Category:Druid: Difference between revisions

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A druid is a [[guardian of nature]]. [[Wanderer|Wandering]] [[druid]]s may be encountered in [[Forlorn]], though they are relatively rare.<ref>[[Castles Forlorn: Melancholy Meetings]], p. 39</ref>
(WIP- please do not edit)
{{canon}}
 
Druid are [[guardian of nature]]s, indeed, [[divine spellcaster]]s whom draw their very power from their connections to [[nature]] or [[deity|deities]] associated with nature. In the [[Demiplane Dread]], the path of the druid is a dangerous, for the intolerance and xenophobia common in the Dread Realms often makes the uninformed laypeople of even so-called civilized lands afraid of them. [[:category:Druidic]] magic is often confused with another little understood but greatly feared form of magic- [[witchcraft]], which is associated with the dark crafts of the [[hag]]s. Because of said suspicion or outright hostility, druids often disguise the specific nature of their priestly traditions, sometimes passing it off as the spellcasting of the [[cleric]]<ref>[[Ravenloft Third Edition]] p. 38-39</ref>.
 
Beyond the suspicions of other mortals, druids must also deal with the corruption and evil that often corrupts the lands of Ravenloft. [[Sinkholes of evil]] are a frequent target for eradication- yet the Realms of Dread throw in many obstacles in the druids' ways. Druids face the same [[spell]] alterations as all spellcasters do. None of their special abilities allow them to escape the effects of closed [[domain]] borders<ref name="Ravenloft Third Edition p. 39">Ravenloft Third Edition p. 39</ref>. Moreover, the evil seeped into the soil corrupts many of what would be their normal [[plant]] allies, making [[treant]]s into [[dread treant|twisted mockeries of their goody equivalents]]. Moreover, any plant brought to sentience via the [[Awaken]] spell may eventually succumb to evil from the corrupted soil of the land<ref>Ravenloft Third Edition p. 95</ref>. And a druid's [[animal]] companions will obey the orders of a [[darklord]] with the power to control them before the druid- though the companions will never attack their master<ref name="Ravenloft Third Edition p. 39">Ravenloft Third Edition p. 39</ref>.
 
==Druids within the Dread Realms==
Druidic tradition specifies [[Forlorn]] as the place of origins for the first of the Demiplane's druids, though they have spread beyond that realm<ref>Ravenloft Third Edition p. 38</ref>. Forlorn's dark and twisted nature (as well as the hostile pogroms of [[Tristen ApBlanc|its darklord]] and his [[goblyn]] minions) make the domain a very dangerous place for druids. Nonetheless, a tiny of number of druids- said to be descendants of the realm's original druids<ref>Ravenloft Third Editon p. 121</ref>- fight a desperate struggle to keep the evil from swallowing their homeland.
 
The druids are divided on how to best balance out the evil within Forlorn.  
 
[[Wanderer|Wandering]] [[druid]]s may be encountered in [[Forlorn]], though they are relatively rare.<ref>[[Castles Forlorn: Melancholy Meetings]], p. 39</ref>


[[Druidic (Language)]]
[[Druidic (Language)]]

Revision as of 17:21, 14 December 2021

(WIP- please do not edit)

Druid are guardian of natures, indeed, divine spellcasters whom draw their very power from their connections to nature or deities associated with nature. In the Demiplane Dread, the path of the druid is a dangerous, for the intolerance and xenophobia common in the Dread Realms often makes the uninformed laypeople of even so-called civilized lands afraid of them. category:Druidic magic is often confused with another little understood but greatly feared form of magic- witchcraft, which is associated with the dark crafts of the hags. Because of said suspicion or outright hostility, druids often disguise the specific nature of their priestly traditions, sometimes passing it off as the spellcasting of the cleric[1].

Beyond the suspicions of other mortals, druids must also deal with the corruption and evil that often corrupts the lands of Ravenloft. Sinkholes of evil are a frequent target for eradication- yet the Realms of Dread throw in many obstacles in the druids' ways. Druids face the same spell alterations as all spellcasters do. None of their special abilities allow them to escape the effects of closed domain borders[2]. Moreover, the evil seeped into the soil corrupts many of what would be their normal plant allies, making treants into twisted mockeries of their goody equivalents. Moreover, any plant brought to sentience via the Awaken spell may eventually succumb to evil from the corrupted soil of the land[3]. And a druid's animal companions will obey the orders of a darklord with the power to control them before the druid- though the companions will never attack their master[2].

Druids within the Dread Realms

Druidic tradition specifies Forlorn as the place of origins for the first of the Demiplane's druids, though they have spread beyond that realm[4]. Forlorn's dark and twisted nature (as well as the hostile pogroms of its darklord and his goblyn minions) make the domain a very dangerous place for druids. Nonetheless, a tiny of number of druids- said to be descendants of the realm's original druids[5]- fight a desperate struggle to keep the evil from swallowing their homeland.

The druids are divided on how to best balance out the evil within Forlorn.

Wandering druids may be encountered in Forlorn, though they are relatively rare.[6]

Druidic (Language)

Druidic

References

  1. ↑ Ravenloft Third Edition p. 38-39
  2. ↑ 2.0 2.1 Ravenloft Third Edition p. 39
  3. ↑ Ravenloft Third Edition p. 95
  4. ↑ Ravenloft Third Edition p. 38
  5. ↑ Ravenloft Third Editon p. 121
  6. ↑ Castles Forlorn: Melancholy Meetings, p. 39