The Sylvan of Aetolia
Sworn to the Fae and Dia'ruis, a sylvan acts as a vessel of the anger felt by nature itself, and they are oathbound to avenge all crimes against the wilds and the Cycle of Life and Death. Armed with magical trickery, a language of maddening curses, and the brutal strength of wild beasts, the sylvans are a terror to behold on the battlefield, and they are rumoured to gather in secretive courts when plotting the downfall of those who count themselves as enemies of the Cycle.
Skilled sylvans are known to break the minds of their prey, allowing them to brainwash unsuspecting denizens in the name of Dia'ruis and even command someone's sense and sanity to flee to fatal results, all while swinging terrifyingly large blades. With great power comes a great price, however, for sylvans are sworn to serve the best interests of Dia'ruis and any whim of the Fae; those who become the avengers of Life sacrifice some of their autonomy, making them willing pawns in the plane of Life's bloody campaign.
Sylvan Skills
A savage and brutal form of combat practiced by the Fae of old, Extirpation transforms the sylvan into an inexorable predator. This martial discipline requires the use of claws and fangs, bestowed upon the sylvan by their blood oath, to achieve its full potential. Beyond mere combat techniques, Extirpation grants precise control over one's soul, allowing the sylvan to shed their physical form and wander as a free spirit before reforming their body through raw life magic.
Extirpation
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Slake
DescriptionSyntax: SLAKE <corpse>
Offer what remains of a corpse's lifeforce unto the land in reverence, nourishing the magic of your oath and replenishing your own vitality as proof of your covenant with She Who is Life and Her High Courts.
Syntax: SLAKE <adventurer target>
Attempt to slake your bloodthirst in an assault upon your prey, tearing rivers of sanguine offerings from their flesh with all your Fae ferocity. The target must be prone or suffering from paresis for this to take effect, and the fangbarrier defence will deter the brunt of such a frenzied act and make it ineffective. Engaging in such a hallowed, savage hunt will sate the demands of your vow, replenishing its magics at the expense of the prey captured in your feral clutches.
Look at HELP TYPES for more information on what is regarded as a physical affliction.
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Landbond
DescriptionSyntax: LANDBOND and REGROW
Should you choose to seek the warm embrace of the land beneath, you may shed your mortal form and meld your spirit within the protective arms of the natural earth. While bonded in this manner, the dark star and those beasts and creatures who roam wild and aggressive will all find that you are unable to be affected by their whims. When you are ready to return to the physical, you may REGROW your physical form.
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Thrash
DescriptionSyntax: THRASH <target>
Let fly a ululating cry into the air as you bring down the brutal aspect of nature's devastation, beating your prey with closed fists and stunning strikes.
The more you learn in Extirpation, the greater strength your clobbering blows will possess against another player.
This ability may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.
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Petrify
DescriptionSyntax: PETRIFY <target>
Blood cost: 10Bring unto your prey the cold of that which damns Life, inflicting a freezing layer upon them.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Let not the darkness keep you from your prey; walk with the moon-blessed sight of the asrai, penetrating the utter black of midnight's curtain.
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Veering
DescriptionSyntax: VEERING [OFF]
Tap into a higher sense of the conflict between predator and prey, bringing about a preternatural state of mind. There is an upkeep cost of endurance to stay within this state and while in it your ability to dodge attacks directed at you is increased.
You can read HELP AVOIDANCE for more information.
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Hide
DescriptionSyntax: HIDE and EMERGE
Conceal yourself from view, hiding yourself from the eyes of others within the room. You may emerge if you wish to reveal yourself and cease to hide.
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Guise
DescriptionSyntax: GUISE [OFF]
Blood cost: 100Additional syntax: DESCRIBE GUISED SELF <description>
The work of those oathsworn to the Fae stretches far and wide as they carry out acts in the name of Dia'ruian prosperity. You may adopt a guise to accomplish these acts, impersonating but one of countless living mortals to such a plausible state that none shall be able to glean your true nature. The gleaming nature of this magic allows you to alter how you appear to others.
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Barghest
DescriptionSyntax: BECOME BARGHEST and REVERT
Blood cost: 400Additional syntax: DASH <dir>
By tapping into your Faebound connection and allowing an animalistic instinct to overcome you, you may take on the form of the barghest which roam the distant, unconnected pieces of Dia'ruis. Your actions will be limited, but in return you shall be able to DASH like a midsummer's breeze across the land and escape any repercussions from the presence of the dark star.
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Trailing
DescriptionSyntax: FAETRAIL
Blood cost: 300From dusk til dawn, be as the elusive Fae by silencing your movements under the cover of night's reign. When the sun crests over the horizon once more, this effect will fade.
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Snarl
DescriptionSyntax: SNARL <target>
Lock eyes with your prey and utter a snarl that sets even the most staunch of beasts to a dreadful whimper, forcing your foe's body to betray itself and begin to sweat profusely. This will remove the fang barrier defence and leave them with slick skin.
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Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
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Catching
DescriptionSyntax: CATCHING [OFF]
With this ability active, you have a chance to snatch arrows from the air before they strike you. There is an endurance upkeep associated with this ability in order to maintain your focus.
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Wound
DescriptionSyntax: WOUND <target>
Grab your foe by the throat and shred their flesh, rending it open with clawed gashes. If the flesh is already rended, you will cause them to bleed more profusely.
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Indurate
DescriptionSyntax: INDURATE
Blood cost: 200The bounty of Dia'ruis is fathomless as you may drink deep of Her power, fortifying your physical form from harm. By claiming this boon, you may become inexorable in your predations upon the Manu and reduce the damage you take from cutting and blunt damage types as though you are wearing additional armour.
This bonus armour will become weaker the less blood you have.
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Sylph
DescriptionSyntax: BECOME SYLPH and REVERT
Blood cost: 400Additional syntax: FLY and LAND
Take to the skyline with the form of a sylph, a wispy form capable of FLYing through the skies with natural grace. While in this form, your actions will be severely limited, but the effects of the dark star will not find purchase upon you.
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Celerity
DescriptionSyntax: CELERITY
Blood cost: 150This will halve the time it takes for your movement limit to be reset, allowing you to move about the land considerably faster.
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Block
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location should they attempt to leave, providing you are not incapacited. Should you move, you will cease to block.
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Demolish
DescriptionThis ability is passive.
When THRASHing a target embraced by a magical shield, your predatory instincts will allow you to demolish the barrier that stands between you and cowering prey.
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Spiritwalk
DescriptionSyntax: SPIRITWALK
Though normally a state found only after your life has been cut short, you may now choose to depart mortal physicality and walk among the ethereal as but a roaming spirit. While in this form you will be immune to most attacks, and the effects of the dark star, but your actions will be severely limited.
To return to your body, you must bond with the land or return to your pactbound seedbed.
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Rejuvenation
DescriptionSyntax: REJUVENATION
Blood cost: 300Sacrifice a portion of your blood to call upon blessed renewal, healing your body's physical wounds in but an instant.
The less blood you have when you call upon this boon, the stronger your body will be healed.
Cooldown: 25 seconds
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Bloodscent
DescriptionSyntax: BLOODSCENT [OFF]
Blood cost: 200Call upon the magic of the barghest as you seek out the presence of others nearby with sharpened senses. This ability will only last a short time before its effects fade.
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Persist
DescriptionSyntax: PERSIST
Blood cost: 200Channel the will of Amitivis, the Fang of Vengeance to survive no matter its captivity, enwrapping yourself in his mystical coils for protection against magical type damage. The effectiveness of this ability will grow with your skill in Extirpation.
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Prowl
DescriptionSyntax: PROWL
Blood cost: 50Haunt the woods, the streets, the hills... swathe yourself in shadows and lurk unseen, hiding away from sight even when in the presence of others.
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Reap
DescriptionSyntax: REAP <target> [GENTLY]
It is not only by your claws and curses that your prey shall know your fury, as you may choose to wield a two-handed blade with which to take the reaper's toll of flesh from your foes. Should you overlay a venom upon your weapon, they shall taste its poisonous sting. This strike will do more damage than a standard blow from a weapon.
Should it fit your needs, you may hold back on the strike. This will reduce the damage you deal, but it will be quicker and can be performed while one of your arms is crippled.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>
With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>. -
Ragdoll
DescriptionSyntax: RAGDOLL <target>
Bound by duty as you are, you may forcefully cast aside those who stand in the way of your blessed hunt. Let fly a battlecry as you charge upon your steed and make of your challenged foe a ragdoll tossed skyward.
Gravity will become a natural ally when making use of this skill, assuming they cannot fly.
Cooldown: 30 seconds
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Hypergenesis
DescriptionSyntax: BURY SEEDBED, FASTBOND, and REGROW
Though you already find connections to Dia'ruis through your pact with the Fae, you may also encase a portion of yourself within the ground to further your bond and tie yourself into the very fabric of the land itself. After procuring a seedbed filled with natural soil large enough to fit your physical form, you must bury it somewhere with soft soil. You may only be linked to one such seedbed at a time.
Once so buried, you may sojourn through the ethereal to rest within it provided you are within the same area. This will allow you to heal yourself or regain your physical body much faster than a normal bond with the land. When you are ready to return to the land above, you must regrow your physical form.
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Seedward
DescriptionSyntax: SEEDWARD
Blood cost: 1000After you have buried a seedbed within the soft earth, you may form a spiritual bond with it to ensure that you may fastbond from anywhere on the continent instead of merely its local area. While standing on the ground above it, you may slash open your palm and offer a sanguine gift to seal the bond.
Should you fastbond while outside your bound seedbed's local area, this bond will break and need to be established once more.
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Thrive
DescriptionSyntax: THRIVE <STRENGTH|INTELLIGENCE|CONSTITUTION|DEXTERITY|WISDOM>
Blood cost: 250The magic of your Fae pact allows you to choose a boon at will that will strengthen your blessed hunt, granting you an additional stat of your choice.
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Barbarity
DescriptionSyntax: BARBARITY <BALANCE|EQUILIBRIUM|DAMAGE>
Blood cost: 500The savage instincts of the wild grant you primal adaptability in combat. Your barbaric nature allows you to shift freely between speed enhancements for balance, equilibrium, or damage; however, you must have selected one of the three already.
For more information on enhancements, please see AB HUNTING ENHANCEMENT
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Escaping
DescriptionSyntax: ESCAPE <direction>
Even the most deadly of predators must know how to evade those who would seek to take them down and you are no different. Should you wish to escape from battle, you may disengage and bypass certain traps and triggers that might normally prevent you from leaving. Those following you will be lost, and any who see you depart will be unable to know in which direction.
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Reknit
DescriptionSyntax: REKNIT <body part>
Blood cost: 200Swipe aside the thoughts of pain and suffering that one of your limbs experiences by forcing transformative healing upon its structure. This ability will heal its trauma by 6%, restoring it toward its original form. You may heal the head, torso, left/right arm, or left/right leg.
This will only work while the limb is either broken or mangled.
Cooldown: 50 seconds
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Naturalise
DescriptionSyntax: NATURALISE
Blood cost: 250Call upon the nature of your pact to turn those afflictions that plague your body into mulch fit for Dia'ruis' growth while suffusing you with life's vitality. A single affliction will be cured instantly and another will be cured 2 seconds later. There is no prevention to this ability other than the initial mana cost and requiring balance and equilibrium to perform.
Cooldown: 20 seconds
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Roleplaying a Sylvan
Bound together in purpose by an oath of vengeance on behalf of Life Herself, sylvans are brutish warriors who serve as vessels of Dia'ruian fury. Transfigured into honourary Fae by the magic that binds them to their promise, these individuals stalk and hunt like the true sylvans of yore, sworn to do the bidding of the High Courts of the Fae.
Who were the sylvans of yore?
The sylvans were a classification of Fae that refused to serve any particular Guardian spirit or purpose; instead, ancient Dendara allowed these many children the freedom they so craved, and they grew into bestial hunters that were eternal servants to all the courts and new classifications of Fae, rather than forced into any one particular path of life. As fiercely loyal as they were savage, the sylvans did the bidding of the High Courts on the Prime Material Plane, kidnapping unsuspecting mortals or else beguiling them, hunting defilers of the wood and desecrators of nature in a bid to secure as much blood for the ailing lirathyar as they could. Existing folklore's roots reside in the soil that is sylvan truth, the only proof of their existence woven within tales of terrible demons of the wood who tore apart encroaching armies and nefarious necromancers who thought to profane the sacred and wild places ensconced within Her wooded embrace. Though there is no perfect accounting of their fates, it is believed by Fae nobility that every last sylvan perished in the effort to hold back ravenous Czjetija and its shadowy infection, rendering the species utterly extinct.
What is a modern sylvan?
A modern sylvan is a mortal who has taken a binding oath of service to Dia'ruis, the vaguely sentient plane of Life. The promise itself is bound to a sylvan's blood and is constantly sustained by the spirit that permeates their veins, suffusing them with a latent and terrible bloodlust per the necessity of survival. In exchange for this exacting geas, a sylvan diverts from the average Primal (a dweller of the Prime Material Plane) in appearance and presence, becoming like the bestial Fae that their sworn oath is meant to honour. In addition to this physical transformation, they gain access to Fae magic and ancient sorcery of the wood, as well as cooperation from true Fae who would join them in their campaign for vengeance. Sylvans are held to the terms of their promise through an enchanted blood oath, and the constituent spirit in that blood also intensifies their emotions to wild extremes, most especially feelings of rage due to the nature of their covenant requiring them to shoulder some of Dia'ruis' infinite rage.
What does the sylvan oath entail?
The terms of the sylvan oath are too dizzyingly numerous to list here, but the core terms that all sylvans would know are the following:
- To ensure that all Death feeds Life and thusly propagate the Cycle as the true form of Death across all Aetolia, to the exclusion of all others.
- To serve the will of the High Courts and obey their command unilaterally.
- To act as vessel of Life's anger, so that She may dream peacefully.
- To seek redress for all offense to Her, for the sylvans are Her fangs.
How are the powers of the class accessed?
Almost exclusively powered by the spirit in their blood, Glamours is a vast school of Fae magic employed when they must visit the Prime; it is the rawest form of Dia'ruian sorcery and allows a sylvan to forge new oaths or impress a geas upon an unsuspecting foe, trapping them in the terms of a baleful contract. At its most dire, this branch of magic involves blood offerings to the High Courts in exchange for unfettered power, so long as it is to strike down a foe of blessed Dia'ruis. In contract, Caprice is the archaic language of High Fae, its terms incomprehensible to mortal minds and thus liable to spread madness rather than insight. Though a sylvan may speak it per the terms of their oath, that speaking does not yield understanding; thus, the usage of this language is restricted only to times of danger and its written form is forbidden even to Primals under oath, with both terms decreed unilaterally by the High Courts of Dia'ruis. Extirpation is a savage, brutal form of combat practiced by Faekind, requiring claws and fangs to utilise to its utmost potential. The most monstrous of their legendary exploits could be attributed to their practice, as it is Extirpation that allows them their limitless purview to achieve vengeance on behalf of She Who is Life. Beyond combat techniques, this martial school allows one precise control of their soul's movements and limited access to Dia'ruian magic that could grow new life - an especially useful technique when one needs a new body.
Are sylvans part of the Cycle?
Yes, sylvans are part of the Cycle, as they are sworn to uphold it, propagate it, and serve the plane nourished by it.
When a sylvan perishes in battle or by other means, their soul escapes their remains and is set loose upon the world to cause unseen mischief per the terms of their archaic oath. Though they die in truth, they are capable of wandering the land rather than immediately finding themselves before the Mirror of Souls. When they are ready to face Dhar and His judgement, a sylvan pays the necessary obeisance like any other mortal and is allowed to pass through like other adventurers. Rather than returning to life in a specific place like others, however, their soul is allowed to roam still and thus join with a body regrown by sacred Dia'ruian magic; this allows them to remain in the Cycle while providing them the wild freedom inherent to all who bear the sylvan oath.
Visual style of the class:
As savage predators and brutal servants of the plane of Life, a sylvan is often an imposing figure. No longer a normal Primal, they have adopted some of the ethereal grace and beauty of the Fae, rendering them a presence equal parts glorious and eldritch. They carry colossal bladed weapons like bastard swords, scythes, greatspears, and other two-handed blades into battle, and anoint them with bloody runes meant to convey the subtle emerald glow of Dia'ruian spellcraft. Beyond this, a sylvan possesses no specific style of dress, as the High Courts believe such requirements to be a mortal frivolity not worth their time; despite this, the average sylvan would likely wear clothing similar to a hunter or shaman, sanctified for bloody battles or hushed forest rituals. Sylvan combat is as savage and forceful as it is swift and graceful, and the rage of Dia'ruis often overtakes them in these times, contorting their expressions into the wrathful imagery enshrined within elder folklore.
Side effects of use:
A sworn sylvan lives and dies by their oath - literally. Powered by the spirit in their blood, they are forced to take care at night when the dreaded dark stars are most prominent and without challenge from Sol Eos. The latent radiation of these shadowy apertures abrades the enchantment in their blood, threatening them with pain and illness similar to the undying Akkari Host. Beyond this, a sylvan experiences the typical effects of constant spirit exposure: a thirst for order, freedom, and justice, specifically in the name of Dia'ruis, as well as an intensification of their emotions. Prone to outbursts of rage, a sylvan is a living conduit of Dia'ruian anger, experiencing all the fury in Her darker, bloodier dreams and serving as the outlet for such violent urges that then draw blood to nourish Her. The sylvan oath also allows access to transfiguration magic and, as part of its terms, forces the oathbound individual to grow sharp claws and gleaming fangs, bestowing a new bestial aspect upon them.
It is important to note two aspects of the sylvan oath. First is that of unilateral control; sworn sylvans are beholden to obey any order whatsoever decreed by a true Fae of Dia'ruis, meaning that a sylvan is magically compelled to obey even the lowliest court sylph or young soliad. In addition to this, there is currently no way known to mortals to break the geas of the High Courts, which means that sylvan is magically bound to their promise for life.
Roleplaying the class:
Sylvans are creatures of freedom and purpose entwined, and thus every avenger of the wilds seeks to fulfill different aspects of their collective oath with greater fervour than others. Whilst one sylvan might attempt to guide undead and undying back to the Cycle through trickery, torment, or curses like the asrai, others might serve with the Daybreak soliad and thus dedicate themselves to the protection of wild spaces, or to the Queensguard's activities in spreading the word of blessed Dia'ruis. Many and varied are the purposes of the savage sylvan, and their lives are defined by the strange autonomy enshrined within their oath. All sylvans are characterised by the eternal rage that burns in their heart and also exists as a wellspring of power beyond them, and it is this fury that comes to the fore in even the simplest of interactions that do not go their way, for the terms of the oath impose wildness in one's heart. They might impose absurd or whimsical standards on their vassals in an effort to bestow wisdom or understanding, or else to hoodwink them as practice for their interactions with Primals.