Druid in Akiviras | World Anvil
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Druid

Druids are pagans and heretics, largely scorned by civilisation and living a life sewn with fear by the common people. Eschewing cities and towns entirely, druids wander the wilderness in search of quests that protect nature and ensure the fragile balance of Akiviras is kept in check. Though they pose no direct threat to any civilised race, and in fact serve to protect them by protecting the essential harmony between civilisation and environment, mankind still shuns them because of their lack of faith in the Celeanist God, and their unconventional magic that many call witchcraft.  

Attributes

On Akiviras, concepts themselves carry tremendous power. This is seen in the way evil clerics grow more powerful the more they mirror good ones, but the biggest example is in the form of the druids. Druids are so entrenched in the living concepts of Akiviras that even being touched by metal physically hurts them. A metal tool, instrument or weapon causes 1 hit point of damage for each round the druid holds it, as its deep entrenchment in ideas of industrialisation and civil advancement clashes with the druid's role as protector of the wilderness. For this reason, druids cannot wear armour other than leather and shields of wood, and the weapons they can use are limited. Their alignment must be strictly Neutral, with no deviations into any one side. As druids draw most of their power from the innate concepts they have bound themselves to, their alignment stipulations must be more carefully upheld.   Druids wield terrible power in the form of their spells. Drawing power from the elemental planes and channeling it through ancient and unspeakable rites, druids become a force of nature on the battlefield. Their elemental channeling only works when they are within line of sight to a source of the element they wish to make use of, and they can also drain a small amount of positive or negative radiation in order to fuel some of their spells that do not directly relate to any of the elements. Druids also have a number of additional powers that can be perused in full in the PHB, but which include identification of creatures and plants, immunity from charm spells cast by natural creatures, and even the fabled ability to change form into a creature itself.    Druids do not pray for their spells, but still select them each morning regardless. Their holy symbols are mistletoe and other relics of nature, which they use to channel the power of their spells and unleash them upon enemies. They have an obligation to protect trees and wild plants, crops, and to a lesser extent, their human followers and animals. Thus, druids will never destroy woodlands or crops no matter what the circumstances. Even though a woods, for example, were evilly hostile, druids would not destroy it, although nothing would prevent them from changing the nature of the place if the desire and wherewithal existed. In similar fashion, they avoid slaying wild animals or even domestic ones except as necessary for self-preservation and sustenance. If druids observe any creature destroying their charges, the druids are unlikely to risk their lives to prevent the destruction. Rather, it is probable that the druids will seek retribution and revenge at a later date as opportunity presents itself. Every druid is a member of the Circles, a convent of druids who work towards the common goals of the environment and the Balance. The Circles meet once a year to discuss matters of importance and decide on any important business in the coming year, as well as conduct ceremonies and rituals. There are nine Circles, each more powerful than the other. Past the Ninth Circle, the individual is a fully-fledged Druid and is given charge of the lesser druids in the Circles. As the natural Balance must be maintained, only nine 12th lvl Druids can exist at any one time. In order to become one, a prospective druid must seek out and defeat one of the existing druids in either spell or hand-to-hand combat, either to the death or until one party concedes. There are only three Archdruids (13th lvl) and but one Great Druid who oversees the most powerful Circle. This process is the same for each of them.

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