"Druid Lairs"

Started by Spiffy Has, November 09, 2014, 07:05:38 PM

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Spiffy Has

I would like to recommend druids get lairs, if they apply for it, or, say, they are part of the Stewards Faction.

These lairs can only be used in certain areas, Like the Moldmire/Underwater/Hidden Pond/ etc... depending on the lair theme.

These lairs will represent a theme that the druid represents. Water elementals, fire elementals, the windy canyon for a druid specializing in 'flying creatures' and as they lair upgrade, the Druid can interact with a placable that permits them theme relevant wildshapes. For example, the druid with the 'lava grove' can turn into a fire elemental, or maybe a small wyrmling (red). The druid with the water grove can get an underwater breathing wildshape early in their career.

Further, for region themed groves, you can get them the 'grove perks' that the Moldmire has, and permit conflict and PvP in this manner. As it stands, I am only aware of the Moldmire having this scripted benefit of the 'raid' where you gather saturated leystones, or the druid benefits from the ritual. Druid lairs, as they upgrade, and are relevant, can become a part of the region system where it will alert PCs who travel that something is going on.

I just think it'd be a pretty good idea to turn Lairs = druid Grove.

Garem

Meh.

Druids don't dig lairs, they merely take a guiding control over specific regional ecosystems, e.g. the Moldmire.

Which is an awesome place for druids and has a cool theme! More of those, please! The new lairs system, on the other hand, doesn't make much sense.

There's also a MAJOR MASSIVE IMPORTANT lair available to most druids in-the-know... so again, redundant.

Letsplayforfun

Maybe not lairs per se, but triggers that alarms the druid when he's in his (apped approved) area, or ability to summon specific stuff once/day (or reset) depending on his area... They get grove already.

Knight Of Pentacles

Allow non-druids to do some sort of dark ritual that the druid needs to stop.

granny

Quote from: Knight Of Pentacles;414641Allow non-druids to do some sort of dark ritual that the druid needs to stop.

Ok. I will prepare one <3

putrid_plum

Druid lairs seem fairly silly, why not just expand the grove system.  I know EFU:M had one and it was neat.  Granted it was for Stewards of the Ark only.  The sad thing is they really create very little conflict.  No one really goes after the ley stones (to my knowledge) or nor do I see rituals done there (scripted or not) but of course that might be my limited nature playing this setting.

MaximumOverDrive

I do rituals all the time myself honestly, however I do think the system  could be expanded! I think a combination of our current ritual  system+the grove system of last chapter could create a unique thing for  groves. As it seemed to be, last chapter druids of the stewards could  claim groves for themselves from the existing ones, I'd have something  like that but put it forth for ALL druids, so it doesn't limit them and  tie them down to being a steward if they want to get a grove, I -really-  liked the ley-line system, the only downfall I feel is that again it  was only open to Stewards, which I don't argue that Stewards with their  knowledge could pass through all Ley-lines, but maybe a grove owner  could open the ley-line of his grove, and no others allowing one way  travel. (unless steward, or other faction with such capabilities,  special exceptions due to plot or loot.) Additionally each grove having a  cool ritual with some thematic loot and powers like the existing ones  that only the grove owner can perform, but ANY druid or spellcaster can  attempt to disrupt. Lastly, have the grove have spawns fitting to the  grove area (like moldmire has all the mold-stuff) and have the grove  owner become neutral to the grove spawns!
All of these give solid  perks, and seem very viable in my opinion. Now there is the fact of  limited grove area's, that can be remedied quite easily, have some  area's be major grove area's (Moldmire, Shroomstalk Forest, Hidden Pond,  ect.), and then have lesser grove area's which are smaller groves in  weaker less ley-strong places that can be claimed too but have no  benefits beyond perhaps creature neutrality or such. This would create  conflict for Druids to aspire to greater position in their circles, and  promote conflict amongst them, naturally, the strongest druids will have  the strongest circles, the weaker will be stuck to lesser until they  are strong enough to move to try and claim a greater grove for  themselves. I think Viably, the circle area to begin with should also be  a non-food resting area to whoever owns the grove, lesser or not, as  this would be their home essentially, and as a grove owner you have  really gotten to know the land in which you protect (the creature  neutrality solves the potential issue of "enemies nearby"). Claiming a  grove can work a lot like one would claim property, except a DM would be  needed to oversee a grove being claimed, I do not however think this  should be a App thing.

Only issues I think come with this is the  fact that you need a DM to set you up for a grove, however, I can't see  it being overly complicated beyond setting the entire system up in the  first place, I know DM's are busy, but this would create yet another  thing for Druids to keep occupied, and give some more substance to the  idea of Groves which to Druids are a big thing. Also, I'm not sure if  Ley-lines are a thing in this chapter, but they would be pretty wicked  to see return if they are not, and they would fit into the grove system  perfectly. Lastly, I know some people may say "This restricts druids to  certain area's to have a grove, instead of being able to be creative and  find some place to mark it as theirs". Well, thats why lesser groves  exist, because whether people think so or not, the ley pools in certain  places in the underdark stronger than others, and not every grove is  going to be as impressive as the moldmire, or the shroomstalk! If you  want a grove in some obscure crazy place, well first its going to have  to make sense (Such as the area being in a place of nature-purity, not  infested with undead like the boneyard, or abberants like the beyond or  badlands.), and then your likely going to have to claim and sanctify it  to nature (This would have to be DM-approved, and would create a lesser  grove, Greater groves are not able to be created other than existing  ones starting out unless a DM feels an area is fitting for such.)

Thoughts?  It's a lot of work, but it would be an extremely cool system, and if  your going to do work on a grove system in the first place, you might as  well do it cool the first time, so there aren't a lot of future posts  like this current one ^_^