Difference between revisions of "Druid"

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Nobody ever chooses to become a druid. They are simply born with it. Unlike sorcerers, druids cannot pass their powers on to their children. Druidism reproduces itself through the ever-present magics of [[The Source]] interacting with Arthos' vital heartbeat. About 1 in 6000 living creatures born in Arthos receive the gift of druidism. Even wild animals may receive the gift, although their use of it is limited to the point of irrelevance as they lack cognizance of magic. Only death can relieve someone of druidism and not even resurrection can restore it.
 
Nobody ever chooses to become a druid. They are simply born with it. Unlike sorcerers, druids cannot pass their powers on to their children. Druidism reproduces itself through the ever-present magics of [[The Source]] interacting with Arthos' vital heartbeat. About 1 in 6000 living creatures born in Arthos receive the gift of druidism. Even wild animals may receive the gift, although their use of it is limited to the point of irrelevance as they lack cognizance of magic. Only death can relieve someone of druidism and not even resurrection can restore it.
  
===Druidic Circles===
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===Practice===
Once a person has discovered their nascent powers usually in early adolescence, they must seek out a druidic circle in order to hone their attunement to Arthos. There they discover their new family and training as a druid can begin in earnest. Druidic circles are usually established deep into untamed wilderness and far from the developed world. However they may also be found in places of decentralized power such as [[Uskaya]]n communes and the [[free cities]] of [[Nakiro]]. Circles are composed of disparate yet likeminded individuals who collectively focus on a particular aspect of Arthos' life essence. A circle will always be built on a "grove": a kind of place of power to the druids. Access to the grove is highly restricted for a number of historical reasons.
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By nature, Druids are largely solitary. Their gift drives them to isolate themselves from society in order to live closer to an environment that brings them peace. Through introspection they grow to discover their druidic circle, or the aspect of Arthos they are most closely attuned with. From the outside, druids may seem oblique, cagey, even sinister: the image of a duplicitous witch. This reputation is largely undeserved. Druids seek first and foremost to protect the land, not to menace outsiders.
  
 
===Domestic Druids===
 
===Domestic Druids===
Since the recipients of druidism are completely random it stands to reason that some druids may, to varying degrees, reject their druidism. Domestic druids (AKA city druids, or sages) are the druids who choose to stay in their place of birth instead of seeking out a circle. Even without honing their gift, these druids quickly find their magic helps in day-to-day life, especially in agrarian societies. Fertilizing crops, curing illness, and removing rot from food are some of the ways domestic druids rise to local celebrity status.  
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Since the recipients of druidism are completely random it stands to reason that some druids may, to varying degrees, reject their druidism. Domestic druids, also known as city druids, are the druids who choose to stay in their place of birth instead of communing with a circle. Even without honing their gift, these druids quickly find their magic helps in day-to-day life, especially in agrarian societies. Fertilizing crops, curing illness, and removing rot from food are some of the ways domestic druids rise to the station of a local celebrity.
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===Druidic Groves===
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Against all odds, druids occasionally manage to find each other. The experience is often jubilant and fruitful. Groves are stretches of wild land tended by an alliance of druids usually but not always of the same circle. They act as a place of power and that of worship, especially for the [[Children of Rodzik]], and a sanctuary for the wayward druids who manage to find it. Groves are only founded in places of absolute stillness, where the heartbeat of Arthos can be accessed by those who listen. Access to groves is highly restricted for a number of historical reasons.
  
 
===Adventurers===
 
===Adventurers===
Wanderlust is a powerful emotion among druid circles. They are people of Arthos after all, and there comes a time when one must expand their horizons. Druids usually don't join adventuring parties for material gain but for highly personal reasons. Perhaps they feel a rift in the tapestry of their life-experiences, or they want to build bonds with people outside of the circle.  
+
Wanderlust is a powerful emotion amongst druids. They are people of Arthos after all, and there comes a time when one must expand their horizons. Druids usually don't join adventuring parties for material gain but for highly personal reasons. Perhaps they feel a rift in the tapestry of their life-experiences, or they want to build bonds with people outside of their grove.  
  
 
*[https://roll20.net/compendium/dnd5e/druid#content Roll20 Compendium]
 
*[https://roll20.net/compendium/dnd5e/druid#content Roll20 Compendium]
 
*[https://www.dndbeyond.com/classes/druid/ D&D Beyond]
 
*[https://www.dndbeyond.com/classes/druid/ D&D Beyond]

Revision as of 03:54, 23 April 2021

Druids in Arthos

Spontaneous Gift

Nobody ever chooses to become a druid. They are simply born with it. Unlike sorcerers, druids cannot pass their powers on to their children. Druidism reproduces itself through the ever-present magics of The Source interacting with Arthos' vital heartbeat. About 1 in 6000 living creatures born in Arthos receive the gift of druidism. Even wild animals may receive the gift, although their use of it is limited to the point of irrelevance as they lack cognizance of magic. Only death can relieve someone of druidism and not even resurrection can restore it.

Practice

By nature, Druids are largely solitary. Their gift drives them to isolate themselves from society in order to live closer to an environment that brings them peace. Through introspection they grow to discover their druidic circle, or the aspect of Arthos they are most closely attuned with. From the outside, druids may seem oblique, cagey, even sinister: the image of a duplicitous witch. This reputation is largely undeserved. Druids seek first and foremost to protect the land, not to menace outsiders.

Domestic Druids

Since the recipients of druidism are completely random it stands to reason that some druids may, to varying degrees, reject their druidism. Domestic druids, also known as city druids, are the druids who choose to stay in their place of birth instead of communing with a circle. Even without honing their gift, these druids quickly find their magic helps in day-to-day life, especially in agrarian societies. Fertilizing crops, curing illness, and removing rot from food are some of the ways domestic druids rise to the station of a local celebrity.

Druidic Groves

Against all odds, druids occasionally manage to find each other. The experience is often jubilant and fruitful. Groves are stretches of wild land tended by an alliance of druids usually but not always of the same circle. They act as a place of power and that of worship, especially for the Children of Rodzik, and a sanctuary for the wayward druids who manage to find it. Groves are only founded in places of absolute stillness, where the heartbeat of Arthos can be accessed by those who listen. Access to groves is highly restricted for a number of historical reasons.

Adventurers

Wanderlust is a powerful emotion amongst druids. They are people of Arthos after all, and there comes a time when one must expand their horizons. Druids usually don't join adventuring parties for material gain but for highly personal reasons. Perhaps they feel a rift in the tapestry of their life-experiences, or they want to build bonds with people outside of their grove.