Wildarrane

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This song style is tightly entwined with the songs of the fae, and developed by Ialie Starfall, the founder of the Spiritsingers Guild, with the help of the Dead Voice of the Elder Goddess Trialante. The music is inspired by the sounds of babbling brooks, rustling leaves and birdsong.
Composition Master You may compose songs expressing your own creativity.
Sustain Master The ability to maintain a song.
AncestralCall Master The spirits of your ancestors lend you fortitude.
AncestralWatch Master +33% The ancestral spirits stand guard o'er the forests.
PaleBeauty Master +66% Ego replenishes like the pale beauty of Mother Moon.
DiscordantChord Gifted This painful chord shall crush the disharmonic soul.
BlueMoon Gifted +33% It's hard to focus when you're blue.
LunaMelody Gifted +66% Herbs will be absorbed faster while hearing this melody.
Refrain Expert A musical structure that allows repetition of a stanza.
WildeChord Expert +25% The wilde can damage those who stand against nature.
StoneMists Expert +50% Mists mixed with smoke will dampen burning herbs.
FaeDitty Expert +75% Fae enjoy amusing ditties that are hard to forget.
CaptiveAudience Virtuoso Both friends and enemies hear nothing but your songs.
SpiritGuard Virtuoso +33% The dance of the spirits wards you from blows.
AncientCurse Virtuoso +66% The primal elder curse called by your ancestral spirits.
Celebrate Fabled Cheerful tune that inspires those touched by the Moonhart.
NintobaSong Fabled +33% Mother Moon is inspired by the memory of Nintoba's Song.
NatureRhythm Fabled +66% Hear the natural music of the seasons.
Encore Mythical Play a rousing encore performance.
EternalTree Mythical True forests will heal those who are loyal to the green.
AncientFeud Mythical +25% The wrath of your ancestors will trap and harm your foes.
AncestralFealty Mythical +50% A legacy of duty and service inspires fealty.
CairnLargo Mythical +75% Send your ancestral spirits to haunt your enemies.
Bardoon Transcendent Lead them off with the march of the dead.
Ancestral Watch (by Kiaris)

Composition

Syntax:
COMPOSE NEW <song>

COMPOSE LIST
COMPOSE <song> STANZA <number> LYRIC <text>
COMPOSE <song> STANZA <number> IMBUE [<power>|NONE]
COMPOSE <song> STANZA <number> DELETE
COMPOSE <song> DELETE
COMPOSE <song> [INFO]
PERFORM SONG <song> [<target>]
SONGSTAT, SONGSTATUS

As your ability in your song specialization increases, you will be able to compose new songs. You can write your own song and sets it in stanzas. Each song can consist of up to 9 stanzas, and certain powers can also be invested in each stanza. Powers are divided into 3 types Low (L), Medium (M) and High (H). Low types can only invested in stanzas 1-3, medium in stanzas 4-6 and High in stanzas 7-9. Low stanzas generally have simple effects, medium stanzas have stronger effects, and high stanzas have very strong effects. Some song powers need to be targetted and others will create a passive effect that stays around you. As a general rule, you will not be able to stack passive effects.

When playing a custom song, it always begins in stanza 1, each time you play the song, it progresses to the next stanza until the song ends or you change to another song or a certain amount of time elapses, whichever comes first. Note that before the time elapses, you can take other actions so long as you continue your performance before the time elapses.

Additional Notes:
Whenever you play a song, all the effects of the song (excluding targetted ones) up to whatever you've played are active as long as the song is playing, and each one will tick every ten seconds. You can't control when each effect ticks relative to the others. Thus, performing a song is more like raising defenses in advance than it is like attacking.

How long a song lasts from the last time it was played depends on your skill in Music and its specialization, and in Dramatics, plus on your intelligence and charisma, and can be extended with a Tempo enchantment.

Most song effects will impact only allies or enemies, and then, only those who are not deaf and not captivated by another bard. Even you, yourself, won't be affected by your own song if you're deaf.

Note that what is called a "stanza" here is really a single line, with a limit of 65 characters. If you don't imbue a power into a stanza, it won't cost mana or ego when it's played, so you can use unimbued songs for performances. Imbued stanzas will have a description when played that's impacted by the imbued power.

Note that you can change the imbued power in a stanza in a song already in progress, and the change will take effect immediately. This does not consume equilibrium or balance.

Sustain

Syntax:
SUSTAIN

This ability will allow you to slow the music you are playing to imperceptible levels, effectively freezing the music in place.

Additional Notes:
The purpose of sustaining your song is to freeze it so it's inactive (none of the effects will impact anyone) but is no longer ticking down to its time running out. You can then reactivate it before you need it by playing a single stanza (or refraining, if you have the Refrain skill), which reactivates all the effects in all played stanzas instantly.

AncestralCall

Stanza: Low (1-3)

Targetable: No

Your song calls forth the spirits of your ancestors; as long as it plays, another spirit will join you, up to a maximum of ten. These spirits will afford you some resistance to damage (+1 DMP per spirit) as long as they stay with you. However, whenever you move, you may leave one of them behind. Also note that other Wildarrane skills will require a coterie of ancestral spirits called forth with this song effect. SONGSTAT will show how many spirits you have called.

AncestralWatch

Syntax:
PLAY ANCESTRALWATCH

PLAY ANCESTRALWATCH DISMISS
PLAY ANCESTRALWATCH LIST

Power: 1 (Moonhart Mother Tree) (to summon)

You may appoint the spirit of one of your ancestors (called with AncestralCall) to stand guard over a particular location. If a personal enemy enters this location, the watchful spirit will notify you before returning to the mists of death afer spotting three enemies. These spirits will also retire from their watch when you leave the Basin, or you can dismiss one if you stand before it.

PaleBeauty

Stanza: Low (1-3)

Targetable: No

When you or your allies hear the sound of this music, your ego will regenerate.

DiscordantChord

Syntax:
PLAY DISCORDANTCHORD <target>
Power: Variable (Any)

Damage Type: 100% Magic
Damage Source: Magical

The discordant chord is tuned to especially harm those ears which are already suffering the tonal ailments of a musician, doing greater damage the greater the number of these afflictions the victim has. The power cost is 2 power for each affliction the victim has from among: manabarbs, powerspikes, egovice, and an achromatic aura. If the hapless victim suffers all four of these tonal disorders, their suffering shall be grievous indeed - losing half their mana and ego in addition to immense pain.

If you have an octave active in the room, its magical ability to block the curing of auric ailments will prevent then from being consumed by the discordant chord. Additionally, it will increase the damage of your chord for no extra power cost.

BlueMoon

Stanza: Low (1-3)

Targetable: No

Your enemies who hear this sound will find themselves recovering their mental, spiritual, and bodily focus at a much slower rate.

LunaMelody

Stanza: Low (1-3)

Targetable: No

The melody of Luna when heard by you and your allies will cause herb balance to decrease in recovery time.

Refrain

Syntax:
PERFORM REFRAIN <song> [<target>]

Instead of moving forward in the stanzas of a song, you can repeat the last stanza you performed as a refrain. You can refrain as many times as you desire.

Additional Notes:
Refraining allows you to keep a song going without running out of stanzas to play, and also can be used to repeatedly use a targetted power.

WildeChord

Syntax:
PLAY WILDECHORD <target>
Damage Type: 75% Cold, 25% Divinus

Damage Source: Magical (charisma)

Similar to minor second, this chord is powerful enough to damage your enemies by creating notes that vibrate to the cold winters within the Serenwilde.

StoneMists

Stanza: Low (1-3)

Targetable: No

When your enemies hear this music, they will find that their ability to ingest smoked and eaten herbs will be decreased by the shrouding mists.

Additional Notes:
Slows herb balance recovery.

FaeDitty

Stanza: Mid (4-6)

Targetable: No

Fae just love songs with a catchy tune, and your enemies will think so too. They cannot help but singing a stanza that runs through their head like a ditty.

Additional Notes:
Steals enemy equilibrium on each tick.

CaptiveAudience

Syntax:
CAPTIVATE AUDIENCE

This will effect all allies and enemies in the room who can hear and are not already captivated by a bard. Those who are captivated will only pay attention to your songs and thus will only be affected (either negatively or positively) by your song effects. Blanknote or Blankchord will break the captivation.

SpiritGuard

Stanza: Mid (4-6)

Targetable: No

The ancestral spirits you have called around you (see AncestralCall) may intercept attacks made against you. The more spirits that surround you, the greater the chance of blocking each attack.

AncientCurse

Stanza: Mid (4-6)

Targetable: No

Your ancestor spirits are inspired by your song to evoke an ancient, primal curse, which will afflict your enemies when they hear it. The curse weakens the flesh, causing paranoia, weakness, paralysis, or confusion. There is a chance (which depends on how many of your ancestral spirits accompany you) that two ailments will be given.

Celebrate

Stanza: Mid (4-6)

Targetable: No

This rousing music will inspire the members of Serenwilde to greater heights, causing the damage they do to be increased. This powerful sound was inspired by the lyrics of "Celebrate" by Ialie Starfall, the first guildmistress and founder of the guild.

Additional Notes:
Affects all Serens who can hear it, even if they're unallied or enemied.

NintobaSong

Stanza: Mid (4-6)

Targetable: No

When maidens, mothers and crones hear Nintoba's Song, they will be touched by the memories this brings. Maidens will stay around longer, mothers will heal more, and crones will act faster than before.

NatureRhythm

Stanza: High (7-9)

Targetable: No
Damage Type: 100% Cold
Damage Source: Magic

The rhythms of the seasons shall fill your ears, and during the spring you and your allies shall regenerate health, in summer - ego, and in the autumn your mental fortitude shall be replenished. In the barren depths of winter, your enemies shall reap the famine of this time - withering away their health. This harm will be increased when the song is played in a true blizzard (such as those caused by Lowmagic's Winter rite).

Encore

Syntax:
ENCORE PERFORMANCE
Power: 5 (Any)

By playing an encore performance, you will speed quickly through your song at a faster tempo - your recovery of equilibrium when playing songs will be halved.

EternalTree

Stanza: High (7-9)

Targetable: No

When you and your allies stand upon true forest ground and hear this song, the forest's aura will be sympathetic to you and help you heal. Health, mana and bromide potions will be more potent and recovery time for using them will be shorter.

AncientFeud

Stanza: High (7-9)

Targetable: No
Damage Type: Cold
Damage Source: Magical

Evoking ancestral enmities, your song sets the ancestor spirits around you to rage against your foes, draining them of life. In addition, the spirits have a chance of preventing your enemies from fleeing your location.

AncestralFealty

Stanza: High (7-9)

Targetable: No

Tales of past service, of duty and fealty, remind you and your allies of the importance of your struggle and inspire you to strike foes with greater force. (+1 DMP per spirit)

CairnLargo

Syntax:
PERFORM SONG <songname> <target>

- to haunt your target with one ancestral spirit
PERFORM SONG <songname> <target> <effect>
- to direct the haunting spirits to act
PERFORM SONG <songname> <target> RECALL
- to recall spirits haunting that target

Stanza: High (7-9)

Targetable: Yes

You may direct the five ancestral spirits called with AncestralCall to haunt your target, one at a time. They can only be freed of the spirits by staying out of your presence for at least 20 seconds per spirit. Once your target is haunted, you can then direct the spirits to act; each effect requires a certain number of spirits, and those spirits will be used up in the act. SONGSTAT will show who your spirits haunt. The effects you can use are:

PERFORM SONG <songname> <target> BIND (1 spirit)
Binds your target's legs, requiring them to writhe to get free.

PERFORM SONG <songname> <target> SUMMON (2 spirits)
Instantly summons your target if in the local area, unless deaf.

PERFORM SONG <songname> <target> CHILL (3 spirits)
Causes a large burst of cold damage.

PERFORM SONG <songname> <target> HARROW (4 spirits)
Transfix and cause mental afflictions.

PERFORM SONG <songname> <target> FREEZE (5 spirits)
Freeze your target, also causing damage and a long stun.

Bardoon

Power: 3 (Mother Moonhart)

Stanza: High (7-9)
Targetable: Yes

The march of the dead starts with a pure note to call the ancestors to take the soul to the Fates. Once you start singing this killing note, you can do nothing that will disrupt the song.

Additional Notes:
Any action disrupts the attack, which takes eight seconds and has two messages before the final (and fatal) third message. If the victim is gone or deaf at any of these messages the song will fail.