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Thread: Druid (Complete Guide)

  1. #1

    Druid (Complete Guide)




    "Does the walker choose the path, or does the path choose the walker?"

    Racial Description

    General Race Description

    Druids are the sorcerers and sorceresses of nature. They are often lean tall humanoid folk of natural colored hair and bright gleaming eyes. They occasionally manifest with Elvin features: pointed chins, pointed ears, large eyes (or those of unnatural colors), and human complexions from the fairest creams to the deepest hued browns. Females of the race have slighter builds and after reaching physical maturity tend to be fair of frame to buxom depending on their parameters. Males tend to maintain leaner bodies, with softer features than most male humanoids. Often they don't gain facial hair until well into maturity but once they do, they often have robust beards and long hair denoting their status as 'natural'. As the spell-weavers of nature, they are often shown to have more than reasonable supplies of mana and the potential to innately control mana around them. True-born Druids, often have mild to extreme allergies to man-manipulated metals, as such they are often seen wielding weapons made of only natural or magical materials. These allergies can sometimes be mediated or lost by mixing of races, joining certain Circles, or even by the conversion of these metals into more friendly materials. At the same time certain Circles of Druids show allergies to 'Blessed' Metals and those of magical manipulation. Druids show a natural leaning towards the ability to cast magic, wield light or ranged weapons, given their ability to bond with nature a predisposition towards stealth. They are slight in build but innately robust, showing exorbitantly long-life spans and the reaching of physical maturity much later than most humanoid races. They are shown to have great ease learning languages and show great maturity even at young ages, the ability to question marks mental maturity for young Druids allowing them to begin their journey to true enlightenment through their works.

    Base Parameter Bonuses
    Strength: =
    Endurance: =
    Agility: =
    Mana: ++
    Luck: ++
    Artifact: =

    True-Born Druids (Druid Racially Pure)

    True-Born Druids are those born of two Druid Parents. True-born Druids grow a phenomenally slow rate, not reaching physical maturity until age 50. They however reach mental maturity as all Druids do at age 6 as their minds develop much more quickly than others. Physically they are most likely to show multiple obvious signs of former Elvish Heritage. They have the natural ability to hear the call of natural energy and nature spirits, who they deal with on friendly terms. True-born Druids are most likely to show aversion to man-made metals and often feel uncomfortable around the modern cities which house Humans and Dwarves. They will more often than not, choose to be part of Circles which allow them free-roam of nature without having to interact with others. A True-born Druid is least likely to be able to learn Runeforging as a skill, but will retain the ability to know and understand Runes and what they do on sight. They are most often seen bonding with nature to have their will achieved, and rarely leave their homelands whatever those happen to be. They are most likely to be able to bond with animals of different varieties and have a seemingly innate knowledge of plants and nature. Because they are always in nature, they are also gain skills boosts to natural powers boasted by nature, though they often have obvious leanings towards one type of nature over another. They gain greater bonuses to their skill sets when completing their Circle Trials. Likely to be aligned as 'Good'

    True-Born Druid Parameter Bonuses
    Strength: =
    Endurance: ++
    Agility: =
    Mana: ++
    Luck: -
    Artifact: -

    Half-Born Druids (Druid Halflings)

    Druid Halflings have one Druid Parent or are able to claim Druid ancestry without either of their parents currently being a Druid. Druid Halfings who are born to at least one Druid parent directly are raised as Druids when they are children, and grow at a fairly slow rate. They align with normal Druids and reach mental maturity at age 6, and thereafter grow at the rate of their other half until reaching maturity. Druid Halflings are locked in at their physical point of maturity retaining their looks and physical prowess for their extended lifetimes. They tend to be more curious than their True-Born counterparts and are often seen traveling the world, not just nature, but cities and kingdoms. Because they are not fully Druid, they also gain bonuses to their physical traits not just their magical ones. Physically they tend to look more like their other half (usually human) but are said to maintain unearthly attractiveness, with the potential to show only a single Elvish trait (usually eyes or ears). The main bonus to the halfling status, is they don't maintain a man-made metal allergy and can use any weapon as they see fit, even being able to imbue extra magic onto man-made metals to make those creations hybrid of man and nature as they are. Druid Halfings join any Circle depending mostly upon their own understanding of themselves at the time of their joining and gain bonus attributes from doing so. Most gain both the ability to learn and the ability to use, making them the most balanced form of Druid to exist. Likely to be aligned and maintained as 'Neutral'.

    Halfling Parameter Bonuses
    Strength: +
    Endurance: +
    Agility: +
    Mana: +
    Luck: +
    Artifact: =

    Druids of the Circle (Purely Religious)

    Druids of the Circle are Druids who follow the old ways. They aren't necessarily born 'Druids' and can be of any race (though those born Druids receive special bonuses). They are instead those who chose to align themselves with nature and follow the path towards natural understanding and enlightenment. Those who follow the Circle must take the same steps as Druid Children and follow the path. Upon completing all the prerequisite conditions they will be allowed to take on the Trial of a specific Circle. Each Circle, gives a different kind of bonus pertaining to each of the Druids potential racial ability, but come with a contingency that must be followed as a law of that Druid's Nature. Druids of the Circle can fall easily to corruption or become completely overcome by the nature of their belief. They are marked as either Good or Evil but it is hard for a Circle Druid to maintain Neutrality.

    Circle Parameter Bonuses
    Strength: ++/=/--
    Endurance: ++/=/--
    Agility: ++/=/--
    Mana: ++/=/--
    Luck: ++/=/--
    Artifact: ++/=/--


    *Circle Parameter Bonuses are Determined by the Circle Joined and explained in detail on the Circle Page


  2. #2

    Druid Customs



    "One touch of Nature makes the whole world kin."

    Druid Customs and Terms

    Druidic - The Language known and spoken by the Druids, it is innately learned by all who are Druids and gifted as part of the Baptism to those who aren't born Druid. It is a language of magical influence, giving order to Free Magic to make it a spoken language. Druidic in its written form is noticeable by any who claim the ability of 'Mage' but is un-interpret-able to them without the proper base knowledge. Hidden messages are left throughout nature by Druids in this language, and it can be used to communicate directly, even with those who are unable to understand its true meaning. When written it appears like runes, but with more flowy font. It looks gracious and flows from the tongue like music.

    Free Magic - what Druids call Free Magic is the magic of nature. It is 'free' in the sense that it does what it wishes, it coalesces and forms whole creatures or it disperses and spreads itself around the world. It is thought that the world currently was formed by beings of Free Magic who decided to create of their own volition, applying rules to disordered energy. Free Magic makes up Elementals, Dragons, Gods, Demons, Aberrations and all manner of powerful thing. Free Magic is seen as an uncontrollable force within nature and the universe, chaotic and untapped. Druids aim to give it order or direction, but never to truly control it. Orderless Free Magic when used corrodes, it leaves behind the metallic scent of decay and can burn the throat and tongues of those who try to speak it.

    Baptism - Druid Children are baptized with Runes on their foreheads at age 6 by a Sage of the Circle of Stone. It is a celebration of reaching mental maturity and is done in a ceremony in which the children are presented the questions of life among the Great Rune Stone Circle. When they answer the questions they are led to a specific Rune and these are the ones applied to their foreheads with Rowan Ash and Magic. 'Does the walker choose the path, or does the path choose the walker?" is the question which leads every child to their rune called an 'insignia' when they are applied to people. These Runes apply the order of that Rune to the life of the Druid making them a point of order for Free Magic. While their Rune is untainted they are able to freely interact with Free Magic with no fear of recompense. But Free Magic by its nature is corrosive, because of this, Baptism Runes can become corrupt and tainted, meaning the mage in question has lost the ability to order Free Magic and Free Magic instead orders them. This is usually a consequence of a Mage trying to control Free Magic beyond the means granted them by the Rune which dictates the actions of their existence.

    Insignia - Is the individual rune a Druid is Baptized with which gives order to their existence. An insignia is just a rune, one of the known ones which exists within the magical world, but the meaning of the rune itself is both solid and fluid when it is applied as an insignia. Its literal meaning isn't necessarily the truth of the order for the person, and its interpretation is said to be unknown to those who possess them, until they come to know themselves. Touching a Druid's insignia when you are sensitive to magic allows the person to know and understand that Druid as an existence, the meaning of that rune as it applies to them and connects them to the world. Beyond that if one can feel magic, one can tell if a Druid has been corrupted by Free Magic by the feeling of their insignia, as a corrupt insignia doesn't contain the infinite flow and change of ordered magic, but instead the stagnant, metallic taint of Free Magic. It is theorized by Druids that those who truly accept all aspects of their insignia are able to resist completely being tainted by Free Magic, but that those who get caught up on a singular explanation of their insignia are doomed by it to become beings of Free Magic entirely as they make the active decision to shun order to chase a singular ideal. This is why Druid Children aren't taught runes at all, it is something they have to discover for themselves out in the world so that they aren't negatively influenced by their own knowledge when choosing their insignia.

    Rune Stones - are considered the bases of ordered magic of the world through which 'Free Magic' is given direction and form. 'Rune Stones' of various sizes and qualities can be found throughout the world though the Runes themselves will only truly be obvious to 'Mages' who can properly sense magic. For those uncompromised mages, even ones who aren't 'Druids' the feeling of these stones is like a never ending flow of magic ordered, uninterrupted, and untainted. Rune Stones were created by an unknown source in the world, it is believed by many religious sects that they are proof of 'Gods' influence in the world. Rune Stones are guarded in nature by members of the Circle of Stone. They can also be repaired by Gatekeepers to keep aberrant threats from being able to enter the world when they are broken. Rune Stones can be broken by the live sacrifice of a Baptized Druid. Their blood can be spread across the stone to break it, stopping the flow of Runes within the stone and opening the world to the void allowing aberrant creatures to slip through. The more stones in the circle that are broken in this way, the bigger the rift created. The require stronger mages to fix and a great amount of time as well.

    Stone Circles - are landmarks of gathered rune stones in a strange fashion. Most look like open air circular buildings. Some are used in various trials for different circles of Druids. Others are just looked at as if they are holy sites. Those marked with Insignia can enter the right 'doorway' of a Rune Stone Circle, and reach the Druid Homeland, known as the Migrating Vale. If the Rune Stones of a circle are all broken by the sacrifice of Druids, then they become gateways to the 'Void' and let out aberrant creatures or allow Free Magic Sorcerers to cross into the Void though it is unknown whether they can return. Repairing the stones allows the gate to close and for the Runes which order them to flow naturally again. Circle of Stone Druids can meditate here and learn the truth of certain runes, restore their mana, and learn new information about the world.

    Sacred Groves - are landmarks of an open space of trees considered holy to members of the Circle of Flora. They can be found throughout the forests of Alaya and can be used by many different types of Druid. Those of the Circle of Flora can commune with the trees here, and hear the whispers of nature. The order of free magic here determines the growth rate of the trees and the kind of wildlife which is allowed within it. Entering a Sacred Grove to a magically inclined person will feel similar to entering a stone circle, an uncorrupt ordered natural magic flowing through each and every living thing within. When trees are cut in Sacred Groves, they bleed, and if they are cut down completely they open gates to the 'void' allowing creatures of the void to enter as spirits and take over the bodies of the trees. These spirits have to be cleansed and new saplings planted to restore the Groves to their Sacred Status.

    Hallowed Falls - are the sources of the flowing rivers within Alaya. These are considered sacred meditation spaces for the members of the Circle of Rivers. They are likened to the birth places of flowing waters and the source of their powers to see. Meditating on the falls, watching the water flow over the crest allows them to grow their understanding of the flow of nature. The speed, the power, the sounds of the waters here are unique aspects of the way the world works. And within them the Circle of Rivers see the flow and beauty of nature as a power and where it all leads. These are considered forces of 'Free Magic' but unlike those tainted by lack of order these are constantly flowing all the way to the end. This is considered a metaphor for life flowing into death and as such is something to be watched and revered but never feared. Meditating here allows those to see the truth of the past and the light of the future but the present, much like the water is ever shifting. These spaces can be tainted by stagnation, and by the decreased flow of magic. There are rituals to be performed at the tops of the falls to restore the flow and get rid of water based spirits who clog the flow from the other sides. The falls themselves when they are working can be crossed and used as a method of transportation.


  3. #3

    Circles of the Druid (The Old Way)



    "Five Great Circles roam the land
    Together linked hand in hand...
    One in those who are Moon Bound
    Two in those who keep the dead down...
    Three and Five become Stone or Flora
    Four sees all in flowing water."


    Nature is truth.

    Followers of the Old Way, believe in a single tenant. Nature is truth. To believe in the truth of nature above all others is the cornerstone of Druidism. Any who find themselves in the position to believe this truth will be allowed a Druid Baptism, like the children born of the Druid Race. They will be questioned within the Great Rune Stone Circle, until they reach the truth of their existence. This is considered a test of their abilities, if they are able to answer the questions and find their 'Rune', it will be given to them as an Insignia. From that moment forward they will be Druid, capable of interacting with the 'Free Magic' of Nature as Druids born do. This action comes with no other obligation other than acknowledging that nature is true, and gives a bonus to Mana and Luck when it is applied. It also opens up a subset of skills which can be evolved if chosen. This can be applied to anyone of any race, so long as they complete the Baptism. Beyond that if they wish to join one of the Circles and gain more from their interactions with Nature, they will have to complete the trials of that particular Circle as well as live by their Tenants.

    Circles of the Druid

    There are Five Circles of the Druid which are said run the whole of Druid Culture. They are a generally accepting bunch and will allow any to join them so long as they've been Baptized. Each of the Circles as its own set of powers and abilities as well as a task they are obligated to complete. The Tenants of these Circles are different though they all hold to the Truth of Nature. The Circles of the Druids are seen as organizations, each one aligning to a different aspect of nature and each one holding a special place in the organization of Druid Culture.







  4. #4

    Circle of the Moon

    "Through the eyes of beasts we seek the truth of nature."

    Circle of the Moon

    Those who slip their skins with the ability to shift into animals. Shifting into the forms of beasts under control and empowerment of the moon. (The easiest method of becoming a controlled Lycanthrope). Each one is given a connection to a spirit animal and that grows with them and allows them powers based on the animals. Restrictions apply to each animal type that can be turned into, and the strength of transformations is increased by having fewer animals to slip into. The Trials of the Circle of the Moon are based on the nature of beasts. In Druid Culture the Circle of the Moon is responsible for raising and upkeep of forest animals. If they are carnivorous they are responsible for making sure that herbivore populations don't go out of control, as well as being responsible for communing with other carnivores to make sure they are doing their fair share of the work. Animals they are contracted with, often produce off-spring to be familiars for others within Druid Circles. And will take care of incursions of wild beasts into human populated areas, especially if those creatures would harm humans. Like the Beasts of Nature those who join this circle gain the physical traits and aspects of animals giving buffs to physical attributes, but they also lose significantly their skills with magic, luck, and ability to properly use artifacts properly.

    "Eat as your animal.
    Live as your animal.
    Die as your animal."


    Those within the Circle of the Moon are required to take on the diet of the animal whose skin they wear most often. Omnivorous animal hosts have no dietary restrictions. Their secondary Tenant is to live as their animals do, if they are in the forest and can live among their animal type they should for their own sake and the sake of their beast. If they are solitary then they must be solitary to not live as your animal is to doom yourself. The last Tenant requires those of the Circle to die as their animals. Many who live under the Circle of the Moon transform into their animal upon their untimely demise to be returned to nature as such, it is bound into them and part of their life. If they forced a death in their original form, they would break Tenant and become a wandering spirit.

    Parameter Bonuses
    Strength: ++
    Endurance: ++
    Agility: ++
    Mana: --
    Luck: --
    Artifact: --

    Trials TBA

  5. #5
    "Things that are contrary to nature, must not be allowed to ruin it."

    Circle of the Gatekeepers

    Those who deal exclusively with aberrant threats to nature. They bind and kill demons. Keep crypts and preside over burial rights. They know and understand the necessity of death and destruction in nature and tend to have powers that have no obvious alignment. Even so they are well tempered individuals and spend most of their lives as they come into power considerably weaker than those of other circles. They have to learn and embody the balance of the universe, to do this they take little power into themselves and instead bend nature outside of themselves. They are taught cleansing rights and rituals specifically for keeping the dead and demons at bay. They are also most likely to use the lesser forms of all powers of other circles. (Considered the most useless in game because there were no demons or undead within AoE's base game). Because Gatekeepers must be able to defeat even creatures which cannot be stopped, they are imbued with the power to capture, block and ward off evils that should remain unknown to nature. They gain the ability to use vessels to hold evil. They are granted the ability to purify using the blood skill 'Purge' at their first trial. And gain other bonuses but not necessarily those of Status.

    "Nature is Balance, purity and corruption.
    Death brings life and life death.
    Paths traveled are not linear and will always curve back."

    The first Tenant is one which acknowledges necessary evils and unnecessary goods in Nature. Gatekeepers are expected to uphold the balance, both in how they deal with creatures and how they deal with humans. Everything that exists, does so for a reason, and one cannot judge based simply on what something is. The second Tenant requires the understanding and necessity of life and death. Gatekeepers must be aware always that death and life are both equal life cannot truly be understood without death and death would not have meaning without life. The last Tenant denotes an understanding of ones own place in the cycle of life, as you move upon a path it might seem to lead to a singular conclusion, but that conclusion may simply lead you back to the beginning. You must always be willing to travel the path, even when its unclear what you gain from it. Breaking any of these Tenants will cause a Gatekeepers power to forsake them, it will allow them to fall to the corruption of life. Their Insignia will become corrupt and they will no longer be able to travel the path.

    Parameter Bonuses
    Strength: --
    Endurance: --
    Agility: --
    Mana: +
    Luck: +
    Artifact: +


    Gatekeepers Initiation

    Gatekeepers are tasked with protecting the boundaries of the world from 'Demons' and incursions from aberrations. As such they are tasked with maintaining the natural order of this world and taught to recognize the signs of incursion. A Gatekeeper is taught moderation first and foremost, as such their first trial isn't one of physical test, but instead one of decision and thought. There are five Trials associated with becoming a Gatekeeper.

    Trial of Intercision: A trial of cutting, enacted before leaving the Migrating Vale the first time. It binds one of the trial takers main skills to one of the stones which lines the Druid Circle of their homeland. Putting on display their intention to follow the path and learn to moderate their abilities. You choose which skill to leave behind and are responsible for reaching a certain threshold without the true use of that skill. You can choose between a 1/2-2 full tiers of any singular skill. Your reward equal to what you give up if you make it that far. It won't be given back until the completion of the 3rd trial. When you give up a skill you are given the blood trait 'Purge' which gives your mana the ability to clear 'Evil' Magics. The tier of this trait is connected directly to the amount you give up the more you give, the better your 'Purge' skill, with a special bonus if you give up 'Mana' as your skill of choice. (Taken at Character Creation.)

    Trial of Interpretation: A trial undertaken after a bit of adventuring. It requires a return to the Migrating Vale and enter the sealed cave. Upon entering, the cave itself shifts into one of darkness and requires the Trial Taker to learn to interpret the will of nature to find the exit. Upon doing so, they will be able to dive into a spring, and come out with the full ability of interpreting nature. Hearing the whispers of creation and manifest the ability to speak with that which is unseen. The path taken in the sealed cave will determine the type of Nature Spirits one can talk to, taking the long route will guarantee a well-rounded character, if one is afraid and takes only the shortest path they will only be able to commune with fire spirits. (This trial allows one to gain the ability to speak to spirits of nature, to hear them and be heard by them, it causes a slight increase to the luck stat) (Available at level 5.)

    Trial of Reclamation: A trial undertaking after the next leg of the adventure of an aspiring Gatekeeper. It requires them to return to the stone which holds the fruits of their Intercision. Upon reaching it, they have to reclaim it by solving the puzzle that is the stone. Something only truly possible if they recieved the right crystal from the previous trial. Upon its completion, the lost tiers of their essence is returned. And they are granted a boon depending on the type of puzzle. (The amount of skill left behind determines the complexity of the puzzle, the more tiers left behind the greater the complexity of the puzzle. Some puzzles are so complex they cannot be solved by conventional means, leading to the inability to reclaim the lost essence). Completing this trial grants a base boost to the use of Rune and Druidic Magics, adding strength to already existing runes and bounded fields and allowing the cast and placement of more powerful runes at will, by speaking them into existence. (Available at level 10.)

    Trial of Suppression: A trial which tests the understanding of the balance of nature. It requires the Gatekeeper in training to enter the Catacombs. Upon entering this place they must stay until the corpse within rots away completely. Though the space itself is magically enhanced so one only has to spend a relatively short time there. It is also tainted by 'dark' magics. The words of demons and creatures of other places speak to the user and try to force them to go against nature and speed up this natural process. If the trial taker concedes to any demonic wish uttered during this time period they will fail and likely be the next body within the Catacombs as they won't be able to exit. In order to pass this trial you must face the fears of your mind and calm yourself to accept that which you cannot change. (Gives the ability to heal self and replenish mana and stamina stores through meditation in a natural space, gains immunity to 'darken auras' including the influence of aberrations, unbound necromancers and free magic creatures).(Available at level 15.)


    Trial of Aggression: The final trial of Gatekeepers. It requires them to delve into the deepest reaches of the Migrating Vale's Forest. In this place, the line between realms is thin. And creatures of the depths emerge, particularly in places where Dark Magic Rituals have corrupted once pure spaces. The kind of creature that emerges is always different and is usually some form of undead, Demon or Corrupt Nature Spirit not previously dealt with. It is the responsibility of the given Gatekeeper to subdue this creature. The trial of Aggression is a test of knowledge, skill and judgement. What you choose to do against your creature of choice is up to you, and it is possible to pass this test regardless of your choice of action. But if you die, join the undead or sacrifice another to get out of it, You will fail. A bonus is granted if one is able to fix the problem which allowed the crossing of the tainted spirit in the first place. (Available at level 20.)

  6. #6

    Circle of Stone

    "In the silence of the stones, the music of nature is most vibrant."

    Circle of Stone

    Those who keep company of Runes and Rocks. They are responsible for keeping the barrows and natural stone structures of nature alive. They are given the power of hardening and the ability to fortify. They are the reason circles and gates of the old ways exist and they find comfort even in the plant free mountains as they can hear the whispers of stones. They are the keepers of history for the Druid Circles and are most likely to be seen interacting with Druids outside of their own circles. They are responsible for keeping of the Old Runes and handle the Baptisms of Druid children, in the old ways. They are most likely to be approached by Outsiders wishing to join the Druids and become followers of the Old Way. Being a member of the Circle of Stone, grants bonuses to endurance and mana, though takes away from things like strength and speed. Their ability to forge Runes is astounding, and their understanding of them great. Their task by and large is the upkeep and repair of the Great Rune Stones found throughout the Kingdoms. They are also responsible for trapping 'Free Magic' creatures within stone until someone more capable can arrive. It is said that the traps of the Circle of Stone will last an eternity if they must.

    "Be hard but flexible.
    Be strong but soft.
    Speak quietly for all things have ears."


    The Tenants of the Circle of Stone require them to remain stern in keeping with the Old Ways, but also require them to know and understand when they must allow change to occur. Though it could take thousands of years like when water weathers stone, change is always possible. The second tenant requires them to have the strength to face challenges even when they cannot win, but know when it is time to step aside and let someone else take their place. It requires them to acknowledge that nothing can remain the same and sometimes the greatest kindness is allowing that change to take place. Their last tenant requires that they never speak too harshly with words riddled with magic, as they have a great understanding of these words and will be bound by them. Members of the Circle of Stone and speak and write magic into existence, they must always be vigilant to keep from creating their own truth instead of the truth presented by nature. Violation of these Tenants will leave them without their ability to forge or read Runes, leaving them to be run out of the Circle.

    Parameter Bonuses
    Strength: --
    Endurance: ++
    Agility: --
    Mana: ++
    Luck: =
    Artifact: =

    Trials TBA

  7. #7

    Circle of Flora

    "Flowers don't tell, they show."

    Circle of Flora

    The Druids people think of traditionally. They are healers and herbalists, responsible for the upkeep of the Sacred Groves. They are most at home within the forests walking among the trees and crawling vines. They do not shun animals but prefer the silent growth of plants. They are the healers of the traditional sect, full of knowledge about plants and herbs and knowing how to heal even the most advanced of injuries naturally. They are most likely to be seen connecting to Dryads and are less likely to have long term interactions with others aside from the healing services they provide. They are uniquely concerned with the environment and nurture the balance of the forest to a painstaking degree. They believe in the truths presented by the growth of plant-life and depend upon it. They only take what they need from nature and are given great power in return. The have the ability to make even morsels of food last for a meal. They gain mana and agility from their interactions with nature, though they tend to lose on the physicality of strength and lack endurance. Druids of this Circle are called in to advise sickness in large populations, to heal animals and plants alike and learn to identify all forms of sickness natural in the world. They are peaceful, nature-loving forest dwellers with good intentions and quiet voices.

    "Take only what is needed.
    Never leave it to fester.
    If you can help without harm do so with haste."

    The Tenants of the Circle of Flora teach conservation first and foremost. They should never stockpile or take more than they need for a single instance. They are rewarded by nature for good planning and not being wasteful. Acts of Greed and Gluttony are not tolerated by this sect. Their second Tenant requires action when wrong doing is noticed. If something is off in the balance of nature, if a grove needs tending, if a child needs healing it should be done. Slothfulness isn't tolerated and their last Tenant builds upon this. It requires those who can act to do so without hesitation specifically if it won't cause any harm for them to help. Not doing something when it could be done without harming someone is not an option. As a healer and herbalist they are left to care for all those they happen upon, not caring for any creature, plant or animal they could care for is a violation of the spirit of the Circle of Flora. If these tenants are broken those who are part of this circle will lose their ability to heal. Everything they touch will become as death and everything they try to heal will hurt. They will become a social outcast and pariah, they will be turned away from every circle and banished intrinsically from the nature they love.

    Parameter Bonuses
    Strength: --
    Endurance: --
    Agility: ++
    Mana: ++
    Luck: =
    Artifact: =

    Trials TBA


  8. #8

    Circle of Rivers

    "Water is patient."

    Circle of Rivers

    The Druids who find particular comfort near water. They travel the flowing rivers of the world divining the hidden meanings of this movement of nature. They bond with flowing movements, move in streamline ways and are known to almost completely avoid human contact, except in rare instances. They are prophetic seers capable of telling futures and interpreting the ancient runes of old as they appear in nature. They are particularly gifted in seeking out treasures both of physical and metaphysical value and are most familiar with the riches of nature. Within the Druid Culture they are responsible for divining the truth from lies, for clearing up arguments between sects and for providing clean water for all. They are quick like streams, still like ponds and always reflective. They are known to possess luck, speed, endurance, strength but lack the mana and ability to use artifacts though they can find them easily.

    "Follow the flow.
    Don't let what you see keep you from the truth.
    If action is appropriate, sight was not enough."


    The first Tenant of the Circle of Rivers is to go with the flow, both physically and mentally. One cannot learn, see or interpret without following the clearly marked path to follow. As rivers flow down stream, as water falls from above, so must you. Stagnation is death in the case of a member of this circle. The second Tenant requires one to not simply accept the sight for what it is. Relying on your ability to see the future should not be something any member of this sect does, sometimes things are deeper than they appear, just as water often creates craters much deeper and distorts them with light. To find the truth sometimes more than sight is necessary and that is the last Tenant they live by, finding the truth of nature not just through sights but through actions.

    Parameter Bonuses
    Strength: =
    Endurance: +
    Agility: +
    Mana: --
    Luck: ++
    Artifact: --

    Trials TBA

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