Cult of the Lord of the Night and Druids
Jun 10, 2018 13:34:34 GMT
katojishifu, Valentia, and 1 more like this
Post by sppectre on Jun 10, 2018 13:34:34 GMT
All that glitters is not gold, all that's dark is not evil.
The Cult of the Lord of the Night and the Druidic Circle
I. Introduction
While many think that dark and the night are associated with all things evil, that is not necessarily true. Few chosen by the sacred being known only from legends get to understand that fully, when they hear the call of the Lord of the Night into one of His sanctuaries.
II. Ideology and duties; Druids
The followers of the Lord are introduced to the Druidic Circle. Druids are individuals who have gave their life for duty of preserving all other life. While every Druid may differ in personalities and the ways of which they act, they all share the same, common goal.
Druids don't have a set of rules as they are true embodiments of freedom.
Alignment wise, most Druids are either Neutral or Good, but it isn't unknown to see an Evil one. They also seem to vary greatly in the way of Lawful, Neutral and Chaotic.
The teachings of the Lord say that a Druid should value all life and it's a common trait among most Druids.
The followers are also introduced to the Lady of the Moon. It is unknown if it's the Lord's wife, daughter or anyone related, but it is obvious they are close to each other.
While it is most common for elves to hear the call of the Lord because of their link with nature, it seems that the Lord favors all but humans and dwarfs as His disciples. However, it is certain that if their soul is pure enough, they can become followers, as well.
The Lord of the Night is an embodiment of Light, which can be sensed.
III. Sanctuaries
While Druids tend to life everywhere around them, the Lord's flock gather in His hidden sanctuaries which are filled with peace, harmony, life and nature. They invite those that are trustworthy enough for them to indulge in the prosperity of the Lord's embrace. In each sanctuary there is a pond filled with sacred water, which the Druids use to communicate with their Lord. The water is also a source of relief for almost all, it's taste incredibly pleasant and unlike any other ordinary water. Almost all, because it has been witnessed that some races, mostly humans, taste nothing but foulness and decay in it.
IV. Mark of the Lord of the Night
Once accepted into the Lord's flock, the disciples are granted His Mark upon their soul and bodies. Their eyes turn into a glowing, golden color and they feel the nature around them more clearly. The Lord also grants the disciples with powers of nature.
Druidic Magic, First Circle
Learned all at the start
Root | Over one turn you channel your druidic power over nature. On the second turn you unleash this power on a single target resulting in large roots sprouting from the ground and restricting movement for two turns.
Rejuvenation | You channel a healing spell for two turns - upon finally casting the spell you are able to heal a single target for equivalent to 25% of their damage
.
Feral Form | You instantly take the form of a Giant Wolf, your claws are equal to that of 20 lethality along with a bite of 26 lethality. You also gain +1 Athletics during the form.
Druidic Magic, Second Circle
Learn one per approval
Lacerate | Over one turn you channel your druidic power over nature. Then, you can cast the spell anywhere on the ground, summoning a massive, thorny vine out of it, that lashes out in the direction of your enemy, inflicting massive bleeding wounds of 20 Lethality to a single target. For the next 2 turns, the target afflicted also gets damaged by 5 Lethality per round, due to the bleeding.
Cocoon | Instantly cast on a single target, envelopping it in a powerful, magical cocoon. For a turn, the target is protected by the cocoon, with a threshold of 75 DT but is unable to do any actions.
Pool of Tar | Channel this spell for one turn, then summon a literal pool of tar coming out from the centre of your target's location to around 2 metres away from it. Slow anyone in it, giving them -1 Acrobatics, -2 Athletics and -7 Dexterity as long as they remain in it. The pool is also extremely flammable, exploding for 10 Lethality if any fire source touches it, but then disappearing. It lasts forever, until it's exploded or removed with other means.
Druidic Magic, Third Circle
Learn one per approval
Lash | Channeling for 3 turns, you can then summon a single massive Thorn Thrower plant with 25DT anywhere near you. The plant would autonomously attack a single target you want, spitting javelin-sized thorns at them that would act like any projectile, dealing 25 Lethality each turn for 5 turns. Any damage over 25DT that is dealt to this plant would mean the immediate death of it.
Pheromones | Channel this spell for one turn, then cast an AOE of 10 meters cloud that would sedate your enemies, giving them -10 Resistance, Willpower and -6 Strength, Dexterity as long as they're in the cloud. The cloud lasts for 5 turns.
Bark Armor | Channel for two turns, then summon a magical armor made of wood on your target that gives you additional 35 DT. It lasts for the entirity of a battle/dungeon, but can be cast only once per battle/dungeon.
Druidic Magic, *Mastery Circle
Learn one per approval, does not require previous Circles
Feral Form Mastered | Your Feral Form is now more powerful. You still can instantly turn into a Great Wolf, but now you gain an additional +15DT. Your claws are sharper than ever, dealing 25 Lethality with each swipe. Your jaws are extremely strong, your bite now deals 35 Lethality damage. You also gain +1 Athletics AND Acrobatics.
Crowd Control Mastery | You have mastered spells that control the battlefield. Your Root spell now additionally inflicts 5 Lethality each turn, Pool of Tar now gives -2 Acrobatics, -2 Athletics and -10 Dexterity and explodes for 15 Lethality, Pheromones now passively heal your allies while they're inside the cloud for 10% of their damage taken each turn.
Protector Mastery | You have mastered the support spells. Rejuvenation now heals for 40% of the damage taken, Cocoon heals the target for 20% of their damage and Bark Armor can be cast two times per dungeon, now.
Nature's Fury Mastery | You have learned how to control the fury of the nature extremely well. Your Lacerate now deals 30 Lethality damage, while the bleeding now deals 8 Lethality per turn and your Lash spell needs only 2 turns to channel now and it lasts indefinetely.
The Cult of the Lord of the Night and the Druidic Circle
I. Introduction
While many think that dark and the night are associated with all things evil, that is not necessarily true. Few chosen by the sacred being known only from legends get to understand that fully, when they hear the call of the Lord of the Night into one of His sanctuaries.
II. Ideology and duties; Druids
The followers of the Lord are introduced to the Druidic Circle. Druids are individuals who have gave their life for duty of preserving all other life. While every Druid may differ in personalities and the ways of which they act, they all share the same, common goal.
Druids don't have a set of rules as they are true embodiments of freedom.
Alignment wise, most Druids are either Neutral or Good, but it isn't unknown to see an Evil one. They also seem to vary greatly in the way of Lawful, Neutral and Chaotic.
The teachings of the Lord say that a Druid should value all life and it's a common trait among most Druids.
The followers are also introduced to the Lady of the Moon. It is unknown if it's the Lord's wife, daughter or anyone related, but it is obvious they are close to each other.
While it is most common for elves to hear the call of the Lord because of their link with nature, it seems that the Lord favors all but humans and dwarfs as His disciples. However, it is certain that if their soul is pure enough, they can become followers, as well.
The Lord of the Night is an embodiment of Light, which can be sensed.
III. Sanctuaries
While Druids tend to life everywhere around them, the Lord's flock gather in His hidden sanctuaries which are filled with peace, harmony, life and nature. They invite those that are trustworthy enough for them to indulge in the prosperity of the Lord's embrace. In each sanctuary there is a pond filled with sacred water, which the Druids use to communicate with their Lord. The water is also a source of relief for almost all, it's taste incredibly pleasant and unlike any other ordinary water. Almost all, because it has been witnessed that some races, mostly humans, taste nothing but foulness and decay in it.
IV. Mark of the Lord of the Night
Once accepted into the Lord's flock, the disciples are granted His Mark upon their soul and bodies. Their eyes turn into a glowing, golden color and they feel the nature around them more clearly. The Lord also grants the disciples with powers of nature.
Druidic Magic, First Circle
Learned all at the start
Root | Over one turn you channel your druidic power over nature. On the second turn you unleash this power on a single target resulting in large roots sprouting from the ground and restricting movement for two turns.
Rejuvenation | You channel a healing spell for two turns - upon finally casting the spell you are able to heal a single target for equivalent to 25% of their damage
.
Feral Form | You instantly take the form of a Giant Wolf, your claws are equal to that of 20 lethality along with a bite of 26 lethality. You also gain +1 Athletics during the form.
Druidic Magic, Second Circle
Learn one per approval
Lacerate | Over one turn you channel your druidic power over nature. Then, you can cast the spell anywhere on the ground, summoning a massive, thorny vine out of it, that lashes out in the direction of your enemy, inflicting massive bleeding wounds of 20 Lethality to a single target. For the next 2 turns, the target afflicted also gets damaged by 5 Lethality per round, due to the bleeding.
Cocoon | Instantly cast on a single target, envelopping it in a powerful, magical cocoon. For a turn, the target is protected by the cocoon, with a threshold of 75 DT but is unable to do any actions.
Pool of Tar | Channel this spell for one turn, then summon a literal pool of tar coming out from the centre of your target's location to around 2 metres away from it. Slow anyone in it, giving them -1 Acrobatics, -2 Athletics and -7 Dexterity as long as they remain in it. The pool is also extremely flammable, exploding for 10 Lethality if any fire source touches it, but then disappearing. It lasts forever, until it's exploded or removed with other means.
Druidic Magic, Third Circle
Learn one per approval
Lash | Channeling for 3 turns, you can then summon a single massive Thorn Thrower plant with 25DT anywhere near you. The plant would autonomously attack a single target you want, spitting javelin-sized thorns at them that would act like any projectile, dealing 25 Lethality each turn for 5 turns. Any damage over 25DT that is dealt to this plant would mean the immediate death of it.
Pheromones | Channel this spell for one turn, then cast an AOE of 10 meters cloud that would sedate your enemies, giving them -10 Resistance, Willpower and -6 Strength, Dexterity as long as they're in the cloud. The cloud lasts for 5 turns.
Bark Armor | Channel for two turns, then summon a magical armor made of wood on your target that gives you additional 35 DT. It lasts for the entirity of a battle/dungeon, but can be cast only once per battle/dungeon.
Druidic Magic, *Mastery Circle
Learn one per approval, does not require previous Circles
Feral Form Mastered | Your Feral Form is now more powerful. You still can instantly turn into a Great Wolf, but now you gain an additional +15DT. Your claws are sharper than ever, dealing 25 Lethality with each swipe. Your jaws are extremely strong, your bite now deals 35 Lethality damage. You also gain +1 Athletics AND Acrobatics.
Crowd Control Mastery | You have mastered spells that control the battlefield. Your Root spell now additionally inflicts 5 Lethality each turn, Pool of Tar now gives -2 Acrobatics, -2 Athletics and -10 Dexterity and explodes for 15 Lethality, Pheromones now passively heal your allies while they're inside the cloud for 10% of their damage taken each turn.
Protector Mastery | You have mastered the support spells. Rejuvenation now heals for 40% of the damage taken, Cocoon heals the target for 20% of their damage and Bark Armor can be cast two times per dungeon, now.
Nature's Fury Mastery | You have learned how to control the fury of the nature extremely well. Your Lacerate now deals 30 Lethality damage, while the bleeding now deals 8 Lethality per turn and your Lash spell needs only 2 turns to channel now and it lasts indefinetely.