Difference between revisions of "Druids (Guild)"

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                        [GUILD LEADERS]
The '''Druids''' are now a defunct guild, replaced by the [[Shamans (Guild)|Shamans]] after the loss of [[Metamorphosis]].
                  Guildmaster: Micah
                Divine Patron: [[Lleis]], Goddess of Renewal
    Guardian of the Great Oak: Ehlana


==The Viridian Order==
The Druids Guild originated in a time long past, a result of experiments performed by the Ankyrean [[Conclave of Nature]].  A group of [[Ankyreans]] left [[Spinesreach]] to study various plants.  They were gone for quite a long time, having limited contact with Spinesreach.  Through their studies, the members of the [[Viridian Order]] discovered how to communicate with plantlife, as well as how to bond with animal spirits.  The longer the Viridian Order was away from Spinesreach, the less the Ankyreans thought of them, and they were eventually a vague memory, completely forgotten for centuries when the [[Grand Artifice]] occurred.


The path of the Druid is one spent in communion with nature. It is this
bond with the natural world that roots the Druids with the obligation to
be the claws of the wilderness in times of danger. Not only are Druids
the steadfast defenders of the wilds, it is also a path of tending to
and nurturing the land. This bond by its very nature is not for the
faint of heart, for very often the trees will share their pain with you.


It is with this in mind that the Druid follows a path away from
==Acorns to Oaks==
zealotous light and darkness. The path of the Druid is focused on nature
The Druids Guild of the [[Midnight Age]] began with the tutelage of [[Jallah]], Eldest of the Druids.  Though it wasn't known for many years, Jallah was not only an Ankyrean, but one of the members of the Viridian Order. The only other still-living member of the Order was [[Seasone]] the Industrious.  Jallah shared his knowledge out of kindness, while Seasone would not share her knowledge, only the fruits of it, and only for a price.  As the years passed, many joined the Druids and sought to defend nature, though the specifics remained somewhat vague resulting in a great deal of in-fighting.  Shifting over time, at some points the majority of the Druids supported [[Haern]]'s ideals regarding nature, taking an aggressive approach to defending the wilds. At other times, the majority followed the tenets of [[Lleis]] or [[Slyphe]].
first and foremost, and those called to the Druidic order realize that
both too much light as well as too much darkness are bad for nature.
Within this ideology, the Druid appreciates the forest bathed in shadows
just as much as the forest bathed in light, so long as the wildlife is
allowed to thrive. It is this for this reason that the Druid Guild
accept members that have a darker heart than most guilds who would
support life would allow.


The study of Druidry is inclusive of three major skills. The articulate
study of animal life and behaviours has developed the skill of
[[Metamorphosis]], which a Druid commands to defend the natural world. The
close and careful study nature's deeper magics has brought about the
knowledge of [[Conjuration]]. Using this knowledge, we can create items of
magical power, or enhance an already existing item. However, the most
mystifying of all the skills a Druid possesses lies in the ability of
[[Groves]]. Within the consciousness of the natural world, a Druid has the
ability to commune deeply with the trees around them in an unparalleled
bond.


A Druid is one with the forest, an extension of this larger
==Roots and Branches==
consciousness. It is within their grove that a Druid is able to touch
The role of the Druids was primarily vigilance and defense, which they accomplished by listening to nature itself.  The whispers of the trees or the chattering of a squirrel could be a call to respond to a threat to the natural world.  To protect the wilds, the Druids originally employed the skills of [[Metamorphosis]], [[Groves]], and [[Concoctions]].  Concoctions eventually became a trade that could be learned by any living mortal and the Druids gained the ability of [[Conjuration]] to aid them.  Metamorphosis allowed Druids and [[Sentinels]] to bond with animal spirits, gaining some of the natural abilities associated with the bonded animal spirit.  The Groves skill allowed a Druid to bond with a place in a forest or jungle, granting them a powerful symbiotic relationship and the ability to call on the forest for aid while there.  The skill of Grove Annihilation was devastating. It held all foes in ones grove still, unable to retaliate for a short time after which the Grove would overcharge itself with [[sunlight]] energy before detonating, killing everyone within and severing the bond the Druid and the Grove shared.  Calling upon the forest to do this inflicted a heavy toll as the forests would shun the user for a year.  Concoctions was the practice of safely harvesting plants and creating curative products such as salves and elixirs from them.  Once this skill became common knowledge, the Druids took up Conjuration, allowing them to transmute materials into various sigils and magical effects that they could use in combat.
the very heart of the wilderness, and call upon it in times of need. A
 
Druid never stops learning about the wild land, the consciousness of the
 
forest, or their skills. Nature is constantly changing, ebbing and
==A Seed Sprouts From Compost==
flowing, waxing and waning, in accordance to the demands placed upon it.
The Druid Guildhall just west of [[Delos]] was assaulted and Jallah was slain.  The Druids took up residence within a tree near the [[Heartwood]] of [[Duiran]].  They resided there for some time, continuing their mission until the [[Corruption of Dendara]].  The link to the nature spirits the Druids had was broken, and their power waned. The Druids Guild ended shortly thereafter, but an ancient order re-emerged, and from the ashes of the Druids were born the [[Shamans]], a contemporary group with similar goals, but a somewhat different history and methodology. Only a handful of Druids remain these days, most living in their own groves in isolated areas.
Because of this, a Druid's life is never simple or straightforward. If
 
you are ready to accept this responsibility, then the Druids will
[[Category:Guilds]][[Category:Defunct Guilds]]
welcome you as you are, and as one of their own.

Latest revision as of 14:38, 15 July 2020

The Druids are now a defunct guild, replaced by the Shamans after the loss of Metamorphosis.

The Viridian Order

The Druids Guild originated in a time long past, a result of experiments performed by the Ankyrean Conclave of Nature. A group of Ankyreans left Spinesreach to study various plants. They were gone for quite a long time, having limited contact with Spinesreach. Through their studies, the members of the Viridian Order discovered how to communicate with plantlife, as well as how to bond with animal spirits. The longer the Viridian Order was away from Spinesreach, the less the Ankyreans thought of them, and they were eventually a vague memory, completely forgotten for centuries when the Grand Artifice occurred.


Acorns to Oaks

The Druids Guild of the Midnight Age began with the tutelage of Jallah, Eldest of the Druids. Though it wasn't known for many years, Jallah was not only an Ankyrean, but one of the members of the Viridian Order. The only other still-living member of the Order was Seasone the Industrious. Jallah shared his knowledge out of kindness, while Seasone would not share her knowledge, only the fruits of it, and only for a price. As the years passed, many joined the Druids and sought to defend nature, though the specifics remained somewhat vague resulting in a great deal of in-fighting. Shifting over time, at some points the majority of the Druids supported Haern's ideals regarding nature, taking an aggressive approach to defending the wilds. At other times, the majority followed the tenets of Lleis or Slyphe.


Roots and Branches

The role of the Druids was primarily vigilance and defense, which they accomplished by listening to nature itself. The whispers of the trees or the chattering of a squirrel could be a call to respond to a threat to the natural world. To protect the wilds, the Druids originally employed the skills of Metamorphosis, Groves, and Concoctions. Concoctions eventually became a trade that could be learned by any living mortal and the Druids gained the ability of Conjuration to aid them. Metamorphosis allowed Druids and Sentinels to bond with animal spirits, gaining some of the natural abilities associated with the bonded animal spirit. The Groves skill allowed a Druid to bond with a place in a forest or jungle, granting them a powerful symbiotic relationship and the ability to call on the forest for aid while there. The skill of Grove Annihilation was devastating. It held all foes in ones grove still, unable to retaliate for a short time after which the Grove would overcharge itself with sunlight energy before detonating, killing everyone within and severing the bond the Druid and the Grove shared. Calling upon the forest to do this inflicted a heavy toll as the forests would shun the user for a year. Concoctions was the practice of safely harvesting plants and creating curative products such as salves and elixirs from them. Once this skill became common knowledge, the Druids took up Conjuration, allowing them to transmute materials into various sigils and magical effects that they could use in combat.


A Seed Sprouts From Compost

The Druid Guildhall just west of Delos was assaulted and Jallah was slain. The Druids took up residence within a tree near the Heartwood of Duiran. They resided there for some time, continuing their mission until the Corruption of Dendara. The link to the nature spirits the Druids had was broken, and their power waned. The Druids Guild ended shortly thereafter, but an ancient order re-emerged, and from the ashes of the Druids were born the Shamans, a contemporary group with similar goals, but a somewhat different history and methodology. Only a handful of Druids remain these days, most living in their own groves in isolated areas.