So, this has been a long time coming but I’m really not happy with Wildewood on a thematic level and I have time now to actually write this all out. I don't feel that these are really all issues that an envoy can deal with and while I could send an email to support, I'd prefer to have open discussion.
Flowers Everywhere
We're told that the Wildewood are meant to be one with the forest, in turn becoming a reflection of the forest itself and yet, I find that we don't really fit that description
.
The most blatant aspect of this in the overuse of flowers, perhaps it is just me but this has never really felt like a overly visible aspect of Serenwilde. For some reason, the concept of flower users actually strikes me as more relevant to Ackleberry. Perhaps from that map Estarra showed us, the connection to bees, or perhaps because I expect a "cutesy but going to destroy you" vibe from there.
We actually have eight flowers mentioned as part of being a Wildewood, the four that we have in our abilities and another four specifically mentioned as being part of our garlands. Three of these are brand new ones that appear to have been created for the skill, four are ordinary flowers, and the last is well... Bluebells, a flower that requires a quest in the gardens of Maeve to earn and in turn has a special connection to the Moondancers.
Certainly we do have Maylea in the pantheon, however, I don't feel that we are meant to reflect the gods of the time, being honest one of the concerns I have is that I can look at the Wildewood and consider them the offspring of Hoaracle and Maylea.
Physical as opposed to Mystical
For me Serenwilde is very much a place that is outside of the normal world of Lusternia. The laws of nature are observed, however they are also protected by the countless beings that call the forest home. Serenwilde is the plants, it is the animals, it is all of the varied spirits, it is all of the adventurers and denizens.
Serenwilde is a place that you look after forever regardless of how long your body actually lasts.
It is very odd, but at times the messages for Wildewood are often at odds with their effects. I think the messages for Horned Lily are still "Meae's horned lily flowers sway in her eaves, releasing a trickle of orange pollen down upon you. You groan, your strength leaving your body." while the effect is your limbs breaking. It seems magical in the line, but the effect is ultimately... very physical. Ultimately feeling a bit disconnected or disjointed.
This isn't all too terrible, I would point to at Garland spray and the spores, except for flower power, as examples of where this skill captures the mystical nature of the forest and I wish that more of the skill worked with this sort of a feeling.
Sometimes, it feels like a joke
I'm just going to say flowerpower and treehug here.
Treehug itself feeds back into the issue of physical over mystical and kind of violates the standard that the skill has where the Wildewood very rarely, if ever, move. The image I have of the Wildewood is that, as much as possible, they just kinda stand there and things happen around them. So that rather impressive sight in my imagination, is kinda less cool when I realise... "hey, one of the better things I could spam is treehug" so I end up with the mental image of trees running around trying desperately to hug people to death... It's funny at first, but then the joke wears off.
So... what would I like to see?
Firstly... please make the "flowers" something else. There are some options, one that could be fitting is to make the sap a summoning reagent. There are a few spiritual elements that could be invoked such as Ancestors, Animals, the Hartstone or perhaps Serenwilde as an entity(though these last two may not make sense in context sadly).
While the tribal theme is present throughout Serenwilde, the Hartstone are one of the places where it tends to be concentrated. Exploring that more, could work quite nicely.
I'd like the afflictions and damage to be reconsidered, though these can be envoyed over time, I suppose I have to question why it is that Serenwilde is the forest of bone breaking and blunt damage? Given the damage layouts it it feels that concluding that we might have this primarily because the damage typing puts us in thematic opposition to Glomdoring (blunt vs cutting) isn't entirely out of the question. Their cutting perhaps due to how common bleeding is in their forest, and our bone breaking being a result of it matching up with blunt damage typing.
I'm not much with the combat effectiveness so I couldn't suggest what sort of afflictions would work, but I just feel that the current set with their lines don't sync up that much with Serenwilde and the Hartstone.
Rethinking flowerpower and treehug, it's really hard to get away from the stereotypes of snugglewilde, it's even harder when such beings that are so deeply representative of the forest have jokes about this stereotype in their abilities.
Oh and I suppose a few nice small things such as making Wildewood/Wyrdenwood count for family honour for Serenwilde/glomdoring families as there is no way you can get the racial bonus while having these skills. Also, something to compensate for the low charisma would be nice for village influencing such as a bonus to org specific influencing abilities.
Comments
I agree with LLandros for the most part, aside from any place in the above where I clearly don't. I think that changing to straight up spirits hanging in the branches of the Wildewood isn't likely to get any sort of go-ahead from any administration, but there are plenty of other options that can preserve the theme and more perfectly express what's going on (as far as the afflictions).
I feel that, as one of the two Wildewood that have logged in within the past two weeks, roughly, you could spend two years slowly envoying changes to the skill and no one would really notice.
With the treehug comments, yes... treehug is an attack, this does not stop it from being a joke. Spirit stags could come in and attack you for the same mechanical effect and the ability ceases to be a joke.
I don't think that consistency across the woods is something that is necessarily desirable in all honesty, already they are both trees who use bark and branches, with the first difference being that one uses leaves and the other uses flowers. The Woods are one of the ultimate expressions of the forests and in turn they should be as distinct as the forests themselves are.
The influencing thing is primarily a nice thing to have because it feels appropriate. As an aside, the low cha and difficulties influencing as a result have been mentioned from memory as a reason for why some will not take Wildewood as a skill.
The physical is spiritual. The Prime material plane is no less spiritual than Astral or Cosmic, it just has a denser vibration of source energy(Yudhe consciousness) and manifests itself as matter to the senses.
So asking to change an org based on that rationale is from a faulty perception of what the Serenwilde already is.
Lusternia, as a fantasy world, is very, very magic rich. The use of magic is omnipresent in even day-to-day tasks..so not sure what you are asking.
"A man's not dead while his name is still spoken." - Terry Pratchett 1948-2015
The arguments may be very sound from a mechanical point of view but it is incredibly sad to me that there is nothing in there about whether or not they're thematically appropriate.
Wasn't that one of the reasons why Wyrdenwood had their affliction reshuffle result in a discussion of revamping afflictions because the afflictions that made sense for the skill but were underpowered/unappealing.
I feel though that you have missed that part of the issue is that it just feels strange for the Hartstone to be using flowers. This is resulting in the simple question "Why?" and the only reason I can really think of is Maylea, not in an acusatory way but simply that she's the primary flower association in Serenwilde for me, with some tangential things like the Bluebells/Snoefaasia (for the Moondancers) or the Moonglory (which is just a stage).
Two of the Hartstone specific abilities in the game involve spiritual powers (original pathtwist more so than the current incarnation), where the other two involve calling on creatures of the forest (even though lightning bugs kinda came out of nowhere, but that's another thing). So yeah, like... they just don't especially say Serenwilde or Hartstone to me and come off as more "generic nature" in this instance.
On that front, I agree: I don't really get why it's flowers either, and the thematics come across as pretty generic and tree-huggery, something we've been trying to move away from for a while. There's a bunch to be said on the front of the 'generic-ness' that I won't even start on, out of fear of "violent" administrative backlash. I 100% agree, and can think of a few different ways to approach that problem without violating the underlying theme of the woodchemantics skillsets. As I said, I doubt (for consistency reasons) that summoning spirits to perform our attacks will be an accepted suggestion, but that doesn't rule out other thematic changes. I repeat: I'm not arguing that the skillset is well-themed. I agree with you, it's not.
As I said on our combat channel when you broached an issue, I think we could have an interesting take on 'spirits' without violating the 'alchemist-y' feel of the woodchemantics skills. The lore would basically be that the forest remembers, even things that haven't happened yet. The sap we collect is... sorta the concentrated essence of the forest's people memory (as it comes from either silvery essence or amber), the connection being that sap/resin hardens into amber - known for trapping and preserving a record of past life. So, in growing something from that sap, you're tapping into the spiritual energy and emotions of Ancestors/Descendents and the resulting wraiths to attack. The distinction there is that it's not a specific cohesive ancestor spirit a la Wildarrane, but more an amalgam of the residual experience/power of countless people who are living, have lived, and will live in the forest. Kinda like a mini-spiritbomb, all the time.
That could work and it would potentially tie in more directly with the stones, though it might still ultimately come to flowers.
Another thought was something like carvings or etchings. Perhaps the squirrels, or potentially other things, that live in the crown of a Wildewood could race along to carve designs into them that are then filled with sap that hardens?
Decay could be that the carvings heal and the sap falls away, with some form of weird glowing power-overload looking thing (can't brain, at work) for when they are used in an adjuvant.
Edit: Yes, I did just suggest mystical scarification for the Hartstone.
You could even base an interesting mechanics rewrite off making these etchings and using them up in combat, if such a thing was on the table.
Yes and no. The spiritual is entwined with the physical, but they are also distinct as well.
This is mechanically reflected in afflictions. There are afflictions that affect your characters mental state, there are others that affect their physical body, and there are others that have an effect on them on a spiritual level.
In terms of the physical forest, the plants tend to just sit there and not do much.
However, their spiritual component, the fae, are able to cause them to physically harm you.
At the same time, that spiritual entity might go another route such as a curse which might have limited or even no physical effects on you but causes a wide variety of other effects, I would class original pathtwist along the lines of mystical/spiritual rather than a physical effect.
Entities such as the ancestors or Chuchip, who don't have physical forms any more, might similarly cause effects on your character.
This distinction extends to the way that issues are resolved by the org and/or guild in question. Celest seems likely to construct something in a certain style and perhaps call on the power of the light, Hallifax would probably create an art installation and then charge it up with magical super-science, and Serenwilde might make something but is more likely to contact the spirits and ask them to help(like when we got bridges over the road, we grew them with assistance from ancestral spirits).
I feel that your post analyses how Lusternia is but doesn't put enough weight onto how each of the orgs in turn interact with the world.
Yes, it's also not how our characters really interact with the world which is the most important factor here.
And yes it is also irrelevant, I use physical to describe the fact that many of the afflictions and effects of Wildewood are physical in nature (such as the physical breaking of bone), spiritual to describe more ethereal effects. If we can't make this differentiation then any discussion regarding thematic elements can't take place.
It's also the second time that this argument has been brought up in relation to Serenwilde, so it is entirely frustrating to have it brought up again.
It's a gripe over the difference between water and ice. I understand, aesthetically, where you are coming from - but I would be careful about suggesting major mechanical changes like afflictions. Guild skills are(generally speaking) designed the way they are for reason other than taste. Not only for balance, but to achieve certain win conditions/locks. Changing the lines and updating the theme is one thing, reworking the afflictions is another story.
Just keep in mind that theme is very subjective, and it will always be different for each individual.
@Enyalida : It is relevant, only because you cannot justify changing combat for a class based on such an unsubstantiated whim.
By all means discuss the different ways to improve on the skillset, but don't base it off of such a shallow reasoning.
"A man's not dead while his name is still spoken." - Terry Pratchett 1948-2015
I have a feeling that this is going to get uglier by the minute. I understand legitimate concerns regarding the aesthetic and mechanical aspects of Wildewood; however, such a discussion would be best played out via an envoy report.
I would like to remind everyone that the lore of the skillset is as Annick pointed out - contained to a now non-existent future where the forest needed to act in ways quite differently than now.
I am not going to close this thread, but if things start turning sour, I will act accordingly.
Also, I am moving this to the Ideas section - in case more fruitful conversation does play out!
(This is a sincere statement, not a sarcastic one.)
"Meae's horned lily flowers sway in her eaves, releasing a trickle of orange pollen down upon you. You groan, your strength leaving your body."
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PPS. Carnation was a pun. I felt that I shouldn't miss out on the chance to make a joke.
Also, one can assume that wildewood garlands are made as an homage to the alternate timeline centaurs, who probably joined everyone else in turning into wildewoods and thus sharing the knowledge to every other wood. You can make it in the real lusty timeline because of this as well.
As for Ackleberry, I think they'd get berries(how original) as an equivalent. Or sap++.