Druidism

From Lord of the Craft
(Redirected from Druid Magic)
Jump to: navigation, search
druidism page.png
Artists Unknown
A depiction of Druidism

Druidism is an ancient form of magic, tied to the most primitive of all guilds of Aegis, the Druidic Order. Centuries of guarding secret knowledge and protecting nature has been this Order’s calling, bringing balance through healing land and spreading verdure with their unique arts. Druidism is controlled in such a way, and taught, through a clever process of training that is designed to “indoctrinate” the student into a certain way of thinking, opinion, etc. That is not to say it is always successful, but it is a powerful tool of regulating who has access to these arts.

Origin

Chapter 1: The Beginning

In the beginning, the Creator gave birth to nature. Lifeforce. A gift so sacred that three Aenguls took notice of this mortal realm and descended down upon to watch it flourish. The plants, first brimming with life and growth, soon began to wither and fade. Cerridwen saw as the plants could not grow, adapt, or reproduce. Thus, with her blessing, she gave life. The flora rejuvenated and life started to take hold, creating vast plains, forests, and wilds. The Aengul Cernunnos observed life flourish, becoming abundant, yet having nothing to control its rapid overtaking. To correct this problem, he gave the blessing of endings. The first creations of animals were produced by the Father of the Hunt, along with plants overtaking others and the fight with life and death began. For a time, Cernunnos’s creations halted the plants that were growing too evasive, yet there was no control over this process. Thus what Cerridwen had created now was being destroyed. The Aengul Nemiisae saw the beginnings and endings of nature collide and shift about in a chaotic manner. No balance had yet taken place until the last Aengul intervened, giving her blessing of Culling. A hardened, darker truth to some; to others a necessity. Toxins, claws, fangs, defensive attributes and predatory tactics to cull out the weak. Nemiisae’s blessing filled the hole that the cycle of the two blessings missed. Thus, with this final piece of the triad, the natural balance was complete. The Life Cycle was created.


Seeing the Creator’s design now flourish upon the realm, The Three Aenguls, now known as the Aspects, sought to keep watch over this new founded creation. To protect and preserve the of the Creator's work for all time, the three Aenguls pooled their power together into one, so creating their own realm- the Eternal Forest. It remained connected to the Mortal’s realm, though existing as a world of its own. The Aspects took sanctuary within this sacred forest and have ruled over their own respective sections as the guardians and protectors of nature. Before they left to reside in the Fae Realm, three stones were created from each Aengul as a representation of their gift to the world: The blue stone of Cerridwen, the silver stone of Cernunnos, and the black binding stone of Nemiisae. These stones hold a small portion of each respective Aspect’s power. The area that surrounded the stones became sacred groves to which the lines separating the Fae and Mortal Realms blurred until almost as one.Yet because the Aspects could not linger for an extended period within the mortal plane, even within this sacred area, they in turn began to create guardians to aid in watching over nature. Cernunnos’s creation of animals sparked an idea within Cerridwen and Nemiisae’s mind. They created mighty natural beings that would later come to be called Elder Trees.


Riitill’eliuii, the first Elder Tree that came into existence, had direct natural energies from the Aspects flowing within its very trunk and roots.. Its very being became sentient and aware of itself, as well as what was around it. Within the pool below its trunk, the Sacred Stones which the Aenguls had created were housed. With this new life, Riitill’eliuii produced seeds that gave birth to the Elder Trees that surrounded the Sacred Grove and protected it from those that wished to destroy it. Some of the firstborn of Cernunnos’s blessing stayed within the Sacred Grove and became guardians that protected over the domain while the rest spread out across the realm. Within the Eternal Forest were created varied beings that would come to be known as Fae. They were each created for different purposes, residing in the respective area of influence of the Aspect that created them, and would at times venture to the Sacred Grove and live among the guardians there.


Chapter 2: The First Druid

Mortals...a creation made by the composer to live and survive on this realm. Nature created for the means of giving them nutrients, food, and shelter. Yet with all things so readily available, abuse and neglect soon did follow. Mountains carved and hollowed out, forests chopped down for lumber, animals hunted to extinction, and rolling plains flattened for the development of civilization. Across the realm, the Betrayer had begun his war; whispers were heard that it approached the Wilds.. The forest in which the sacred grove resided warded off those that wished to do it harm, save for one race that seemed to wish to adapt and live in harmony with what the world offered, instead of destroying and fighting against it. The elves at first found hostility and aggression, nature lashing out at all mortals for a time. Yet instead of falling into the habits of the other races, they grew to learn from the wilds, and it was then The First would find the sacred grove. A band of elven warriors had broken away from the likes of their kin to live and become protectors of the forest over the years. They saw the fierce power the wilds had to offer and knew such cannot be controlled, only respected. Knowing of the dangers eventually drawing near, the leader of the warriors ventured deep within the ancient woods where stories and legends said none would ever return.


The trees creaked and swayed as if speaking to one another. Animals shifted about and lingered as if watching the elf from afar. Further and further the elven warrior would walk, undeterred by the presence he knew was there for his determination was unshakeable, until at last he came to a dead end. The warrior was frustrated and lost, he sat down and began to pray. To what? He did not know. The wilds, the sky, or even the unknown creatures that seemed to constantly watch him. Silence, however, would be the only thing to greet him in return, having not yet truly shown his worthiness. A rustle of leaves was then heard from the nearby bushes before a deer would step out before the warrior. The creature’s gaze focused upon the warrior before suddenly bolt away to the cover of the forest.. The elf, surprised by the behavior of such a normally timid creature, drew his bow and began to give chase. The hunter moved fluidly along the roots and forest floor while the prey ahead darted back and forth until finally an arrow would pierce its flesh and bring the creature to the ground. Catching up to where his quarrel fell, a faint growl emitted nearby as the grass beneath his feet seemed to grow with several flowers sprouting up and taking bloom. The very bushes in front of him then melded away to reveal a massive white wolf with various vines, twigs, and leaves covering part of its body. It’s eyes emitting a radiant emerald glow while it’s form displays pure might and power towards the elf. The warrior, caught off guard by this spirit’s presence, immediately lowered his weapon and bowed before such a beast then steps back from the corpse to give as an offering. The Mani Spirit Morea, Prince of Wolves and Hounds, watches the warrior’s actions intently then steps down towards the fallen prey and devours it. Satisfied with the offering given, Morea steps back while raising its head and parting its maw to let out a loud howl that echoed across the ancient forest, before its entire being would meld back into the flora surrounding the elf, vanishing from sight.


It was then his plea was answered, a melody lingering within the air then the trees would seem to part. Mesmerized by the faint voice that called, the elf would move to stand then walk towards the source of the melody. As soon as he stepped inside, the trees would close from behind and his senses would suddenly get overwhelmed by the vast number of whispers and melodies of nature all around him. At first, the sensation would cause the elf to collapse as he tried to focus. Eventually overtime, he would be able to concentrate enough to pick himself back up and venture further within. As the warrior passes by, the flora seems to move of their own will. Several Mani Spirits watched intently, some from afar, others more closely to attack if needed.


He knew of the dangers and power within the wilds itself, something that cannot be controlled and demands respect in order to lend its aid. Having seen a massive tree within the center of the grove, the elf ventured towards the Elder Tree to speak and converse with it. Holding curiosity of this mortal being that had wandered into its realm, Riitill’eliuii guided the elf to the pool beneath it’s trunk where it’s roots ran deep, the pool itself shimmering with a faint emerald hue from the Aspect Stones that resided within it. There within the water, the warrior’s mind and soul was transported to that of the Fae realm. The Aenguls, aware of the warrior’s desires and presence within their domain, each sought to test the warrior through trials in order to be deemed worthy of taking on such a blessing to fulfil his needs. Cerridwen’s test of life and respect, Cernunnos’s test of the hunt and strength, then Nemiisae’s test of culling and wit. Each trial the elf warrior passed and thus all three Aenguls imbued the warrior with their blessing, creating the first druid.


As the elf emerged from his vision, he felt, heard, and saw the ebb and flow of life all around him. With the gift of the Aspects now granted to him, the elf went forth and spoke with the guardians of the wilds, requesting a pact to be formed so that those blessed with this gift can co-exist and utilize the flora and fauna to help maintain the balance. The Mani Spirits, Fae and Elder Trees all conversed with the elf and the ability of communion was truly born. With this ‘Pact’ now made, the elven leader guided his other warriors through the trials of the Aspects to be granted the blessing, then went forth to utilize their new gifts. The other races soon learned of the druids and their blessing as they would wander across the land to enact nature’s will, and fight back those that would bring destruction and imbalance upon it.


Chapter 3: The Betrayer’s Destruction

With the coming years of destruction from the Betrayer’s war that stretched over the land, the druids that were at first so few grew in number and word spread about their presence within the world. One such person that grew to highly respect the druids and their ways was one of the four brothers, Malin. His curiosity and leadership of his kinfolk to respect nature and live within it did not go unnoticed by the druids and they often ventured to aid and advise the elven leader and his council. The stories of the Aspects and the creatures of the Fae intrigued Malin and with permission of the druids, they guided him on a journey to visit the sacred grove itself and commune with nature there. The love and respect that the Elven King had turned to a way of life for his people, and the worship of the deities of the wild became tradition over time. During this time, Malin ventured out one day and discovered an emerald dragonling by the name of Taynei’hiylu. Her beauty and kind nature Malin grew to love as he took her back to raise as his own daughter. He taught her about the elven culture, how to disguise and even blend in with his people, until the day came when he took her on the journey to meet with the druids and train under them. There under the guidance of the Aspects and the creatures of nature, they discovered her true purpose of existence and with the blessing gifted to the now young dragaar, she became the Transcendent Druid Taynei’hiylu, the Watcher of the Wilds.


Though with every passing day, as the Betrayer’s war drew closer and closer, Taynei’hiylu was the first to begin to succumb to the influence. Nightmares and visions plagued her mind even when she hid away within the sacred grove to try and find some peace. Malin and the elder druids took heed of the Watcher’s illness and warnings and went to fight against the forces of undeath that spread ruin and despair. The elves fought alongside their leader, trying their best to push back and reclaim the land, yet as their numbers decreased, Iblees’ forces grew. The druids aided as best they could, but they too were pushed back, eventually to where the ancient forest resided. The land became scorched, the trees burned and decimated while the very ground plagued with taint and corruption. Taynei’hiylu was afraid, yet she moved to stand by her brothers and sisters. Her presence alone rallied the others to stand their ground while nature itself heeded her call. Various beasts moved to strike, large roots of ancient trees shot forth from the earth to crush or entangled their foes, and her claws ran deep as she swept through the undead abominations. The Betrayer however had a plan to remove the Green Spirit of the Wilds and thus sent the God Eater Azdromoth, a powerful Drakaar, to kill and consume the Transcendent Druid.. Seeing the massive Archdrakaar swoop towards the elves and druids, the first druid, her mentor and guide, grasped ahold of Taynei’hiylu and told the young dragaar to run. He knew if she fell, nature itself would turn and be completely destroyed. So in their hour of need, she fled as Azdromoth was tailing her from behind. Malin knew of her departure and the reason why, yet to others, especially the younger ones, they would not understand and cast her off as a traitor or coward.

At last in what seemed like the final hours, the elves and druids were pushed back into the sacred grove itself. The elder trees that were the borders struck back but began to become twisted and overwhelmed. The cries and absolute rage of nature echoed within the grove and the fae creatures moved to attack. The Mani Spirits charged in with a vicious assault and ripped through the armies of the vile and corrupt. Some would fall, others would succumb to the taint and turn into twisted vile versions of their former selves. The elves fought alongside the wild creatures as a barrier while the druids seemed to have drawn back towards Riitill’eliuii. The first druid felt the area die and twist with the roots of the sentient being above him starting to turn. He gathered his druids around him and went into the shimmering emerald pool to circle around the Aspect Stones. The power of the stones already waning from the might of the Archdaemon and his army attempting to spread the taint further within the grove. The last of the fighters now near the tree as the grove itself was mostly destroyed, the sounds of nature starting to fall silent.



With a final prayer, the once strong, elven warrior of old drew forth the natural energies of the stones and his fellow druids that willingly gave their power for him to use. A thick veil of shimmering emerald mist would erupt from the pool of the stones, spreading forth and deterring away the vile taint that took hold upon the earth. Malin and the elves charged in once again, having the land itself safe to stand upon once more, and drove back the undead filth that plagued it. The power of the divines showed true that day, yet at a cost. While the elves proceeded to drive back the forces and leave, the damage had already been done. What was once a merging of Fae and Mortal realms alike was now severed and gone. The cleansing mists washed like a cooling stream over the grove to remove the taint and corruption that had nearly overwhelmed it, while the flora revitalized as best it could, yet some things even the power of the Aspects cannot return. The oldest and wisest of the druids, the first ever and leader of the warriors of old, had perished. The pure deific energies that coursed through his very being had turned his skin to bark, his hair to leaves, and eventually his entire body to that of a tree silhouette of the former elf, an ultimate sacrifice given to preserve life itself. The stones as well were drained of their properties and had gone silent while the exhausted druids both wept for and praised their fallen brother.



Chapter 4: Life Reborn

With Malin’s forces pushing back the Betrayer’s armies, they could not relent nor look back as the elves left the once beautiful, ancient forest that was now quiet and barren. The emerald mists removed much of the tainted areas, with new life slowly blossoming up from the remains of many of the elder trees. Yet still what was once full of melodies and voices now held only silence. The druids, however, did not give up hope, despite seeing the destruction of their sacred home. The blessing of the Aspects still within them, they moved forth to rebuild and regrow as much as they could of the damage. Riitill’eliuii however had become very weak, as the Fae Realm was now cut off from the Mortal Realm. It’s connection to the Aspects was severely damaged from the effects of the war and destruction upon the land, and for many years the Elder Tree went quiet, save for the few older druids that first connected within the pool beneath its roots, still able to just barely hear it’s strained words.


With the four brothers sealing away the Betrayer and the war finally coming to an end, Malin wished to return back to the land that he and his people had grown to cherish and respect. The other races, due to the curses now given, were impossible to truly coexist with. As they came towards the isle and travelled across the land towards where the sacred grove once resided, only then did the elves realize the true destruction that had been wrought. Most of the Ancient Forest was gone, save for a small part that seemed to have been restored. The Sacred Grove itself was exposed now, yet with the work of the druids, it was slowly recovering, though never again to what it once was. When Malin went to pay respects to the remains of the The First Druid, a strange sight was seen as the tree like silhouette body seemed to have vanished or been moved. Malin and his elves had fought side by side with the druids and with the bond formed from helping to preserve the wilds, the druids allowed the elves to build and live there. The throne of the elven king, and his council of elves and druids, was placed within the trunk of Riitill’eliuii, just above where the shimmering emerald pool resided. Malin’s City eventually built around Riitill’eliuii’s thunk and coexisted with nature itself.


Centuries would pass as the druids and elves lived together within the Kingdom of Malin. A group of Archdruids rose up and were named the Taynei’Sil, in honor of the Watcher of the Wilds that had fallen during the Iblees War. The Elven Council, having added the Taynei’Sil, were guided for many years with druidic influence. The first discovery of the word altars is what would set off the first chain of events that eventually would lead the druids to split from the elves for a long time. These altars held power within the strange, cryptic words that resided upon them, able to control and harness the wilds so that the threat of Iblees would not happen again. Garthon, one of the Archdruids of the Taynei’Sil, was the first to discover these ancient altars and understand their properties. However, his concern of Larihei and her followers that appeared to cast away the traditions of respect for nature to hide away within their library and research planted worry and arrogance within his mind. Though her warnings ignored, the other Archdruids did not see her as a threat nor cause for concern. Garthon was appalled by this, and even to his own brothers and sisters he started to grow distant from. His greed, arrogance, and blind ambition to preserve nature to how he saw fit became a grave mistake. Stepping up on the word altar, he went to activate it to try and force control over the wilds to remove Larihei, the elves, Malin, and even his own brothers and sisters of nature. Such abusive harm to those that have preserved and protected the wilds caused it to backfire and nature lashed out. The word altar went haywire, the flora around him moved to attack for such a selfish and forceful demand, and in the end, he ran and disappeared.


Most of the isle of Malin became feral and wild. Decay taking hold and dead plants washed from the shorelines towards the sea. The wilds itself were angered at such disrespect and abuse of the power placed there. Seeing the mass devastation of the word altar’s power, Malin, the rest of the Taynei’Sil, and the elves fought and were able to stop the altar long enough to bury it deep within the earth so it could not be abused again.


Chapter 5: The Truth of the Great War

Where progress is seen to push forth and advance, the foundation of once was can easily be forgotten and shattered. The Mali’aheral were the first to truly disregard the wilds that had protected and given them shelter. Decades passed since Lari’hei and her followers officially departed, and Malin’s disappearance unclear to many, perhaps only known to so few yet the result is the same. What was once the proud kingdom of elves was starting to crumble and fall. The old ways brushed aside for new development as the mali’aheral went forth and built their magnificent structures and cities where the old ancient woodland ones resided. Practitioners of the voidal arts did not care for their magic’s effects upon nature. One such elf that grew up within one of the many cities of the mali’aheral became such and more. Serri'ahil would be the one that started the conflict. His lust for power and desire over such knowledge led him to begin a war to try and sieze power over several other mali’aheral cities. Avenin'ni was the one that opposed Serri'ahil and led her army to attack his. Both armies would collide, the casters of the voidal arts were used and destruction of the forests were the result. Fire would destroy the trees, the earth would scar the land, the air uprooting flora, and the water devastating areas caught in their torrential flow. Days turned to months which turned to years, yet neither side saw no end to this battle, no victory on the horizon. The druids however, would..


Whispers held the song of pain. The voices flowed through the trees, filled with anger. The melodies held a saddened sound, and cried out for the imbalance of the realm caused by the two sides. The druids had heard and seen enough. The last of the Taynei’Sil called forth several of the mani spirits to assist then gathered druids and several elves to travel towards the battlefield. The ground would tremble from the herd of beasts, the roots of the trees sprouted from the earth to entangle and crush the armies while the druids and elves moved in to attack. Blood splattered in the air from the sword strikes as the smell of burned flesh lingered from the voidal fire cast upon the druids and mani spirits, the battle fierce and many lives lost, several mani spirits slain from the conflict. The Taynei’Sil moved in and found both Serri'ahil and Avenin'ni , fighting it out until eventually they were killed. Only one Taynei’Sil remained from the conflict, with wounds burned deep into her flesh. The rest of the armies either killed or fled in fear of the druids, the wilds picking off whatever survivors that may have fled into the deep forest.


The scope of loss in this land finally came to the Archdruid, her eyes seeing the careless disregard of nature and the destruction wrought by the use of the voidal arts and the ‘progress’ that the mali’aheral have pushed for, and it pushed her to the limit. The fragments of the once great elven race were all but gone, so with those that followed under her, the last Taynei’Sil broke the druids away from the elves. Few remained and followed the last of the elves that stuck with the old ways, to later become seeds and tribes. The Archdruid and her followers went deep into the wilds to carry on and preserve nature in their own way, eventually becoming wanderers that spread the word of the Aspects, and the respect that nature demands upon this realm to those who would listen. 

The Arts

Druidic Magic is broken down into several subtypes:

Nature’s Communion

Blight Healing

Herblore

Shapeshifting


Once attuned, and under the guidance of a teacher, you must make a magic application for your selected subtype. Where druids are different to other magics, in terms of subtype tiers, one may be equivalent of a tier three but in reality only be tier three in 'Nature's Communion'.


Nature's Communion

Introduction

Communion is the trunk of all Druidic Gifts, it is the bridge between the Druid and the natural world, which facilitates communication and empathy to allow the Druid to better understand their duties in upholding nature. Without cultivation and strengthening of Communion, one cannot grow to acquire other Gifts.

Overview

When a Druid is first Attuned, this connection with nature and the Aspects is weak and appears as a low hum in the back of their mind. Usually a period of adjustment is required for the individual to accommodate this ever-present sensation of nature’s ‘voice’, in which the sapling Druid may have difficulty sleeping or concentrating. However under the guidance of their teacher, the young Druid may meditate and concentrate upon this hum to broaden into their connection with nature. This connection is to truly hear nature, the ebb and flow of natural energies in the world around them. Although described as a voice or song, it is truly an extra-sensory experience, combining feelings with sounds and emotions with images.


During one’s first attempt at Communing however, this proves difficult and exhausting. As a Descendant learns to see and hear as a babe, and to gain proficiency with other senses like balance, so too must the sapling Druid begin the same process with their Communion. This exhaustion also comes from the expending of energy, which is used in controlling the flow of their connection. Exhaustion may be experienced as a draining of one’s physical energy, rendering them weakened until it has resurged in an Elven Hour, alternatively some Druids find themselves wracked with pain or sickness as their body has expended all of its reservoir, unable to use their Gifts due to this. Needless to say, a Druid is not without their limits.


As they practice and grow through lessons from their teacher, their connection strengthens and eventually they may connect without meditation, and come to exchange thoughts and feelings with the beasts of the world more efficiently. They may begin to perceive the world through Communion alone to test themselves. In continuing to develop this Gift, a Druid may eventually convey their own feelings through Communion, allowing nature to ‘echo’ such sentiments around them and to perceive those of their Druidic kin, able to see with their Gifts should they be blinded, and even seek counsel from the oldest of Elder Trees.


Eventually their oneness with nature blossoms to the extent that they no longer need to actively utilise their connection and find that they are able to passively hear the sing-song of nature’s voice, feeling its flow of life. At this point, flowers may open, sway or bloom in the Druid’s wake and nature’s beasts may regard the Druid as a friend, rather than an intruder or threat.

Abilities

[Communion] - Combative - [T1 Required]
The foundation of all Druidic Gifts, the ability to utilise one’s innate connection to sense the natural life around the Druid. The youngest of Druids may listen to nature around them at most within a metre radius, while the oldest will be able to Commune as far as they can physically see, although Communing with nature outside of their field of view(such as with beings underground/underwater) is possible if it’s known to be there, but more taxing.


To use any other Druidic ability a Druid must be Communing, whether actively or passively.

T1: Range: 1 metre/block radius. Emotes: Meditation(3). Opening connection(2). Perceiving nature(1).

T2: Range: 3 metre/block radius. Emotes: Meditation(2). Opening connection(1). Perceiving nature(1).

T3: Range: 6 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).

T4: Range: 10 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).

T5: Range: Passive 15 metre/block radius; Active virtually as far as the eye can see. Emotes: Opening connection(1). Perceiving nature(1).

Red Lines: Druids can only commune with nature, Fae Creatures, and animals. Anything else, unless lore specifically stating otherwise, cannot be communed with. Example being dragonkin of any species given those are creations of Dragur.

In player versus player combat, no abilities may be performed beyond, or target someone/something beyond 30 blocks away from the Druid. Events fall to the overseeing ETs discretion.

In non-combat roleplay, a Druid may still sense general things about nature for some distance, e.g. map-wide broadcasts etc.

Creatures summoned from the Void via conjuration magicks are not of the Aspects’ creation, and thus cannot be Communed with.

Izkuthii disguised as animals cannot be Communed with, nor can a ‘voice’ of any sort be perceived of them.

Shapeshifters in animal form will sound the same as a regular animal, be it by voice or feeling its current state. The shifter in question is only one able to reveal themselves through this method if they choose too. Guessing it's a shifter because they refuse to speak/answer back is metagaming.


[Tuning] - Combative - [T2 Required ]

Where Communing with the general sing-song of nature greets the Druid with a chorus of voices all speaking at once, those who are taught so by their teacher may isolate a single voice from the ‘choir’ and exchange with greater complexity. This is not to say that one may discuss philosophy with a blade of grass, for life on such a low rung is restricted in its capacity to think or learn. Base thoughts, images, impressions and intentions may be passed between the Druid and natural flora.

The Druid must already be maintaining Communion in order to use Tuning, and as such its range is dependent upon that of the prior ability.

T2: At most 2 targets. Range: Range: 3 metre/block radius. Emotes: Concentrating upon a single ‘voice’(2). Attempt to Communicate; roll optional (1). Exchange of thoughts/emotions etc.(1).

T3: At most 4 targets. Range: 6 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Attempt to Communicate(1). Exchange of thoughts/emotions etc.(1).

T4: At most 4 targets. Range: 10 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Exchange of thoughts/emotions etc.(1).

T5: At most 5 targets. Range: ~30 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Exchange of thoughts/emotions etc(1).

Red Lines: [Cannot use animals or plants to metagame information about character death.

Cannot use communion to metagame a person's location or what specifically happened regarding the area. At most, only knowing a sense of fear, anger, or disturbance in the general area.

Events fall to the ST's discretion.]


[Beastspeak] - Combative - [T3 Required]
While flowers might only convey their appreciation for a sunny day, Cernunnos’ beasts and the inhabitants of the Fae Realm make for comparatively more stimulating conversationalists. A Druid’s Communion enables them to exchange thoughts, images and emotions with animals of the natural world and even calm an enraged beast when strong enough in their Gifts. The complexity of these exchanges are heavily dependent upon the creature in question, with the Druid’s own strength in Communion also an influencing factor. An Elder Druid might very well be able to reminisce with their wolf or big cat companion, but a younger Druid would be limited to a few words associated with feelings or concepts such as ‘happy’ ‘friend’ or ‘hungry.’

The Druid must already be maintaining Communion in order to use Beastspeak, and as such its range is dependent upon that of the prior ability.

T3: At most 2 animals. Range: Range: 6 metre/block radius. Emotes: Concentrating upon the animal or Fae(2). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

T4: At most 4 animals. Range: 10 metre/block radius. Emotes: Concentrating upon the animals or Fae(1). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

T5: At most 5 simultaneous animals. Range: ~30 metre/block radius. Emotes: Concentrating upon the animals or Fae(1). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

Red Lines: [One cannot use Beastspeak to metagame, learn a person's location or specific events preceding the Druid’s arrival. At most an animal is able to express that its humanoid companion is ‘missing,’ should they have witnessed their death or capture, for example.

General information that the character is otherwise able to ascertain is fair game. Specific information is unable to be obtained, which can be attributed to the distress or confusion of the animal.

Animals considered ‘untamable’ such as lubbas etc. cannot be made into companions, but they may have some amiable regard for a Druid who has frequent contact with them. They are still wild animals and therefore dangerous.

The ability for a Druid to befriend an animal depends upon prior interactions and the Druid’s tier versus the animal’s aggression/distress.

A Druid’s animal companion must adhere to ST guidelines concerning pets, if used in combat. As such any companion larger than a golden retriever is prohibited from combat scenarios.

When Communing with animals, the conversation’s complexity is based on the animal’s intelligence.

Animals will not always understand abstract concepts that Descendants rely upon. Their understanding of ‘home’ may simply be ‘den,’ ‘forever’ may be interpreted as ‘after I’m gone.’

Druids cannot force an animal or Fae to go against its natural instincts.

A Druid cannot order a loyal animal to attack its owner; a Druid can however, prevent that animal from attacking themselves given the correct attempts to calm it for their tier.

In a combat situation, a Druid may focus their Communion upon at most five small animals(such as squirrels) or Fae(such as Sprouts or Sprites) or one larger animal(such as a wolf, or lion). Any attempt at further causes them to lose their focus upon the first animal and so on.

Current ST policy concerning summoned, independently-acting animals requires them to be no larger than a golden retriever. This means any animal called to fight for the Druid must adhere to this.

Swarms of insects may consist of no more than ten individual creatures, i.e. ten bees or less in a swarm

Hou-Zi and Kharajir are unable to be Communed with as those are creations of Metzli.

Cannot Commune with any type of dragonkin as those are creations of Dragur.

Although a Druid may Commune with an animal to convey a message, only another Druid is able to decipher it. The intellect of the animal determines how complex the message is; for example, a bird may only be able to convey a few words, a bear closer to a full sentence and such.

“Birding” or "message sending" with Communion requires a minimum of three emotes. This correlates with server rules and is subject to change upon updating of said rules. ]


[Mapping] - Non-Combative - [T3 Reqired]
A Druid’s capacity to communicate with nature is largely restricted to what they can physically perceive, for it is only natural for a person to lean upon their other senses when one is comparatively underdeveloped. Through practice and guidance however, a Druid may learn to pair their Communion with their sight and eventually begin to map the natural world with their spacial-awareness.

The Druid must already be maintaining Communion in order to use Mapping, due to its complexity, the range is slightly reduced.

T3: Range: 3 metre/block radius. Emotes: Meditation(2). Communion maps to hearing(2). Communion maps to sight (2). Communion maps to other senses (2). Perception of flowing life energies (1).

T4: Range: 6 metre/block radius. Emotes: Meditation(1). Communion maps to hearing(1). Communion maps to sight (2). Communion maps to other senses (1). Perception of flowing life energies (1).

T5: Range: 10 metre/block radius. Emotes: Meditation(1). Communion maps to hearing(1). Communion maps to sight (2). Communion maps to other senses (1). Perception of flowing life energies (1).

Red Lines: [This ability may not be used to metagame the location of other Druids, relics, possessions etc.

Descendants and other non-natural entities are unable to be sensed and subsequently ‘mapped’ in this fashion.

This ability becomes less taxing as the Druid practices and as tiers progress. A T5 Druid attempting it for the first time will still be inefficient and find it tiring.

A sneaking character’s position may not be metagamed using this ability. Movement in grasses and plants are not enough to deduce that another person is close, and may be dismissed as the wind. Should the character make noise however, it is reasonable to then assume there is someone nearby.

The Druid need only ‘cast’ this ability once per use, after which it is merely maintained until the Druid has exhausted themselves.]


[Empathy] - Non-Combative - [T4 Required]
Progressing from merely tuning into the song of nature and Communing with animals through emotions and thoughts, the Druid is able to express those emotions, thoughts and intentions in an area around them. Communing with the surrounding nature in this way causes a ‘ripple’ or ‘echo’ through the voices, which carries the Druid’s feelings and is able to be felt by animals, Fae and other Druids. In response to this, flowers may close their petals and animals attempt to comfort a mourning Druid. Conversely, animals may flee should one convey anger or pain. This is also encountered upon the permanent death of a Druid, whereupon their connection to nature is severed and a ripple spreads through the voices, carrying with it woe and eventually peace.


T4: Range: 10 metre/block radius. Emotes: Build up of energy(1). Druid focuses on allowing the emotion to overflow(1). Emotions bleed over into Communion(2). Area of effect influence, spreading outward(2).

T5: Range: 15 metre/block radius. Emotes: Build up of energy(1). Druid focuses on allowing the emotion to overflow(1). Emotions bleed over into Communion(1). Area of effect influence, spreading outward(1).

Red Lines: [At best the non-Attuned notice a change in atmosphere and the shifting of flora, behaviour of animals etc. around the Druid.

This only allows the Druid to communicate emotions and simplified thoughts. One may not use this ability to detail a strategic plan in a combat encounter, for example.

If words are conveyed in this manner, the Druid may choose if their ‘voice’ is recognisable or not.

This ability is not particularly strenuous, but is too complicated for lower tiers.]


[Singing] - Combative + Enchantment - [T4 Required]
Similar to conveying one’s emotions through Communion, a Druid may stir the sing-song of nature into states of excitement, calm it into a lull or even silence. There are Druids who prefer to dwell in relative quiet, while conversely there are those who take joy in hearing its music about them at all times. When nature grows discordant or distressed due to the influences of magicks or other such Descendant tampering, a Druid may see fit to sooth these voices to a calm. One may choose to encourage nature to grow tense and alert, to expect hostility, or merely to warn their sibling Druids.

T4: Range: 8 metre/block radius. Emotes: Build up of energy(1). Druid focuses on influencing nature(2). Nature begins to follow the Druid’s coaxing(2). Area of effect influence, spreading outward(2).

T4: Range: 15 metre/block radius. Emotes: Build up of energy(1). Druid focuses on calming/exciting nature(1). Nature begins to follow the Druid’s coaxing(1). Area of effect influence, spreading outward(2).

Red Lines: [If an area is lulled into silence, excitement etc. appropriate signs should be placed to OOCly indicate such.

This ability is not particularly strenuous, but is too complicated for lower tiers.

A T5 Druid’s mere presence may passively have this effect within their immediate area as they travel around, no greater than 5 metres.

This ability is not particularly strenuous, but is too complicated for lower tiers.]


[Greensight] - Combative - [T4 Required]
A Druid who learns to sense the natural world through Communion, and then map it onto their other senses, may progress further with the right instruction. This ability is usually taught to Druids who are blind, but seeing Druids may also be taught while blindfolded.

Although the blind may never truly see again, using Greensight a Druid may pair their Communion with their senses to build up an image of the natural world around them, such that they may navigate it using a ‘map’ assembled within their mind.

Red Lines: [If there is no flora or fauna nearby, then the Druid cannot perceive anything.

How the world appears is largely left up to the teacher, and is considered flavour. Examples include the world as empty and natural life appears as if soft emerald or white light in darkness. In principle the Druid is unable to perceive anything but natural life using this ability.

Descendants and other non-natural entities such as golems, constructs etc. are not able to be perceived. Even should they come to be surrounded by life, such as bound in vines or roots, the Druid is only able to ‘see’ the life around that individual.

Greensight should not be used as a means to metagame character position.

This ability becomes less taxing as the Druid practices and as tiers progress. A T5 Druid attempting it for the first time will still be inefficient and find it tiring.

The Druid need only ‘cast’ this ability once per use, after which it is merely maintained until the Druid has exhausted themselves.

The maximum sight range is up to fifteen metres/blocks distance.

One cannot see past obstructions blocking the normal view of the flora or animal in question.

The field of view for this ability is 180 degrees vertically and horizontally. The Druid cannot ‘see’ behind themselves, or otherwise outside of this field.]


==

Blight Healing

With a Druid's focus, they may cleanse the land of taint and corruption.

Origins

A Gift from the pure essence of nature itself, the origin of blight healing has been within a shroud of mystery since the beginning from the First Druid himself. The myth that surrounds it is said to come from the Nature Dragaar, Taynei’hiylu. With her emerald flames, she flew and cast it upon the vile taint and disease that was from the Great War against the undead forces. Its power burning all abominations within its path while the flames washed over and healed the land anew. With her disappearance, the ancient Druids had mourned such loss and had to begin anew. Her prowess and blessing was not forgotten and throughout the ages, the technique was eventually blossomed into what is seen today.

Abilities

Blooming - Non-Combative - T1 Required
Blooming essentially feeds flora with Druidic energy, so that dead or dying plants are reinvigorated with new color and vitality. The effected flora does not become magical in any way and unless maintained with Druidic energy, will continue with its natural life-cycle as normal.

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke the Blooming ability, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing revitalising energy into the flora. One may emote wilted plant/s becoming healthy and colour returning etc. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

T1: Range: 4 metres radius/blocks; 8x8 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Flora blooms/revitalises(4).

T2: Range: 8 metres radius/blocks; 16x16 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Flora blooms/revitalises(3).

T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Flora blooms/revitalises(2).

T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1).

T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1).

Red Lines: This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.

One may not restore life to dead animals, creatures etc. including characters.


Fertilising - Non-Combative - T2 Required
Using this ability, a Druid may restore fertility into the soil of barren land. Which is to say, land which has been over-farmed or has had its nutrients drained through other means such as soil leaching. One may also use this ability to stir plant life to begin producing seeds again, if it has previously passed that period in its life-cycle.

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Fertilising, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing revitalising energy into the ground or flora. This does not necessarily cause a visual change, but one may emote aesthetic changes to indicate the ability has been used. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

T2: Range: 8 metres radius/blocks; 16x16 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy begins to resow fertility(4).

T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy begins to resow fertility(3).

T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy begins to resow fertility(2).

T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy begins to resow fertility(1).

Red Lines: This ability only restores fertility to land or to barren plantlife and may not be used upon animals or characters.

If a source that is causing the barren like effects upon the land remains and is natural, the source needs to be removed otherwise the effects of Fertilising will revert back. Examples of this is Thanium


Cleansing - Non-Combative - T3 Required
The process is quite similar to the previous ability, although this time more focus is given to each section of earth, until nature is better capable to resurge. This allows non-magical pollution to be removed from an area, such as fire damage, sewage or alchemical debris dumped into a river, while large sections of debris such as bodies or litter must be removed by hand.

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Cleansing, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing restorative energy into the ground, flora or water. This does not necessarily cause a visual change, but one may emote aesthetic changes to indicate the ability has been used, for example cleansed waters may shimmer with the Druid’s aura for a short time afterward. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

T3: Range: 9 metres radius/blocks; 18x18 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy cleanses and restores(3).

T4: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(2).

T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1).

Red Lines: Should the area be blighted or tainted, this ability is unable to restore fertility, as the magical corruption prevents it from being revitalized.

If in doubt concerning the unnatural state of an area, contact the player who created it, or the ST overseeing if it concerns an event area.


Purging - Non-Combative - T3 Required
Using this ability, a Druid may purge an area of magical corruption such as Voidal Taint or Necromantic Blight, but other corruptive forces which may be introduced via ST events are subject othe ST. This does not inherently bring the affected area back to its previously lush state, however a Druid may cast Growth afterward to facilitate this. Corrupted rock or other such formations will surrender to the purifying qualities of Druidic energy, but will not necessarily crumble to dust immediately.

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Cleansing, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing purifying energy into the ground, flora or water. This would begin a visual change within the affected area, with the ‘crust’ of taint beginning to crumble and blight being almost ‘devoured’ by the Druid’s energy. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

T3: Range: 9 metres radius/blocks; 18x18 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy cleanses and restores(3).

T4: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(2).

T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1).

Red Lines: Only unnatural corruption such as Voidal Taint or blight may be cleansed in this way. Mundane grime or fire etc. is unaffected.

If in doubt concerning the unnatural state of an area, contact the player who created it, or the ST overseeing if it concerns an event area.

Necromantic biomass comprised of plant matter must be broken up manually, either prior to Cleansing or afterward. Failure to do so will allow it to fester. After Cleansing the plant matter may be mulched down naturally.

Biomass comprised of flesh cannot be cleansed. However, it may be broken apart and buried.

Treelord husks, Dryad trees, and Soul Trees are able to be Purged of corruption with this ability.


Awakening - Non-Combative - T3 Required
Awakening combines the mists of Blight Healing with Druidic Infusion to Infuse a piece of dead flora, revitalising it and bringing it back to life. The flora returns to its living state, having a variety of different ways of displaying this such as bark regrowing on planks, leaves sprouting, flowers blooming and so on. Within this state, should the Awakened flora not be placed in its natural area(such as a flower in soil, a branch not connected back with a tree etc.), it must be given Druidic energies within an IRL week or the flora will fall dormant. When Awakened, the flora in question acts as it normally would with Druids able to hear melodies from it as well as be able to use Tuning, Singing, Growth, Surge, Ungrowing, and even Entling Creation(should it be a tree) abilities.

Awakened Staves: Staves that are Awakened take on certain aesthetics and begin a bonding process with the Druid who carries it. Over time, it can develop unique traits or quirks which mimic the Druid. Examples of this are how the melodies sound with it, having glowing properties, flowers blooming from it and so on. This is purely aesthetic however, and not anything more than that. The abilities above that are listed also are able to be used.

Sentient Staves: For a stave to reach the level where it takes on the personality traits of the Druid it has bonded with for many years and reach a sort of ‘sentience’, the staff in question must be at least fifty years old and survived being with the Druid for that long. The stave can then take on special properties of its own, unique abilities within Druidism lore, and/or mimic some characteristics of the Druid it has been with all this time. This however is when a MArt must be made and the abilities specifically laid out to be reviewed.

Red Lines: The objects resulting from this ability it may be used in combat.

Awakening is performed via Druidic Infusion.

The physical capabilities of Awakened objects are largely flavour. Although a Druid may use them as a weapon, they are no more damaging than any mundane staff etc.

Attempting to morph or change an awakened object into something else(such as changing a stave into having a sharp pointed tip) is considered the Surge ability found in Communion. As such, the required emotes are followed by what is stated there unless specified specifically in a MArt.

One may not Commune with Awakened objects to metagame, i.e. learn about character death. Should one attempt to, the object will respond with confusion.

Awakened objects returning to their owner is primarily an iRP explanation for mechanical soulbinds, players buying lost objects back from the auction house etc. It is not a means to demand stolen objects back from other players.

Awakened staves can only become Sentient Staves after being with a Druid for 50 irl weeks.

Try to develop your Awakened object as if a character. It will not immediately have a personality or be able to move, instead have it slowly progress to that point as a roleplay device.

Awakened objects are considered enchanted under ST policy. They require ST-signing as a result.

Awakened objects which go on to develop the capacity to move independently, or which undergo Infusion to create other effects, should be submitted as a MArt.

Non-Druids cannot use Awakened objects. Should an attempt be made, it would just be a regular object to them. Example: An Awakened stave would just be a regular stave with no added abilities in the hands of a non-Druid.


Beast-Purging - Non-Combative - T4 Required
A Druid may perform Purging upon animals considered ‘natural,’ i.e. of the Aspects. This is considered its own ability, due to the more complex manipulation of mists requiring the Druid to have greater mastery over Blight Healing. Due to this, it has a much more limited range, requiring the Druid to be in close proximity with the animal in question.

Beast-Purging may cleanse wounds of magical corruption, or even purge magical contaminants within an animals digestive tract or other bodily systems. If a rabbit were to have eaten Voidal-tainted grass for example, this ability could purge the taint from within and leave the rabbit unharmed. Being tainted is likely to distress an animal, even were Beast-Purging not an uncomfortable experience, as such other Druids may use Beastspeak or Singing to help calm animals during the process.

Emotes begin with the Communing Druid focusing upon their energies to invoke the ability. The next has a Druid summoning their energy as an ethereal mass, such as flames, mist etc. From here, they then guide the energy into the afflicted animal in a general way, as if ‘bathing’ them in energy. Next the Druid guides their energy around the animal in search for the source of corruption, which their energy will be drawn toward. Upon finding the source, they can begin to concentrate their energy upon the source. In the following emotes, assuming the source is of magical corruption, it will be weakened and eventually purged. This does not result in an immediate recovery in the animal, who will be exhausted as well as the Druid.

T4: Range: 4 metres radius/blocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animal(1). Guiding the mists around the body(1). Energy focuses upon the source of corruption(1). Energy cleanses the source(2).

T5: Range: 8 metres radius/blocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animal(1). Guiding the mists around the body(1). Energy focuses upon the source of corruption(1). Energy cleanses the source(1).

Red Lines: Beast-Purging can only purge corruption from Fae Creatures and animals. Anything else, unless lore specifically stating otherwise, cannot be cleansed. Example being dragonkin of any species given those are creations of Draggur.

Creatures summoned from the Void via conjuration magicks are not of the Aspects’ creation, and thus cannot be cleansed, but nor are they inherently harmed by Blight Healing.

Izkuthii disguised as animals cannot be cleansed , nor can a ‘voice’ of any sort be perceived of them.

Abominations created from plant matter through Necromantic arts must be slain through force of arms. Only then may they be Purged of any remaining vile energies and broken apart to be mulched down naturally.

Necromantic abominations comprised of flesh are beyond the Druid’s capacity to Purge. They must instead be destroyed through force of arms.

Shapeshifting Druids in animal form are able to be cleansed with this ability.

Depending upon if a source within is causing the corruption, it may have to be removed by other means before Beast-purging can take effect. This falls with communication towards ET or other magics that may have such abilities.


Mani Summoning - Non-Combative - T5 Required - [ST-facilitated Ritual Event]
The relationship between Descendants and Mani is sometimes strained, and sometimes more amiable. There are those Wild Princes who have grown bitter and hateful toward the mortal inhabitants of the world even, others have been known to come to the aid of Descendants in times of great need, although usually when it is mutually beneficial.

Summoning a Mani can be unpredictable, not in the least due to their elusive nature. The Wood Elven people have legends of summoning Amaethon, Wild Prince of Cervidae, to fight Lyu the Silent Beast by beating drums on nights in the dead of Winter, and Druids were able to summon him the same way upon Atlas to seek counsel about a great threat. There exists a more consistent method to hold communion with a Wild Prince, however.

Through Infusing an idol with Blight Healing energies, a master of the Gift may create a ‘beacon’ to attract the attention of a Mani Prince in a ghostly form, so that they may speak. There are however several steps which must precede the beacon itself. Firstly one must discern an area in which the Mani in question might choose to linger, one would not summon the Mani Prince of Whales, within a savanna for instance. It is here that the Infused idol is placed, which resembles the Mani one seeks to summon; a wooden or stone statue, grass or cloth poppets and the like.

After creating a focal point to attract the attention of the Mani, one must make an offering that appeals to the Mani. Herbs, animal carcasses, flowers, claws, teeth, fruit, roots and vegetables, poison and silk are examples of such offerings, crucially however it falls to the individual to know which offering best suits the Mani. One Wild Prince may appreciate a carcass of the animal it presides over, won through a good hunt, but another might be deeply offended and instead unleash wrath upon the foolish summoner. The Druid overseeing the ritual should advise those making the offerings to choose wisely, for the Druid may not be spared the Mani’s wrath either.

Once the offering is chosen, the ritual may begin with prayer. This consists of praising the Mani in question and their qualities, whilst also expressing the desire for which the summoner wishes to speak with the Mani. Guidance, vengeance, help, forgiveness even, all must be chanted allowed by those present for the ritual. Meanwhile the Druid begins ‘blessing’ the ritual, invoking their Blight Healing energy to infuse into the totem of the Wild Prince over several minutes. The powerful concentration of Druidic energy pulses an ‘echo’ through the immediately area of the mortal world, but also the area of the Fae Realm which mirrors it. Allowing the Mani to focus on this pulse, it may track it like a beacon to appear before the ritual in its ethereal manifestation.

However, even should summoners choose wisely the place and offering, the Mani are not the only beings capable of sensing this strong Druidic energy. Indeed it will not reach across the entirety of the mortal or Fae realms, and as such the Mani in question may not be reached at all, but instead Fae, animals, Druids or other dangers may intercept the attempted summons. This may prove perilous to the unprepared, and only the folly would seek to summon a Mani without expecting a challenge of sorts.

Red Lines:

A shrine, statue, idol, or something of the Mani’s likeness must be present.

In terms of an enchantment, a Druid may use Infusion to create a staff or the like, which may act as a beacon for the purposes of this ability. However, it will still require the channelling of Blight Healing energies to use.

Summoning a Mani in its Ethereal Form requires offerings presented in a ritual. Offerings made will affect the outcome of the ritual.

The beacon’s effects are maxed within the region the ritual is performed to find the desired Mani. The region must make sense for the Mani that is attempted to be summoned to appear, i.e. one will not find the Dolphin Mani in a tundra region.

A Druid must be present and invoke Blight Healing to fuse into the object and form a beacon. Prayer about said Mani is required as well for the Mani to take notice.

Requires ST approval for an attempted summoned encounter in Ethereal Form. An ST is required to play said Mani.

These rituals differ in required materials, prayers, and aren't a guaranteed success. A Mani can easily ignore it should they choose. A roll out of 100 is required once the summoning is attempted. 75 or higher is success. 50-75 roll, the Mani will appear, but may attack or lose interest. 50 or lower results in the failure of a Mani showing up, but instead a dangerous encounter invoked. The encounter is dependent upon the ST.

Only the ST overseeing the event rolls.

Attempts to summon a specific Mani are permitted once every IRL month with the max of five different Mani attempted total overall to be summoned. This includes failed attempts. Example: Attempt of summoning Wolf Mani Cannot summon Wolf Mani for a month. Four slots left for other Mani for said month.


Tier Progression

Tier 1: The Druid reaches this stage after about three Elven Weeks of continuous meditation and practice. Plagued or diseased plants cannot be revived, but the spread of the disease can be halted with concentration and meditation. Charred plants or sticks from natural fire are usually a good training tool to use in practice yet still inflicts the user with extreme exhaustion.


Tier 2: The Druid will reach this stage of their connection after about an Elven month or two of lessons, practice and meditation. They are able to heal naturally plagued and diseased plants, though magically afflicted plants seem to be beyond their ability. Exhaustion is lesser than the previous tier yet still takes it toll. Blessing areas such as farms or barren land with fertility in the soil is possible at this point, although still quite exhausting depending on the area.


Tier 3: The Druid will reach this stage of their connection after about an Elven month and two of lessons, practice and meditation. They may now revitalize dead and decayed wood, plagued plants or diseased flora, and resow life into the ground. It is easier to heal decay in a larger area, and fertility can be added to land at a much quicker rate. Magical taint may now be purged, but requires more time to achieve; additionally larger patches will often require the assistance of other druids.


Tier 4: A Druid will reach this stage after four Elven Months of lessons, practice and meditation. They may now heal dead, decayed, diseased, plagued, or magically tainted plants at a faster pace and wider range of land. Blessing land is substantially less taxing on the Druid, but healing will still wrack their body with exhaustion. At this point, a druid can pass on the art of Blight Healing via training another.


Tier 5: Finally, the Druid has reached the last stage, after six Elven Months of practice and meditation. The Druid has become a master of bringing natural life from total death and decay. To the Druid who masters this art, performing the abilities of Blight Healing is far easier and more efficient. Though exhaustion is always the price paid, a master Blight Healer can restore even flora from stone, cleansing vast areas of taint, disease or plague, restoring dead, decaying, or barren wastelands.

Herblore

Druid’s are well known for their healing prowess with natural herbs, be it from a leafy patch-up or reattaching a freshly removed limb, it is said that in terms of medicinal herb work that the druid’s abilities go unmatched. This art is incredibly interesting as it works hand-in-hand with the knowledge of herbalist alchemy and the druids natural magic.


Whilst the druids are best known within the realm of healing with their unparalleled usage of herbs, even those who are not adept at performing the magic are able to use the wonderful remedies that are created by other druid to astounding effects. It is common for the druids to build clinics nearby herb gardens to house their bandages, poultices, salves and potions, that others are able to benefit from in emergencies.


Tier 1: The Druid has learned much of herbology and has begun to use this knowledge to create salves and poultices. They can then begin to enhance these salves with natural energies, though it is very tiring. These augmentations last only an hour or so, and must be changed often for maximum effectiveness.


Tier 2: The Druid finds powerful herbs with properties of healing (such as pennywort, calendula, marshmallow, gotu kola, chamomile, echinacea, etc) and meditate with them before preparing salves or poultices with them. They will boost the inherent properties of the plants. Sadly this augmentation fades after a few days, but it’s still a noticeable increase. Wounds can heal in about a third the amount of time it would take normally to heal.


Tier 3: The Druid can combine their bandages with herbs and plants that they have enhanced with magical properties to offer quicker healing to the patient. A Druid can give tea that will soothe a cold, even cure it with its enhancements to the leaves. The Druid can also enhance potions or beverages at this point, with powerful augmentations that can last a respectably long time, even a couple years. Druids can also perform different methods of treating wounds by combining control of nature with their healing abilities, and doing things such as closing wounds with bark (very painful for the patient), or creating casts from wood, etc.


Tier 4: The Druid can enhance poultices without meditating with the plants. They can heal wounds in less than a day depending on severity, and their remedies can last several years unused. These Druids pass on their knowledge to other Druids so that they too may learn the secrets of Druidic Medicine.


Tier 5: The Druid has mastered the art of healing, and can heal most wounds within an hour or two. A Druid who is tier 5, and blesses or augments a plant or creates an augmented remedy, can be sure that this remedy can be passed along to other druids to use in the future and it will never wear off or fade. Some Druids spend their entire lives creating remedies for other Druids to use, and when something bad happens its these Druids' bandages and salves that everyone tries to get their hands on. Their healing has become a lasting legacy that will endure long after the Druid is gone, even.


Points and Red Lines: Wooden Replacement Limbs provide no advantage over any other artificial or natural limb, and is no more durable than any other limb.

Only a Druid of Tier 3 or higher Communion can manipulate a wooden limb attached to themselves. To anyone lacking this skill, or druidism at all, it is just an immobile peg limb that a Druid happened to shape for them.

The limb is only living wood if attached to a Druid, it draws from their natural energies to sustain itself.

The effectiveness of the replacement limb is entirely up to the player receiving it. It can be a simple peg limb, or of some practical but limited use, or a fully functional replacement able to be manipulated as normal. These exist to enhance RP, and should be left to the recipient's’ discretion.

One cannot attach another animal part to someone as a replacement, such as a dog’s tongue to replace a severed tongue, or a spider eye to replace a lost eye. Only wooden limbs may be made and attached.

One cannot have more than two full wooden limbs (From the shoulder or hip down), or four half limbs (from the elbow or knee down). ((As a note, this does not negate characters that obtained their limbs before this change. This only affects people going forward. ))

Shapeshifting

For information on shapeshifting, refer to Shapeshifting Magic. only the most capable and knowledgeable of them may ever hear or know of it. The druid's connection with nature is so strong, that they may even change their shape into the animal they most associate with.


Magic
Arcane Magic Transfiguration · Telekinesis · Void Translocation · Void Shifting
Elemental Evocation · Arcanism · Conjuration
Sensory Illusion · Cognatism · Mental Magic
Deity Magic Runesmithing · Shamanism · Druidism · Clericalism · Ascended Magic · Paladinism
Dark Magic Blood Magic · Dark Shamanism · Fjarriauga · Necromancy · Shade · Mysticism · Thallassos · Strength of the Abyss
Artificery Arcane Familiars · Golemancy · Chi · Ki