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HelpSection 10
Dryad

Dryads: wood-spirits renowne for guiding the lost

Dryads are little woodland spirits, around half a foot in height - luminous white, rough-cut humaniforms, as if chiselled out of limestone. Their faces are round, features of the face little more than holes of varying size. The dryads have a habit of rotating their faces and "talking" with a clack-click-clack sound. Few know their language, but it is said the more rapid their clacking, the more agitated the dryads have become. These little wood-spirits communicate with the Animism and Sylvan Lore specialists and can be called upon to do their bidding.


DRYAD BIRTH and EXPANSION


Dryads are born only in certain tree types: those of the more aged hardwood varities typically rather than fruit-bearing smaller varities. Dryads are never born in awakened trees or in the canopies of an ent or in trees lately subjected to a "trimming" of branches. Dryad numbers can expand (i..e. when there is already woodland spirit in existence) between spring and autumn. New dryad habitations are only born in Cloudburst, Midsummer or Leaflost. The dryads are born in trees of variety lifespan 40 years or above; tree itself of middle or old age (beyond the third growth phase but not yet in the most ancient, final growth stage). Druid and Ranger professionals will find PROBE <tree> gives accurate dryad-potential for an individual tree.


USES and MISUSES of DRYAD KIN


Once born and brought into kinship with a particular sympatico, the little wood-spirits can be directed to repel enemies from their forest, to guard friends from harm, to hunt foes, to heal those within their region and - perhaps of most interest - to guide folks as they trek about the land. Dryads lose effectiveness and indeed shy away from locations outside the boundaries of the ancient forests.


You may find yourself given a dryad to guide you and these can be most useful. If you find yourself fortunate enough to have wood-spirits on your heels offering their aid, type ASK GUIDE to confirm it and then use ASK GUIDE followed by a question or instruction and you will gain benefit from the dryads' favour. Syntax: ASK GUIDE followed by question or instruction to pass on the question or instruction to guiding dryads in your entourage. If understood the dryads will endeavour to help you. Peruse in detail the contents of HELP GUIDANCE and you will gain all the information you need about seeking guidance from the dryad wood-spirits, via the ASK GUIDE command.


TREATMENT of DRYADS for NON-SYLVAN TYPES


It is not generally advisable to go around attacking dryads. These wood spirits are elusive and tend to keep together in large groups. Attacking a dryad group of a size greater than five times the "blades" used at the moment of strike will be entirely ineffectual. Examples: a single JAB with a sword against more than five dryads is useless, while the knightly double JABJAB using two blades is only effective on ten dryads or less. Bite attack counts as four blades - each canine being a single blade; claw attack counts each talon as a blade - thus each claw can impact up to twenty-five dryads or the double-claw up to fifty.


See also: HELP FORESTS, HELP ENTS, HELP HUORNS, HELP ANIMISM and HELP SYLVAN.

HelpSection 10
Dryad

10 - Items, Creatures and CCCs.

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  • 10.1 - Boat
  • 10.2 - Book
  • 10.3 - Brewing
  • 10.4 - Commodities
  • 10.5 - Gold
  • 10.6 - Equipping
  • 10.7 - Steed
  • 10.8 - Stable
  • 10.9 - Artifact
  • 10.10 - Key
  • 10.11 - Loyalty
  • 10.12 - Creatures
  • 10.13 - Ccc
  • 10.14 - Offering
  • 10.15 - Hook
  • 10.16 - Kit
  • 10.17 - Craftsmen
  • 10.18 - Crafting
  • 10.19 - Livestock
  • 10.20 - Fish
  • 10.21 - Forager
  • 10.22 - Task
  • 10.23 - Curio
  • 10.24 - Bird
  • 10.25 - Breeding
  • 10.26 - Feeding
  • 10.27 - Critter
  • 10.28 - Prey
  • 10.29 - Dryad
  • 10.30 - Container
  • 10.31 - Fire
  • 10.32 - Smithy
  • 10.33 - Loading
  • 10.34 - Barrel
  • 10.35 - Globe
  • 10.36 - Mirror
Help - Section 10
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Dryad
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      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
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      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
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      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
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      • Roleplaying, but how far? by Cornelius
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