Druid

In 3345 PBM, a charismatic male witch named R’trenf attracted a sizeable band of followers advocating an activist, aggressive approach towards ensuring the sanctity of the natural world. R’trenf addressed the Magnum Concillium and called for the witches to adopt a new approach. He was rejected.

Refusing to accept the judgment of the Concillium, R’trenf and his followers broke with the Witches to propound a new a philosophy of militancy and direct action. In their exile wandering through the GloomRim, the witches encountered the being known as Lord T’lloluvin.

Universally feared, Demon Lord T’lloluvin is said to hunt the GloomRim Mountains on his moon preying upon all abroad. The truth is somewhat different. Lord T’lloluvin is no more a demon than any other Crescent Lands deity. Unlike other deities, T’lloluvin’s home plane is located physically on Loca Ottii and his power derives from the energies generated by natural world forces. The trees and animals and the rock provide him with the energies for his existence. In return, Lord T’lloluvin’s presence creates a stability in the planes surrounding Loca Ottii—preventing the planar denizen from intruding upon the world.

T’lloluvin’s place of greatest power was Tellura; the place where Loca Ottii is the thickest—the “most itself”. Thousand of years ago a race known as the Builders invaded the Crescent Land, and by means of a ruse, the Builders lured Lord T’lloluvin from his place of power into the GloomRim. In his absence, the Builders constructed a device which from prevented his return. Subsequently, they fashioned Tellura to protect and disguise this device.

Cut off from the fount of his energies, Lord T’lloluvin’s existence is maintained by the residual connection he maintains. In his weakened state he is unable to leave the GloomRim demesne to which he had been lured.

Two millennia ago the rebel faction of witches stumbled onto his waiting place, and instead of slaying them, he chose to co-opt them as emissaries in the lands beyond the GloomRim. For with every dwelling constructed and each forest logged, T’lloluvin’s power is diminished. With Druids he has partisans to act in his defense by preventing the depredations visited on the land by the acts of man.

Lord T’lloluvin is not a benevolent god: his needs are in direct conflict with the activities of mankind. His anger and his tendency towards their destruction is primarily limited by his inability to act outside of his place of imprisonment. His only freedom occurs on Lord T’lloluvin’s moon, when his fetters weaken and allow him greater range for one evening. Curiously, the corruption which affects those abroad in the GloomRim on this eve is not caused by T’lloluvin. In fact, it is the opposite. Lord T’lloluvin’s existence in Loca Ottii has the salutary effect of stabilizing the dimension and preventing outside intrusion. The same weakening of the bonds holding T’lloluvin on this day coincides with the nadir of T’lloluvin’s power (for which the inhabitants of the Crescent Lands should be grateful). With the diminishment of his power, comes the reduction of his ability to resist the outside intrusion of other planes upon Loca Ottii.

DRUIDIC STRUCTURE

Druids reject the hierarchical, centralized coven organization of witches, except in times of great danger, druids act independently. Druids concern themselves primarily with mitigating the negative impact of humanoids on the Crescent Lands. This can be expressed in a range of activities: as pacific as educating humanity about the harm they practice to waging guerilla campaigns against those who attack their tenets.

Because of the fear with which both witches and Lord T’lloluvin are regarded, Druids often choose to be lay members of the Ehestran temple and represent themselves as adherents of Ehestra to those who inquire.

Druids do not wear metal armor, for it represents a working of the virgin ore, and it generates no natural power. Moreover, encasing the druid in the material prevents his powers from functioning. Small amounts may be used, such as represented by weapons.

Experience Level Invocation Level and # of Invocations per Level
1 2 3 4 5 6 7 8
1 2
2 2 1
3 3 2 1
4 4 2 2
5 4 3 2 1
6 4 3 2 2
7 4 4 3 2
8 4 4 3 2 1
9 5 4 3 3 2

INITIATESHIP

Druids become an initiate by performing acts that defend the land from sentient beings. A druid wishing consideration presents himself to the central temple in the GloomRim, and the aspirants is blindfolded and lead to T’lloluvin’s Defile. Those who survive the night and return are granted initiateship. Failures never return. Needless to say, few present themselves for consideration until they truly feel themselves worthy.

Initiates receive the following benefits:

The ability to transform themselves into one animal form once per day. Upon receiving initiateship, Druids choose one animal form with one additional form gained per level gained after initiateship is conferred. Once per day (per form) they are able to transform into this aspect, gaining sense, mobility, instincts and attacks consistent with this form. Druids can remain in this form indefinitely but have a 5% cumulative chance per day (beyond the first) of continuous transformation of having their intellect subsumed beneath the instincts of the animal form. Only protracted treatment by the Druidic temple can serve to reawaken the human mentality. Upon returning to human form, a druid will be exhausted having 0 evasion points. These evasion points can be recovered by magical or other means.

Both lay and initiate druids gain certain special abilities as they increase in level.

At Third level druids receive a 50% bonus to identify plants, animals, and can automatically identify pure water. At Fourth level, they gain the natural ability to pass without trace and a 30% bonus to camouflage. Additionally, druids have the skill make like a ranger but do not receive experience points for successful use of the skill.

Druids do not actively proselytize.

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