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Found 6 results

  1. Revenants, the Assassins of Ichor Lore A newly discovered ritual using the forbidden Dark Arts of Blood Magic, Mysticism, Naztherak, and/or Dark Shamanism has awoken a new breed of creatures; a new form of rebirth. By using Blood Magic and various runes to symbolize life and to create a new physical husk, Mysticism to handle and anchor a Ghost into this mortal coil, and Dark Shamanism and Naztherak for their work with the spirit Kor and power of corrupted souls they can place a Ghost back into a physical form. Revenants are a twisted and demented recreation of their former selves. Although they hold great resemblance to their old selves and retain the memories of their lives before, they are twisted and horrific. These creatures are brought back with a vengeance and are weapons to the sorcerers that made them. These creatures, although possessing a sense of freewill, are brought back with a purpose - the haunting image of a feared figure or a loved one returning to physical form with the purpose of bloodshed. These creatures have a blackish and grey muted corpse like appearance with various cracks covering their skins that glow red with genus, specifically in the places that they suffered physical harm in their living time. Their hair is always black and wisp like with its movements like plumes of smoke and their voices appear like shattered and distorted mirrors of their old sound - changing in tones and oftentimes speaking entirely in Al’ahrn-Durngo. When these creatures are inflicted with physical damage they will simply have their grey skin flaking away into the air with a soft red mist following into seemingly nothing. Due to the nature of their creation, a haunting image of the dead, these creatures find themselves unable to hide their face either due to vanity or the means to strike fear into the hearts of those who dare go against them. Physiology Revenants are beings, forged from blood and bound to the soul. Their bodies are forged from pure blood magic and their souls bound by a mystic. While there is a connection between their bodies and soul, it is much more loose than one would be with a normal descendant. This allows them to have a higher pain tolerance, so while they still feel some pain, they do not feel as much and they are able to continue performing their action without much hindrance. They can lose limbs, ligaments, and legs and will not stop until their objective is completed unless they receive a fatal blow to the head, their heart is destroyed, or they are decapitated. While a revenant can lose limbs and arms without caring much, this still affects their ability to fight or move effectively. Say they lost a leg, they would continue to do their work, but would probably stumble and could only move on one leg, severely hindering their speed and effectiveness in combat. Along with this, Revenants possess the strength of a human male at peak physical condition, allowing them to wield a majority of weapons fairly well. REDLINES Revenants may lose limbs and ligaments without much care and can take a hit much better than most descendants can, as they are essentially a ghost within a forced husk. While Revenants can wield most weapons without much care, this does not mean they are masters in using that weapon, they are only able to lift and wield their weaponry at the level they had prior to life or if taught. Any form of headshot or heart shot would be a kill for the Revenant, meaning they can take damage to most of their bodies with little to no drawbacks besides the obvious ones like losing a limb. Abilities Revenants, although suffering the loss of their abilities they had in life, are no walk in the park for those who may encounter them. Much like a Rogue Blood Mage, these creatures have increased agility, dexterity, balance, and reflexes. Alongside this these creatures are granted with a form of “immortality” in the sense that they will never again parish from old age or disease. Marrow: Iron Revenants have the ability similar to Beserker Blood Mages which allows them to forge weapons from genus. However, unlike a Beserker, a Revenant has the ability to simply forge these weapons within their hands from the genus already flowing within them, the genus used to create them. The weapons can vary depending on the Revenant, but can be anything from a simple sword to an arrow which may be launched. The difference from the Iron Marrow to its original is that these creatures cannot forge large masses such as shields or armor with their genus. The only requirement is that the craft must have a sharp point or edge. REDLINES: A Revenant may not create shields, walls, or any physical obstacle using this ability, only edged weapons and projectiles. Launches projectiles may not fly further than five blocks without the assistance of other magic. Projectiles and weapons varying in size may cost different amounts of genus. For example; forming a simple projectile or arrow from genus would take half a unit while creating a sword or axe would take up a full one. Projectiles cannot be formed larger than one foot in length and six inches in diameter. Weapons can be up to three feet in length maximum. All projectiles take up to three emotes, one to draw genus, one to form, and one to fire. Projectiles may rotate around the player for up to two extra emotes before requiring them to fire or disintegrate. They cannot deflect attacks when they are being held onto and disintegrate once they fire past five blocks or pierce their target successfully. All weapons take up three as well, one to draw genus, two to form and have the same hardness as ferrum. They disintegrate once they are dropped or are no longer within the hands of the Revenant. Marrow: Sanguine Sigh The Sanguine Sigh is a taxing and costly ability used often times in desperate measures by the Revenants to finish off their opponents. The Sanguine Sigh allows for the Revenant to create a red haze of genus in the air out from their form in all directions which causes anyone inside this mist have a red glaze causing them only to see in shades of red, but the fog itself is not impenetrable. When inside the fog anyone who is not the Revenant that cast the spell will begin to hear their heart beating violently and loudly in their chest - causing them to lose the sense of sound to anything else around them, but of course leaving the mist would stop this illusion and return those affected back to their normal hearing. REDLINES: The mist may be breathed three blocks away from the Revenant, and having a radius of five blocks. Anyone who enters the fog would hear the sound of their heart pumping in their ear and the only way to deafen it is to either leave the fog or anyone with a rune of silence. Anyone in the mist also gets an anxious feeling and can put them on edge, as well as give a slight boost of adrenaline. The mist may be blown away with enough time and effort. When inside the fog, your vision is glazed over with a sort of red tint. This ability requires three units of genus to perform. REDLINES There must be one of each mage type in the ritual, one person cannot count for two of the four required Dark Arts. There must be a Blood Mage, a Mystic who knows both Handling and Anchoring, a Naztherak, and/or a Dark Shaman. Revenants can ONLY be made from Poltergeists with accepted CAs. Revenants cannot veil their faces in any fashion. Revenants do not need to carry totems to use their Rogue-like enhanced abilities, but must have the necessary amount of genus required. Revenants cannot learn any other forms of magic but may wield enchanted weapons as long as it is not holy. Revenants are able to be bound by any methods from the four Dark Arts used to create them, allowing for Revenants to be stolen (this does not require consent from the Revenant nor the original creators) The ritual to create Revenants must be taught specifically in roleplay. Revenants are affected by any magic or weaponry that are meant to harm undead or unnatural creatures. Revenants lose all abilities they had prior to becoming a Revenant, including those of being a Ghost and any magics they had prior to death (if any). Revenant Marrows cannot be learned by normal Blood Mages. Revenant cannot be recreated after death, it is one and done. Revenants get six units of genus to perform abilities with, but cannot have their genus collected after death. Upon death the Revenants would flake away into the air in a torrent of flakes of grey and faint red mist, only their soul remaining unless destroyed by holy magic or a shaman. Every 48 hours they can regenerate back to the six units of genus they usually have. Final Notes The purpose of this Blood Magic addition is to bring together different communities for the sake of ritualistic RP that Blood Magic was commonly known for, but however seems to be lacking in as of late. This also offers fun storylines for Ghosts and those who knew the Ghost characters in life, but does not give the same feel as a Lich or other undead creature as these would not be the types of creatures you would play on a day to day basis, similar to inferis or other Dart Art CAs, and would simply be brought back for storyline purposes - the haunting image of your loved one coming back with a vengeance. Please try your best to leave some sort of constructive criticism so that I may use it as feedback to see how the community feels about this specific lore piece and how I should take it moving forward. All opinions and comments are valid and I appreciate all feedback. -Luv Lore and Concept by: Luv Co-Author: pundimonium Suggestions by: Deer__, Jlyoko, HeeroZero, and Starfelt
  2. Tamara

    [✗] Sirens

    I looked up at the darkened sky, the stars twinkling faintly. Midnight, I thought to myself, Where is she? As I looked around, I spotted a figure on the rocks, wondering if it was my fiance. I started walking towards it, hoping I was right. Then I heard it. Faintly at first, but an eerie song carried through the air, reaching me and sending chills down my spine. I walked forwards, not even noticing that I was moving towards the creature. Its song started drawing me towards it, and as I got closer, I realized my mistake. But by then it was too late. I examined the creature, its elegant features being quite terrifying up close. Once I was close enough, it hit me to the ground with its powerful tail, then dove into the water and swam further out, using its beautiful song to drag me to my demise... *** Sirens are born of watery deaths, and depending on your appearance beforehand, the changes you may go through while becoming one may vary. The features of these creatures are similar to those of elves while they're on land. They're fairly tall with pointed ears. However, a defining characteristic of these creatures is that of their dark hair and dark eyes. To become a siren, one must find a 'bottomless pool' of water. Once there, you drop an item made of aurum into the water as a sacrifice. You then dive into the water without any armor or weapons. Two beautiful sirens will rush towards you and end your mortal life. From there, your character will undergo some changes, they will grow taller and their ears will become more pointed, but while in the water, their legs will change, becoming powerful tails, their fingers almost turning to claws, their eyes will become an inky black, and they won't need to breathe while in the water, allowing them to stay beneath the water for as long as they desire. After they're turned to sirens for the first time, they can go back onto land, although it will take 30 Elven Minutes to go back to their 'human form.' However, when they wish to return to the water, it takes 5 Elven Minutes to become a siren once more.
  3. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  4. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  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. 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!))
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