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Groves

by Alorial Corona Amaratha

You open a leather bound book entitled, "Groves" to the bookmark, on page 1, and begin reading.
TABLE OF CONTENTS

Introduction to Groves...........Page 2 Imprinting Guidelines............Page 3 Choosing a Grove.................Page 4 Imprinting a Grove...............Page 5 Groves Skillranks and Abilities..Page 6 Some Groves Skill Descriptions...Page 7 Acknowledgements................ Page 8
You open a leather bound book entitled, "Groves" to the bookmark, on page 2, and begin reading.

INTRODUCTION TO GROVES

A Grove is a place in the forest with which a Druid shares very a special bond.

With the Groves skill, HELP GROVES and AB GROVES ability, you will be able to choose a Grove which you will be able to utilize in many ways.
Grove abilities work by using sunlight which the Grove has stored.

Night time will drain a Grove slightly unless the "Seal" ability is used on the Grove to prevent the drain. You will be able to return to your Grove with the "Return" ability from any forest or jungle.

Your grove provides many defensive and offensive capabilities that you can utilize.

Eventually, you'll be able to do things such as create a hive of bees in your grove, portal people to your grove, cause the vegetation in your Grove to entangle aggressors, travel to others anywhere in the forest from your grove, and much more.

You open a leather bound book entitled, "Groves" to the bookmark, on page 3, and begin reading.

IMPRINTING GUIDELINES

Before you can start to consider where to imprint your grove you ned to be aware of where NOT to imprint it. The following guidelines are VERY important. Please read them carefully so that you are aware where NOT to imprint.

DO NOT imprint a grove in a newbie area, after level 21 you will not be able to return to your Grove if you do so.

DO NOT imprint in a Divine Temple, City or The Heartwood.

DO NOT imprint in the Morgun forest without particular permission to do so.

Most Importantly:

You Are NOT TO IMPRINT YOUR GROVE WITHOUT Passing Your Grove Test First.

AND

You Are NOT TO IMPRINT YOUR GROVE WITHOUT A Young Tree Or Higher There With You While Doing So!!

It is required and asked of you upon induction into Druid Conclave; that you read the current Imprinting Guidelines. These can been found in the Guildhall Library under the 'All for novices' section. If you have not done so, please do so now. If you need clarification on any point feel free to ask over GNT. This is extremely important information to read while you are considering where you'd like your Grove to be, and it will be assumed that it has been read, therefore you will be held responsible should you go against those guidelines.
You open a leather bound book entitled, "Groves" to the bookmark, on page 4, and begin reading.

CHOOSING A GROVE

There are many things to take into consideration when choosing a grove that is just right for you. It is a very important decision for a Druid and you cannot change your Grove without the Sever ability, which is quite high in Groves, so the Grove you imprint will likely remain your Grove for some time.

You can only imprint a Grove that does not already belong to another Druid - to check, use the "Perceive" ability in Groves. Always do this before harvesting a herb too - never harvest another Druid's Grove, it is very rude.

Location should be a key factor in your choice of groves. Do you want a Grove close to a road? Or would you prefer one in a more secluded location? What part of the world do you want to live in? Is the Grove near any popular hunting grounds, or is it in a place where people are rarely seen?

Plants will vary depending on whether it's a jungle or forest grove, but will contain the same types as any similar location. Take into consideration any plants you use a lot of, is a Forest or Jungle more suitable? Any plants that have been harvested will grow back, so the amount of plants is not something to be concerned about.

Don't imprint the first Grove you see that does not belong to another Druid. Spend some time searching, and find one you truly like. There are many forests and jungles in the land to explore for a Grove, the Aureliana, the expanses of the Ithmias, the Aalen forest, and Dun Valley to name a few, along with many smaller forestall areas scattered about the realm.
You open a leather bound book entitled, "Groves" to the bookmark, on page 5, and begin reading.


IMPRINTING A GROVE

When you have found a Grove that you like, and you and your Grove of choice have met all the imprinting requirements, you'll need to imprint it. Please make sure you read the 'Imprinting Guidelines' book found within the Guildhall Library. Once you've received permission to imprint, just stand in the Grove you wish to make yours, and use "imprint". This will establish your link with the Grove.

To check the amount of energy your Grove has stored, use "grove energy".
All Groves start out empty, but will eventually accumulate plenty of energy - just be conservative at first. A Grove can store up to 12000 units of energy.
You open a leather bound book entitled, "Groves" to the bookmark, on page 6, and begin reading.

GROVES SKILLRANKS AND ABILITY LIST
START Perceive
START Imprint
START Energy
Inept Who 50%
Novice Status 0%
Novice Look 50%
Apprentice Shake 0%
Apprentice Elevate 45%
Apprentice Watch 61%
Capable Eject 0%
Capable Cage 21%
Capable Return 61%
Adept Eyes 0%
Adept Forestwatch 26%
Adept Seal 53%
Adept Tend 77%
You open a leather bound book entitled, "Groves" to the bookmark, on page 7, and begin reading.

SOME GROVES SKILL DESCRIPTIONS
By using AB GROVES skill you will get a description of what the ability does, along with how to use the ability. Bellow are the descriptions for the skills on the previous page.

Perceive - Syntax: PERCEIVE - Use this ability to discover if a forest location has been claimed as a Grove or not.

Imprint - Syntax: IMPRINT - Once you have discovered a vacant forest location, this ability may be used to claim it as your own. Be warned: this bond is nearly permanent and may only be undone by you and only when you have reached a high level of skill in Groves
Energy - Syntax: GROVE ENERGY- By communing with your Grove, you may discover how much sunlight energy remains.

Who - Syntax: GROVE WHO - This ability will cause the forest itself to report on the presence of other players that are in it.

Status - Syntax: GROVE STATUS Use this ability to discover various pieces of information on the status of your Grove.

Look - Syntax: GROVE LOOK Use this ability to view a forest location that another player is standing in.

Shake - Syntax: GROVE SHAKE - If there are any players in the trees in your Grove, this will shake them out.

Elevate - Syntax: GROVE ELEVATE/GROVE ELEVATE Using this ability, you may rise into the trees with this ability. Once there, you may travel normally, using DOWN to leave the trees. You can also elevate others with this ability.

Watch - Syntax: GROVE WATCH/UNWATCH This strange ability will allow you to share a mental kinship with others in your Grove. It will cause you to receive much information that would normally be seen only by the individual players in your Grove.
UNWATCH will stop you watching again.

Eject - Syntax: GROVE EJECT - With this ability, you may cause the wilderness in your Grove to throw out all in it, save for yourself.

Cage - Syntax: GROVE CAGE - Using this ability, you may close it off to entry and exit. With it, you may prevent others from entering it via normal movement, as well as stopping most projectiles from entering.
UNCAGE will turn this off.

Return - Syntax: GROVE RETURN - When activated, this ability will cause you to return to your Grove from anywhere in the forest.

Eyes - Syntax: GROVE EYES - Grove eyes will, like GROVE WHO, tell you who is in the forest, with the added advantage of telling you where in the forest they are.

Forestwatch - Syntax: GROVE FORESTWATCH ALL/LOCAL/OFF - This ability will allow you to know anytime a player enters or exits from the forest.

Seal - Syntax: GROVE SEAL - For one Aetolian month, this ability will seal off your Grove from night time energy loss.

Tend - Syntax: GROVE TEND - Though this is only useable once an Aetolian year, it will add ten percent to the sunlight energy in your grove.
You open a leather bound book entitled, "Groves" to the bookmark, on page 8, and begin reading.

ACKNOWLEDGEMENTS

This book is an edited version of former "groves" books by the following authors:

Sharena Aruinn-Geas
Katara Llewellyn

Previously edited and updated by: Jaakobah
Nuincuiel

     

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