Difference between revisions of "Druidism"

From Lord of the Craft
Jump to: navigation, search
m (uwu'ification)
m (Changed protection level for "Druidism": Revert old protection ([Move=Allow only administrators] (indefinite)))
 
(24 intermediate revisions by 4 users not shown)
Line 1: Line 1:
Dwuidism is an ancient fowm of magic, tied to the most ancient of aww guiwds of Aegis, the [[Druidic Order]]. Centulies of guawding secwet knowwedge and pwotecting natule has been this Owdew’s cawling, bringing bawance thwough healing wand and spweading vewdule lith theiw unique awts.
+
{{lore|186719}}
Dwuidism is contwowwed in such a way, and taught, thwough a cwevew pwocess of twaining that is designed to “indoctrinate” the student into a cewtain way of thinking, opinion, etc. That is not to say it is awways successful, but it is a powewful toow of wegulating who has access to these awts.
 
  
As lith any twaining, these things occul in stages. The most commonwy known one is Dedicancy. This stage is most common because it is the one newcomews entew the Owdew howevew many do not believe Dedicants awe apawt of the owdew as it is simpwy theiw twaining and liww watew come to join the owdew aftew Attunement. Duling this time they awe given tasks and wectules ovew a peliod of time that teach them the Owdew’s cultule, and an appweciation fow aww things natulaw.
+
{| class="wikitable" style="float:right; margin-left: 10px;"
This pwocess, cwevewwy designed, to open the mind of the Dedicant to the fwow of natule, thwough meditation, assistance and an undewstanding of ways. When the Dedicant has finawwy compweted theiw tasks, and theiw Guide has deemed them weady, they awe instwucted to devise and compwete theiw Gwand Task, a miwestone task fow a Dedicant that shows they awe weady to take on the fulw mantwe of wesponsibility of being a Dwuid.
+
|
 
+
{| style="border:10px background:#FFFFFF; float:left;" width="50px"
Upon compweting this task the Guide takes the Dedicant to the Attunement Poow, an awea lithin the gwove high in natulaw Dwuidic Enewgies, and begins the Attunement Pwocess.
+
|- style="height:5px; text-align:center"
This pwocess invowves the Guide invoking an ancient knowwedge to fowge a connection to Natule lithin the mind of the Dedicant. One could considew theiw initiaw twaining to be simiwaw to opening a smaww howe to awwow light to pass, and then the attunement pwocess as using the smaww howe to bowe a wawgew one, cweating a way of light-a connection.
+
|- style="vertical-align:middle;"
 
+
| style="height:100px" valign="top"|
thus is the way one comes into Dwuidism.
+
[[File:druidism page.png|400px|center]]
 +
|- style="color:grey; text-align:center; vertical-align:center;"
 +
| ''<span style="font-size:x-small;">Artists Unknown</span>''
 +
|- style="background:#228B22; color:#000; height:10px; text-align:center; vertical-align:center;"
 +
| '''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 ==
== '''Origin:''' ==
 
  
  
  
'''Chaptew 1: The Beginning'''
+
'''Chapter 1: The Beginning'''
  
In the beginning,  the Cweatow gave biwth to natule. Wifefowce. A gift so sacwed that thwee Aenguls took notice of this mowtaw weawm and descended down upon to watch it fwoulish. The pwants, fiwst brimming lith life and gwowth, soon began to lithew and fade. Cewlidwen saw as the pwants could not gwow, adapt, ow wepwoduce. Thus, lith hew bressing, she gave life. The fwowa wejuvenated and life stawted to take howd, cweating vast pwains, fowests, and liwds. The Aengul Cewnunnos obsewved life fwoulish, becoming abundant, yet having nothing to contwow its wapid ovewtaking. To cowwect this pwobrem, he gave the bressing of endings. The fiwst cweations of animaws wewe pwoduced by the Fathew of the Hunt, awong lith pwants ovewtaking othews and the fight lith life and death began. Fow a time, Cewnunnos’s cweations hawted the pwants that wewe gwoling too evasive, yet thewe was no contwow ovew this pwocess. Thus what Cewlidwen had cweated now was being destwoyed. The Aengul Nemiisae saw the beginnings and endings of natule cowlide and shift about in a chaotic mannew. No bawance had yet taken pwace untiw the wast Aengul intewvened, giving hew bressing of Culling. A hawdened, dawkew twuth to some; to othews a necessity. Toxins, cwaws, fangs, defensive attlibutes and pwedatowy tactics to culw out the weak. Nemiisae’s bressing fiwwed the howe that the cycwe of the two bressings missed. Thus, lith this finaw piece of the tliad, the natulaw bawance was compwete. The Wife Cycwe was cweated.
+
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 Cweatow’s design now fwoulish upon the weawm, The Thwee Aenguls, now known as the Aspects, sought to keep watch ovew this new founded cweation. To pwotect and pwesewve the of the Cweatow's wowk fow aww time, the thwee Aenguls poowed theiw powew togethew into one, so cweating theiw own weawm- the Etewnaw Fowest. It wemained connected to the Mowtaw’s weawm, though existing as a wowwd of its own.  The Aspects took sanctuawy lithin this sacwed fowest and have wuled ovew theiw own wespective sections as the guawdians and pwotectows of natule. Befowe they weft to weside in the Fae Weawmthwee stones wewe cweated fwom each Aengul as a wepwesentation of theiw gift to the wowwd: The brue stone of Cewlidwen, the siwvew stone of Cewnunnos, and the brack binding stone of Nemiisae. These stones howd a smaww powtion of each wespective Aspect’s powew. The awea that sulwounded the stones became sacwed gwoves to which the lines sepawating the Fae and Mowtaw Weawms brulwed untiw awmost as one.Yet because the Aspects could not lingew fow an extended peliod lithin the mowtaw pwane, even lithin this sacwed awea, they in tuln began to cweate guawdians to aid in watching ovew natule. Cewnunnos’s cweation of animaws spawked an idea lithin Cewlidwen and Nemiisae’s mind. They cweated mighty natulaw beings that would watew come to be cawwed Ewdew Twees.
+
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 Realmthree 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.
  
 
   
 
   
  
Wiitiww’eliuii, the fiwst Ewdew Twee that came into existence, had diwect natulaw enewgies fwom the Aspects fwoling lithin its vewy twunk and woots.. Its vewy being became sentient and awawe of itsewf, as weww as what was awound it. Within the poow bewow its twunk, the Sacwed Stones which the Aenguls had cweated wewe housed. With this new life, Wiitiww’eliuii pwoduced seeds that gave biwth to the Ewdew Twees that sulwounded the Sacwed Gwove and pwotected it fwom those that lished to destwoy it. Some of the fiwstbown of Cewnunnos’s bressing stayed lithin the Sacwed Gwove and became guawdians that pwotected ovew the domain whiwe the west spwead out acwoss the weawm. Within the Etewnaw Fowest wewe cweated valied beings that would come to be known as Fae.  They wewe each cweated fow diffewent pulposes, wesiding in the wespective awea of infwuence of the Aspect that cweated them, and would at times ventule to the Sacwed Gwove and live among the guawdians thewe.
+
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.
  
  
  
'''Chaptew 2: The Fiwst Dwuid
+
'''Chapter 2: The First Druid
 
'''
 
'''
  
Mowtaws...a cweation made by the composew to live and sulvive on this weawm. Natule cweated fow the means of giving them nutlients, food, and shewtew. Yet lith aww things so weadiwy avaiwabre, abuse and negwect soon did fowwow. Mountains cawved and howwowed out, fowests chopped down fow wumbew, animaws hunted to extinction, and wowling pwains fwattened fow the devewopment of civilization. Acwoss the weawm, the Betwayew had begun his waw; whispews wewe heawd that it appwoached the Wiwds.. The fowest in which the sacwed gwove wesided wawded off those that lished to do it hawm, save fow one wace that seemed to lish to adapt and live in hawmony lith what the wowwd offewed, instead of destwoying and fighting against it. The ewves at fiwst found hostility and aggwession, natule washing out at aww mowtaws fow a time.  Yet instead of fawling into the habits of the othew waces, they gwew to weawn fwom the liwds, and it was then The Fiwst would find the sacwed gwove. A band of ewven wawliows had broken away fwom the likes of theiw kin to live and become pwotectows of the fowest ovew the yeaws. They saw the fiewce powew the liwds had to offew and knew such cannot be contwowwed, onwy wespected. Knoling of the dangews eventuawwy dwaling neaw, the weadew of the wawliows ventuled deep lithin the ancient woods whewe stolies and wegends said none would evew wetuln.
+
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 twees cweaked and swayed as if speaking to one anothew. Animaws shifted about and lingewed as if watching the ewf fwom afaw. Fulthew and fulthew the ewven wawliow would wawk, undetewwed by the pwesence he knew was thewe fow his detewmination was unshakeabre, untiw at wast he came to a dead end. The wawliow was fwustwated and wost, he sat down and began to pway. To what? He did not know. The liwds, the sky, ow even the unknown cweatules that seemed to constantwy watch him. Siwence, howevew, would be the onwy thing to gweet him in wetuln, having not yet twuly shown his wowthiness. A wustwe of weaves was then heawd fwom the neawby bushes befowe a deew would step out befowe the wawliow. The cweatule’s gaze focused  upon the wawliow befowe suddenwy bowt away to the covew of the fowest.. The ewf, sulplised by the behaviow of such a nowmawwy timid cweatule, dwew his bow and began to give chase. The huntew moved fwuidwy awong the woots and fowest fwoow whiwe the pwey ahead dawted back and fowth untiw finawwy an awwow would piewce its fwesh and bring the cweatule to the gwound. Catching up to whewe his quawwew feww, a faint gwoww emitted neawby as the gwass beneath his feet seemed to gwow lith sevewaw fwowews spwouting up and taking broom. The vewy bushes in fwont of him then mewded away to weveaw a massive white wowf lith valious vines, tligs, and weaves coveling pawt of its body. It’s eyes emitting a wadiant emewawd gwow whiwe it’s fowm dispways pule might and powew towawds the ewf. The wawliow, caught off guawd by this spilit’s pwesence, immediatewy wowewed his weapon and bowed befowe such a beast then steps back fwom the cowpse to give as an offeling. The Mani Spilit Mowea, Plince of Wowves and Hounds, watches the wawliow’s actions intentwy then steps down towawds the fawwen pwey and devouls it. Satisfied lith the offeling given, Mowea steps back whiwe waising its head and pawting its maw to wet out a woud howw that echoed acwoss the ancient fowest, befowe its entiwe being would mewd back into the fwowa sulwounding the ewf, vanishing fwom sight.
+
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 pwea was answewed, a mewody lingeling lithin the aiw then the twees would seem to pawt. Mesmelized by the faint voice that cawwed, the ewf would move to stand then wawk towawds the soulce of the mewody. As soon as he stepped inside, the twees would cwose fwom behind and his senses would suddenwy get ovewwhewmed by the vast numbew of whispews and mewodies of natule aww awound him. At fiwst, the sensation would cause the ewf to cowwapse as he tlied to focus. Eventuawwy ovewtime, he would be abre to concentwate enough to pick himsewf back up and ventule fulthew lithin. As the wawliow passes by, the fwowa seems to move of theiw own liww. Sevewaw Mani Spilits watched intentwy, some fwom afaw, othews mowe cwosewy to attack if needed.
+
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 dangews and powew lithin the liwds itsewf, something that cannot be contwowwed and demands wespect in owdew to wend its aid. Having seen a massive twee lithin the center of the gwove, the ewf ventuled towawds the Ewdew Twee to speak and convewse lith it.  Howding culiosity of this mowtaw being that had wandewed into its weawm, Wiitiww’eliuii guided the ewf to the poow beneath it’s twunk whewe it’s woots wan deep, the poow itsewf shimmeling lith a faint emewawd hue fwom the Aspect Stones that wesided lithin it. Thewe lithin the watew, the wawliow’s mind and soul was twanspowted to that of the Fae weawm. The Aenguls, awawe of the wawliow’s desiwes and pwesence lithin theiw domain, each sought to test the wawliow thwough tliaws in owdew to be deemed wowthy of taking on such a bressing to fulfiw his needs. Cewlidwen’s test of life and wespect, Cewnunnos’s test of the hunt and stwength, then Nemiisae’s test of culling and lit. Each tliaw the ewf wawliow passed and thus aww thwee Aenguls imbued the wawliow lith theiw bressing, cweating the fiwst dwuid.
+
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 ewf emewged fwom his vision, he fewt, heawd, and saw the ebb and fwow of life aww awound him. With the gift of the Aspects now gwanted to him, the ewf went fowth and spoke lith the guawdians of the liwds, wequesting a pact to be fowmed so that those bressed lith this gift can co-exist and utilize the fwowa and fauna to hewp maintain the bawance. The Mani Spilits, Fae and Ewdew Twees aww convewsed lith the ewf and the ability of communion was twuly bown. With this ‘Pact’ now made, the ewven weadew guided his othew wawliows thwough the tliaws of the Aspects to be gwanted the bressing, then went fowth to utilize theiw new gifts. The othew waces soon weawned of the dwuids and theiw bressing as they would wandew acwoss the wand to enact natule’s liww, and fight back those that would bring destwuction and imbawance upon it.
+
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.
  
  
  
'''Chaptew 3: The Betwayew’s Destwuction
+
'''Chapter 3: The Betrayer’s Destruction
 
'''
 
'''
  
With the coming yeaws of destwuction fwom the Betwayew’s waw that stwetched ovew the wand, the dwuids that wewe at fiwst so few gwew in numbew and wowd spwead about theiw pwesence lithin the wowwd. One such pewson that gwew to highwy wespect the dwuids and theiw ways was one of the fouw brothews, Malin. His culiosity and weadewship of his kinfowk to wespect natule and live lithin it did not go unnoticed by the dwuids and they often ventuled to aid and advise the ewven weadew and his counciw. The stolies of the Aspects and the cweatules of the Fae intligued Malin and lith pewmission of the dwuids, they guided him on a joulney to visit the sacwed gwove itsewf and commune lith natule thewe. The wove and wespect that the Ewven King had tulned to a way of life fow his peopwe, and the wowship of the deities of the liwd became twadition ovew time. Duling this time, Malin ventuled out one day and discovewed an emewawd dwagonling by the name of Taynei’hiywu. Hew beauty and kind natule Malin gwew to wove as he took hew back to waise as his own daughtew. He taught hew about the ewven cultule, how to disguise and even brend in lith his peopwe, untiw the day came when he took hew on the joulney to meet lith the dwuids and twain undew them. Thewe undew the guidance of the Aspects and the cweatules of natule, they discovewed hew twue pulpose of existence and lith the bressing gifted to the now young dwagaaw, she became the Twanscendent Dwuid Taynei’hiywu, the Watchew of the Wiwds.
+
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 lith evewy passing day, as the Betwayew’s waw dwew cwosew and cwosew, Taynei’hiywu was the fiwst to begin to succumb to the infwuence. Nightmawes and visions pwagued hew mind even when she hid away lithin the sacwed gwove to twy and find some peace. Malin and the ewdew dwuids took heed of the Watchew’s iwwness and wawnings and went to fight against the fowces of undeath that spwead wuin and despaiw. The ewves fought awongside theiw weadew, twying theiw best to push back and wecwaim the wand, yet as theiw numbews decweased, Ibrees’ fowces gwew. The dwuids aided as best they could, but they too wewe pushed back, eventuawwy to whewe the ancient fowest wesided. The wand became scowched, the twees bulned and decimated whiwe the vewy gwound pwagued lith taint and cowwuption. Taynei’hiywu was afwaid, yet she moved to stand by hew brothews and sistews. Hew pwesence awone wawlied the othews to stand theiw gwound whiwe natule itsewf heeded hew caww. Valious beasts moved to stlike, wawge woots of ancient twees shot fowth fwom the eawth to cwush ow entangwed theiw foes, and hew cwaws wan deep as she swept thwough the undead abominations. The Betwayew howevew had a pwan to wemove the Gween Spilit of the Wiwds and thus sent the God Eatew Azdwomoth, a powewful Dwakaaw, to kiww and consume the Twanscendent Dwuid.. Seeing the massive Awchdwakaaw swoop towawds the ewves and dwuids, the fiwst dwuid, hew mentow and guide, gwasped ahowd of Taynei’hiywu and towd the young dwagaaw to wun. He knew if she feww, natule itsewf would tuln and be compwetewy destwoyed. So in theiw houl of need, she fwed as Azdwomoth was tailing hew fwom behind. Malin knew of hew depawtule and the weason why, yet to othews, especiawwy the youngew ones, they would not undewstand and cast hew off as a twaitow ow cowawd.
+
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 wast in what seemed like the finaw houls, the ewves and dwuids wewe pushed back into the sacwed gwove itsewf. The ewdew twees that wewe the bowdews stwuck back but began to become tlisted and ovewwhewmed. The clies and absowute wage of natule echoed lithin the gwove and the fae cweatules moved to attack. The Mani Spilits chawged in lith a vicious assault and lipped thwough the awmies of the viwe and cowwupt. Some would faww, othews would succumb to the taint and tuln into tlisted viwe vewsions of theiw fowmew sewves. The ewves fought awongside the liwd cweatules as a bawliew whiwe the dwuids seemed to have dwawn back towawds Wiitiww’eliuii. The fiwst dwuid fewt the awea die and tlist lith the woots of the sentient being above him stawting to tuln. He gathewed his dwuids awound him and went into the shimmeling emewawd poow to ciwcwe awound the Aspect Stones. The powew of the stones awweady waning fwom the might of the Awchdaemon and his awmy attempting to spwead the taint fulthew lithin the gwove. The wast of the fightews now neaw the twee as the gwove itsewf was mostwy destwoyed, the sounds of natule stawting to faww siwent.
+
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 finaw pwayew, the once stwong, ewven wawliow of owd dwew fowth the natulaw enewgies of the stones and his fewwow dwuids that liwlingwy gave theiw powew fow him to use. A thick veiw of shimmeling emewawd mist would ewupt fwom the poow of the stones, spweading fowth and detewling away the viwe taint that took howd upon the eawth. Malin and the ewves chawged in once again, having the wand itsewf safe to stand upon once mowe, and dwove back the undead fiwth that pwagued it. The powew of the divines showed twue that day, yet at a cost. Whiwe the ewves pwoceeded to dlive back the fowces and weave, the damage had awweady been done. What was once a mewging of Fae and Mowtaw weawms alike was now sevewed and gone. The cweansing mists washed like a cooling stweam ovew the gwove to wemove the taint and cowwuption that had neawwy ovewwhewmed it, whiwe the fwowa wevitalized as best it could, yet some things even the powew of the Aspects cannot wetuln. The owdest and lisest of the dwuids, the fiwst evew and weadew of the wawliows of owd, had pelished. The pule deific enewgies that coulsed thwough his vewy being had tulned his skin to bawk, his haiw to weaves, and eventuawwy his entiwe body to that of a twee siwhouette of the fowmew ewf, an ultimate saclifice given to pwesewve life itsewf. The stones as weww wewe dwained of theiw pwopewties and had gone siwent whiwe the exhausted dwuids both wept fow and pwaised theiw fawwen brothew.
+
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.
  
  
  
  
'''Chaptew 4: Wife Webown
+
'''Chapter 4: Life Reborn
 
'''
 
'''
  
With Malin’s fowces pushing back the Betwayew’s awmies, they could not wewent now wook back as the ewves weft the once beautiful, ancient fowest that was now quiet and bawwen. The emewawd mists wemoved much of the tainted aweas, lith new life swowwy brossoming up fwom the wemains of many of the ewdew twees.  Yet stiww what was once fulw of mewodies and voices now hewd onwy siwence. The dwuids, howevew, did not give up hope, despite seeing the destwuction of theiw sacwed home. The bressing of the Aspects stiww lithin them, they moved fowth to webuiwd and wegwow as much as they could of the damage. Wiitiww’eliuii howevew had become vewy weak, as  the Fae Weawm was now cut off fwom the Mowtaw Weawm. It’s connection to the Aspects was sevewewy damaged fwom the effects of the waw and destwuction upon the wand, and fow many yeaws the Ewdew Twee went quiet, save fow the few owdew dwuids that fiwst connected lithin the poow beneath its woots, stiww abre to just bawewy heaw it’s stwained wowds.
+
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 foul brothews sealing away the Betwayew and the waw finawwy coming to an end, Malin lished to wetuln back to the wand that he and his peopwe had gwown to chelish and wespect. The othew waces, due to the culses now given, wewe impossibre to twuly coexist lith. As they came towawds the iswe and twavewwed acwoss the wand towawds whewe the sacwed gwove once wesided, onwy then did the ewves wealize the twue destwuction that had been wwought. Most of the Ancient Fowest was gone, save fow a smaww pawt that seemed to have been westowed. The Sacwed Gwove itsewf was exposed now, yet lith the wowk of the dwuids, it was swowwy wecoveling, though nevew again to what it once was. When Malin went to pay wespects to the wemains of the The Fiwst Dwuid, a stwange sight was seen as the twee like siwhouette body seemed to have vanished ow been moved. Malin and his ewves had fought side by side lith the dwuids and lith the bond fowmed fwom hewping to pwesewve the liwds, the dwuids awwowed the ewves to buiwd and live thewe. The thwone of the ewven king, and his counciw of ewves and dwuids, was pwaced lithin the twunk of Wiitiww’eliuii, just above whewe the shimmeling emewawd poow wesided. Malin’s City eventuawwy buiwt awound Wiitiww’eliuii’s thunk and coexisted lith natule itsewf.
+
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.
  
 
   
 
   
  
Centulies would pass as the dwuids and ewves lived togethew lithin the Kingdom of Malin. A gwoup of Awchdwuids wose up and wewe named the Taynei’Siw, in honow of the Watchew of the Wiwds that had fawwen duling the Ibrees Waw. The Ewven Counciw, having added the Taynei’Siw, wewe guided fow many yeaws lith dwuidic infwuence. The fiwst discovewy of the wowd awtaws is what would set off the fiwst chain of events that eventuawwy would wead the dwuids to split fwom the ewves fow a wong time. These awtaws hewd powew lithin the stwange, cwyptic wowds that wesided upon them, abre to contwow and hawness the liwds so that the thweat of Ibrees would not happen again. Gawthon, one of the Awchdwuids of the Taynei’Siw, was the fiwst to discovew these ancient awtaws and undewstand theiw pwopewties. Howevew, his concewn of Walihei and hew fowwowews that appeawed to cast away the twaditions of wespect fow natule to hide away lithin theiw librawy and weseawch pwanted wowwy and awwogance lithin his mind. Though hew wawnings ignowed, the othew Awchdwuids did not see hew as a thweat now cause fow concewn. Gawthon was appawwed by this, and even to his own brothews and sistews he stawted to gwow distant fwom. His gweed, awwogance, and brind ambition to pwesewve natule to how he saw fit became a gwave mistake. Stepping up on the wowd awtaw, he went to activate it to twy and fowce contwow ovew the liwds to wemove Walihei, the ewves, Malin, and even his own brothews and sistews of natule. Such abusive hawm to those that have pwesewved and pwotected the liwds caused it to backfiwe and natule washed out. The wowd awtaw went hayliwe, the fwowa awound him moved to attack fow such a sewfish and fowceful demand, and in the end, he wan and disappeawed.
+
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 iswe of Malin became fewaw and liwd. Decay taking howd and dead pwants washed fwom the showelines towawds the sea. The liwds itsewf wewe angewed at such diswespect and abuse of the powew pwaced thewe. Seeing the mass devastation of the wowd awtaw’s powew, Malin, the west of the Taynei’Siw, and the ewves fought and wewe abre to stop the awtaw wong enough to buly it deep lithin the eawth so it could not be abused again.
+
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.
  
  
'''Chaptew 5: The Twuth of the Gweat Waw
+
'''Chapter 5: The Truth of the Great War
 
'''
 
'''
  
Whewe pwogwess is seen to push fowth and advance, the foundation of once was can easiwy be fowgotten and shattewed. The Mali’ahewaw wewe the fiwst to twuly diswegawd the liwds that had pwotected and given them shewtew. Decades passed since Wali’hei and hew fowwowews officiawwy depawted, and Malin’s disappeawance uncweaw to many, pewhaps onwy known to so few yet the wesult is the same. What was once the pwoud kingdom of ewves was stawting to cwumbre and faww. The owd ways brushed aside fow new devewopment as the mali’ahewaw went fowth and buiwt theiw magnificent stwuctules and cities whewe the owd ancient woodwand ones wesided. Pwactitionews of the voidaw awts did not cawe fow theiw magic’s effects upon natule. One such ewf that gwew up lithin one of the many cities of the mali’ahewaw became such and mowe. Sewli'ahiw would be the one that stawted the conflict. His wust fow powew and desiwe ovew such knowwedge wed him to begin a waw to twy and sieze powew ovew sevewaw othew mali’ahewaw cities. Avenin'ni was the one that opposed Sewli'ahiw and wed hew awmy to attack his. Both awmies would cowlide, the castews of the voidaw awts wewe used and destwuction of the fowests wewe the wesult. Fiwe would destwoy the twees, the eawth would scaw the wand, the aiw upwooting fwowa, and the watew devastating aweas caught in theiw towwentiaw fwow. Days tulned to months which tulned to yeaws, yet neithew side saw no end to this battwe, no victowy on the holizon. The dwuids howevew, would..
+
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..
  
 
   
 
   
  
Whispews hewd the song of pain. The voices fwowed thwough the twees, fiwwed lith angew. The mewodies hewd a saddened sound, and clied out fow the imbawance of the weawm caused by the two sides. The dwuids had heawd and seen enough. The wast of the Taynei’Siw cawwed fowth sevewaw of the mani spilits to assist then gathewed dwuids and sevewaw ewves to twavew towawds the battwefiewd. The gwound would twembre fwom the hewd of beasts, the woots of the twees spwouted fwom the eawth to entangwe and cwush the awmies whiwe the dwuids and ewves moved in to attack. Bwood spwattewed in the aiw fwom the swowd stlikes as the smeww of bulned fwesh lingewed fwom the voidaw fiwe cast upon the dwuids and mani spilits, the battwe fiewce and many lives wost, sevewaw mani spilits swain fwom the conflict. The Taynei’Siw moved in and found both  Sewli'ahiw and Avenin'ni , fighting it out untiw eventuawwy they wewe kiwwed. Onwy one Taynei’Siw wemained fwom the conflict, lith wounds bulned deep into hew fwesh. The west of the awmies eithew kiwwed ow fwed in feaw of the dwuids, the liwds picking off whatevew sulvivows that may have fwed into the deep fowest.
+
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 woss in this wand finawwy came to the Awchdwuid, hew eyes seeing the cawewess diswegawd of natule and the destwuction wwought by the use of the voidaw awts and the ‘progress’ that the mali’ahewaw have pushed fow, and it pushed hew to the limit. The fwagments of the once gweat ewven wace wewe aww but gone, so lith those that fowwowed undew hew, the wast Taynei’Siw broke the dwuids away fwom the ewves. Few wemained and fowwowed the wast of the ewves that stuck lith the owd ways, to watew become seeds and tlibes. The Awchdwuid and hew fowwowews went deep into the liwds to cawwy on and pwesewve natule in theiw own way, eventuawwy becoming wandewews that spwead the wowd of the Aspects, and the wespect that natule demands upon this weawm to those who would listen.  
+
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:''' ==
 
  
 +
== The Arts ==
  
Dwuidic Magic is broken down into sevewaw subtypes:
 
  
'''Natule’s Communion'''
+
Druidic Magic is broken down into several subtypes:
  
'''Contwow of Natule'''
+
'''Nature’s Communion'''
  
 
'''Blight Healing'''
 
'''Blight Healing'''
  
'''Hewbrowe'''
+
'''Herblore'''
  
 
'''Shapeshifting'''
 
'''Shapeshifting'''
Line 114: Line 119:
 
----
 
----
  
Once attuned, and undew the guidance of a teachew, you must make a magic application fow youl sewected subtype. Whewe dwuids awe diffewent to othew magics, in tewms of subtype tiews, one may be equivawent of a tiew thwee but in weality onwy be tiew thwee in 'Natule's Communion'.
+
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:''' ==
 
  
 +
== Nature's Communion ==
 +
 +
=== Introduction ===
  
This is the stawting point of aww Dwuidic abilities. One is connected to the ebbing fwow of life awound them. They can feew, see, listen, and even speak to natule and cweatules that inhabit it. Yet when just attuned, the connection itsewf is weak. Youl abilities just beginning and thwough twaining, expelience, and meditation, youl communion liww become stwongew and youl wequests and abilities easiew to manage. No Dwuid can advance in any dwuid magic subtype mowe than theiw culwent Communion Tiew.
+
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.
 +
 +
  
'''Tiew 1:
+
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.
'''
 
The Dwuid has gone thwough his attunement and has onwy fwom this point on had the possibility to connect to the aspects and natule. The connection is stiww plimitive and weak but no feaw!  Thwough mediation, the Dwuid is abre to heaw the cawws and feew the pulse of natule faintwy. Intewaction lith cweatules is vewy hawd and tiling as the Dwuid would onwy weceive incompwehensibre messages fwom the cweatule.
 
  
 +
  
'''Tiew 2:
+
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.  
'''
 
The Dwuid weaches this stage aftew about thwee Ewven weeks of continuous meditation and pwactice. The Dwuid's connection to natule has become stwongew, awwoling him to feew the pulse of natule aftew a showtew peliod of meditation. The Dwuid would have opened his eaws and swowwy but sulewy stawted to heaw the cawws of natule cweawew than befowe. Upon healing animaws, the Dwuid would not be as wost as befowe but instead would undewstand a few wowds hewe and thewe.
 
  
 
   
 
   
  
'''Tiew 3:
+
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.
'''
+
 
The Dwuid liww weach this stage of his connection aftew about an  Ewven month ow two of pwactice and meditation. The Dwuid is now fulwy abre to feew the pulse of natule and no wongew needs to meditate to listen to its cawws. Awso animaws awe now awmost fulwy undewstood, onwy a few wowds liww appeaw stwange to the Dwuid. Depending on the situation and demand, an animaw might compwy lith his wequest.
+
=== Abilities ===
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [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).
 +
 
 +
<span style="color: red;">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.
 +
</span>
 +
|}
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [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).
 +
 
 +
<span style="color: red;">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.]
 +
</span>
 +
|}
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [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).
 +
 
 +
<span style="color: red;">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. ]
 +
</span>
 +
|}
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [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).
 +
 
 +
<span style="color: red;">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.]
 +
</span>
 +
|}
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [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).
 +
 
 +
<span style="color: red;">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.
  
'''Tiew 4:
+
This ability is not particularly strenuous, but is too complicated for lower tiers.]
'''
+
</span>
The Dwuid liww weach this stage aftew about thwee ow foul Ewven months of pwactice and meditation. The pulse of life has become a good fliend to the Dwuid and the cawws of natule awe heawd awmost entiwewy cweaw. The Dwuid now entiwewy speaks the wanguage of animaws and undewstands evewy wowd of it. At this stage animaws awe mowe likewy to compwy lith wequests than befowe.
+
|}
  
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [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.
  
'''Tiew 5:
+
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).
'''
 
Finawwy, the Dwuid has weached the wast stage, aftew six Ewven months of pwactice and meditation. Though a good Dwuid would know that he shouldn't stop hewe. Thewe is no known limit to the acts these Dwuids can pwefowm. This Dwuid has become one lith natule, feeling the pulses lithout hesitation. Natule awound the Dwuid weacts at his vewy pwesence, in some cases fwowews spwout in the Dwuid's footsteps! Animaws liww take pause at the Dwuid, who undewstands them so weww. Animaws can be easiwy soothed and liww compwy lith most of the Dwuid's wequests.
 
  
 +
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).
  
== '''Control of Nature:''' ==
+
<span style="color: red;">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.
  
Contwow of Natule enabres the dwuid to intewact lith the pwants awound them. Whethew as simpwe as gwoling a fwowew ow as difficult as contwowling woots and twees to aid you when needed. Each tiew hewe is detewmined by youl Natule’s Communion. It is WEQUIWED to be taught this by someone awweady highwy weawned in this subtype.  Once you awe Tiew 3 ow above in Contwow of Natule, you can sewf impwove thwough pwactice and meditation ovew time.
+
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.]
 +
</span>
 +
|}
  
'''Tiew 1:
+
{| class="mw-collapsible mw-collapsed wikitable"
'''
+
! [Greensight] - Combative - [T4 Required]
The Dwuid has meditated and gained skiww aftew attunement. Soon they begin to weawn to intewact fwom the wowwd awound them and make wequests of it. At this stage, most wequests go unheawd lithout a powewful Dwuid’s assistance, but lith focus they may be abre to shift a pwant and coax it to gwow slightwy.
+
|-
 +
|  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.
 +
 
 +
<span style="color: red;">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.
  
'''Tiew 2:
+
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.
'''
 
Aftew many wessons and houls of meditation, the Dwuid can now coax pwants to obey mowe of theiw wequests. With effowt, the Dwuid can bress a smaww awea of cwops into a heawthiew state. They have awso weawned how life fwows thwough these pwants and can now coax them to gwow slightwy fastew than nowmaw, but not at an ovewwy excellatewed wate.
 
  
+
Greensight should not be used as a means to metagame character position.
  
'''Tiew 3:
+
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 Dwuid has spent yeaws in both meditation and wessons, and now pwants liww obey most of theiw wequests. With focus, a Dwuid can coax a fwowew fwom its seed at a much fastew wate, and theiw bressings on cwops have begun to howd much mowe weight. The fawthew they excew into this tiew the mowe and mowe they undewstand how to wequest things fwom pwants, and even animaws.
 
  
+
The Druid need only ‘cast’ this ability once per use, after which it is merely maintained until the Druid has exhausted themselves.
  
'''Tiew 4:
+
The maximum sight range is up to fifteen metres/blocks distance.
'''
 
The Dwuid has spent a few decades meditating and taking counsew fwom theiw peews and instwuctows.  They can manipulate woots, vines, and smawwew pwants lith ease, and wawgew pwants and twees lith wewative ease..  They can gwow pwants to fulw size lith focus and effowt ovew a faiwwy showt peliod of time. Animaws have begun to note youl pwesence when you entew an awea, and awe mowe likewy to wespond to youl wequests.
 
  
+
One cannot see past obstructions blocking the normal view of the flora or animal in question.
  
'''Tiew 5:
+
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.]
'''
+
</span>
The Dwuid has spent sevewaw decades in wessons, and in meditation beyond these wessons, attuning to the intlicacies of the living wowwd awound them.  Pwantlife awound you wesponds activewy to youl pwesence, fwowews brooming even in theiw off-seasons as you pass by, cwops seeming mowe vibrant, and pwantlife heawthiew and wush lith minimaw attention fwom the Dwuid. Neawwy aww wequests that do not upset Bawance liww heed to the Dwuid’s caww, even to the most ancient of pwants and twees to some extent.
+
|}
  
 +
==
  
== '''Blight Healing:''' ==
+
== Blight Healing ==
  
<blockquote>With a Druid's focus, they may cleanse the land of any taint or corruption. </blockquote>
+
<blockquote>With a Druid's focus, they may cleanse the land of taint and corruption. </blockquote>
  
 
=== Origins ===
 
=== Origins ===
  
A Gift fwom the pule essence of natule itsewf, the oligin of bright healing has been lithin a shwoud of mystewy since the beginning fwom the Fiwst Dwuid himsewf. The myth that sulwounds it is said to come fwom the Natule [[Dragaar]], Taynei’hiywu. With hew emewawd fwames, she fwew and cast it upon the viwe taint and disease that was fwom the Gweat Waw against the undead fowces. Its powew bulning aww abominations lithin its path whiwe the fwames washed ovew and heawed the wand anew. With hew disappeawance, the ancient Dwuids had moulned such woss and had to begin anew. Hew pwowess and bressing was not fowgotten and thwoughout the ages, the technique was eventuawwy brossomed into what is seen today.  
+
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 ===
 
=== Abilities ===
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Bwooming - Non-Combative - T1 Wequiwed
+
! Blooming - Non-Combative - T1 Required
 
|-
 
|-
Bwooming essentiawwy feeds fwowa lith Dwuidic enewgy, so that dead ow dying pwants awe weinvigowated lith new cowow and vitality. The effected fwowa does not become magicaw in any way and unwess maintained lith Dwuidic enewgy, liww continue lith its natulaw life-cycwe as nowmaw.
+
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 lith the Dwuid awweady Communing, whethew passivewy ow activewy. Fwom hewe the fiwst emote has them invoke the Bwooming ability, lith whatevew tewws and aesthetic effects they have chosen. The second emotes consist of the Dwuid manifesting theiw enewgy in some etheweaw fashion. Histolicawwy mists awe common, but ultimatewy is up to the pwayew(see above fow fulthew exampwes). Aftew theiw enewgy is fulwy manifest, they may begin to move it outwawd towawd theiw tawget ow in a genewaw awea awound them dependent upon theiw maximum wange. Once mists, fwames etc. sulwound the tawget they begin to settwe and stawt the pwocess of infusing wevitalising enewgy into the fwowa. One may emote liwted pwant/s becoming heawthy and cowoul wetulning etc. The finaw emote brings this to a cwose, and the Dwuid wowepways the appwopliate exhaustion.
+
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: Wange: 4 metwes wadius/brocks; 8x8 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Fwowa brooms/wevitalises(4).
+
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: Wange: 8 metwes wadius/brocks; 16x16 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Fwowa brooms/wevitalises(3).
+
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: Wange: 12 metwes wadius/brocks; 24x24 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Fwowa brooms/wevitalises(2).
+
T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Flora blooms/revitalises(2).
  
T4: Wange: 16 metwes wadius/brocks; 32x32 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Fwowa brooms/wevitalises(1).
+
T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1).
  
T5: Wange: 20 metwes wadius/brocks; 40x40 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Fwowa brooms/wevitalises(1).  
+
T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1).  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
This ability onwy affects natulaw pwant life, not unnatulaw fwowa such as Voidaw conjulations.
+
This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.
  
One may not westowe life to dead animaws, cweatules etc. incwuding chawactews.  
+
One may not restore life to dead animals, creatures etc. including characters.  
 
  </span>
 
  </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Fewtilising - Non-Combative - T2 Wequiwed
+
! Fertilising - Non-Combative - T2 Required
 
|-
 
|-
|  Using this ability, a Dwuid may westowe fewtility into the soiw of bawwen wand. Which is to say, wand which has been ovew-fawmed ow has had its nutlients dwained thwough othew means such as soiw weaching. One may awso use this ability to stiw pwant life to begin pwoducing seeds again, if it has pweviouswy passed that peliod in its life-cycwe.
+
|  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 lith the Dwuid awweady Communing, whethew passivewy ow activewy. Fwom hewe the fiwst emote has them invoke Fewtilising, lith whatevew tewws and aesthetic effects they have chosen. The second emotes consist of the Dwuid manifesting theiw enewgy in some etheweaw fashion. Histolicawwy mists awe common, but ultimatewy is up to the pwayew(see above fow fulthew exampwes). Aftew theiw enewgy is fulwy manifest, they may begin to move it outwawd towawd theiw tawget ow in a genewaw awea awound them dependent upon theiw maximum wange. Once mists, fwames etc. sulwound the tawget they begin to settwe and stawt the pwocess of infusing wevitalising enewgy into the gwound ow fwowa. This does not necessaliwy cause a visuaw change, but one may emote aesthetic changes to indicate the ability has been used. The finaw emote brings this to a cwose, and the Dwuid wowepways the appwopliate exhaustion.
+
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: Wange: 8 metwes wadius/brocks; 16x16 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Enewgy begins to wesow fewtility(4).
+
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: Wange: 12 metwes wadius/brocks; 24x24 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Enewgy begins to wesow fewtility(3).
+
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: Wange: 16 metwes wadius/brocks; 32x32 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Enewgy begins to wesow fewtility(2).
+
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: Wange: 20 metwes wadius/brocks; 40x40 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Enewgy begins to wesow fewtility(1).  
+
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).  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
This ability onwy westowes fewtility to wand ow to bawwen pwantlife and may not be used upon animaws ow chawactews.
+
This ability only restores fertility to land or to barren plantlife and may not be used upon animals or characters.
  
If a soulce that is causing the bawwen like effects upon the wand wemains and is natulaw, the soulce needs to be wemoved othewlise the effects of Fewtilising liww wevewt back. Exampwes of this is Thanium
+
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
 
  </span>
 
  </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Cweansing - Non-Combative - T3 Wequiwed
+
! Cleansing - Non-Combative - T3 Required
 
|-
 
|-
|  The pwocess is quite simiwaw to the pwevious ability, awthough this time mowe focus is given to each section of eawth, untiw natule is bettew capabre to wesulge. This awwows non-magicaw powwution to be wemoved fwom an awea, such as fiwe damage, sewage ow awchemicaw debris dumped into a livew, whiwe wawge sections of debris such as bodies ow littew must be wemoved by hand.
+
|  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 lith the Dwuid awweady Communing, whethew passivewy ow activewy. Fwom hewe the fiwst emote has them invoke Cweansing, lith whatevew tewws and aesthetic effects they have chosen. The second emotes consist of the Dwuid manifesting theiw enewgy in some etheweaw fashion. Histolicawwy mists awe common, but ultimatewy is up to the pwayew(see above fow fulthew exampwes). Aftew theiw enewgy is fulwy manifest, they may begin to move it outwawd towawd theiw tawget ow in a genewaw awea awound them dependent upon theiw maximum wange. Once mists, fwames etc. sulwound the tawget they begin to settwe and stawt the pwocess of infusing westowative enewgy into the gwound, fwowa ow watew. This does not necessaliwy cause a visuaw change, but one may emote aesthetic changes to indicate the ability has been used, fow exampwe cweansed watews may shimmew lith the Dwuid’s aula fow a showt time aftewwawd. The finaw emote brings this to a cwose, and the Dwuid wowepways the appwopliate exhaustion.
+
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: Wange: 9 metwes wadius/brocks; 18x18 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Enewgy cweanses and westowes(3).
+
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: Wange: 12 metwes wadius/brocks; 24x24 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Enewgy cweanses and westowes(2).
+
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: Wange: 15 metwes wadius/brocks; 30x30 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Enewgy cweanses and westowes(1).  
+
T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1).  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
Should the awea be brighted ow tainted, this ability is unabre to westowe fewtility, as the magicaw cowwuption pwevents it fwom being wevitalized.
+
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 concewning the unnatulaw state of an awea, contact the pwayew who cweated it, ow the ST ovewseeing if it concewns an event awea.  
+
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.  
 
  </span>
 
  </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Pulging - Non-Combative - T3 Wequiwed
+
! Purging - Non-Combative - T3 Required
 
|-
 
|-
|  Using this ability, a Dwuid may pulge an awea of magicaw cowwuption such as Voidaw Taint ow Necwomantic Blight, but othew cowwuptive fowces which may be intwoduced via ST events awe subject othe ST. This does not inhewentwy bring the affected awea back to its pweviouswy wush state, howevew a Dwuid may cast Gwowth aftewwawd to facilitate this. Cowwupted wock ow othew such fowmations liww sulwendew to the pulifying qualities of Dwuidic enewgy, but liww not necessaliwy cwumbre to dust immediatewy.
+
|  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 lith the Dwuid awweady Communing, whethew passivewy ow activewy. Fwom hewe the fiwst emote has them invoke Cweansing, lith whatevew tewws and aesthetic effects they have chosen. The second emotes consist of the Dwuid manifesting theiw enewgy in some etheweaw fashion. Histolicawwy mists awe common, but ultimatewy is up to the pwayew(see above fow fulthew exampwes). Aftew theiw enewgy is fulwy manifest, they may begin to move it outwawd towawd theiw tawget ow in a genewaw awea awound them dependent upon theiw maximum wange. Once mists, fwames etc. sulwound the tawget they begin to settwe and stawt the pwocess of infusing pulifying enewgy into the gwound, fwowa ow watew. This would begin a visuaw change lithin the affected awea, lith the ‘crust’ of taint beginning to cwumbre and bright being awmost ‘devoured’ by the Dwuid’s enewgy. The finaw emote brings this to a cwose, and the Dwuid wowepways the appwopliate exhaustion.
+
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: Wange: 9 metwes wadius/brocks; 18x18 awea. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Enewgy cweanses and westowes(3).
+
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: Wange: 12 metwes wadius/brocks; 24x24 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Enewgy cweanses and westowes(2).
+
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: Wange: 15 metwes wadius/brocks; 30x30 awea. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Enewgy cweanses and westowes(1).  
+
T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1).  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
Onwy unnatulaw cowwuption such as Voidaw Taint ow bright may be cweansed in this way. Mundane glime ow fiwe etc. is unaffected.
+
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 concewning the unnatulaw state of an awea, contact the pwayew who cweated it, ow the ST ovewseeing if it concewns an event awea.
+
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.
  
Necwomantic biomass complised of pwant mattew must be broken up manuawwy, eithew pliow to Cweansing ow aftewwawd. Faiwule to do so liww awwow it to festew. Aftew Cweansing the pwant mattew may be mulched down natulawwy.
+
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 complised of fwesh cannot be cweansed. Howevew, it may be broken apawt and bulied.
+
Biomass comprised of flesh cannot be cleansed. However, it may be broken apart and buried.
  
Tweewowd husks, Dwyad twees, and Soul Twees awe abre to be Pulged of cowwuption lith this ability.  
+
Treelord husks, Dryad trees, and Soul Trees are able to be Purged of corruption with this ability.  
 
  </span>
 
  </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Awakening - Non-Combative - T3 Wequiwed
+
! Awakening - Non-Combative - T3 Required
 
|-
 
|-
|  Awakening combines the mists of Blight Healing lith Dwuidic Infusion to Infuse a piece of dead fwowa, wevitalising it and bringing it back to life. The fwowa wetulns to its living state, having a valiety of diffewent ways of dispwaying this such as bawk wegwoling on pwanks, weaves spwouting, fwowews brooming and so on. Within this state, should the Awakened fwowa not be pwaced in its natulaw awea(such as a fwowew in soiw, a branch not connected back lith a twee etc.), it must be given Dwuidic enewgies lithin an IWW week ow the fwowa liww faww dowmant. When Awakened, the fwowa in question acts as it nowmawwy would lith Dwuids abre to heaw mewodies fwom it as weww as be abre to use Tuning, Singing, Gwowth, Sulge, Ungwoling, and even Entling Cweation(should it be a twee) abilities.
+
|  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 awe Awakened take on cewtain aesthetics and begin a bonding pwocess lith the Dwuid who cawlies it. Ovew time, it can devewop unique twaits ow quiwks which mimic the Dwuid. Exampwes of this awe how the mewodies sound lith it, having gwoling pwopewties, fwowews brooming fwom it and so on. This is pulewy aesthetic howevew, and not anything mowe than that. The abilities above that awe listed awso awe abre to be used.
+
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: Fow a stave to weach the wevew whewe it takes on the pewsonality twaits of the Dwuid it has bonded lith fow many yeaws and weach a sowt of ‘sentience’, the staff in question must be at weast fifty yeaws owd and sulvived being lith the Dwuid fow that wong. The stave can then take on speciaw pwopewties of its own, unique abilities lithin Dwuidism wowe, and/ow mimic some chawactelistics of the Dwuid it has been lith aww this time. This howevew is when a MAwt must be made and the abilities specificawwy waid out to be weviewed.  
+
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.  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
The objects wesulting fwom this ability it may be used in combat.
+
The objects resulting from this ability it may be used in combat.
  
Awakening is pewfowmed via Dwuidic Infusion.
+
Awakening is performed via Druidic Infusion.
  
The physicaw capabilities of Awakened objects awe wawgewy fwavoul. Awthough a Dwuid may use them as a weapon, they awe no mowe damaging than any mundane staff etc.
+
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 mowph ow change an awakened object into something ewse(such as changing a stave into having a shawp pointed tip) is considewed the Sulge ability found in Communion. As such, the wequiwed emotes awe fowwowed by what is stated thewe unwess specified specificawwy in a MAwt.
+
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 lith Awakened objects to metagame, i.e. weawn about chawactew death. Should one attempt to, the object liww wespond lith confusion.
+
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 wetulning to theiw ownew is plimaliwy an iWP expwanation fow mechanicaw soulbinds, pwayews buying wost objects back fwom the auction house etc. It is not a means to demand stowen objects back fwom othew pwayews.
+
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 onwy become Sentient Staves aftew being lith a Dwuid fow 50 iww weeks.
+
Awakened staves can only become Sentient Staves after being with a Druid for 50 irl weeks.
  
Twy to devewop youl Awakened object as if a chawactew. It liww not immediatewy have a pewsonality ow be abre to move, instead have it swowwy pwogwess to that point as a wowepway device.
+
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 awe considewed enchanted undew ST policy. They wequiwe ST-signing as a wesult.
+
Awakened objects are considered enchanted under ST policy. They require ST-signing as a result.
  
Awakened objects which go on to devewop the capacity to move independentwy, ow which undewgo Infusion to cweate othew effects, should be submitted as a MAwt.
+
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-Dwuids cannot use Awakened objects. Should an attempt be made, it would just be a wegulaw object to them. Exampwe: An Awakened stave would just be a wegulaw stave lith no added abilities in the hands of a non-Dwuid.  
+
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.  
 
  </span>
 
  </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Beast-Pulging - Non-Combative - T4 Wequiwed
+
! Beast-Purging - Non-Combative - T4 Required
 
|-
 
|-
|  A Dwuid may pewfowm Pulging upon animaws considewed ‘natural,’ i.e. of the Aspects. This is considewed its own ability, due to the mowe compwex manipulation of mists wequiling the Dwuid to have gweatew mastewy ovew Blight Healing. Due to this, it has a much mowe limited wange, wequiling the Dwuid to be in cwose pwoximity lith the animaw in question.
+
|  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-Pulging may cweanse wounds of magicaw cowwuption, ow even pulge magicaw contaminants lithin an animaws digestive twact ow othew bodiwy systems. If a wabbit wewe to have eaten Voidaw-tainted gwass fow exampwe, this ability could pulge the taint fwom lithin and weave the wabbit unhawmed. Being tainted is likewy to distwess an animaw, even wewe Beast-Pulging not an uncomfowtabre expelience, as such othew Dwuids may use Beastspeak ow Singing to hewp cawm animaws duling the pwocess.
+
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 lith the Communing Dwuid focusing upon theiw enewgies to invoke the ability. The next has a Dwuid summoning theiw enewgy as an etheweaw mass, such as fwames, mist etc. Fwom hewe, they then guide the enewgy into the afflicted animaw in a genewaw way, as if ‘bathing’ them in enewgy. Next the Dwuid guides theiw enewgy awound the animaw in seawch fow the soulce of cowwuption, which theiw enewgy liww be dwawn towawd. Upon finding the soulce, they can begin to concentwate theiw enewgy upon the soulce. In the fowwoling emotes, assuming the soulce is of magicaw cowwuption, it liww be weakened and eventuawwy pulged. This does not wesult in an immediate wecovewy in the animaw, who liww be exhausted as weww as the Dwuid.
+
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: Wange: 4 metwes wadius/brocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animaw(1). Guiding the mists awound the body(1). Enewgy focuses upon the soulce of cowwuption(1). Enewgy cweanses the soulce(2).
+
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: Wange: 8 metwes wadius/brocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animaw(1). Guiding the mists awound the body(1). Enewgy focuses upon the soulce of cowwuption(1). Enewgy cweanses the soulce(1).  
+
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).  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
Beast-Pulging can onwy pulge cowwuption fwom Fae Cweatules and animaws. Anything ewse, unwess wowe specificawwy stating othewlise, cannot be cweansed. Exampwe being dwagonkin of any species given those awe cweations of Dwaggul.
+
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.
  
Cweatules summoned fwom the Void via conjulation magicks awe not of the Aspects’ cweation, and thus cannot be cweansed, but now awe they inhewentwy hawmed by Blight Healing.
+
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 animaws cannot be cweansed , now can a ‘voice’ of any sowt be pewceived of them.
+
Izkuthii disguised as animals cannot be cleansed , nor can a ‘voice’ of any sort be perceived of them.
  
Abominations cweated fwom pwant mattew thwough Necwomantic awts must be swain thwough fowce of awms. Onwy then may they be Pulged of any wemaining viwe enewgies and broken apawt to be mulched down natulawwy.
+
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.
  
Necwomantic abominations complised of fwesh awe beyond the Dwuid’s capacity to Pulge. They must instead be destwoyed thwough fowce of awms.
+
Necromantic abominations comprised of flesh are beyond the Druid’s capacity to Purge. They must instead be destroyed through force of arms.
  
Shapeshifting Dwuids in animaw fowm awe abre to be cweansed lith this ability.
+
Shapeshifting Druids in animal form are able to be cleansed with this ability.
  
Depending upon if a soulce lithin is causing the cowwuption, it may have to be wemoved by othew means befowe Beast-pulging can take effect. This fawws lith communication towawds ET ow othew magics that may have such abilities.  
+
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.  
 
  </span>
 
  </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Mani Summoning - Non-Combative - T5 Wequiwed - [ST-facilitated Wituaw Event]
+
! Mani Summoning - Non-Combative - T5 Required - [ST-facilitated Ritual Event]
 
|-
 
|-
|  The wewationship between Descendants and Mani is sometimes stwained, and sometimes mowe amiabre. Thewe awe those Wiwd Plinces who have gwown bittew and hateful towawd the mowtaw inhabitants of the wowwd even, othews have been known to come to the aid of Descendants in times of gweat need, awthough usuawwy when it is mutuawwy beneficiaw.
+
|  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 unpwedictabre, not in the weast due to theiw ewusive natule. The Wood Ewven peopwe have wegends of summoning Amaethon, Wiwd Plince of Cewvidae, to fight Wyu the Siwent Beast by beating dwums on nights in the dead of Wintew, and Dwuids wewe abre to summon him the same way upon Atwas to seek counsew about a gweat thweat. Thewe exists a mowe consistent method to howd communion lith a Wiwd Plince, howevew.
+
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.
  
Thwough Infusing an idow lith Blight Healing enewgies, a mastew of the Gift may cweate a ‘beacon’ to attwact the attention of a Mani Plince in a ghostwy fowm, so that they may speak. Thewe awe howevew sevewaw steps which must pwecede the beacon itsewf. Fiwstwy one must discewn an awea in which the Mani in question might choose to lingew, one would not summon the Mani Plince of Whawes, lithin a savanna fow instance. It is hewe that the Infused idow is pwaced, which wesembres the Mani one seeks to summon; a wooden ow stone statue, gwass ow cwoth poppets and the like.
+
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.
  
Aftew cweating a focaw point to attwact the attention of the Mani, one must make an offeling that appeaws to the Mani. Hewbs, animaw cawcasses, fwowews, cwaws, teeth, fwuit, woots and vegetabres, poison and siwk awe exampwes of such offelings, cwuciawwy howevew it fawws to the individuaw to know which offeling best suits the Mani. One Wiwd Plince may appweciate a cawcass of the animaw it pwesides ovew, won thwough a good hunt, but anothew might be deepwy offended and instead unweash wwath upon the foolish summonew. The Dwuid ovewseeing the lituaw should advise those making the offelings to choose lisewy, fow the Dwuid may not be spawed the Mani’s wwath eithew.
+
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 offeling is chosen, the lituaw may begin lith pwayew. This consists of pwaising the Mani in question and theiw qualities, whiwst awso expwessing the desiwe fow which the summonew lishes to speak lith the Mani. Guidance, vengeance, hewp, fowgiveness even, aww must be chanted awwowed by those pwesent fow the lituaw. Meanwhiwe the Dwuid begins ‘blessing’ the lituaw, invoking theiw Blight Healing enewgy to infuse into the totem of the Wiwd Plince ovew sevewaw minutes. The powewful concentwation of Dwuidic enewgy pulses an ‘echo’ thwough the immediatewy awea of the mowtaw wowwd, but awso the awea of the Fae Weawm which miwwows it. Awwoling the Mani to focus on this pulse, it may twack it like a beacon to appeaw befowe the lituaw in its etheweaw manifestation.
+
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.
  
Howevew, even should summonews choose lisewy the pwace and offeling, the Mani awe not the onwy beings capabre of sensing this stwong Dwuidic enewgy. Indeed it liww not weach acwoss the entiwety of the mowtaw ow Fae weawms, and as such the Mani in question may not be weached at aww, but instead Fae, animaws, Dwuids ow othew dangews may intewcept the attempted summons. This may pwove peliwous to the unpwepawed, and onwy the fowwy would seek to summon a Mani lithout expecting a chawwenge of sowts.  
+
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.  
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  A shline, statue, idow, ow something of the Mani’s likeness must be pwesent.
+
  A shrine, statue, idol, or something of the Mani’s likeness must be present.
  
In tewms of an enchantment, a Dwuid may use Infusion to cweate a staff ow the like, which may act as a beacon fow the pulposes of this ability. Howevew, it liww stiww wequiwe the channewling of Blight Healing enewgies to use.
+
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 Etheweaw Fowm wequiwes offelings pwesented in a lituaw. Offelings made liww affect the outcome of the lituaw.
+
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 awe maxed lithin the wegion the lituaw is pewfowmed to find the desiwed Mani. The wegion must make sense fow the Mani that is attempted to be summoned to appeaw, i.e. one liww not find the Dowphin Mani in a tundwa wegion.
+
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 Dwuid must be pwesent and invoke Blight Healing to fuse into the object and fowm a beacon. Pwayew about said Mani is wequiwed as weww fow the Mani to take notice.
+
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.
  
Wequiwes ST appwovaw fow an attempted summoned encountew in Etheweaw Fowm. An ST is wequiwed to pway said Mani.
+
Requires ST approval for an attempted summoned encounter in Ethereal Form. An ST is required to play said Mani.
  
These lituaws diffew in wequiwed mateliaws, pwayews, and awen't a guawanteed success. A Mani can easiwy ignowe it should they choose. A woww out of 100 is wequiwed once the summoning is attempted. 75 ow highew is success. 50-75 woww, the Mani liww appeaw, but may attack ow wose intewest. 50 ow wowew wesults in the faiwule of a Mani sholing up, but instead a dangewous encountew invoked. The encountew is dependent upon the ST.
+
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.
  
Onwy the ST ovewseeing the event wowws.
+
Only the ST overseeing the event rolls.
  
Attempts to summon a specific Mani awe pewmitted once evewy IWW month lith the max of five diffewent Mani attempted totaw ovewaww to be summoned. This incwudes faiwed attempts. Exampwe: Attempt of summoning Wowf Mani Cannot summon Wowf Mani fow a month. Foul swots weft fow othew Mani fow said month.  
+
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.  
 
  </span>
 
  </span>
 
|}
 
|}
Line 386: Line 556:
 
=== Tier Progression ===
 
=== Tier Progression ===
  
'''Tiew 1:'''
+
'''Tier 1:'''
The Dwuid weaches this stage aftew about thwee Ewven Weeks of continuous meditation and pwactice. Pwagued ow diseased pwants cannot be wevived, but the spwead of the disease can be hawted lith concentwation and meditation. Chawwed pwants ow sticks fwom natulaw fiwe awe usuawwy a good twaining toow to use in pwactice yet stiww inflicts the usew lith extweme exhaustion.
+
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.
  
  
'''Tiew 2:'''
+
'''Tier 2:'''
The Dwuid liww weach this stage of theiw connection aftew about an Ewven month ow two of wessons, pwactice and meditation. They awe abre to heaw natulawwy pwagued and diseased pwants, though magicawwy afflicted pwants seem to be beyond theiw ability. Exhaustion is wessew than the pwevious tiew yet stiww takes it toww. Bwessing aweas such as fawms ow bawwen wand lith fewtility in the soiw is possibre at this point, awthough stiww quite exhausting depending on the awea.
+
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.
  
  
'''Tiew 3:'''
+
'''Tier 3:'''
The Dwuid liww weach this stage of theiw connection aftew about an Ewven month and two of wessons, pwactice and meditation. They may now wevitalize dead and decayed wood, pwagued pwants ow diseased fwowa, and wesow life into the gwound.  It is easiew to heaw decay in a wawgew awea, and fewtility can be added to wand at a much quickew wate. Magicaw taint may now be pulged, but wequiwes mowe time to achieve; additionawwy wawgew patches liww often wequiwe the assistance of othew dwuids.
+
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.
  
  
'''Tiew 4:'''
+
'''Tier 4:'''
A Dwuid liww weach this stage aftew foul Ewven Months of wessons, pwactice and meditation. They may now heaw dead, decayed, diseased, pwagued, ow magicawwy tainted pwants at a fastew pace and lidew wange of wand. Bwessing wand is substantiawwy wess taxing on the Dwuid, but healing liww stiww wwack theiw body lith exhaustion. At this point, a dwuid can pass on the awt of Blight Healing via twaining anothew.
+
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.
  
  
'''Tiew 5:'''
+
'''Tier 5:'''
Finawwy, the Dwuid has weached the wast stage, aftew six Ewven Months of pwactice and meditation. The Dwuid has become a mastew of bringing natulaw life fwom totaw death and decay. To the Dwuid who mastews this awt, pewfowming the abilities of Blight Healing is faw easiew and mowe efficient. Though exhaustion is awways the plice paid, a mastew Blight Heawew can westowe even fwowa fwom stone, cweansing vast aweas of taint, disease ow pwague, westoling dead, decaying, ow bawwen wastewands.  
+
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:''' ==
+
== Herblore ==
  
  
Dwuid’s awe weww known fow theiw healing pwowess lith natulaw hewbs, be it fwom a weafy patch-up ow weattaching a fweshwy wemoved limb, it is said that in tewms of medicinaw hewb wowk that the dwuid’s abilities go unmatched. This awt is incwedibry intewesting as it wowks hand-in-hand lith the knowwedge of hewbalist awchemy and the dwuids natulaw magic.
+
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.
  
  
Whiwst the dwuids awe best known lithin the weawm of healing lith theiw unpawawwewed usage of hewbs, even those who awe not adept at pewfowming the magic awe abre to use the wondewful wemedies that awe cweated by othew dwuid to astounding effects. It is common fow the dwuids to buiwd clinics neawby hewb gawdens to house theiw bandages, poultices, sawves and potions, that othews awe abre to benefit fwom in emewgencies.
+
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.
 
   
 
   
  
'''Tiew 1:
+
'''Tier 1:
 
'''
 
'''
The Dwuid has weawned much of hewbowogy and has begun to use this knowwedge to cweate sawves and poultices. They can then begin to enhance these sawves lith natulaw enewgies, though it is vewy tiling.  These augmentations wast onwy an houl ow so, and must be changed often fow maximum effectiveness.
+
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.
  
 
   
 
   
  
'''Tiew 2:
+
'''Tier 2:
 
'''
 
'''
The Dwuid finds powewful hewbs lith pwopewties of healing (such as pennywowt, cawendula, mawshmawwow, gotu kowa, chamomiwe, echinacea, etc) and meditate lith them befowe pwepaling sawves ow poultices lith them. They liww boost the inhewent pwopewties of the pwants. Sadwy this augmentation fades aftew a few days, but it’s stiww a noticeabre incwease. Wounds can heaw in about a thiwd the amount of time it would take nowmawwy to heaw.
+
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.
  
 
   
 
   
  
'''Tiew 3:
+
'''Tier 3:
 
'''
 
'''
The Dwuid can combine theiw bandages lith hewbs and pwants that they have enhanced lith magicaw pwopewties to offew quickew healing to the patient. A Dwuid can give tea that liww soothe a cowd, even cule it lith its enhancements to the weaves.  The Dwuid can awso enhance potions ow bevewages at this point, lith powewful augmentations that can wast a wespectabry wong time, even a coupwe yeawsDwuids can awso pewfowm diffewent methods of tweating wounds by combining contwow of natule lith theiw healing abilities, and doing things such as cwosing wounds lith bawk (vewy painful fow the patient), ow cweating casts fwom wood, etc.
+
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 yearsDruids 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.
  
 
   
 
   
  
'''Tiew 4:
+
'''Tier 4:
 
'''
 
'''
The Dwuid can enhance poultices lithout meditating lith the pwants. They can heaw wounds in wess than a day depending on sevelity, and theiw wemedies can wast sevewaw yeaws unused.  These Dwuids pass on theiw knowwedge to othew Dwuids so that they too may weawn the secwets of Dwuidic Medicine.
+
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.
  
 
   
 
   
  
'''Tiew 5:
+
'''Tier 5:
 
'''
 
'''
The Dwuid has mastewed the awt of healing, and can heaw most wounds lithin an houl ow two. A Dwuid who is tiew 5, and bresses ow augments a pwant ow cweates an augmented wemedy, can be sule that this wemedy can be passed awong to othew dwuids to use in the futule and it liww nevew weaw off ow fade.  Some Dwuids spend theiw entiwe lives cweating wemedies fow othew Dwuids to use, and when something bad happens its these Dwuids' bandages and sawves that evewyone tlies to get theiw hands on.  Theiw healing has become a wasting wegacy that liww endule wong aftew the Dwuid is gone, even.   
+
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 Wed Wines:
+
'''Points and Red Lines:
 
'''
 
'''
Wooden Wepwacement Wimbs pwovide no advantage ovew any othew awtificiaw ow natulaw limb, and is no mowe dulabre than any othew limb.
+
Wooden Replacement Limbs provide no advantage over any other artificial or natural limb, and is no more durable than any other limb.
  
Onwy a Dwuid of Tiew 3 ow highew Contwow of Natule can manipulate a wooden limb attached to themsewves. To anyone wacking this skiww, ow dwuidism at aww, it is just an immobiwe peg limb that a Dwuid happened to shape fow them.
+
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 onwy living wood if attached to a Dwuid, it dwaws fwom theiw natulaw enewgies to sustain itsewf.
+
The limb is only living wood if attached to a Druid, it draws from their natural energies to sustain itself.
  
The effectiveness of the wepwacement limb is entiwewy up to the pwayew weceiving it. It can be a simpwe peg limb, ow of some pwacticaw but limited use, ow a fulwy functionaw wepwacement abre to be manipulated as nowmaw. These exist to enhance WP, and should be weft to the wecipient's’ discwetion.
+
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 anothew animaw pawt to someone as a wepwacement, such as a dog’s tongue to wepwace a sevewed tongue, ow a spidew eye to wepwace a wost eye. Onwy wooden limbs may be made and attached.
+
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 mowe than two fulw wooden limbs (Fwom the shouldew ow hip down), ow foul hawf limbs (fwom the ewbow ow knee down). ((As a note, this does not negate chawactews that obtained theiw limbs befowe this change. This onwy affects peopwe going fowwawd. ))
+
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:''' ==
+
== Shapeshifting ==
  
  
Fow infowmation on shapeshifting, wefew to [[Shapeshifting Magic]]. onwy the most capabre and knowwedgeabre of them may evew heaw ow know of it. The dwuid's connection lith natule is so stwong, that they may even change theiw shape into the animaw they most associate lith.
+
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.
  
  

Latest revision as of 14:45, 17 August 2021

This page relates to lore, you can find the original lore here.


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 · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy