What are the Lorekeeper/Wardens?
Posted: Tue Jun 11, 2024 3:41 pm
Rias has asked people who were a part of the Lorekeepers/Wardens to reach out on the matter to discuss the Guild. See here. I am not sure the best way to reach out these days, so I figured a forum post is my best option.
Here is the closest thing to a mission statement we have. Quoted below:
The way I roleplayed it was, effectively, a peaceful mirror to the Dunwyr. That is, opposing the harm caused by civilization and human acts via education and healing the damage done. As such, their abilities were less aggressive in nature than other Druids, who were all more-or-less designed to fight (either the Dunwyr fighting people or Udemi fighting Resen).
They also had a library which contained "dangerous" knowledge which they protected from those who would misuse it, including some works written by players. Some of which were donated by non-Lorekeepers, even. That is where the "Lorekeeper" name originally came from, though it was changed to Wardens later on.
Here is an old Maina quote as to how she saw the guild and what traits make a good Lorekeeper:
I believe they had all of the Udemi Druidry abilities.
They had three unique abilities. These were top secret in the past, but I hope these details are fine to share, all things considered:
Herb Lore of Madrim gave special information on how the Poultice and Herb systems worked, allowing for a Lorekeeper to produce poultices of whatever potency or purpose they required with little to no experimentation required.
Atros Auspice gave a full list of how damaged the Gaea was in each region of the game, using IC and vague terms.
Atros Soothing Song allowed a Lorekeeper to heal the Gaea in a room in exchange for a massive amount of energy. If I recall correctly, it was enough to knock out the druid even at full. At the very end of CLOK's last run, Maina used this as part of a public event to try to heal the land around Keth (even if the settlement itself would never be restored). It would have been a recurring event, had the game not closed shortly after.
I suspect the lore may need to be tweaked, as I believe the Immortals (and Guild itself) were not by Rias, but I hope the core concept of a Guild for Druids who want to focus on pure druidry and healing/protecting nature by acting as priests and teachers can remain in the game in some form. I recall COGG pushed back against this kind of Druid a bit in the initiation rites, and the need is probably less without Haiban wrecking everything, but I think there's room for this niche still.
Here is the closest thing to a mission statement we have. Quoted below:
I suspect we'd want to tie it less to RL pagan faiths going forward.Tangela wrote: ↑Sat Aug 22, 2015 11:24 am Sure! So the basic idea of this guild is that they are druids. They are interested primarily in the Gaea, protecting it, communing with it, and, when possible, helping others to be in alignment with it. They are spiritualists, teachers, and ritualists, interested in the spiritual and physical relationship with the land, and with Atros, the goddess who represents the Gaea, and Madrim, the green man and cultivator of herbs. RP often consists of rituals performed to strengthen your connection with the gaea, as well as using the guild abilities, which I can't discuss at any length, but they are in line with these general principles. For inspiration of possible rituals, you might look at
http://www.paganlibrary.com/rituals_spells/index.php
As for the name, it refers to the fact that they are supposed to have been in hiding, and possess secrets, or lore, related to the Gaea not known to other Gaea-using groups like the Udemi, though they work closely together.
The way I roleplayed it was, effectively, a peaceful mirror to the Dunwyr. That is, opposing the harm caused by civilization and human acts via education and healing the damage done. As such, their abilities were less aggressive in nature than other Druids, who were all more-or-less designed to fight (either the Dunwyr fighting people or Udemi fighting Resen).
They also had a library which contained "dangerous" knowledge which they protected from those who would misuse it, including some works written by players. Some of which were donated by non-Lorekeepers, even. That is where the "Lorekeeper" name originally came from, though it was changed to Wardens later on.
Here is an old Maina quote as to how she saw the guild and what traits make a good Lorekeeper:
In function, they were the only pure druidry guild and of a more scholarly and peaceful bent than most guilds. Both things I found incredibly appealing.I suppose the core traits would be... a desire for a relationship with the Gaea, rather than treating it as a tool. An ability to act in the role of a, um... priest or priestess. Guidance, education, ritual. And um... able to understand the consequences of their actions, particularly when it comes to things others take for granted. That some knowledge must be kept safe and not freely shared. That some gifts, whether knowledge or healing or tools, can be used for harm in the wrong hands.
I believe they had all of the Udemi Druidry abilities.
They had three unique abilities. These were top secret in the past, but I hope these details are fine to share, all things considered:
Herb Lore of Madrim gave special information on how the Poultice and Herb systems worked, allowing for a Lorekeeper to produce poultices of whatever potency or purpose they required with little to no experimentation required.
Atros Auspice gave a full list of how damaged the Gaea was in each region of the game, using IC and vague terms.
Atros Soothing Song allowed a Lorekeeper to heal the Gaea in a room in exchange for a massive amount of energy. If I recall correctly, it was enough to knock out the druid even at full. At the very end of CLOK's last run, Maina used this as part of a public event to try to heal the land around Keth (even if the settlement itself would never be restored). It would have been a recurring event, had the game not closed shortly after.
I suspect the lore may need to be tweaked, as I believe the Immortals (and Guild itself) were not by Rias, but I hope the core concept of a Guild for Druids who want to focus on pure druidry and healing/protecting nature by acting as priests and teachers can remain in the game in some form. I recall COGG pushed back against this kind of Druid a bit in the initiation rites, and the need is probably less without Haiban wrecking everything, but I think there's room for this niche still.