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dinosaur
 
PostPosted: Tue, Oct 14 2014, 11:04 AM 

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My understanding of druidic lore is spotty at best

if any one can chime in with articles on druidic lore i would be grateful

i am particularly interested in how druids might view the large numbers of outsiders on the isles.

rp tips wouldn't go amiss either


 
      
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PostPosted: Tue, Oct 14 2014, 12:49 PM 

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The almost complete list of deities that support druids:

Faerun Pantheon: Silvanus, Mielikki, Eldath, Nobanion, Gwaeron Windstrom, Shiallia, Lurue,
Chauntea, Grumbar, Istishia, Akadi, Kossuth, Ulutiu, Talos, Malar, Umberlee, Auril, Talona.

Mulhorandi Pantheon: Osiris, Anhur, Isis, Sebek, Set.

Elven Pantheon: Rillifane Rallathil, Angharradh, Aerdrie Faenya, Deep Sashelas, Fenmarel
Mestarine, Solonor Thelandira, Khalreshaar.

Gnome Pantheon: Baervan Wildwanderer, Segojan Earthcaller.

Hin Pantheon: Sheela Peryroyl.

Dwarf Pantheon: Thard Harr.

Sylvan Pantheon: Oberon, Titania[/quote]

Mielikki: Our Lady of the Forest, the Forest Queen. Symbol: Golden-horned, blue-eyed unicorn’s
head facing left. Alignment: Neutral good. Portfolio: Forests, forest creatures, rangers, dryads,autumn.
Domains: Animal, Good, Plant, Travel. Favored Weapon: “the Hornblade” (scimitar). Is a good-humored
deity whos is quick to smile and confident in her actions. Fiercely loyal to and protective of those she
calls friend, she considers careful before including someone among those ranks. While she knows death
is part of the cycle of life, she often intervenes to cure the injuries of an animal because she finds
them harder to bear.

Silvanus: Oak Father, the Forest Father, Treefather. Symbol: Green living oak leaf. Alignment:
Portfolio: Wild nature, druids. Domains: Animal, Plant, Protection, Renewal, Water. Favored Weapon:
“The Great Mallet of Silvanus” (maul). He is a beneficent, paternal deity to his worshipers. He is
emotionally distant when it comes to the necessity of having a balance in nature and wrathful toward
those who threaten wild place. He is worshiped by those who live in or depend on the wild or remote
places of the world. His great mallet fells dead trees to prevent the spread of fire and more easily let

them become one with the soil.

Chauntea: The great mother, the Grian goddess, earthmother. Symbol: Blooming Rose on a
sunburst wreath of golden grain. Alignment: Neutral good. Domains: Animal, Earth, Good, Plant,
Protection, Renewal. Favored Weapon a shock of grain (scythe). She is the humble deity of all growing
things, especially those sowed by the hand of humankind. She rarely appears to mortals, nor is she
fond of grand spectacles. She prefers quiet and small acts of devotion. Venerated by farmers,
gardeners, and common folk, she is beloved by all that work soil.

Eldath: (the only one that is allowing Druid/Monk) Alignment: Neutral good. Domains: Family,
Good, Plant, Protection, Water. Favored Weapon: Net (net or net that does damage as unarmed
strike). Symbol: Waterfall plunging into a still pool. Portfolio: Quiet places, springs, pools, peace,
waterfalls.

Gwaeron Windstrom: Alignment: Neutral good. Domains: Animal, Good, Knowledge, Plant, Travel.
Favored Weapon: “Flameheart” (greatsword). Symbol: White star and brown pawprint. Portfolio:
Tracking, rangers of the North.

Lurue: Alignment: Chaotic good. Domains: Animal, Chaos, Good, Healing. Favored Weapon: A
unicorn horn (short spear). Symbol: Silver-horned unicorn head before a crescent moon. Portfolio:
Talking beasts, intelligent non-humanoid creatures.

Malar: The beastlord, the Black-Blooded Pard. Symbol: Bestial claw with brown fur and curving
bloody talons. Alignment: Chaotic evil. Portfolio: Hunters, stalking, bloodlust, evil lycanthropes,
marauding beasts and monsters. Domains: Animal, Chaos, Evil, Moon, Strength. Favored Weapon: A
Beast’s Claw (claw bracer).Malar is a savage and beastly deity who revels in the fear of the hunted.
Jealous of other deities and their power, he is constantly trying to steal the portfolios and worshipers
of related beings but lack the intelligence or skill to be very successful at it. He excels at hunting,
tracking, and animalistic slaughter.

Nobanion: Alignment: Lawful Good. Domains: Animal, Good, Law, Nobility. Favored Weapon:A
lion’s head ( heavy pick). Symbol: Male lion’s head and a green shield. Portfolio: Royalty, lions and
feline beasts, good beasts.

Shiallia: Alignment: Neutral good. Domains: Animal, Good, Palnt, Renewal. Favored Weapon:
“Forest’s Friend” (quarterstaff). Symbol: Golden acorn. Portfolio: Woodland glades, woodland fertility,
the High Forest, Nerverwinter Wood.

Talos: The Destroyer, the Storm Lord. Symbol: An explosive lightening strike. Alignment: Chaotic
evil. Portfolio: Storms, destruction, rebellion, conflagrations, earthquakes, vortices. Domains: Chaos,
Destruction, Evil, Fire, Storm. Favored Weapon: Lightning bolt (long spear, short spear, of half-spear).
Personifies the destructive aspect of nature. He is an angry, rage-filled deity that acts on his impulses
and often acts just so that he doesn’t appear weak of compromising to anyone. He exults in
unhindered destruction and in many ways is like a twisted bully with incredible power and short temper
who proves his worth to himself by pounding upon those who cannot oppose him.

Ubtao: Alignment: Neutral. Domains: Planning, Plant, Protection, Scalykind. Favored Weapon:
Tyrannosaur head (heavy pick). Symbol: Maze. Portfolio: Creation, jungles, Chult, the Chultans,
dinosaurs. (//Chult only deity. Does not grant any spells to Amian characters)

Ulutiu: Alignment: Lawful good. Domains: Animal, Law, Ocean, Protection, Strength. Favored
Weapon: “Harpoon of the Cold Sea” (longspear or shortspear). Symbol: Necklace of blue and while ice
crystals. Portfolio: glaciers, polar environments, artic dwellers.

Umberlee: Alignment: Chaotic evil. Domains: Chaos, Destruction, Evil, Ocean, Storm, Water.
Favored Weapon: “Drowning Death” (trident or jelly fish trident). Symbol: Blue-green wave curling left
and right. Portfolio: Oceans, currents, waves, sea winds.

Anhur: (the Mulhorandi Pantheon) Alignment: Chaotic Good. Domains: Chaos, Good, Strength,
Storm, War. Favored Weapon: “Warhawk” (falchion). Symbol: Hawk-headed falchion bound with a cord.
Portfolio: War, Conflict, physical prowess, thunder, rain.

Isis: (the Mulhorandi Pantheon) Alignment: Neutral good. Domains: Family, Good, Magic, Storm,
Water. Favored Weapon: An ankh and star (punching dagger). Symbol: Ankh and star on a lunar disk.
Portfolio: Weather, rivers, agriculture, love, marriage, good magic.

Osiris: (the Mulhorandi Pantheon) Alignment: Lawful good. Domains: Death, Good, Law, Plant,
Retribution. Favored Weapon: “Just Reward” (light flail or heavy flail). Symbol: White crown of
Mulhorand over crossed crook and flail. Portfolio: Vegetation, death, the dead, justice, harvest.

Sebek: (the Mulhorandi Pantheon) Alignment: Neutral evil. Domains: Animal, Evil, Scalykind,
Water. Favored Weapon: “The Sorrowful Spear” (longspear, shortspear, of half-spear.)
Symbol: Crocodile head wearing horned & Plumed head dress. Portfolio: River hazards, crocodiles,
werecocodiles, wetlands.

Set: (the Mulhorandi Pantheon) Alignment: Lawful evil. Domains: Air, Darkness, Evil Hatred, Law,
Magic, Scalykind. Favored Weapon: “The Spear of Darkness” (longspear, shortspear, or half-spear).
Symbol: Coiled cobra. Portfolio: The desert, destruction, drought, night, rot, snakes, hate, betrayal,
evil magic, ambition, poison, murder.

Thard Harr: (Dwarven Pantheon) Alignment: Chaotic good. Domains: Animals, Chaos, Dwarf,
Good, Plant. Favored Weapon: Clawed gauntlet (spiked gauntlet). Symbol: Two crossed scaly clawed
gauntlets of silvery-blue metal. Portfolio: Wild dwarves, jungle survival, hunting.

Baervan Wildwanderer: (The Gnome Pantheon) Alignment: Neutral good. Domains: Animal,
Gnome, Good, Plan, Travel. Favored Weapon: “Whisperleaf” (half-spear) Symbol: Raccoon’s face.
Portfolio: Forest, travel, nature.

Segojan Earthcaller: (The Gnome Pantheon) Alignment: Neutral good. Domains: Cavern, Earth,
Gnome, Good. Favored Weapon: “Earthcaller” (Crystalline rod) (heavy mace). Symbol: Glowing
gemstone. Portfolio: Earth, nature, the dead.

Sheela Peryroyl: (The Halfling Pantheon) Alignment, Neutral. Domains, Air, Charm, Halfling, Plant.
Favored Weapon: “Oakthorn” (sickle). Symbol: daisy. Portfolio: Nature, agriculture, weather, song,
dance, beauty, and romantic love.

Talona: Lady of Poison, Mistress of Disease, Mother of All Plagues (Lesser Faerûnian Deity).
Alignment: Chaotic Evil. Domains: Chaos, Destruction, Evil, Suffering. Favored Weapon: A scabrous
hand (unarmed strike). Symbol: Three amber teardrops on a purple triangle. Portfolio: Disease, poison.
Home Plane: The Barrens of Doom and Despair


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Lore and General Guidelines to playing a Druid in the Forgotten Realms:
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Druids are charged with maintaining the balance of nature, making sure the determination of most
intelligent races to conquer nature is never fully realized (especially since to accomplish this would be
ultimately self-destructive). Druids make sure that forests are not over-logged, or that animals are not
over-hunted. In many places local rural people confer with druids before clearing land for farming, or
allow their regulations for hunting and fishing to be determined by druids.

Druids do not have traditional temples. Instead they gather in sacred groves, or sites of beauty in
nature, or among collections of stone which mark places of significance on this plane. Druids typically
avoid staying too long within the walls of a town or in any congested urban area. They revere and
worship nature, but also understand that it is to be used, so they are not against hunting or logging or
fishing, just the wanton depletion of those resources by civilization.

Druids tend to try to live simple lives uncomplicated by technology or involvement in the politics of
men, except of course when it cannot be avoided. Since the vast majority of druids are neutral in
alignment, the stereotype of the dispassionate and aloof druid is a common view among most people.
However, a lawful druid may sent by his circle to serve as a game warden, or a good druid may live
near a village to protect its citizens and give them firsthand guidance.

Typically, druids treat their animal companion as a friend with freewill to come and go as they please.
They try not to send the creature to certain death, or make it stay in places where it would feel
uncomfortable. Evil druids, however, sometimes see this companion as a tool sent by the god to do
their will, as thus are less compassionate, seeing themselves as the alpha animal in the group.


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Basic Rules:
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Druids access a set of divine powers that are granted by one or several gods of nature. They are
required to choose a God of nature to be given these spells and abilities.

A druid disdains the use of large metal weapons that are heavily worked or cover their body. Metal is
a naturally occurring substance as any other, in being reworked it is disrupting the natural function of
metal and as a result of this they instead prefer only using small shards. Because of this using metal
will cause a penalty in their divine abilities, however simply touching metal does not destroy a druids
gift - it's the choice to wear and use it. Sickles, kamas, daggers, spears, and many other types of
weapons are traditional to the druid way of life. Some extremists attempt to eschew them totally,
using Ironwood, bone, and stone however these tend to be tribal druids from less civilized areas and
backgrounds. Leaning against a lamppost wouldn't lessen a druids power, nor would using a skillet or
cook pot. Wearing an iron helmet would.

Any druid that acts against the cycle of nature will be either punished by a high council of druids, or
be stripped of their title and druidic connections and abilities.

If a Druid multiclasses, they are still bound by oath to use the same weapons they had proficiency via
their druid levels. If you would like to craft a weapon that is not standard to druid proficiencies, notify
the DMs and follow the druidic laws in your RP of creation of the custom weapon.

An evil druid has no respect for life in general, but will instead seek to uphold the natural balance
ruthlessly. Evil druids are devout adherents to the ways of Nature; they are not "Anti-druids". Evil
druids zealously follow the teachings of the oaths and the word of the higher druids to the point that
they will even kill other druids they feel are soft on the fundamentals, and could be closely related to
modern religious fundamentalists in their actions. They will use Nature to carry out their goals with
little regard for the lives of the creatures they use, yet they are not wasteful of their resources.

Druids seek to put an end to the living dead as they see this as a being that has no place in the
pattern of life, and serves no function there. It is an aberration to the cycle which can sometimes be
produced by natural means, yet still has no place in nature and should be done away with. A druid
looks at a bird and sees it's functions in the environment around it, how everything it does effects a
chain of life. The undead have no ties to this cycle and are therefor the opposites of what druid strive
to achieve.

Druids are tied to the planes in some ways and understand the elemental realms better than most
others that dwell on the prime. The spells they use are drawn from the elemental planes, and they can
summon elementals to their aid or even change into one as they progress in ability. They do this with
care and caution, knowing that to bring an elemental being away from it's home plane is to inflict
instant pain and anguish upon it and in many cases render it insane from the experience. They also
know that the prime is composed of all of the elemental planes and aspire to maintain the balance of
these. For this reason, they don't want non natives to live on the prime as they don't fit into that life
cycle, yet most will not actively seek to hunt out anything non-native.

Many Druids tend not to believe in "Good" and "Evil" but rather see things as "shades of grey"; with
labels being irrelevant. The most important thing to them is the balance of Nature and maintaining it.

-------------------------------------------------------------------------------------

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PostPosted: Tue, Oct 14 2014, 12:51 PM 

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someone's awesome quote wrote:
There are 3 primary forces in the universe: the dynamic, the entropic, and the static. Dynamism is defined as creation, or "forward" progress (natural or civilized); entropy is the proceeding downswing, which can be destruction, it can be death, it can be misfortune, it can be regression; these two universal concepts comprise the cycle every druid by virtue of being a druid adheres to, with or without any formal training from a Circle of Druids. Some favor the dynamic over the entropic (certain Chauntean agriculturists, for example), and some favor the entropic over the dynamic (predatory druids of Malar, for instance, or blighters, which are still technically druidic). Most you will see encourage the whole "balance" aspect, and while they apply the concept of balance to a lot of themes - civilization vs. nature, tend to nature vs. let it do its own thing, good vs. evil, etc. - they are ultimately operating within the universal confines of the Dynamic/Entropic cycle.

Druids have access to their divine abilities because they have made an implicit or an explicit "pact" with their deity to ensure that the Dynamic/Entropic cycle is affected to some combination of their deity's will and the druid's will. In my estimation, there's always a little bit of breathing room there for personal interpretation (though not as far as dealing with the undead, and I will explain precisely why to you shortly). Let's take an Aurilite druid for example. A druid of Auril would have the responsibility to ensure that winter does as winter should do, in all its glorious themes. Drive away autumn and forestall rebirth of spring as long as possible. Chill mankind to the bone and lay waste to his crops. Put certain mammals into hibernation and others into vicious hunting cycles for food to keep their metabolism/body heat going. Snowblind. And somewhat like a cleric of Auril, a druid of Auril might have the secondary responsibility (it would be primary for a cleric) to remind people of the association between winter and Auril. It is not frostbite that destroyed your child's fingers and toes, it was Auril's breath. That avalanche was not a circumstance of pent-up snow, it was Auril's heaving breast, or the full weight of her displeasure with your mountain community. Alternatively, a frozen lake is Auril's gracious gesture, allowing a possible yet treacherous passage across the water to those who would otherwise have too much difficulty in a boat.

Where this decidedly personal notion that the druid is responsible for the Dynamic/Entropic Cycle comes from is up to you to decide, but it is an imperative you must accept of playing the druid class.

I mentioned 3 different forces. The third is the Static. When most people tend to consider the iconic "good" and "bad", they have the kneejerk belief that dynamic is good and entropic is bad. In actuality, it is the static that is more often than not "bad", because entropic is really just part of the cycle of life.

The Static, on the other hand, is alien. It is Other. It is outside of the normal flow of events. Unnatural. There are a few things which belong to the universal static force (constructs, architecture, civilization when it stops being dynamic and reaches a peak and becomes the concrete jungle before it starts to crumble entropically, ideas, whatever one might associate with unchanging, unaffected, and non-moving). The undead are a prime example of the static. They are neither living nor dead and thus exist outside of the Dynamic/Entropic cycle that druids are naturally prone to defending.

Therefore, any druid who tolerates the presence of the undead is, in fact, courting not only violation of the principles the druid personally holds dear (and has to hold dear for his or her magic to work!), but is also at great risk of angering their divine patron, particularly if that patron is anti-undead.

The situation you raise is an interesting one. A druid of Auril and a non-druid of Auril together, and the non-druid summons an undead. Both of them serve the same deity. One would think the deity would provide some slack to the druid, right?

Not so, for at least two reasons:

- Regardless of the deity, the undead is ANATHEMA to the druid...again, regardless of any formal training or teaching in a circle. You are naturally, almost preternaturally disposed against the undead as a druid. To tolerate the presence of the undead without so much as demanding it go away or putting it away or leaving the area is to have the druid force him or herself into a quandary: by failing to act, am I failing my principles? Doubt is the enemy of any magician, arcane or divine. Arcanists combat doubt with knowledge (Int-based), or with raw personal force (Cha-based). Divine casters combat doubt with faith (Wis-based, generally). By going against your faith and courting doubt, you immediately risk Falling...even if Auril has no problem with you hanging around, YOUR OWN construct of being a druid is threatened and you spiritually abandon the connection to your deity.

- Alternatively, the druid may have the very question you have: the person who summoned the undead serves my goddess. Is She telling me to tolerate it, even against my will, even though it makes me sick to my stomach to be near it? Not likely. Let's frame Auril here for a moment. Winter's chill is intended to slay people...and never let them come back to life, unless it is through Auril's grace, with people making great sacrifices to her. She wants the bitter bite of cold to have a very physical effect on everything it touches, be it man, animal, life, matter, flora, fauna, emotions, whatever.

Now, you could logic to yourself, "Oh, the undead are cold! Therefore, they must be approved by Auril, yeah, because they have chilling touches! Especially winterwights!"

The chill of the undead is NOT winter's chill. It is negative energy chill. There's a significant difference. That significant difference being that the former is Auril's domain, her control, the extension of her divine will in the world, and the other is not.

The keener logic for the druid to apply is the idea that Auril might not actually like the undead. Why? They don't feel her cold. They're immune to the freezing temperature and the harshness of the snow. They just get buried and come out again unaffected when springtime rolls around. They don't suffer, and they'll never worship her. Auril is a goddess with a domain and a power of nature, a domain/power that is firmly within the Dynamic/Entropic Cycle, and therefore anything from the Static is probably an affront to her because it is "immune" to her winter.

And therefore, why should the druid tolerate the undead? It may come from the same source, but any divine caster should have the wisdom to understand that the deities do not necessarily approve every single spell that is cast, they merely approve of the ability for the faithful to cast it. If the faithful casts it incorrectly or wrongly, then the deity is likely to be incensed...if they notice. And therefore, the non-druid Aurilite summoning the undead is using Auril's divine gift incorrectly and needs to be corrected by the druid.

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