Druidism
"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.”
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 The Faerie 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 Gaia, 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 Faerie 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 Fae Sparks, 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 anyone else. This difference is very apparent in the beginnings of training but as masterhood approaches the control is hardly noticeable. Redlines: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: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 (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 -=-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: 0Description: 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:
[ Antipathy/Sympathy ]
Rank: 1 | Emotes: 2 | Essence: 2Description: 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:
[ Druiicraft ]
Rank: 1 | Emotes: 2 | Essence: 2 OR 3Description: 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:
[ Spiritshape ]
Rank: 2 | Emotes: 4 | Essence: 5Description: 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:
[ Cudgel ]
Rank: 2 | Emotes: 2 | Essence: 6Description: 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. 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 Fey, it stuns them for 1 round. Redlines:
Grassland:[ Mending Spring ]
Rank: 3 | Emotes: 2 | Essence: 5Description: 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:
Grassland:[ Tanglebush ]
Rank: 3 | Emotes: 3 | Essence: 5Description: 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:
Forest:[ Tree Shepard ]
Rank: 3 | Emotes: 3 OR 4 | Essence: 6Description: 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:
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:
Desert:[ Sunlance ]
Rank: 3 | Emotes: 4 | Essence: 6Description: 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:
Swamp:[ Acid Thorn ]
Rank: 3 | Emotes: 3 | Essence: 4Description: 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:
Swamp:[ Wicked Vines ]
Rank: 3 | Emotes: 4 | Essence: 6Description: 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:
Coast:[ Kelpshaping ]
Rank: 3 | Emotes: 3 | Essence: 6Description: 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:
Ritual:[ of Transcendence ]
Rank: 3 | Emotes: 6 | Essence: 10Description: 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:[ of Gaolta ]
Rank: 4 | Emotes: 5 | Essence: 20Description: 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.
Ritual:[ of Fillagais ]
Rank: 4 | Emotes: 9 | Essence: 20Description: 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. 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:
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
Artwork by Ivona Denovic
Type: Magic
Rarity: Rare
Danger Level: Medium
Related System
Essence
Related Myth(s)
The Divine Son
The Pure Soul
The One Eyed Prophet
Related Ethnicities
Spring Elves
Summer Elves
Hill Dwarves
Humans
Rarity: Rare
Danger Level: Medium
Related System
Essence
Related Myth(s)
The Divine Son
The Pure Soul
The One Eyed Prophet
Related Ethnicities
Spring Elves
Summer Elves
Hill Dwarves
Humans
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