Palaestra Logo

Druid

 

 

 

 

 

 

 

 

 

Druid is solely a Faerie class, restricted to "pure" fey races - even a human capable of sorcery (and therefore touched by Faerie) would not be allowed into the druids.

The Druidical Order is made up of three classes: bards, praise-singers, and druids. The druid class is the powerful within the order and the most respected in Faerie as a whole. (Note: druid with a capital "D" refers to the Druidical Order, and in that case may refer to a bard or ollave.) The Druids are seen by all fey as the glue that bind the fey together. Within rder, the druids gain their power directly from Faerie, which they see as indistinguishable from god, and/or the natural order. It is the source of all things.

The druid class is, as one imagines, the backbone of the Society of Druids, and the de facto "priest" class of fae society. "Pure" druids are more highly respected than any other class, save grand druids. While praise singers devote themselves to one god, druids look at the whole cycle of the world - its mysteries and connections to both otherworlds and the rhythms of nature. They are the conscience of the fae and the glue that binds the disparate cultures of sidhe, elf, dwarf, gnome and halfling together. All of these people, in one fashion or another look to the druids for guidance and wisdom. So far druids, have never betrayed that trust. They favor no race, or social class and seek to keep fae society vibrant, and balanced with the needs of nature and the gods.

Druids in the Game

The word "druid" has multiple meanings in Faerie. When capitalized, it refers to the Society of Druids, also known as the Druidical Order. This is the political and social class of the learned that guide fae society. They are the priest, poets and sages of the fae. As such, they encompass many character classes. The lowercase "druid" refers to the character class only. So, a bard is a" Druid," but not a "druid." Expressing this multi-faceted society in game terms becomes a bit more complicated. Persons within the order can be one (or combinations) of many classes.

Grand Druids - these are (normally) ancient fae who are at least seventh level in all three of the Druid classes. Moreover, they have gone through each class one by one: first bard, then ollave and then druid. Most dedicate themselves to the druid class thereafter. These druids lead the Druidical Order.

Ollaves, praise-singers (clerics) - lesser in stature than druids, the ollaves are persons that devote themselves to the study and praise of one god above all others. Unlike the templars (clerics) of human lands, ollaves never have congregations, or churches to offer them support. Each praise singer may have one or two initiates learning their rites. Essentially, they operate alone. They preside over festivals and ceremonies that involve their deity and sing priase-poems both to entertain and educate the masses. Along with the rangers, they often act as defenders of groves and front line warriors when the Druids make war. As warrior priests they have developed formidable healing arts and are well-loved by the commoners whom they sometimes minister to.

Bards - bards are less important than ollaves in Druidical seniority, but powerful nonetheless. Individual bards command great respect in the society as great artists and orators. They are the eyes and ears of the Society of Druids, and sometimes its mouthpiece. Satirical songs and poems carry great weight in fae society. Many a noble has been humbled by the Druids without the casting of a single spell, due to a bard's skill. Bards gather knowledge for the ollaves and druids, traveling widely and therefore are more independent than their brethren.

Adepts - these persons represent lesser druids and ollaves - persons who exhibit some power, but not as much personal power as their more senior members. Adepts are usually village hedge wizards. One of their most important functions is to bring promising children to the attention of the more senior Druids classes.

Rangers - The rangers grew out of warriors who took it upon themselves to protect the Druids and their holy places. While some wander freely, most rangers serve as the protectors of magic glades, bodyguards, and warriors under the direct command of the Druids. Remember though, not all rangers serve the Druids. Rangers are never really considered Druids outside of the Society, but they have become an integral part of the culture of druids. As, such they have a voice in the society. In times of strife, wise Druids follow the lead of the rangers. The council of Grand Druids contains a senior ranger. These classes often act in support of the Druids.

Experts - essentially, Druids represent the learned class of the fae. The Druids often support scholars and, in turn, look to them for knowledge from time to time.

Sorcerers - many fae multiclass as sorcerers, and while few choose to devote themselves completely to the Arcane arts, some of the most famous members of the Druidical Order (Merlin) were sorcerers of great power. It is said there is a secret organization within the Druids - the Grey Druids. These are devotees of Merlin that dedicate themselves equally to both the druid and sorcerer class.

Standing in the Order

Just because a druid is considered generally more senior than a bard, it does not mean that powerful bards (or even adepts) must kowtow to less powerful ollaves and druids. A good rule of thumb in gauging the relative power of a person in the Druidical society is to add her Wisdom modifier to her highest level achieved as ollave, druid or bard. (Bards may add their Charisma modifier instead of Wisdom.) Generally speaking, this is the person's ranking in the Druidical Order. In a campaign set in Faerie, it is usually a good idea to have this number written on a PC's character sheet. Here are the modifiers to Druidical standing - only one modifier can apply.

Druidical Standing Modifiers Table

  • If the character is a Grand Druid, add five to her standing.
  • If the person' highest (or tying) level is druid, add two to this number.
  • If the person's highest (or tying) level is ollave, add 1 to her standing.
  • If the NPC is an adept, subtract 1 from her standing.

Example: Erin is a fighter 4 / druid 3 with a Wisdom modifier of +1. Her Druidical Standing is 4. Her levels in druid are not her highest class, nor is it equal to her level as a fighter, so she gets no bonus other than her Wisdom modifier, so 3 (level) + 1 (Wisdom modifier) = 4. If she gains one more level in druid, her standing will be 7 - 4 (level) +1 (Wisdom modifier) + 2 (highest, or tying, level is druid) = 7.

Rule 0: Druids are proficient in light armor and shields. Likewise, they are proficient in all simple weapons and the cultural weapons of the fey: longsword, sling, and all spears. They are not restricted by the materials of any armor or weapon, unless by condition of a geas.

Rule 0: All druids must take a geas. If they violate their geas, they loose all of their special abilities and cannot regain spells until they atone. In all ways this works the same as standard druids who violate their ban on weapons and armor.

Gaesa are not forgiving, so, even if the druid is tricked or forced into breaking a geas, she will suffer the consequences.

Gaesa are strange and powerful. Bizarre gaesa are respected in Faerie.

Examples of Gaesa

  • May not bear metal weapons or armor (standard geas)
  • Must always grant a third request
  • May not bathe, or don clean garments: -2 to charisma.
  • Must walk -- cannot ride a horse or chariot or be carried.

 


Quote
— Atrribution

Purple Gemstone
d20 Logo (Wizards of the Coast)
Red Gemstone