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Tags: Deer, Spirits, Fantasy, Breedables, Roleplaying 

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Wardwood Mule
Captain

PostPosted: Sat Sep 01, 2012 11:59 am


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The forest is immense and ancient beyond reckoning. Its trees stretch so high and so broad that their canopies are lost in mist. Half-heard whispers are borne on the breeze, and the stars are endless rivers of light. This is the Wardwood — or how it would have been if men had never walked the earth.
This is the Dreaming, and guardians wake within it once again.

The Dreaming is a shared consciousness that guardians enter when they sleep.
Though they do not remember their lives in the Dreaming while they are awake (or vice versa), their experiences here are an important source of their wisdom and power.
You do not need a human character or accepted character profile to RP in the Dreaming. You only need a pet!


More information about the Dreaming:

  • Guardians are able to interact with the Dreaming when they become fawns. While totems, they appear in the Dreaming as non-roleplayable wisps of light.

  • For the sake of convenience, all guardians (and other pets) can speak with one another using words inside the Dreaming, even if they aren't awakened.

  • There are no humans in the Dreaming. The Dreaming's version of the Wardwood exists as if untouched by humans throughout history.

  • Guardians resume their experiences in the Dreaming whenever they fall asleep. To them, their Dreaming life seems continuous and uninterrupted.

  • It is rare for guardians to die in the Dreaming, but if they do, they return to the waking world and can never enter the Dreaming again.

  • The Dreaming and the waking world seem connected somehow. Important events reverberate throughout both realities, often first in the Dreaming, which may give guardians a prescient sense of things to come.

  • Guardians do not remember their "other life" while Dreaming and vice versa. However, they may experience feelings of premonition, deja vu, and instinctive recognition of and kinship with other guardians in the waking world based on their time spent in the Dreaming.

  • The Dreaming's version of the Wardwood is unfathomably vast; no guardian has ever reached its limits, barring where it meets the ocean. It contains a variety of features including rivers, lakes, open meadows, hills and valleys, caves, and seaside cliffs and rocky coasts. As one travels northward, the seasonal forest becomes noticeably colder and more coniferous. Mystical sights such as trees grown to immense sizes and luminous clusters of will-o-the-wisps are common.

  • Ordinary forest animals also live in the Dreaming, but their intelligence level is normal and they cannot speak. It is generally understood that only beings that have been influenced by the magic of the Wardwood (including guardians, companions, and familiars) are able to talk.

  • Humans know little, if anything, about the Dreaming. Hedge witches occasionally catch glimpses of it while sleeping, but cannot enter it. Some theorize that the Dreaming is the source of all magic, is the ancestral home of spirits, or both.

  • Totems can arise from relationships in the Dreaming, suggesting that it may, in some sense, be realer than we can ever understand...


Guardian herds

Although we currently don't officially recognize herds through herd land subforums or additions to certs, you are welcome to roleplay your guardian as being in a herd and can organize it however you want. If you're interested, we recommend using the plotting subforum to find a herd, or start your own herd concept thread and begin recruiting. Herds do not require staff approval at this time, but make sure your concept makes sense in the setting and follows the general RP rules!
PostPosted: Tue Jan 14, 2014 3:26 pm


Magic in the Dreaming

Guardian magic
We are planning to add guardian magic in the future once we've worked out a system. For now, please roleplay your guardians without magical powers! (It's fine if your guardian practices supernatural-invoking rituals—ex, augury—but make sure to leave the results ambiguous.)

Familiar magic
Familiars possess minor magical powers that loosely correspond to the magic types they enhance while bonded to a hedge witch in the waking world. Each ability is species-specific and cannot be changed. Keep in mind that only familiars have magical powers; regular companion pets do not. Familiars are distinguishable from companion pets by their glowing eyes and blue certs.

Note: Both familiars and companion pets are creatures that have been affected by the magic of the Wood and rendered sentient. They can be roleplayed as independent characters or as friends to guardians. Regular rabbits, foxes, etc populate the Wardwood, but they are smaller than familiars and companions, markedly less intelligent, and incapable of speech.

      Rook
      Rooks possess minor powers of divination. Visions come upon them in a variety of ways, most commonly while dreaming or gazing into a reflective surface. Their visions are fleeting, sometimes unreliable, and usually foretell an event which will occur within the next several weeks or months (visions that predict something a year or more in the future are extraordinarily rare).

      Rabbit
      Rabbit familiars are able to heal minor injuries, such as scrapes and bruises, and ease pain and fever with a touch. While their magic is not powerful enough to improve the prospects of seriously injured guardians, their presence comes as a great comfort to most sentient creatures of the Wood. Small plants, especially those with medicinal uses, are known to flourish in their presence.

      Grimalkin
      Grimalkin familiars do not possess any overt powers, but their ability to detect the magical energy around them is unparalleled. To them the forest hums with magic; they always know when a Wolf-stone is around the corner or when a tree is about to burst unexpectedly into bloom. Similarly, they can see straight through the illusions of a fairy wren or a fox's shadowy evasions.

      Some tell odd stories of unseen presences among the trees…

      Kingshawk
      Kingshawks' hunting prowess is rooted in their keen senses and, among familiars, the unerring tracking ability that allows them to follow their target through even the worst of conditions. A kingshawk familiar's mark, once sighted, is rarely able to escape. Kingshawks usually reserve this magic for their prey, but may be persuaded to use it to a guardian's benefit.

      Mouse
      Uhhhh…. I'll get back to you guys on this one.

      Fairy wren
      Fairy wren familiars are able to cast minor illusions, sometimes referred to as glamours, which may affect any of the five senses—but only one at a time. While the illusions are small in scope (for example a wren could conjure the image of another bird, but not a rampaging bear) they can be used to great effect, either to escape from predators or enact mischief on others.

      Fox
      All foxes of the Wood appear to have the uncanny ability to vanish into the forest's undergrowth, but in the case of fox familiars, they actually do—their magic allows them merge with the shadows to escape or spy unseen. They cannot take advantage of this ability for more than a few minutes at a time, but that's typically all these cunning beasts require to get what they want.

Wardwood Mule
Captain

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❧ The Dreaming

 
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