pretty new to the server. You can find it if you follow this link... https://www.lordofthecraft.net/topic/94393-lore-spiders-silk/ Other than that I haven't written any lore. I have had ideas about lore to write, but most of the time I toss/push them aside. They tend to be on the siege/magical weapons side of things which as anyone in the LT would know is a land of many, many ideas that never come to be. Soon I may be writing some new lore for my current project, but the extent in which lore is required for it depends on the RP. Have you ever receive a Magical Blacklist, ban or other blacklist if so, please link it: I received a villainy blacklist long ago, but I don't think you are interested in it seeing as VA's are gone. In the case that you are, it had to do with me asking for advice from another VAT member than the one who denied me. The one who denied me wouldn't respond when I messaged them. So that is the story on that.
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