Druids
Druids
The skills of a Druid are rooted in forest and beast. Perhaps the most important is the ability to establish a location in the forest as a personal grove, from which the sun's power flows. Within his Grove, none can stand against a Druid; there they reign supreme, backed by the full power of the forest. Swarms of bees will attack enemies, a golem can be made to guard the grove, lightning may be called down, thorny vines commanded to hurt and hinder your enemies, and far more.
Outside of the grove, Reclamation allows all of the land to be returned to nature, whilst Metamorphosis places the ranging powers of the squirrel, the grizzly bear, and even the mighty wyvern at the Druid's fingertips.
Groves
Groves is the skill of interacting with the great forests of Achaea. It will allow you to establish a private Grove from which you will base your power. Groves absorb and accumulate sunlight, which you use to power the abilities. Every night, you will lose some of the sunlight, as the Grove must maintain itself even when everything else is sleeping soundly. Further, most abilities in Groves will use up some of this sunlight energy. Before you can make a Grove of your own, you must use your abilities to discover an unclaimed forest location.
Abilities in Groves
Imprint | Choose a forest location as your grove. |
Perceive | Determine if a forest area has been claimed as a grove. |
Sever | Erase your imprint permanently from your grove. |
Energy | Determine how much sunlight your grove has stored. |
Who | Sense who is in the forest. |
Status | Discover information on the status of your grove. |
Look | See through the eyes of a forest into a distant location. |
Shake | Send a tremor throughout your grove. |
Elevate | Ascend into the treetops. |
Watch | Command your grove to report certain activity within it. |
Eject | Toss all but yourself out of your grove. |
Return | Return instantly to your grove from anywhere in the forest. |
Eyes | Locate everyone in the forest. |
Forestwatch | Know all entry and exit from the forest. |
Seal | Prevent night-time draining sunlight from your grove. |
Tend | Lovingly caring for your grove. |
Lastharvest | The ability to see who last harvested in a room. |
Naturalism | Discover who exterminated a room last. |
Screen | Raise a screen against telepathy within your grove. |
Roots | Secure yourself to the ground with tree roots. |
Preservation | For one year, shield your grove from damage. |
Smudge | Remove ground-based runes from your grove. |
Quarterstaff | Summon a powerful quarterstaff from your grove. |
Calling | Call your loyal creatures back to your grove. |
Track | Constantly track the movement of anyone in the forest. |
Portal | Open a portal to your grove for anyone in the forest. |
Summon | After a time, bring anyone in the forest to your grove. |
Flow | Slip instantly from your grove to anyone in the forest. |
Imbue | Infuse your quarterstaff with the power of sunlight. |
Regrowth | Reform a sharpened quarterstaff. |
Cure | Cure someone of an affliction. |
Isolation | Transport yourself to the Glade of Isolation. |
Channel | Transfer energy to the grove of another. |
Vigour | Call on the invigorating warmth of sunlight. |
Remedy | Heal another of maladies and ailments. |
Rain | Conjuring a magical shower of rejuvenating rain. |
Fertility | Perform the rites of fertility. |
Concealment | Hide all those within your grove from prying eyes. |
Sharing | Granting the use of your grove to your allies. |
Flash | Illuminate the surroundings with a revealing flash of light. |
Gate | Open a gateway of light. |
Harmony | Seek Nature's blessing through absolute harmony. |
Hive | Create a hive of stinging bees to defend your grove. |
Overgrowth | Return a totem to the embrace of Nature. |
Rejuvenate | Restore an exterminated room to its natural state. |
Snowstorm | Spread the white cloak of winter across the land. |
Wildgrowth | Ensnare your enemies with tenacious plantlife. |
Barrier | Form an impenetrable barrier of light itself. |
Forestbinding | Prevent all entry and exit from the forest. |
Resurrection | Restore yourself or a friend to life. |
Guardian | Summon an earth golem to guard your grove. |
Dampen | Put an end to aural interferences. |
Lightning | Strike your foes with nature's fury. |
Panacea | Nature's touch can heal all ills. |
Portability | The ultimate expression of the bond with your grove. |
Metamorphosis
In servitude to Nature, Metamorphosis is the ability to bond with the spirits of various animals. These range from the mundane squirrel to the fantastic icewyrm. Each morph has its own powers and strengths that enable a variety of tactics and utility skills.
Forage in the forest for sustenance as a squirrel, trample the bones of the enemies of Nature with the elephant, sing an exquisite song and create an impervious shield about yourself with the Nightingale, or pound the very life from a body with the Gorilla. Their powers are yours.
Abilities in Metamorphosis
Powers | The powers you possess when morphed into a creature. |
Squirrel | A cute, bushy-tailed woodland creature. |
Wildcat | A small untamed feline. Alert and perceptive. |
Wolf | The wary white wolf. |
Turtle | The aquatic turtle. |
Jackdaw | The black jackdaw. |
Cheetah | A creature quick of eye and fleet of foot. |
Owl | The wise bird of prey. |
Hyena | A vicious, stealthy creature with a chilling howl. |
Condor | The swift and mighty bird of prey. |
Gopher | A cute, burrowing animal. |
Sloth | A slow, ponderous creature. |
Bear | The mighty grizzly bear. |
Bonding | Increased rapport with the animal spirits. |
Nightingale | A delicate, beautiful bird with an exquisite song. |
Elephant | Largest of the land mammals. |
Transmorph | The ability to morph from form to form. |
Wolverine | Pound for pound, one of the most vicious animals. |
Icewyrm | A mythical creature of awesome, magical power. |
Eagle | The king of all flighted birds. |
Gorilla | An agile yet powerful primate. |
Affinity | Obtaining a greater affinity with an animal spirit. |
Wyvern | The cousin of dragons themselves. |
Hydra | A fearsome creature steeped in mystery. |
Truemorph | Instantaneous metamorphosis. |
Reclamation
In the beginning there were no cities; those that practice Reclamation shall see it so again. Nature is both beautiful and terrible, and the power that Reclamation grants reflects this. Those that have gained proficiency are able to tap into the remnants of natural life in a location, coaxing them to grow at an astounding rate. Nature shall overtake the location, granting the one great power when standing upon their reclaimed land.
Abilities in Reclamation
Reclaim | The greatest oak sprouts from a tiny seed. |
Relinquish | Sometimes one must retreat to advance. |
Expand | Slowly but surely. |
Status | Know the extent of your control. |
Forestwalk | You are everywhere at once. |
Lash | The vines will scourge their flesh. |
Sleepspores | Send them into slumber. |
Windwhisper | The wind tells many secrets. |
Knowledge | Nothing can be hidden from you. |
Omniscience | Knowledge is power. |
Poisonspores | A far less gentle fate. |
Consume | The flesh of the fallen shall nourish nature. |
Constrict | Restrain those that trespass. |
Regrowth | Nature will always recover. |
Pollen | Choke the life from them. |
Signal | Let no transgression go unpunished. |
Smother | Rob the flames of oxygen. |
Refresh | The most benign of spores. |
Polarity | Two is better than one. |
Subsume | All will become one. |
Trinity | Perfect control is yours. |
Ward | Over your dead body. |
Revive | Breathe life back into the fallen. |
Embrace | Return them to the embrace of nature. |
Wrath | The wrath of nature unleashed. |