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Falian Druidism

Basic information
Description
Magical Discipline
Out-of-character information
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"Nature is the mother of all will be, child. From the smallest sprig to the grandness of The Eldyr Tree itself. All that Arethil could and should concern itself with begins and ends with those beings that intermingle oh so closely with nature. The Fey, capricious as they may be, have much they can lend and teach to use and there is a.... mutual awe and fascination between ourselves to them and from they to those of us who are attuned to nature so intimately. While once I would laugh in my youth I find, more and more, it to be entirely true what my teacher said to me: Those who practice our craft are as intriguing to the Fey for embracing nature as they do, as watching a fish walk onto dry land on it's tail would be for us! What a charming thought!" - Archdruid Thakryn Hyyr

Origins

There are ancient tales that claim that Falian Druidism is merely the modern name of a craft that has been practiced and passed down within the Falwood since the very first patch of trees sprang into existence. Long before anyone would truly think to write down what a bunch of hermits in the forest were up to but, eventually, knowledge on this ancient art was spread and propagated across Arethil like most other Magical Disciplines of the age.

What those recorded stories tell us, at the very least, is that Falian Druidism arose as the very first Elves in the Falwood harmonized and learned from the nature therein. With the very oldest records of the practice being etched into great, weathered stones that dot the Falwood like landmarks. These great stones often denote a site where nature flourishes in abundance and the Falian Druids find practicing their art quite a bit easier than the norm.

In any case whether it was contact with the eldest of the Fey or simply connecting themselves to the flow of nature the Falian Druids are an immeasurably ancient, obscure order. One more than willing to keep to themselves at every opportunity, but not so much so as to turn away an outsider earnestly seeking to learn or in need of aid.

Principles and Practices

Falian Druidism espouses harmony with nature and the use of what nature provides first and foremost. While one can move, manipulate, alter and otherwise make malleable that which nature has to offer it has strict tenants against corrupting or attempting to truly destroy that which comes from nature. This extends, of course, to the perception of the natural order. Everything that is born lives, everything that lives dies, and everything that dies returns to Arethil to begin the cycle again.

It is with this frame in mind that one can easily understand Falian Druidism's fondness for mediums or catalysts. Rarely would one ever find a practitioner of this art without seeds, a staff, acorns, pinecones or other bits and pieces from nature to help facilitate their casting.

Laws and Limitations


Laws
An echo of the true Laws of Magic Falian Druidism possesses it's own distinct qualities that are as fundamental to it as the true Laws of Magic are to Arethil itself. As well as limitations that dictate quite a bit about it's usage.

1. Draw succor from Nature: As explained above a Falian Druid is loathe to be without a catalyst, focus or medium for their casting and this is due to the simple fact that Falian Druidism benefits greatly in alleviating the caster of the magic's cost if the energy can be pulled from a medium or other source. As one might naturally expect, this makes the art of conjuring the spells of Falian Druidism without such a thing more taxing than other Disciplines on the caster. Such as attempting to conjure water from thin air without a pool nearby or produce a bolt of lightning without storm-clouds overhead.

2. The Ancient Call: The uninitiated sometimes colloquially refer to Falian Druidism as "Faenip" or "Elfnip" as the art is so intricately tied to the species of Fae and Elf that exposure to Falian Druidism is euphoric to a certain degree, dependent on the amount the Discipline is being channeled or, more accurately, the amount the Fae or Elf in question is exposed to the magical energy. This does, unfortunately, also include Druid doing the casting and while in short engagements this tends to not be an issue if an Elf or Fey practitioner found themselves in a particularly protracted encounter it may begin to muddle their ability to concentrate efficiently.

3. Divinity-Adjacent: In a very perplexing discovery magi studying Falian Druidism note that the spells and effects it conjures are rather inured against the effects of Divine Magic of all sorts. Speculation abounds whether this is due to Falian Druidism's undeniable connection to ancient Fey or if, perhaps, it's ties to Arethil hint at Arethil itself being a rather jealous deity that brooks no influence but her own. The truth, however, remains a mystery.

4. That Which Corrupts: Perhaps the greatest weakness of the Discipline of Falian Druidism lies in it's inherent weakness when conflicting with certain 'darker' magical arts. Of particular note are the Disciplines of Dark Magic, Necromancy and Shadowmancy.

Spells and Rituals


The Spells and Rituals presented below are, of course, nowhere near the entire extent of Falian Druidism's uses but simply acts as a small primer for those familiarizing themselves with the Discipline to give them an idea of it's capabilities. One will generally find that the more advanced the spell or ritual in this discipline the less physical they become and the more they focus on more esoteric matters. Progressing from manipulating the earth and elements, to manipulating life energy itself and beseeching Fae spirits.

Urgoth's Sudden Sprouting

Preferably utilizing a medium such as an acorn, a briar steam, or some piece of the desired plant intended to grow by the caster the caster intones a beseechment to Arethil. Bidding it to give rise to the desired growth. If one possesses a medium it is then tossed upon the ground, expended as it melds with the very earth, and depending upon the amount of energy invested, can sprout a growth of a size determined by the caster. Your average acolyte can cause a full-grown tree to emerge beneath the feet of their foes, while an archdruid could spawn an entire maze of thick, choking, poisonous vines.


Calryn's Cracking Chasm
A very simple, practical spell for one who works so closely with nature and the earth. Calryn's Cracking Chasm is one of the few Falian Druidism spells that requires, technically, no medium on-hand. All one must do to use the spell is kneel down, place their hands upon Arethil, and bid the earth to open beneath their foes. Arethil itself serves as the medium for this simple spell.


Girohan's Field of Blades

A rather vicious and slightly environment-dependent spell Girohan's Field of Blades relies on the presence of short field grasses to be present in the area and, as such, pairs well with Urgoth's Sudden Sprouting. Once again no medium is required for this simple spell as the caster kneels down and, laying their hands upon the grass, bids the grass to straighten, sharpen and strengthen until they are each like metal blades. Making the prospect of enemies approaching or moving on the grass near the caster a hazardous and potentially deadly prospect. One could even combine all three spells presented here to create a chasm surrounded and filled by razor-like blades of grass beneath their opponent's feet!

Sarazash's Stormcall

While less obvious than the seed of a desired plant the mediums applicable to Sarazash's Stormcall can either be of a small flame or a feather, depending upon whether the caster in question if more attuned to the element of fire or air respectively. Regardless the effect will be the same and result in the nearly-instant formation of billowing, thunderous stormclouds overhead. Providing the caster with water to use for further casting as well as bolts of lightning that can be directed per the caster's wishes with a moderate exertion of magic.


Belinar's Billowing Blizzard

Perhaps the most troublesome spell to procure a true medium for it is highly suggested the caster in question possess a staff or other catalyst to assist in the casting, however, should one have ice on-hand it can be used all the same to conjure a blizzard and effect nearby weather patterns. Providing further snow or ice for the caster's use and producing enough wind to render ranged weapons of the physical variety near-useless.


Awakening of the Wood

The first spell in the primer to focus on the more esoteric aspects of the Discipline, Awakening of the Wood requires a tree or plant of some description nearby and, when cast, calls out to the nearest nature spirit. Usually this will be a Fey of some description and, should the spirit be bargained with successfully, will aid them in possessing and controlling the desired plant. Of particular note is that due to the caster not having to control the plant themselves this spell requires very little magical investment by the caster, though it is a bit unreliable in that it does require negotiation with a nature spirit. Of VERY special interest to this spell is that those of flesh and blood Fey lineage can actually be affected by this spell should they choose to be and can, indeed, be made all but incorporeal for the duration and possess a plant themselves! Though caution is advised as a flesh and blood descendant of the Fey will find the wounds inflicted on their possessed plant reflected on their flesh and blood body as a consequence.

Elysian Grotto

A spell of almost infamous reputation amongst the Fey folk the Elysian Grotto is a place, dictated by the Archdruid, wherein nature flourishes spectacularly well. Life flows in abundance here, water is clean and clear, animals find it peaceful to be within and nature is brought to a true state of harmony such that even committing an act of violence within the grotto requires a titanic effort of will. But this, however, is not what makes it infamous to the Fey folk. Rather the formation of the Grotto carries with in implicit laws and restrictions such that while Fey are welcome there mere act of entering the established Grotto results in the Fey owing the caster a favor as if bound by their own laws. Intriguingly enough this effect is so potent it can even bind those of flesh and blood Fey lineage, even those only half-blooded Fey, to these same principles!


Eredar's Earth-Glide

While not a particularly taxing spell upon it's initial casting Eredar's Earth-Glide requires no less than a mastery of the art of Druidism to perform for an extended period of time. This spell, when maintained properly, allows the user to sink into the very earth itself and part it as effortlessly as one may part silken curtains. Additionally, as part of the casting, this spell allows the caster to sense the vibrations of anything in contact with the earth within a kilometer as a base. All told, this allows the Archdruid to vanish into the ground and propel themselves at great speeds beneath the earth without 'flying blind' as it were. Making an Archdruid who does not wish to stay in a losing battle a very slippery opponent indeed. Naturally this all but makes the caster invulnerable to other earth-based attacks as well, such as parting a boulder hurled at them by an enraged dragon as it were nothing!


Transfer of Essence

Without a doubt the most controversial technique within the Falian Discipline, Transfer of Essence allows the caster to move life energy from one vessel to another and it's uses are as manifold as they are potentially insidious. Without a dedicated way with which to repel magic physically resisting this spell is nigh on impossible and, as the name implies, could move the very essence of life in any way the caster desires so long as they possess the power and control to do so. One could heal a dying man with their own life essence, drain the energy from an acorn until it crumbles to dust to revive a slain soldier, magically age an attacker until they are left a decrepit old man, etc etc.

References

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