Difference between revisions of "Druid"

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For pathfinder see [http://www.d20pfsrd.com/classes/core-classes/druid | PFSRD]
 
For pathfinder see [http://www.d20pfsrd.com/classes/core-classes/druid | PFSRD]
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For 3.5 see [http://www.d20srd.org/srd/classes/druid.htm | d20SRD]
  
The Druid is a versatile class, capable in combat and of casting divine spells. They gain divine magic from being at one with nature, or from one of several patron gods of the wild. Unlike the cleric, druids do not have special powers against undead and cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings. Druids work very well with animals, and can try to improve a wild creature's attitude the same way they would improve an NPC with diplomacy. Druids gain a greater control of their body and at higher levels they can change appearance at will, become immune to natural poisons and even stop ageing.
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The Druid is a versatile class, capable in combat and of casting divine spells. They gain divine magic from being at one with nature,<s>or from one of several patron gods of the wild</s>. Unlike the cleric, druids do not have special powers against undead and cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings. Druids work very well with animals, and can try to improve a wild creature's attitude the same way they would improve an NPC with diplomacy. Druids gain a greater control of their body and at higher levels they can change appearance at will, become immune to natural poisons and even stop aging.
  
Druids are most commonly found among the Lizard Folk and the Elves, although the class is not unheard of among other races. Druids do not have an accepted position within the Alexandrian Church, and although most tend to be rather a-religious, the Church accepts the legitimacy of their divine power and does not generally oppose them in the same was as it does the various cults and heresies.
 
  
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== Pre-Alexandrian Age: ==
  
The Elven druidic structure is completely separate from all the other druids, as the Elves have basically walled themselves off on their island and tolerate almost no interaction from the mainland beyond minimal trade. They're the only landform fully in the tropical region though, so they have an amazing amount of luxury resources only available in Sidhe-Praxen, like Coffee, most Spices, or - lets be honest - the best poisons. It's also, I think, the only place outside of Gildenhome one can get mithreal, athough they either no longer trade it or no longer refine it, so Sidhe mithril is effectively an artifact of the past.  
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Druids were common among the [[Sidhe|elves]] and [[An'ssel'rr|lizardfolk]] and among other races and nations worshipers of [[Demi-Pantheon|Aluria]] were often druids as well. The elven hierarchy was very strict and very contained. Elven druids tended to be the more traditional D&D/Hierarchical druids with one and only one organization. Outside of religious orders of Aluria, gnomes, halflings, and humans often had little to no hierarchy and tended to operate as loners, hermits, tribal shamans, etc who would pass on their knowledge just to chosen successors. The lizardfolk have an ancient but largely defunct relationship with the elves, so their version of Druidism is a little bit of both: small, independent circles of druids tied deeply to certain localities.
  
You would have no way to know this maybe but the elven hierarchy is very strict and very contained. I imagine the mainland druids to be more like the athasian druids - loners and hermits and Taoist sorts - or else some sort of apprenticed tradition attached to various traveling bands. Elven druids to be the more traditional D&D/Hierarchical druids with one and only one organization. The Lizard Folk have an ancient but largely defunct relationship with the elves, so their version of Druidism is a little bit of both : small, independent circles of druids tied deeply to certain localities.  
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== Modern Era: ==
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Druids are most common on the mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.
  
The hierarchy of the mainland druids is much more fluid, but ultimately poorly understood by people who do not regularly interact with druids. It's viewed skeptically and warily by the chruch, but it's not really heterodox. Druidic bullshit is a sizeable plurality of halfling and wild gnome worship, and at least one of those constituencies the church is interested in chasing. Druidism, then, is sort of grandfathered in as a marginal exception to the church's otherwise pretty firm and uncompromising hold on divine power. Frankly, the church and the druids don't even have to agree on what each other are: the Church could - and probably does - posit that druids are blessed with alexandria's grace on account of their passion or love of nature and druids could suggest that they tap into a power deeper and older than alexandria and they would both just talk past each other. Since only one of the two faiths is evangelical, the two blocs aren't really in direct competition with each other. That being said, I wouldn't be surprised if some heresies began with Druids, but frankly learning to be a druid is still an arduous task, so it's never going to win a recruitment race that can just make you into a cleric with a couple of fancy words and a spell.  
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Like many other aspects of life on Sidhe-Praxen, the state of Druids and Druidism among the [[Sidhe|elves]] is unknown.
  
I imagine the druids - at least the halfling and gnomish sort - to be less interested in ritual and orthodoxy and more interested in ethos and action. It's no coincidence that the Goodly Races that still cling to druidism are the most displaced and vulnerable to nature, they're the ones furthest removed from church reach and infrastructure. In my imagination, a world with actual tangible God Magic is not going to be obsessed with theology because ticky tacky Benedictine and Augustinian debates are going be to short circuited with "Did you see that God Magic I just did?"
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== Druids and The Alexandrian Church: ==
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[[Alexandrian_Church|The Church]] views druids skeptically and warily, but does not consider them heterodox or heretical. Druidic rituals and beliefs are a sizable plurality of halfling and wild gnome worship, and at least one of those constituencies the church is interested in chasing. Druidism, then, is sort of grandfathered in as a marginal exception to the Church's otherwise pretty firm and uncompromising hold on divine power. The church and druids don't always even agree on what each other are: some among the Church posit that druids are blessed with Alexandria's grace on account of their passion or love of nature and some druids suggest that they tap into a power deeper and older than Alexandria. Since only one of the two faiths is evangelical, the two blocs aren't really in direct competition with each other.
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Druids are generally less interested in ritual and orthodoxy and more interested in ethos and action. It's no coincidence that the Goodly Races that still cling to druidism are the most displaced and vulnerable to nature; they're the ones furthest removed from church reach and infrastructure. Due to the unmistakable and powerful divine magic that druids wield, theological debate about their power and beliefs is infrequent. It's believed that some heresies may have begun with druids or followers of druids, but as they exist mostly outside of civilized society and in small numbers (which are slow to recruit and train new druids) they are not seen as a threat to the Church's power and authority.

Latest revision as of 15:37, 14 May 2016

For pathfinder see | PFSRD For 3.5 see | d20SRD

The Druid is a versatile class, capable in combat and of casting divine spells. They gain divine magic from being at one with nature,or from one of several patron gods of the wild. Unlike the cleric, druids do not have special powers against undead and cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings. Druids work very well with animals, and can try to improve a wild creature's attitude the same way they would improve an NPC with diplomacy. Druids gain a greater control of their body and at higher levels they can change appearance at will, become immune to natural poisons and even stop aging.


Pre-Alexandrian Age:

Druids were common among the elves and lizardfolk and among other races and nations worshipers of Aluria were often druids as well. The elven hierarchy was very strict and very contained. Elven druids tended to be the more traditional D&D/Hierarchical druids with one and only one organization. Outside of religious orders of Aluria, gnomes, halflings, and humans often had little to no hierarchy and tended to operate as loners, hermits, tribal shamans, etc who would pass on their knowledge just to chosen successors. The lizardfolk have an ancient but largely defunct relationship with the elves, so their version of Druidism is a little bit of both: small, independent circles of druids tied deeply to certain localities.

Modern Era:

Druids are most common on the mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.

Like many other aspects of life on Sidhe-Praxen, the state of Druids and Druidism among the elves is unknown.

Druids and The Alexandrian Church:

The Church views druids skeptically and warily, but does not consider them heterodox or heretical. Druidic rituals and beliefs are a sizable plurality of halfling and wild gnome worship, and at least one of those constituencies the church is interested in chasing. Druidism, then, is sort of grandfathered in as a marginal exception to the Church's otherwise pretty firm and uncompromising hold on divine power. The church and druids don't always even agree on what each other are: some among the Church posit that druids are blessed with Alexandria's grace on account of their passion or love of nature and some druids suggest that they tap into a power deeper and older than Alexandria. Since only one of the two faiths is evangelical, the two blocs aren't really in direct competition with each other.

Druids are generally less interested in ritual and orthodoxy and more interested in ethos and action. It's no coincidence that the Goodly Races that still cling to druidism are the most displaced and vulnerable to nature; they're the ones furthest removed from church reach and infrastructure. Due to the unmistakable and powerful divine magic that druids wield, theological debate about their power and beliefs is infrequent. It's believed that some heresies may have begun with druids or followers of druids, but as they exist mostly outside of civilized society and in small numbers (which are slow to recruit and train new druids) they are not seen as a threat to the Church's power and authority.