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Approved Thrystingr

Caelum

Dragon of Fertility
Approved Character
Messages
564
Race
Human
Character Sheet




Thrystingr

Habitat:
This flower grows on the summits of mountains, typically in rocky crevices where little else can survive. It likes cold temperatures and abundant sunlight.

Size:
1 foot tall

Biome Role:
It influences the behavior of animals and insects around it. It attracts pollinators while keeping creatures that might eat it at bay.

Life Cycle:
These flowers are incredibly rare. They bloom only once every few years and its seeds have a hard time finding suitable locations to grow in. These plants can live for decades and usually only die when they have an unlucky year.

Cultural Significance:
Few are capable of finding these plants, let alone making use of them. Some mountain cultures will use them in rituals and ceremonies to induce trance-like states. They are highly sought after by druids and animists alike.

Description:
Thrystingr has a strikingly blue color that shimmers in the light. It looks almost ethereal and its petals form the shape of a star. Its step is shaped in such a way that helps protect it from strong winds.

Harvesting:
It would take a master in a relevant skill (see below) to be able to devise a way to approach the flower without falling victim to its effects. Furthermore, making use of its effects would take a grandmaster a relevant skill.

Relevant skills:
To Obtain: Meditation, Resistance, Medicine
To Use: Druid, Medicine, Animism



Notable Features:
  • While living, the plant passively emits smells around itself in a five foot radius that will soothe and counteract aggressive feelings. Only those at master resistance or meditation will be able to fight the effects, while grandmaster allows one to ignore the effects entirely. The plant can be processed into salves and powder that can achieve similar effects when applied to the skin or consumed. Druids and animists are immune to the effects, when bound to it
  • Being incredibly efficient at weathering winds, a druid might fashion equipment out of it that can effectively defend against Zephyr and Aeris based attacks. It is efficient, meaning that a shield made with a journeyman cast would be able to withstand an expert's attack.

Flora Magic
Compulsion​

Minor Merit: Yes

Challenge Rating: CR6

Abilities

50/250 XP Minor – Acclimation: Those bound to this plant adopt its ability to survive in areas with low oxygen. They can hold their breath for twice as long, and climb to high peaks without having difficulty breathing.

100/100 XP Moderate – Silver Pollen: For an expert cast, one can emit a 25' cone of pollen. Those with Journeyman or less meditation/resistance will fall into a trancelike state. It works on fauna as well, calming those that are CR4 or lower into a nonaggressive state. Effects last five minutes.

250/250 XP Major – Subjugation: By maintaining touch with a target for 20 minutes, one may subjugate another to their will. This works similarly to a Rusalka's Dominate ability. One may only subjugate 2 others in this manner. Victim must obey all of the caster's commands henceforth until it is broken. Subjugation breaks if the caster wills it be so or their target consumes a few ounces of their blood. Subjugation hinges on regular interactions with the caster to 'refresh' the status, requiring a master cast per week to maintain.


 
Last edited:
Given that creating more of the material itself with Floramancy is an ability on its own, this entire thing will be Merited if Florabound.

The short distance on the calming effect seems fine. This write-up is effectively three passive abilities, but I think I can allow them since they don't scale.

Since the defensive ability doesn't surpass Expert for a CR6 material I can allow that.

Beyond that, this is Vicissitude's wheelhouse!
 
Clarified under Harvesting that a master could resist the effects with effort.

Clarified the wording of the expert ability:
100/100 XP Moderate – Silver Pollen: For an expert cast, one can emit a 25' cone of pollen. Those with Journeyman or less meditation/resistance will fall into a trancelike state. It works on fauna as well, calming those that are CR4 or lower into a nonaggressive state. Effects last five minutes.
 
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Given this uses the old system, these abilities won't scale & are limited to statically costing Journeyman, Expert and Master spell reserves respectively. (this applies to anything on the old system, too- abilities use the XP cost to determine their tier and will not scale).

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