Druid Profession in Aradia | World Anvil
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Druid

The word Druid (Doire in Elvish) refers to one who practices the art of Druidcraft, a rare and mostly lost form of magic energy control in which the practitioner acts as a catalyst for the purification of natural energy, which can then be used in order to cast spells. Much of how this form of magic came to be is lost to the river of time, and as such Druidcraft is considered a mostly lost and commonly misunderstood art, typically only taught in remote reaches by pockets of society that rejected conventional teachings of the Church.   Due to their nature as a catalyst, all Druids are sensitive to the fluctuations in the natural energies. In areas where contamination is abundant, or where nature has been desecrated, the Druid feels ill at ease or even sickly, sometimes to the point of not being able to use their abilities.   A Druid's magic can be differentiated by the way their mana flows from the earth and into them. Though they are classified as Maledictus due to them adding more raw magical energy into the world, the Druids are unique in their catalytic and purifying property - unlike other Maledictus, they do not produce their own mana, and are actually more closely associated with the Captanima in the way they utilize their abilities. As a result, Druids are considered to be more easily influenced by exterior forces.   All Druids share one common ability that sets them apart from the rest: the ability to alter their physical form into that of an animal. This ability is unique to the Druids due to the natural magical energy coursing through their bodies. Like potent catalysts, they are able to purify the natural energy of the world and us eit to convert their own bodies into a different shape, which is based entirely on their level of skill and their Circle.  

Druidcraft in Other Ancestries

  Druidcraft has been noted to be practiced in the remote nature-dwelling societies, with it being a common form of magic in Altair. Races that are closely associated with nature are likely to be born with such abilities, and many take great pride in them, just like the Elves. Such races include the ilusive Firbolg, who are so in tune with nature that they are born with minor natural magics even without being a Druid, as well as the Centaur and Goliath, both of which have cultures that revolve around protecting and worshipping nature.
 

Druidic Circles

  Though druids possess unique abilities from birth, their ability to channel natural energy must be cultivated and directed. Different practitioners of Druidcraft have natural leanings towards different methods of interaction with the natural world. Some specialize in assuming bestial shapes to become one with the wild, while others focus on their connection with the Veil and those living there. Others still embody the destructive forces of nature, learning that an ending is but a beginning to a new cycle. Though it is impossible to surmise the exact number of Circles that have existed since the beginning of the practice of Druidcraft, the following is an attempt to summarize the various Circles that have been noted to exist and be taught in the land of Aradia.
Circle of Dreams
Any creature is capable of entering the Veil in their dreams, and mages are able to transverse it at will, but it is the druids of the Circle of Dreams - also called the Dreamers by other Druidic Circles - that maintain the closest connection to the Veil and all things that dwell within it. They are capable of connecting to the age-old inhabitants of the Veil and share a strong connection with the inhabitants of the Feywild, the Fey. They are more attuned to the threads of magical energies that connect the Mortal World to the Veil and other planes. The various spirits living within the Veil refer to them as Dream Walkers. Considered to be the most easily influenced of the Circles, as their natural connection to the Veil makes them susceptible to influence.
Circle of Spores
A rare Circle, these druids appreciate the beauty in decay of life as much as in its creation. They are considered the guardians of the circle of life in the natural world, and as such have the attention and favor of creatures and deities of death. They are unique in their ability to purify decay, which makes them valuable assets and targets of various notorious organizations. From early on in their development, these druids form a symbiotic relationship with fungi, which live inside and around the druid's body and lend their assistance when necessary. The druid's catalytic ability is what makes this relationship possible, as any other creature would be overcome with the fungal infection and perish.
Circle of the Land
The Guardians of the Land, these druids are the most populous among all Circles, but also the most variable. They are attuned to the environment they live in, more keenly aware of the natural state of their attuned biome than even other druids. This means they are quick to notice change, but also more severely affected by negative effects on the land. They have a powerful connection with beasts native to their land, and they tend to develop aspects of their appearance and personality that further exemplify their domain. These types of druids tend to not venture far past their natural habitats. Most druids of the Land are based in the Forest, though other environments can occasionally be found.
Circle of the Moon
Incredibly rare and found only in the deepest recesses of the wilds, typically in highly secluded communities, the Moon Walkers - followers of the Circle of the Moon - are highly solitary beings that pride themselves on being guardians of nature. They possess the most powerful transformation capabilities, and as such tend to spend very little time in their humanoid forms. Stories speak of hunters and adventurers that ventured too far into the wild and were rescued from some natural disaster or wild predator by an animal too intelligent to be a mere beast, only to be left alone at a safer place moments later. Despite this, Moon Walkers are considered feral and highly dangerous.
Circle of the Shepherd
Shepherds are rare, but not because their talents are less likely to manifest than others. In fact, Shepherd Circles were rather common, but have been almost persecuted to extinction due to their pacifistic nature. Their high degree of empathy for all living things is a side effect of their innate ability to connect with animals and nature spirits. They are the guardians of wildlife, engaging in conflict only to protect those lesser than them, and never themselves. These types of druids are more often found among the Centaur than any other race. Their ability to speak with animals without the casting of any spells has occasionally in the past led to them being accused of being possessed.
Circle of the Stars
The rarest of all druid Circles, found only on remote islands, the Star Guides draw on the power of the stars to protect the delicate balance between the cosmic and the mortal. During the times when the Old Gods still walked the land, these druids were considered their chosen guides and protectors of the plane - a title almost as high as being a cleric of a deity. Even today, Bryonians preserve myths associated with the Star Guides of old. The transformations of the Star Guides are unlike those of other druids. Instead of turning into beasts, they take on the forms of constellations. These druids tend to be driven by some kind of higher purpose, with some of them even receiving divine guidance through visions. However, some research indicates that these powers are not, in fact, celestial in nature, but rather the world of some cosmic creature far beyond the material plane. As a result of this otherworldly interference, the Star Guides are more susceptible to corruption than many other druids.
Circle of Wildfire
The most dangerous of the druids, the practice of Wildfire is officially outlawed by the Order and all Druids practicing it are permitted to be executed on sight. However, this fear comes out of lack of understanding, because these Druids are not, in fact, violent or destructive. They are born with a natural well of magic within them, making them closer to sorcerers and wizards than other druids. Much of their journey concerns being able to tame their destructive urges while learning to understand the necessity of destruction in the name of rebirth. Druids of Wildfire are often sent away to be taught and controlled by other Circles. Druids of Wildfire tend to have fiery tempers.
 

A Note on Elvish Druids

The practice of Druidcraft was originally thought to have originated in the Elves of the Old World, due to how often the talent for the manipulation of natural energy appears within the elven population. In fact, it is rare to find a Maledictus among the elves that is not a Doire. The aptitude for natural magic is so innate and important to the Elves that they name their leaders from among only those who are capable of such talents. Every Elven Clan is headed by a Druid, who takes on a single apprentice. Only two mages are allowed to coexist within a Clan at any given time to prevent their casting from offsetting the natural balance of the world. Should their Druid fall to the influence of a demon, it is the Clan's sacred duty to eliminate them and free their soul.
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