Druidism
Contents
The Origins
Y'shendra and Azunath. WIP.
Concepts
Law of Druidic Exchange: The Law of Druidic Exchange is also often called the 'Law of Verdant Equilbrium'. It is a universal truth built into Atharen's structure, instilled so by Y'shendra and Malek. All life must mean death, and all death must mean life. The consumption of a plant allows for an animal to live, through energy; the carcass of an animal allows for fungi to decompose it, for its own sustenance, and the fungi may then enrich the earth. Heavily linked to Azunath's domain of 'The Cycle', these three Gods once acted as a coalition to construct the laws and principles of what a scientific mind may know as biology.
Given that Druidism is the magic of life, it necessarily must follow this principle. Therefore, all life energy is exchanged for another. A Druid must absorb or decompose in order to produce; the wounds of a mortal may only be closed by the wilting of flowers, or even the opposite.
Initiation
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Threshold Sickness
The drawbacks listed below do not always come in pairs, and certainly not simultaneously. Some may come and others may not.
Lesser: Nausea, fatigue, headaches, muscle spasms, dehydration
Moderate: Bleeding through the nose, eyes and ears, intense cramps, seizure-like shocks and spasms, internal bleeding, vomiting and weakness
Severe:
Mutations
Abilities
Cultivate: Novice. WIP. Cultivate is the first ability any new Druid learns. It is within this ability that they practice the principles of the Law of Druidic Exchange, learning to trade life for another, using ether as a medium through which to perform the transaction. wip
Suture: Novice. WIP. Suture a wound with small plant stalks, extending from the finger.
Commune: Apprentice. WIP. Thread with the instinctual mind of an animal, allowing the Druid to gain an awareness of their feelings, and the things they have seen.
Entangle: Apprentice. WIP. Wrap roots around a target.
Ameliorate: Journeyman. WIP. Healing roots, saps the life from the surrounding environment, lodges into the target.
Regeneration: Journeyman. WIP. Galvanize and power a target's cells to dramatically hasten their natural healing and recovery.
Wildveil: Expert. WIP. Thread a powerful, protective layer of plants within your own muscles, creating a seamless underarmor.
Wildflail: Expert. WIP. Spring large roots around a target, which will lash or crush them.
Affinity: Expert. WIP. Bond with one animal, who will grow, and come to your aide and defense throughout your life.
Convalesce: Master. WIP. Cure any illness, including any of those crafted by a Bane mage. Even a Scourge's diseases may be cured, with great expense of ether.
Renewal: Master. WIP. Sapping a mass amount of ether from surrounding air and life, heal the wounds of a large quantity of people within a given area.
Keeper Abilities
The Circle: WIP. Harnessing the power of the environment, wield cosmic force.
Lifewell: WIP. Create a mending well that can create life, cure ailments and extend lifespan. Can also heal Spirits.
Novice
Apprentice
Journeyman
Expert
Master
Ascension: The Keeper
True physical supremacy, life-creating powers, wip. x