Sylvan
Sylvans are in love with the forests and with those beings of the forest, but beyond that, they are scholars of nature who seek to better understand how to live in harmony with it by maintaining a sacred grove, employing the basic elements -- water, fire, air, earth -- to help them, and embodying via propagation the immense powers of the Viridian form.
Sylvan
Sylvans are in love with the forests and with those beings of the forest, but beyond that, they are scholars of nature who seek to better understand how to live in harmony with it. They generally hail from the forest village of Eleusis, and exhibit both a deep reverence for nature and a profound curiosity about the base workings of reality.
In the forest, a Sylvan is extremely powerful, more so when in a grove. Through careful manipulation of the bounty of nature the propagator may transform himself into a Viridian -- a living being of the forest, and then further alter their physical state with various cuttings of plants and herbs. The Sylvan is also able to direct the weather and are able to unleash truly terrifying demonstrations of nature's destructive capabilities.
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. |
Propagation
Those who practice propagation focus on altering their own physical state through the power of nature. Able to assume the form of the mighty Viridian, the adept propagator shall find themselves able to alter all aspects of their body, granting many beneficial changes.
In addition, those that truly master the Viridian shall find that nature can be both lethal as well as benign. These rare individuals are able to cause death with naught but a single touch, and are feared appropriately.
Abilities in Propagation
Viridian | Become a mighty viridian. |
Thornrend | Rend your foes with your lethal vines. |
Targeting | Aiming your blows at specific body parts. |
Propagate | Enhance yourself with nature's bounty. |
Bloodroot | One of the most widely used herbs |
Kelp | The grass of the sea. |
Bellwort | A flower with mysterious properties. |
Mutation | The first step toward mastery. |
Lacerate | Lay open their throat with your vines. |
Valerian | A plant that grows in mountainous areas. |
Lobelia | A brightly coloured plant used to cure phobias. |
Elm | A potent herb with limited applications. |
Sileris | A berry that grows in various valleys. |
Vinewreathe | Call upon Nature to hinder your foe. |
Kola | A small nut with surprising potency. |
Multiplication | Greater control over the viridian. |
Barkskin | Make your skin tough like bark. |
Goldenseal | A plant that affects the mind. |
Skullcap | A plant that grows in the harsher environments. |
Eclipse | Bedazzle your foe with a celestial bolt. |
Hawthorn | A plant that grows in hilly locations. |
Heartseed | Send nature's touch to destroy your enemy from within. |
Acceleration | Complete mastery of the viridian form. |
Weatherweaving
The weather is beyond the grasp of any mortal mage, but the practitioners of weatherweaving have learned to direct where control is impossible.
Focusing upon the elemental channels of earth, water and air, practitioners of weatherweaving are perhaps less versatile in the ways that they may bend their arcane might. However, where they sacrifice such versatility, they gain in precision and power, and are rumoured to be able to unleash truly terrifying demonstrations of nature's destructive capabilities. There are whispers of those who could call lightning to strike down their foes from a cloudless sky, or summon winds able to strip the skin from bone in mere moments.
Abilities in Weatherweaving
Channel | Open conduits to the Elemental Realms. |
Windwhip | Lash them with a whip of air. |
Gust | Blow someone in a direction with a gust of wind. |
Reflection | Create a distracting illusion of yourself. |
Fortification | Protect your open channels from attack. |
Scry | Locate another adventurer. |
Geyser | Knock someone out of the trees or the sky. |
Circulate | Circulate electricity throughout your body. |
Shear | Slice away shields with a blade of wind. |
Binding | The magic of channel binding. |
Disturb | Disturb the natural weather patterns. |
Static | Conjure forth a burst of static. |
Thunderclap | A burst of sound to rupture the ears. |
Feedback | Bleed off your residual power. |
Gale | Hurl the unsecured to the corners of the globe. |
Flash | A brilliant flash of light. |
Synchronisity | Control the flows of two spells at once. |
Bolt | A searing bolt of lightning. |
Electrify | Sometimes, lightning does strike twice. |
Overcharge | To the point of instability, and no further. |
Razorwind | A wind to lacerate the skin. |
Fog | Conjure up obscuring fog. |
Cyclone | The greatest of the wind spells. |
Aerial | Summon an air elemental to carry you to the skies. |
Hailstone | Simple is best. |
Illusion | Cast an illusion of your choosing. |
Deluge | A great flood of water. |
Hailstorm | Call down a hailstorm to pummel everyone else in the room. |
Waterspout | Bend water to your will. |
Simultaneity | Parallel Channelling |
Shockwave | Your power shall not be denied. |
Rainstorm | Open the skies and deluge the earth. |
Stormhammer | Call down the wrath of the storm upon multiple enemies. |
Fulmination | Your wrath is terrible indeed. |