Actions

Druidism

From Lost Fables Wiki

100%
Artwork by Ivona Denovic
A Spring Elf Druii
Rarity: Rare
Danger Level: Medium

Primary Author(s): TeeSeeDubs

(The contents of this page are NOT common knowledge)

"In a world where all seems lucid and exaggerated, a spiralling sensation of cognitive dissonance is what the Wonderland is. Not an infernal wasteland, but an almost abstract formation of our mind and thoughts. It lies up to ensure nothing escapes, and yet cherish it in sublime protection.”

- Qileth Vessallixos, Arch Druii of the Grand Dahu Spyre Grove

History

Introduction

The Maker razed golden light of the new dawn throughout the infant world until they came upon another’s creation. That of a red doe. Taking the creature in hand, they breathed the wildest of magics to be found in Sheyr. The doe gave a shudder, and yet the life within was unchanged, only overflowing with the wild flame of existence into the forest around them. Lifting the doe into the warm rays of the first afternoon, the light of the eye of the maker opened once more. The great Drake’s eye opened further with this, filling the deer with the spark of life only he and his ilk could grant. That of the first afternoon. The god shaped the deer to better fit the new mind within, that of Ue Il’ha. Upon the regal crown of the eldest of them, would sit a sprawling halo of antlers, framing their beginnings in the time of their end. The magic that had split from them into the land, forever connected them to it. For the betterment or detriment to them all. All Ue Il’ha can trace their origin to the Spring Court of Wonderland, imbued with a spark of Fey that grants them the abilities they now hold. In the early days of Dahu, when the first Ue Il’ha formed their first forest homes, some aspired to be more. They aspired to properly deepen their connection to nature and do as the first three elves do and still do today. Grow, decay and maintain. This thirst to be more than what they already were led them to study the leylines spotted around Gaia, how they were filled with Essences from across Etes H'evelm’s branches. The discovery of the Essences from Wonderland was a giant leap forward in the pursuit of nature’s power, and a small group of Spring Elves began to dabble in its uses, but their experiments resulted in overgrowth on their bodies, animalistic tendencies and in worst cases, death.

Within Aed’s fabled workshop, he grew and decayed, carved and glued. At this time he was already teaching the first Ue Il’ha the art of woodworking and the enlightenment that came from it, he cared not for the failed experiments of his kin. It was Freamh and Ciallmhar who looked at these people with intrigue, seeking to aid them with their knowledge to see where this path would take them. Ciallmhar taught them how to intake Wonderland Essence, visually Etes H'evelm as a mere sapling, surrounded by the void. The child tree on an island in a lake. Freamh taught them how to release this Essence as simple growth or decay energy, the absolute basics. These became the first druids, demonstrating their power in spring elven courts, but their power is fleeting. Eras passed before Aed turned his attention away from woodworking and he gazed upon the experimenting elves, taken aback by their progress. He gave them their final blessing, name, and officialised their duties. His blessing came in the way of animals, drawing animals away and to them. He gave the name “The Drugai Gaian” or the “Druii” and announced their duty to be his presence on Anoma, maintaining the natural Cycle and being his embodiment. He spoke of them to ensure that they use their powers to protect Gaia from Fey incursions through simple banishment to death.

The Drugai Gaian since then has been an ever-present force in the world, often ignoring borders to pursue their work and causing issues as they are praised as priests and judges in Spring Elf culture. They have tried to keep the arts they have developed a secret but of course they have been leaked and accessed by other races. These fledging druid groups are pressured to maintain the same secrecy and worship the Sylvan Trinity though some stray from that path. These different Druid groups have developed their own spells to aid them in their work.

-=-

Mechanics

Wonderland’s Growth

The first step to Druiihood a connection between nature and a Druid must be spun, a ritual is done at a leyline between teacher and student. Those who set upon this enchantment are able to attain the ability to speak with nature, progressing the ranks akin to any other language and can feel powerful Fey entering or leaving Gaia from the Faerie Wonderland. The druid speaks to nature telepathically, requiring a line of sight.

In order to begin this Ritual of Attunement called: “Ceangal”, a master and student both make their way to a leyline, preferably enclosed within woods. New fauna is planted around the area, and a sort of duet is chanted between the pair present. The student sits cross-legged, with 6 chunks of Kyanite placed around them, and opens their soul to the leyline. Through the chant, the Wonderland and Neutral Essence combine themselves into a “seed” known as a “Síolanam”. This seed is gripped by the TA and shoved inside the soul, forever marking the student and growing as they progress through the tiers. The experience is quite painful and vomiting is common. Over the many Epochs since the world’s birth druid magic has reached the hands of the good and bad. Through their experiences and research, it was found that Spring Elves have a natural connection to the Courts in the form of their Fey Spark, which allows them to better control and properly wield Wonderland Essence better than other races. While it may take a Human and Ue Il’ha student the same amount of time to master a spell, the spring elf student will certainly grasp the basics faster than the Human, Gorney or Summer Elf.

This difference is very apparent in the beginnings of training but as masterhood approaches the control is hardly noticeable. People of other races who have attempted this connection find that Wonderland Essence rejects them having no connection to the Seelie Courts, the adaptability of humans or the pureness of heart that Gorney carries. These rejections are usually non-violent. Usually.

Redlines:

  • The Ritual may only be done once.
  • You must have a TA who has learned the chant to go through this ritual.
  • A Druii can no longer wear heavy plate armours made of solid metal or use weapons made of solid metal. They can use primarily wood weapons with metal parts.
  • Only Spring Elves, Summer Elves, Humans, and Gorney can undergo this ritual. Other Gaians that attempt this ritual may find that any number of fatal effects will happen to them.
  • From the moment a Druid MA is accepted, they begin to slowly climb the levels of Druidism. After 6 months of having an accepted app, they are considered a Master of the magic. As they progress they gain the ability to have a dialogue with nature and can sense the coming and going of powerful beings from Gaia or the Faerie Wonderland.
    • T1: The person in question is a basic speaker of Druii Tounge. They cannot understand complex sentences or words with greater complexity than two syllables. Examples of what a basic speaker would understand, "I like cats." They can feel the presence of a powerful Fey creature within a room.
    • T2: The person in question is a conversational speaker in Druii Tounge who would understand, "The people of this republic stand united.", "Because of this, I must decline your offer.", "The house is very drafty." They can feel the presence of a powerful Fey creature within a building.
    • T3: The person in question is a Fluent speaker of Druii Tounge and can understand complex sentences and most words. They can feel the presence of a powerful Fey creature within a town.
    • T4: They can feel the presence of a powerful Fey creature within the continent. Spring Elves that reach this level can unlock the full power of their Fae Spark, and can speak telepathically with living things like their Near-Fey cousins. This telepathy requires a line of sight and the receiver must be within shouting distance. When communing with creatures, the creature will be considered having tamability value 2, and aggression value 2 explained on the Pets and Mounts guide. They must be taught by another who's connected to first walk through the dream to unlock their spark. Once unlocked, they must make an LT req to get a card certificate stating their spark has been unlocked.
  • It is to be noted that Druii at lower tiers have much less overall control of their magic and often commit random acts of flower growth or decay. If suffering from nightmares they might find themselves casting amidst their slumber. This is something that fades, as the Druid becomes more of a master.
  • Spring Elves can self teach but still require getting a Síolanam somehow.

-=-

Harnessing The Fey Realm

Utilizing Wonderland Essence is slightly different from other magics. First, they must absorb the Wonderland Essence at a ley-line the “Animam Absorbet” method. Here they balance the intaking of Essence then focus inwardly on their soul and view it as a sapling on a lone island in a lake. The Essence then rushes into them visualized as water, this is where the balance must be kept against their own soul. Once the Essence has been captured they must exit the trance they entered by stopping the flow of water to the sapling.

Redlines:

  • Taking in Wonderland Essence follows the same rules and guidelines as Animam Asorbet.
  • A Druid cannot pass the max amount of Essence of their tier.

Nature’s Grasp

Upon first starting the path of a Druid, one’s body and mind remain the same with no discernable differences. As they cast Druii magic and utilize the Wonderland Essence effects on the body then the mind begins to show itself. Fledgeling Druids, depending on their training location will find that small patches of moss begin growing on their skin, snow or grass sprout from their legs. The following applies to anyone that practices Druid magic.

Redlines:

  • T1: The person in question is fine, and completely normal in every regard, eye colour changes happen on occasion and other mundane minor bugs are attracted to them.
  • T2: The person in question begins to notice things like eye colour/shape change while under stress, and even smell like the region they are attuned to.
  • T3: The person in question begins to notice things like flowers/weeds/moss/bark/sand/kelp growing along the body, depending on the region chosen. These only reach about 0.5cm in height off the body, not impeding any movements or any protection. Removal of these is similar to the feeling of plucking hair off but fresh skin lies beneath. Depending on the region chosen a Druii is more susceptible to fires, colds or both. For example, if caught on fire and are of the Grassland or Forest Region their flesh will burn easier and fire-related wounds will 70% heal slower. The pain from the fire will inhibit their ability to concentrate and cast spells.
  • T4: The person in question begins to have leaves, and vines grow from their body, these must be regularly trimmed or act as a tripping hazard and can be caught on objects. Depending on the region chosen a Druii is even more susceptible to fires, colds or both. For example, if hit with an ice spell and are of Coast or Desert Region their body will numb faster and ice-related wounds will heal 80% slower. The pain from ice will inhibit their ability to concentrate and cast spells. Druid’s eyes permanently change colour and shape to that of an animal.
  • Flora and fauna are less inclined to harm then, fearing or respecting their presence.
  • Druii will find that their visible ageing slows by 20% but still suffer the effects of ageing normally.
  • All regular base racial ability redlines.

-=-

However, the expenditure of Wonderland Essence is not a simple transfer of magical energy. This can lead to a wide assortment of unforeseen effects for the Druid upon their physiology and emotional state. Channelling this Essence is no easy task, and leads to the Druii exhibiting more animalistic traits. This can range from growls, the shaking of their head to excessive anger or fear.

Upon expending 5 Essence within 24 IRL hours, the Druid would begin to exhibit behaviours like an animal they are close to, this could be a pet or an animal they similar to in personality. For example, a Druii with a wolf pet may begin trying to smell objects around them. This new habit can be suppressed with effort but an annoyance to deal with.

Upon expending 10 Essence within 24 IRL hours, the Druid would begin to pull personality traits from an animal they are close to, this could be a pet or an animal they are similar to in personality. For example, a Druii with an owl pet may start to speak far less than they used to, even when they desire to. A Druid with a boar pet will tend to be generally more aggressive in their tone and words while not meaning so.

Upon expending 15 Essence within 24 IRL hours, the Druii would begin to pull personality traits from an animal they are close to, this could be a pet or an animal they are similar to in personality more intensely. For example, a Druid with an owl pet may start to hoot in the middle of their speech or only hoot sometimes. A Druii with a wolf pet will tend to bark as they speak or only bark at all.

Upon expending 20 Essence within 24 IRL hours, the Druid’s original personality fades. They take the personality from an animal they are close to, this could be a pet or an animal they are similar to in personality. This is expressed as walking on all fours, smelling the surroundings and even trying to consume meat raw in worse cases. Their eyes also shift to mimic those of the animal they are like during this time. This effect only lasts 6 emotes. After such the Druii will fall over, unconscious, for 2 IRL days.

-=-

The Four Ranks

To judge the progression of a Druid, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Druii must abide by their Rank for a minimum of Two Months, allowing them to become a Master Druid at six. Each Rank achieved grants the Spellcaster access to a new list of spells:

(T1)Basic Spellcaster | 0 Months | 10 Essense At Maximum | Stamp, Antipathy Sympathy, Druiicraft

(T2)Adept Spellcaster | 2 Months | 15 Essense At Maximum | Spiritshape, Cudgel, Ritual: Druid Limbs

(T3)Expert Spellcaster | 4 Months | 20 Essense At Maximum | Chosen Region Spells, Ritual of Transcendence

(T4)Master Spellcaster | 6 Months | 25 Essense At Maximum | Ritual of Gaolta, Ritual of Fillagais, Ritual: Entlings

-=-

Magical Abilities

Utilizing Wonderland Essence is slightly different from other magics. First, they must absorb the Wonderland Essence at a ley-line the “Animam Absorbet” method. Here they balance the intaking of Essence then focus inwardly on their soul and view it as the sapling planted by their master within them. The Essence then rushes into them visualized as water, this is where the balance must be kept against their own soul. Once the Essence has been captured they must exit the trance they entered by stopping the flow of water to the sapling.

To channel the Wonderland essence requires the druid to know the four components that make the essence up: Winter, Spring, Summer, and Autumn energy. Depending on the spell trying to be cast a Druii may focus on one specific part of the Wonderland Essence or multiple. As a druid begins to prepare to cast a spell they draw the Wonderland Essence from their soul, visualizing a tree inside them radiating with energy that flows up into their hands or staff, during this process they think of the corresponding season(s) of the spell. This draws forth the winter, Spring, Summer, or Autumn energy. The next step is to give the essence a will or purpose, a simple visualization of the spell in question. Lastly, the spell is produced whether in its raw form or flowing the essence into an object or spot, this can be done with the cast of a hand or staff.

Once a Druid reaches tier 3 they must choose a region. The regions are Grassland, Forest, Desert, Swamp and Coast. A Druii can only use tier 3 spells of the region they have chosen. This region can be changed once every Age (2 IRL weeks) just like the passing of seasons. The switching is explained in roleplay as meditation that cannot be done in combat. It is highly recommended that a Druid mention their region in their persona description.

[ Stamp ]

Rank: 1 | Emotes: 1 | Essence: 0

Description: Druid magic has spread all across Gaia, different circles have different codes and walks of life. Most Druii circles have a common symbol or theme that they place around for various reasons. From stating territory to warnings.

Mechanics: A Druid places their custom mark on a surface, this symbol can only be as big as their palm and as small as their fingertip. A druid can stamp their own palm and serve as a form of identification.

Redlines:

  • This mark can be placed on the caster or a surface they are touching. This means a Druii with enough control over Wonderland Essence can even place the mark with their pinky toe.
  • The mark last forever and can be removed by the Druid with their palm or by rubbing the surface with moss.

[ Antipathy/Sympathy ]

Rank: 1 | Emotes: 2 | Essence: 2

Description: The wild is filled with helpful and dangerous creatures some of which Druii would like to encounter and others they wish to stray from. A fledgeling caster may place a mark, usually their own symbol on themselves or an object. This symbol glows a calming green and can be anything in shape. Its size is that of the Druid’s palm.

Mechanics: The enchantment causes a target animal species to avoid the mark or approach it. A Druii may place a mark on any surface or person. When the targeted animal comes across this mark the person with the mark or the Druid who placed it must roll a 1d20+(Rank of Druii). The person overseeing the interaction may decide whether the roll is a pass or not.

Redlines:

  • This mark can be placed on the caster or a surface they are touching. This means a Druid with enough control over Wonderland Essence can even place the mark with their pinky toe.
  • The mark lasts 10 rounds in emotes.
  • Certain animals live in certain habitats, this spell does not magically make the desired animal appear out of thin air.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

[ Druiicraft ]

Rank: 1 | Emotes: 2 | Essence: 2 OR 3

Description: Aed taught the Ue Il’ha many things, from hunting to the blessed art of woodworking. Druiicraft allows one to use essence and manipulate wood within their possession. Growing and decaying it until it reaches the desired shape.

Mechanics: By imbuing logs or harvested plants native to Gaia, one can grow and decay the wood into various shapes and sizes. This allows for many of the intricate creations of wood found in rich spring elven homes. This takes two emotes of meditation and with two hand contact with the plant or piece of wood.

  • A Tier 2 Druid may, out of combat, directly grow, common, mundane flora around them that has not been harvested. They may grow or recede the plant as much as they wish.

Redlines:

  • This spell costs 2 Essence for Spring Elves, 3 Essence for other races.
  • Ability to manipulate harvested woods or plants cannot be used in conflict, as it is only a constructive ability.
  • Ability to manipulate harvested woods or plants is a high concentration ability, and being attacked, threatened, or otherwise endangered will remove a Druid’s ability to use this manipulation.
  • The spell can be used outside a workshop to create wooden/flora objects of Moderate quality. Within a workshop the spell aids in crafting complex wooden shapes.
  • Upon T2 Druii may grow or decay unharvested flora in or out of combat. Growing a tree from seed requires periods of rest after exhaustion, not able to be done in combat.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

[ Spiritshape ]

Rank: 2 | Emotes: 4 | Essence: 6

Description: By far the most iconic Druid action, the ability to transform one's body and being into an animal of the wild, ranging from foxes to eagles.

Mechanics: A Druii uses Wonderland Essence to magically assume the shape of an animal. They must have spent enough time with this animal in roleplay to have tamed it, and fashion an accessory from a piece of its fur/feathers/claws/talons that they wear. Over the course of 4 consecutive Round Actions, a Druid transforms into an animal, during these emotes they must remain still or they will revert back to their normal form without losing Essence. They may stay in a beast shape for a number of (Druii Rank)+3 rounds. They gain the form and physical abilities of the beast but keep their personality and intelligence. For example, if a Druid spiritshapes into a horse they now have a blockspeed of 10.

  • Tier 3 Druii may actively move and transform (Transforming can use 4 consecutive Standard Actions).

Redlines:

  • Druid in Spiritshape form cannot use any other Druii spells except for Stamp.
  • Druii cannot transform into non-mundane animals, sea animals on land or ritual creatures/animals.
  • Armor penalties still apply if a Druid is in Spiritshape and wearing armour.
  • A Druid cannot tell the difference between a Druii in Spiritshape and a regular animal.
  • Damage sustained in animal form carries over to the Druid’s natural form proportionally.
  • Aesthetic effects in animal form are allowed.
  • A Druii retains their racial abilities while in Spiritshape.
  • Flying animals are a very large disconnect from a Druid’s regular form and can only be sustained for 3 emotes.
  • A Druid may choose whether their equipment falls to the ground in their space, merges into their new form, or is worn by it. Worn equipment functions as normal, but the Moderator/Event/Lore team overseeing decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • You cannot “procreate” while in Spiritshape.
  • If interrupted while transforming the Druid will return to their normal form and lose 0 Essence.

[ Cudgel ]

Rank: 2 | Emotes: 2 | Essence: 8

Description: It is the duty of Druii to ensure that the denizens of the Fey Realm remain there, and keep their battles there. In this duty, they are faced with many different kinds of Fae that can destroy their wooden weapons. This spell was developed to give an edge against the more malevolent Fey, however, after years of use it was discovered that Spring Energy’s power of growth and life harmed undead creatures as well.

Mechanics: A wooden weapon a Druid is holding is imbued with nature's power. For the duration of combat, their wood weapons and armour are immune to fey magic that would destroy them, furthermore, they do increase damage to the Fey/Near-Fey they hit, similar to platinum. If it hits a Near-Fey/Fey, it stuns them for 1 round. This effect applies to Undead, however, in order for it to work on an Undead, it must hit their bones.

Redlines:

  • The spell solely works on Fey/Near-Fey creatures, beasts and the undead.
  • This enhancement only works on the Druii themselves and only wooden weapons.
  • Bows are included but arrows must have a wood arrowhead to be effective.
  • The effect last for as long as the Druid is in contact with the object.
  • If removed from the Druii the spell lasts on the object for one emote before fading and needing a recast.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Ritual:[ Druid Limbs ]

Rank: 2 | Emotes: 6 | Essence: 14

Description: In their duty, Druii undertake tremendous tasks, and receive grave wounds, sometimes losing whole limbs. Many Druid who loses an arm, leg, hand or foot prepares a ritual to affix a wooden replacement to their body. The ritual involves planting a seed in the location of the missing limb and ensuring it grows into a proper arm or leg.

Mechanics: A ritual circle is marked using 62 Wishing Stones and/or Green Moss to mark out this pattern in a 15x15 square. Once the ritual begins the circle cannot be broken. The receiver of a Druii limb must stand/sit/lay in the centre oval, while the Druid stands at the end of the top of the circle facing inwards. The Druii begins a chant, dropping the seed that will be implanted in front of them. This chant is done in Druii Tongue.

Druid Limbs Ritual Circle

Throughout 2 emote rounds the Druid must chant and channel the Wonderland Essence within them into the ritual lines.

In the next 3 emotes the Druii must raise the Wonderland Essence out of the ritual lines, picking up the seed from their feet and flowing it along the lines. At this time, the location of where the new limb will go starts to glow as Wonderland Essence in other parts the circle connects to it.

In the last emote the Druid carefully manipulates the Essence to flow the seed into the location where the Druidic limb will sprout. As it sinks into the flesh the receiver will feel something akin to growing a pain in that area until the limb fully grows. The ritual is complete and the ritual lines turn to dust unable to be used again.

Over the course of an Age (2 IRL weeks) the limb will grow from the seed until it matches the receiver’s original limb. During this time it will look like a small tree is growing from the seed spot.


Redlines:

  • The limb carries the same traits as the wood used, but has the same function as a regular arm.
  • A Druii cannot attach an arm to a leg or a leg to arm etc. They also cannot add more limbs to a creature then what they regularly have.
  • If interrupted while casting the Druid will need to start over and lose 6 Essence.
  • Only able to used on other Druids.
  • Ritual must be overseen by an ET/LT. Actual seed items must be given up and a certificate given that the person has a Druii limb.

Grassland:[ Mending Spring ]

Rank: 3 | Emotes: 2 | Essence: 6

Description: Gaia goes through the seasons and this spell represents the blooming spring, where all things heal and regrow. A Druii draws on the invigorating power of nature, creating a mild regeneration effect on a target or themselves.

Mechanics: The Druid touches a target or themselves, channelling the Spring Energy and healing them. The area healed is the size of the Druid’s palm. This spell also works on broken wooden objects, mending them to how they were before being broken.

Redlines:

  • The object being mended must fit the Druii’s hand.
  • The area healed is the size of a Druii’s hand.
  • Can only heal minor, and moderate wounds.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Grassland:[ Tanglebush ]

Rank: 3 | Emotes: 3 | Essence: 6

Description: A key aspect of the hunt is luring or forcing the prey into a trap, where they can be ensnared and subdued. For Druii, this trap is the very grassy lands themselves.

Mechanics: A Druid may channel the Spring Energy within themselves to grow and strengthen smaller plant life around them, from grass to flowers to even mushrooms. These plants then wrap up and around each other, creating walls of thorns. They reach up 2 blocks above the ground. The wall of thorns on a block can be removed with a Standard Action of any kind.

The spell can be cast underneath a target and the flora will twist around them to encase them within a wall of grass and flowers. Those encased must spend 2 Standard Actions to remove the tanglebush and leave it.

Redlines:

  • This spell can be cast up to 5 blocks away and the caster can select up to (Druii Rank)+2 blocks to place the entanglement on.
  • Druid must have a line of sight on the blocks selected and they must have or be adjacent to plant life.
  • Spells can be cast on blocks that are occupied. If a creature or its limbs are across multiple blocks those blocks must have entanglement bocks for the effect to take place.
  • Tanglebush remains for 3 emotes.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Forest:[ Tree Shepard ]

Rank: 3 | Emotes: 3 OR 4 | Essence: 8

Description: Trees are the many limbs of Gaia, their branches or roots her fingers. Grass and flowers her hair, fungi her strange acne. By harnessing the powers of Spring Energy and spreading it to nearby floras with a will, a Druii can perform their trademark spells and abilities, weaving roots and branches or substantially growing mundane flora. One of the more gruesome techniques of a Druid is to place seeds within an enemy and have them grow, leading to excruciating pain or worse, asphyxiation.

Mechanics: In combat, the density, brittleness, elasticity etc. of the branch/root simply depend on the tree used. For example, an Ironwood tree will crush and grab things with more strength, whereas a yew tree might hurt more in a swing. Control of a root/branch uses a Standard Action for a turn. Roots/branches or the mushroom stem grow at a rate of 3 blocks per emote of control. After cast once, a Druii can grow other branches/roots for the rest of the encounter.

The first emote to cast any of these actions is first the channel emote, letting the Spring Energy flow throughout the body and envelop it. This can be emoted as the light green mist rising from the torso and heading to the hands or wood staff if held.

The second emote, involves recognizing what nature is around, whether this is by sight for humans, Summer Elves, and Gorney but also by feeling from Spring Elves. This means that unlike the other races able to use this magic Spring Elves can manipulate flora in a range that they cannot see. (Other races may spend another emote to seek out vegetation not seen.) The vegetation accepts the Spring Energy and starts glowing a light green before the glow fades.

Third emote, They reach out with their hand or staff to the target, and the growth starts.

This spell is split into a few actions:

  • Stab - The branch or root of a nearby tree, grows and bends to stab itself through a path, hitting what lies in its path. The branch/root must either grow with a sharp end or bend itself back for 1 round before thrusting forward the next. The stab is intended to skewer foes and carries the strength of an average human.
  • Grab - The branch or root of a nearby tree, grows and bends to grab a target or targets in range. The grab can be for the neck, feet, torso etc. It is intended to wrap around a target area and at max strength squeeze inwards with enough force to dent Iron|Moderate plate armour. The force behind the grab can be controlled by the Druid. The root/branch wraps itself around the area, growing in order to do so and squeezes in the next round.
  • Swing - The branch or root of a nearby tree, grows and bends to swing itself through a path, hitting any its path. The swing is similar to that of a baseball bat, intended to trip, closeline, or bat away foes and carries the force of a Moderate bat swing from a Rehk-Ogri. The root/branch winds itself back for 1 round and then swings itself in the specified direction the next.
  • Throw - The branch or root of a nearby tree grows and bends to throw something it has grabbed. After a target or targets is within its grasp a root/branch bends back for 1 round and then throws what's in its grasp the next round. The throw has a standard distance of 10 blocks for a human, 15 blocks for creatures shorter/lighter, and then 5 blocks for creatures bigger/heavier.

The range of control the Druii has depends on their rank:

T3: 20 blocks from the Druii.

T4: 50 blocks from the Druii.

Redlines:

  • Plant growth cannot pierce steel plates or similar armour components unless the raw quality of the material is capable of such. At most, it can split rings in chainmail.
  • Seeds may not burrow under the skin on their own.
  • The exhaustion associated with the spell scales with the Druid’s rank.
  • The spell lasts for the remainder of the fight.
  • The druii can cast other spells as the effect lasts.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Desert:[ Insect Assault ]

Rank: 3 | Emotes: 3 | Essence: 4+

Description: A Druii attracts a swarm of insects, biting, stinging and reducing the concentration of the target.

Mechanics: A Druii can select a target within their sight and they receive a -5 on rolls requiring concentration, reaction, aiming, and blocking as a swarm of bugs partially clouds their vision, biting and stinging. This lasts for 2 rounds. If a Druid focuses on the spell they can cause the target to receive splitting headaches, swelling, and general holes of missing skin as they eat or tear away. This effect comes at the cost of 2 Essence per emote round.

Redlines:

  • Focusing on causing damage requires a Round Action.
  • Ignores armour of all kinds.
  • The druii can cast other spells as the effect lasts.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Desert:[ Sunlance ]

Rank: 3 | Emotes: 4 | Essence: 6

Description: A Druid raises their hand or staff to the sky and calls forth the sun in the palm of their hand, throwing it out in a line and sending fire damage in a line. This fire, strangely, does not set wood or plants on fire, only clothing, flesh and hair.

Mechanics: The caster channels the Wonderland Essence and holds their staff or hand to the sky, a light flickers in the palm of their hand before they push their hand or staff forward, sending out a bright light 1 block above the ground and 5 blocks in length. Anything flesh, hair, cloth, silk and the like are set on fire.

Redlines:

  • Does not set flora on fire.
  • Should be treated as simple fire.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Swamp:[ Acid Thorn ]

Rank: 3 | Emotes: 3 | Essence: 4

Description: In the swamps of the world many vile, toxic creatures lie in wait to strike quickly and quietly. To personify this a Druii can shoot a thorn of acid that eats away at what it touches.

Mechanics: A swamp Druid can shoot a thorn from their staff or hand that causes deep burning pain in the muscles it hits. The acid will burn a pencil-sized hole through one layer of Moderate or less armour and a pencil size hole into flesh. The thorn has the durability of an oak one.

Redlines:

  • The acid remains on the thorn for 1 round. It covers the entire thorn and touching it during this time requires protection.
  • Fine+ armour requires multiple acid thorns in the same spot to eat through. This of course depends on the type of armour.
  • Shooting this thorn requires aim, akin to shooting an arrow.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Swamp:[ Wicked Vines ]

Rank: 3 | Emotes: 4 | Essence: 6

Description: With a simple cast of a hand or staff a Druid can rise vines from the earth to grab onto the ankles or legs of intruders to sacred swamps.

Mechanics: The Druii sprouts thick, thorny vines from the ground that burrow and dig themselves up if they remain on the ground or stretch far up into the air to try and grab something. They wrap around the ankles of the target(s) and entangle them, preventing movement until a Round Action is used to remove them. If a target is up in the air the vines attempt to pull them down with 2x human strength. 1 target can be selected as long as the Druid has a line of sight. The vines can sprout within 5 blocks of the Druii and reach 8 blocks up into the sky.

Redlines:

  • The Round Action to remove them should be emoted as cutting or pulling.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Coast:[ Kelpshaping ]

Rank: 3 | Emotes: 3 | Essence: 8

Description: Water is the blood of Gaia. By harnessing the powers of Summer Energy and spreading it to nearby water with a will, a Druid can perform but a taste of Summer Fey magic. Dancing and singing to twist coral, kelp, and sea flora around them. One of the more gruesome techniques of a Druii is to force kelp seeds into an enemies body, and manipulate it, leading to excruciating pain or worse, asphyxiation.

Mechanics: In combat, control requires a Standard Action. Sea flora moves at a rate of 3 blocks per emote of control, these blocks cannot be diagonal. After cast once, a Druii can bend sea flora for the rest of the encounter.

The first emote to cast any of these actions is first the channel emote, letting the Summer Energy flow throughout the body and envelop it. This can be emoted as a mix of blue colour Essence rising from the torso and heading to the hands or staff if held.

The second emote, involves recognizing what sea flora is around, whether this is by sight for Humans, Summer Elves, Gorney, and Spring Elves. This means that unlike the other races able to use this magic Spring Elves can manipulate flora in a range that they cannot see. (Other races may spend another emote to seek out vegetation not seen.) The sea flora accepts the Summer Energy and starts glowing a light blue before the glow fades.

Third emote, They reach out with their hand or staff to the target, and the shaping starts.

This spell is split into a few actions:

Stab - The sea flora from a nearby source flows and bends to stab itself through a path, hitting what lies in its path. The sea flora must either snake with a sharp end or bend itself back for 1 round before thrusting forward the next. The stab is intended to skewer foes and carries the strength of an average human.

Grab - The sea flora from a nearby source flows and bends to grab a target or targets in range. The grab can be for the neck, feet, torso etc. It is intended to wrap around a target area and at max strength squeeze inwards with enough force to dent Iron|Moderate plate armour. The force behind the grab can be controlled by the Druid. The sea flora wraps itself around the area, twisting in order to do so and squeezes in the next round.

Swing - The sea flora from a nearby source flows and bends to swing itself through a path, hitting any its path. The swing is similar to that of a baseball bat, intended to trip, closeline, or bat away foes and carries the force of a Moderate bat swing from a Rehk-Ogri. The sea flora winds itself back for 1 round and then swings itself in the specified direction the next.

Throw - The sea flora from a nearby source flows and bends to throw something it has grabbed. After a target or targets is within its grasp water bends back for 1 round and then throws what's in its grasp the next round. The throw has a standard distance of 10 blocks for a human, 15 blocks for creatures shorter/lighter, and then 5 blocks for creatures bigger/heavier.

The range of control the Druid has depends on their rank:

T3: 20 blocks from the Druii.

T4: 50 blocks from the Druii.


Redlines:

  • Sea flora cannot pierce steel plates or similar armour components. At most, it can split rings in chainmail.
  • Sea flora or kelp seeds may not burrow under the skin on their own.
  • The exhaustion associated with the spell scales with the Druid’s rank.
  • The spell lasts for the remainder of the fight.
  • The Druii can cast other spells as the effect lasts.
  • If interrupted while casting the Druid will need to start over and lose 0 Essence.

Ritual:[ of Transcendence ]

Rank: 3 | Emotes: 6 | Essence: 10

Description: A ritual held quite close to the chest by the Drugai Gaian, the Ritual of Transcendence allows a group of people to throw themselves into the Spring Court. The best part of it is that it requires getting drunk and offering milk/honey to Fey creatures on the other side.

Mechanics: A circle is marked using 8+ chairs where at least one Druii and regular people drink enhanced brews and offer up milk/honey to the Spring Fey on the other side, in hopes they aid the circle in their attempt to head into the fey court. The prayers meet under a full moon to feast and drink brews enhanced by the Druii for this very purpose. The drinks must be enhanced via a chant in Druii Tongue. Accompanied by swirling visions, they will catapult into the spring court, home of the Spring Fey Lord. Here they are free to act, always in respect of nature and its inhabitants. Once inside, more milk and honey is used to soothe and calm down possible malicious or defensive dryads. While a great honour to visit the homeland of their heritage, the prayers might be able to get interesting encounters within lushful and enchanted forests of the Spring Court.

Redlines:

  • Ritual requires 8+ people and one of them is a Druii.
  • Songs must be sung, food eaten, and ales enhanced with Spring Energy from Wonderland Essence.
  • 64 Buckets of Milk and 64 bottles of Honey are to be laid around the circle.
  • Ritual must be overseen by an ET/LT. Actual items must be given up.

Ritual:[ of Gaolta ]

Rank: 4 | Emotes: 5 | Essence: 20

Description: Most Druid reside themselves to know all there is about animals, and most choose to go through the “Ritual of Gaolta”. This ritual binds a Druii with an animal they have tamed, allowing them to store the familiar within themselves. The animal also has increased or decreased aggression as well as intelligence depending on how the ritual is done. If the animal dies then the Druid dies and vice versa.

Mechanics: A ritual circle is marked using 61 Wishing Stones and/or Green Moss to mark out this pattern in a 15x15 square. Once the ritual begins the circle cannot be broken. The Druii must have maximum Essence and be in good condition. Their future familiar most also be at top condition.

The Druid will start on one side while their pet starts at the other. Using commands they must guide the pet along the ritual line while they move along with it as well. As they do the Druii must open their soul as they do when collecting Essence but instead of taking they must extend the Wonderland Essence in them towards the pet. As the pair reach the centre the Essence will have reached the pet and a final chant begins. This chant is done in Druii Tongue and as it is done the ritual lines begin to glow their colour and envelope the pair. The Druii and any present should see the Essence connection between the pair become taught then fade. The ritual is complete and the ritual lines turn to dust unable to be used again. The animal is now the Druid’s familiar.

Gaolta Ritual Circle
  • If the familiar dies, the Druii dies and vice versa.
  • The familiar can be stored within them and/or appear at their side passively.
  • The Druii and familiar are always able to feel each other’s emotions, communicating telepathically over vast distances.

The familiar's Aggression and Tameability are altered depending on the ritual offerings. Only 2 things maximum can be offered.

    • 5x Uncommon Meat +1 Aggression
    • 5x Uncommon Flora -1 Aggression
    • 5x Uncommon Gem +1 Tameability

Redlines:

  • The ritual cannot be undone and can be only done once.
  • If the animal dies, the Druid dies, and vice versa.
    • If the animal is revived, the Druid is revived and vice versa. The standard of 3 revives remains an indisputable law.
  • The offerings should lay on the inner squares of the circle.
  • Ritual must be overseen by an ET/LT. Actual items must be given up and the pet/mount item stating it is a familiar of the persona.

Ritual:[ of Fillagais ]

Rank: 4 | Emotes: 9 | Essence: 20

Description: Druii take their pride in their duty to preserve the balance of nature as well as their second duty of ensuring malevolent Fey or Near-Fey are returned to their Fey Court. This ritual banishes a Fey creature from the Prime Materia and back to their place in the Faerie Wonderland. The more Druid included in the ritual the faster and more powerful it is.

Mechanics: A ritual circle is marked using 63 Wishing Stones and/or Green Moss to mark out this pattern in a 15x15 square. Once the ritual begins the circle cannot be broken. The Fey/Near-Fey must be inside the circle themselves, after that the Druii present may begin a certain chant that causes the ritual lines to glow and create an invisible barrier that the Fey/Near-Fey cannot pass. This chant is done in Druii Tongue.

Fillagais Ritual Circle

This chant first requires 5 emote rounds with one Druid and for each other Druii present and chanting subtracts 1 round of emotes.

The Fey/Near-Fey must then be forced/placed into the second inner circle if not already, where the chant continues. The next step requires 4 emote rounds with one Druid and for each other Druii present and chanting subtracts 1 round of emotes. The ritual lines of the inner circle glow and create an invisible barrier that the Fey/Near-Fey cannot pass, while the outer circle barrier fades.

The Fey/Near-Fey must then be forced/placed onto the “+” in the centre if not already, where the chant continues. It requires 3 emote rounds with one Druid and for each other Druii present and chanting subtracts 1 round of emotes. The ritual lines of the “+” glow and create an invisible barrier that the Fey/Near-Fey cannot pass, while the inner circle barrier fades.

With the Fey/Near-Fey at the centre of the ritual circle, there are 2 more rounds of emotes from the Druid, the second round ending with all participating Druii stomping their feet/staff into the ground. In a flash of rainbow colours, the Fey/Near-Fey is sent from the Prime Materia into their respective Court in the Faerie Wonderland. The ritual is complete and the ritual lines turn to dust unable to be used again.


Redlines:

  • Druii can pass through the barriers without any problems. The barrier can be emoted as a strange multicoloured mist/fog that flows up from the ritual circle.
  • If a Fey/Near-Fey is not forced into the correct spot in time the ritual fails, must be started over, and the Druid who started the ritual loses 10 Essence.
  • The Essence cost is applied to the Druii who started the ritual.
  • The ritual is for Event purposes and during the Beta of Lost Fables may not be used on player played Near-Fey.

Ritual:[ Entlings ]

Rank: 4 | Emotes: 7 | Essence: 12

Description: In their duty, Druid undertake tremendous tasks, and sometimes requires a little help. Seeking to create Greater Dryads for themselves, Druii over the ages experimented with Spring Energy, through this process Entlings were created. The ritual involves drawing wood from nearby trees and channelling Spring Energy into the mass-created.

Mechanics: A ritual circle is marked using 59 Wishing Stones and/or Green Moss to mark out this pattern in a 15x15 square. Once the ritual begins the circle cannot be broken. The Druid stands outside the circle. As they work through the ritual a chant is done in Druii Tongue.

Entling Ritual Circle

The first 3 emotes involves channelling the Spring Energy within and spreading it to the ritual circle that then begins to glow.

The next 2 emotes are the Spring Energy reaching out to the nearby trees and taking their branches in a gentle snap or twist, the Essence brings all the pieces of wood together. The wood is then grown or decayed to create a humanoid shape.

The last 2 emotes are imbuing the Entling with Spring Energy and finishing the form into a humanoid. The ritual is complete and the ritual lines turn to dust unable to be used again.

Entling (Ent by TacticsOgre)

Entlings stand at a max 7’ in height, made of the various woods around upon creation. They boast 2.5x human strength and a blockspeed of 5. Entlings are very susceptible to fire and do not have any special magic. The Druii who created the Entling and the Entling are allowed to take separate actions within the same turn, this is as long as the Druii remains within 20 blocks of the Entling. The Entling’s actions during this time depend on the will given to them on creation. This could be something as simple as "attack those three in armour". From 21-50 blocks a Druid must focus solely on controlling them.

Redlines:

  • Entlings last for the duration of combat, simply crumbling and turning into a stack of wood and sticks afterwards.
  • If created out of combat Entlings last 1 IRL hour before they crumble.
  • Entlings are very weak to fire and magical ice attacks, as well as chopping weapons.
  • A Druii can cast other spells as long as they remain within 20 blocks of the Entling.
  • As long as the Entling is within 20 blocks it acts on its own, fulfilling its purpose on creation.
  • From 21-50 blocks a Druii must spend Round Actions controlling the Entling.
  • If an Entling moves 51 blocks away from a Druii they fall apart and die, turning into a stack of wood and sticks.


-=-

Summary

Druids are the guardians of the natural world. Their 2 goals are the preservation of nature and ensuring the Fey Realm keeps its problems out of the Prime Matera. When magic causes an overabundance of growth, it is the druids that fend it back with decay to maintain balance. Then when the earth turns to dust unnaturally it is they who step up to grow new plants and reduce decay. In rarer cases when beasts or malicious fey beings enter Gaia it is their duty to send it back or destroy it with their secret knowledge. The spells and abilities that come with harnessing Wonderland Essence this way are used to aid the natural world while also keeping tabs on disturbances from Wonderland. Druids are generally secretive about their rituals, and Fey knowledge, thus it is rare to find a loose-lipped one. Druidism derives its power from the Wonderland, specifically the Wonderland Essence that radiates from the Seasonal Courts.

Druids have a range of spells, unlocking 3 at tier 1, 2 at tier 2 and then whatever spells from the region they pick at tier 3. Can be self-taught by Spring Near-Fey. Spring Elves can also self teach but still require getting a Síolanam somehow. For other races/creatures the magic cannot be self-taught, requiring a teacher to pass on the steps and knowledge of each spell and ability.

General Redlines

  • Druidism is a magic only Spring Elves, Summer Elves, Humans, and Gorney are allowed to use. - Druidism can only be taught to and used by Spring Elves, Summer Elves, Humans, and Gorney. Other Gaian’s souls and bodies reject the soul seed planting if attempted.
  • A Druii can no longer wear heavy plate armours made of solid metal or use weapons made of solid metal. They can use primarily wood weapons with metal parts.
  • For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Essence Value in their persona prefix. Then their region in their persona description.
  • Attempts to maliciously and knowingly power game, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
  • All spells require the proper Essence in order to be cast.
  • One cannot be a druid without a “Síolanam”.
  • All rituals must be chanted in Druii Tongue, a language that must be learned.