Gladewalker

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Overview

While numerous magical disciplines in Pannotia trace their roots back to ancient traditions and practices, none rival the antiquity and seamless integration with the world's natural forces as much as the Gladewalkers. Regarded as pioneers in mastering magic with exceptional proficiency, Gladewalkers exhibit remarkable versatility and adeptness in harnessing the inherent power of the surrounding flora and fauna for both combat and practical purposes. Once confined to a unified grove, the Gladewalkers have since dispersed, now inhabiting a myriad forests, wealds, and jungles across the known world. They disseminate their teachings of peace and preservation, weaving the tendrils of their wisdom one vine at a time.

History and Culture

Emerging as a Druidic enclave long predating the era of the Great Equilibrium, the Gladewalkers find their genesis in the vast jungles and forests of Ellawren, notably those safeguarded and governed by the Nephi race. According to the most credible accounts, the Westling Woods stand as the cradle of this magical discipline. Most Gladewalkers assert having undertaken a pilgrimage to the heart of the Westling Woods, confessing it having been a sacred journey to express gratitude to the profound natural forces that shape their craft.

The Gladewalkers were once an organized institution adhering to a formalized religious doctrine. They professed allegiance to a singular deity, Garowen, whom some speculate may indicate that this faith revolved around the Fey Lord entity known as Auld Mossbrows. This conjecture arises from their shared commitment to the preservation of nature, however sources of this information are so old and antiquated that they cannot be reliably verified, though some scholars are also convinced that faith in Garowen may still be prevalent to this day amongst active Gladewalkers.

Contrary to the assumption that Gladewalkers are strict pacifists, the truth reveals a nuanced stance. While they exhibit reluctance in using their magic to cause harm, their commitment lies in defending themselves and the delicate balance of nature. Throughout the tumultuous period of the Great Equilibrium, numerous Gladewalkers actively participated in battles, albeit abstaining from fatal strikes. Their motivation stemmed from a deep concern for the environmental impact inflicted by both conflicting sides. In their eyes, the imperative for peace outweighed any personal cost.

In the contemporary magical landscape, Gladewalkers, like many other disciplines, have evolved beyond the confines of their original institution in the Westling Woods of Ellawren. Rather than exclusively undergoing acolyte training in a centralized location, they have dispersed, establishing smaller groves in diverse wooded areas around the globe. This decentralization reflects their adaptability and recognition of the widespread need to safeguard nature through their unique magical practices.

Gladewalkers possess distinctive characteristics that make them easily recognizable, maintaining a semblance of their once druidic roots. Whether adorned with bark antlers, ivy climbing up their arms, or donning the stereotypical green robes typical to their grove, they seamlessly incorporate nature into their appearance. Despite their distinctiveness, Gladewalkers generally garner positive regard throughout Pannotia, even earning respect from the majority in Galudon, despite their conflicting ideals.

Preferring a peaceful coexistence, Gladewalkers tend to keep to themselves, championing their preservationist ideals through non-violent means such as demonstrations and protests. Striking a unique agreement with the authorities, they refrain from launching attacks on the capital. In return, they are granted equal respect and the freedom to wield their magic in the open fields, forests, groves, and natural landscapes—furthering their commitment to the harmonious balance between magic and nature.


Notable People and Locations

Most Gladewalkers keep their personal lives and history to themselves, however one name in particular tends to be brought up the most in their respective communities.

Bleiddyn - Bleiddyn held numerous titles as a Nephi, such as Bleiddyn Wolfson of Cadwallon the Murdered, All-King of the Birchskinned, and Lord of all tribes in the Westling Woods. Regarded as one of the earliest and most formidable leaders of the Nephi, he held a more significant role as an Archmage of the Gladewalkers. During the skirmishes of the Great Equilibrium, he prominently employed his Gladewalker magics. However, he shifted his focus upon returning, dedicating the remainder of his life to advocating pacifist principles among the Nephi.

Prominent locations associated with Gladewalkers are invariably tied to major groves. A notable example is the Holzweald Forests in the Kingdom of Holzweald, renowned for hosting a substantial number of Gladewalker groves. This distinction renders Holzweald as the home to the largest assembly of acolytes practicing this particular discipline, surpassing all other Human nations.

In Galudon, two significant Gladewalker groves hold prominence. The primary grove is nestled deep within the Forest of Nahir, situated at the heart of the country. The second, albeit slightly less prominent, resides in the Marsh Wealds, settled along the roads to Hindmarsh.

Across the known world, Ellawren stands as the primary host for the majority of Gladewalker groves, with their ancestral region of the Westling Woods maintaining the most distinguished among them. The Woods are expansive, with the deeper recesses so densely canopied that they are shrouded in near-complete darkness. However, the location is discernible by the presence of the largest and oldest tree, situated at the heart of the Woods, simply known as 'The Everbloom.' This colossal tree radiates a luminance that spans for miles, casting its brilliant glow over the surroundings.

Spells

Tier One Spells
Name Description Cooldown/Cost Action Type
Tangle Grasp Plunging powerful vines into the ground below themselves, the Gladewalker sends these to ensnare an enemy, making a MYS vs SCR attack roll to Restrain the target for two turns. Once per Combat Action
Canopy Cloak Transforming into any animal or combination of animals ranging from the size of a small cat to a bear, the Gladewalker embraces the wild, granting themselves 10 Temp HP. Damage to this Temp HP cannot roll over into their main HP, but when it is depleted, they return to their normal form. While transformed, the Gladewalker can make a Melee Attack Action with their MYS attribute, dealing 1d8 damage. Outside of combat, this ability may last any length of time. Once per Combat Action
Roots of Renewal Summoning a surge of healing magic, the Gladewalker instantly restores 5HP to any one character, including themselves. Once per Combat Free Action
Tier Two Spells
Name Description Cooldown/Cost Action Type
Fury of the Forests Calling upon the local fauna, the Gladewalker commands nearby small animals such as birds, rodents, dogs, or cats quickly attack up to two nearby targets. This requires a MYS attack roll for each target to deal 1d8 damage. Once per Combat Action
Solar Flare Harnessing the radiance of the sun, the Gladewalker unleashes a surge of solar light from their core. This illuminates a 5x5 area centered on the caster for 5 turns. For this duration, any Vampires caught in the initial surge will suffer the effects of Dawn’s Bane, while Lycans will receive the benefits of the Conjunction if the caster is a Seidrvargr. Once per Combat Action
Thornweave Shield Sprouting a wall of vines from the ground, the Gladewalker summons a barrier 5 blocks wide and 8 blocks tall. This barrier can be climbed, and has 15HP. Once per Combat Action
Tier Three Spells
Name Description Cooldown/Cost Action Type
Grovemother’s Wrath Shrouding their form in a titanic golem of the forests created from wood and thorned vines, the Gladewalker becomes a wrathful avatar of nature, gaining +4 MYS and preventing the use of other Abilities for 4 turns. For this time, they can make a MYS Melee Attack that deals 1d12 damage, and gain Advantage on all Defense rolls. At the end of the duration, the Caster reverts back to their normal form, becoming Dazed and losing 5HP. Once per Week Free action
Bloom Cascade The caster pulls on their spiritual connection to all around them and releases a burst of potentia to imbue the area with new life. Purging corruption such as disease or blight and renewing areas that have grown barren or infertile as well as being able to heal the wounds of those close by. In progressions, you can remove blight or disease from an affected area or breathe new life to barren areas. In combat your blast of raw potentia allows you to heal up to 3 allies within a 10 block radius for 8HP each. Once per Combat Action
Crown of Thorns Calling upon their mystical connection to the lands and summoning to their brow the crown of thorns, the Gladewalker’s eyes glow emerald green as they gain the power to commune with flora and fauna nearby. This may be used by making a Ticket and noting your location and questions, at which point staff will return with a reply when able. In combat, this can be used to call roots from below to bind up to 4 enemies, making a MYS vs SCR attack roll for each one to Restrain them. These characters will remain Restrained until the roots grasping them are hit with any source of damage. Once per Week Action



Accreditation
Writers BillyTheScruffy, C_Farly
Processors C_Farly, Bimberi
Last Editor Bimberi on 03/29/2026.