Post by Emmarie on Jun 18, 2011 3:32:14 GMT -5
Druidry encourages Love within us, of the Earth -- Nature, the Land, the Wild.
Love of Peace - Druids are peacemakers, and often plant peace groves.
Love of Beauty - Druids cultivate the artist within, and foster creativity
Love of Justice - Druids were judges and lawmakers. Traditionally, they were restorative, not punitive bearers of justice.
Love of Story and Myth
Love of History and Reverence for the Ancestors
Love of Trees - Druids plant trees and sacred groves, and study treelore.
Love of Stones - Druids build stone circles, collect stones, and work with crystals.
Love of Truth - A constant quest for Wisdom.
Love of Animals - Druids see animals as sacred, and teach animal lore.
Love of the Body - Druids see the body and sexuality as sacred.
Love of the Sun, Moon, Stars & Sky - Druids have a love for the Universe.
Love of Each Other - Druidry fosters relationships and community.
Love of Life - Druidry encourages celebration, and commitment to life.
~From the The Order of Bards Ovates and Druids "The Druid Path"
The class of druids are an intellectual class. They have sometimes been identified as wizards, or healers, or priests or priestesses, or judges, but in all actuality, they are all of these things. They are philosophers, judges, historians, bards, mage, mystic, seers, doctors, astronomers, astrologers... druids were well rounded and could be any or all of these things. The name "Druid" is actually a title given after a lengthy time of study. The word itself means "oak knowledge". Oaks, as well as rowans and hazels, were very vital and important to the druids.
Druidic Branches
Characteristics of all Branches:
*Shapeshift (The form can be from the size of an insect to a large bear, and a druid can only take the shape of 3 animals a day (druids do everything in triads). The animals they take shape in are directly related to the type of druid they are. i.e. an arctic druid would take the shape of penguins, seals, polar bears, etc. )
*Forbidden: Metallic armor and shields. Wooden shields and natural (leather) armor can be worn.
*Weapons Allowed: See listing below. Swords can be used if found or given to them, in the case of an emergency, but they cannot keep them, unless they are non metallic or curved.
*Have a holy symbol of some type.
•Undead CANNOT become druids under any circumstances. This includes vampires, liches, etc.
Types of Druids and most common weapons:
Arctic/Tundra Druid (club, dagger, light pick (ice pick for climbing), quarterstaff, scythe, sickle, sling, spear)
Desert/Wasteland Druid (club, quarterstaff, falchion, javelin, kukri, scimitar, shortspear, sling, spear, whip)
Subterranean Druid (Gray) (club, dagger, light pick, shortspear, sling, whip)
Forest Druid (can be any type of forest from an orchard, jungle, to subarctic conifer, to wooded hills, to any type of deciduous forest.)
Mountain Druid (club, dagger, heavy pick, light pick, quarterstaff, sling)
Plains/Savannah/Grassland Druid (bolas, javelin, longspear, scythe, shortbow, shortspear, sickle, sling, spear)
Swamp/Marsh Druid (dagger, dart, club, quarterstaff, scythe)
Aquatic/Coastal Druid (driftwood clubs, dagger, dart, longspear, net, quarterstaff, sling, spear, shortspear, trident)
To become a druid, one trained in a school for up to twenty years before the title of Druid was given. Their training was so rigorous, they were virtually walking encyclopedias at the end of their training. There were several ranks that one worked through before gaining the white robes of a Druid. Children were sent as young as 4 or 5 to begin their training as a Druid. They were called Initiates. The first level was called Bards, they were given green robes to wear. The next level before reaching Druid status was called the Ovate, and blue robes were given to wear. After over twenty years of study, if you were deemed worthy, you might be able to rise in rank to Druid or Druidess, and gain the white robes.
Druidic Companions
Druids do not have familiars in the same sense that mages do, but they do have animal companions. These animal companions willingly join the side of a druid, and aide them, but there is a difference, as there is no mind speech... though often because of the ability of the druid to connect with nature and the animal, they can communicate on another level. They know where each other is located, they know each other's moods and emotions, and the companion can assist the druid with everyday tasks as much as the animal is able physically.
Totem Weapons
These weapons are created solely by druids, and contain totem spirits that aid in the protection of the forests and nature. They are, 90% of the time, made of wood, stone, or unrefined leather. A totemic battle axe, for example, might have a heavy wooden haft, a flint blade, and bound with leather. All totem weapons are covered with enchantments and inscribed with the druidic language. The magic in a totem weapon makes it indestructible, even though at first glance it may seem quite flimsy.
Animals voluntarily sacrifice their spirits to their druidic companions, to help guard the forests from evil. Only the companion of the spirit within may wield the totem weapon, all others who hold it, or try to wield it will find it incredibly heavy, and awkward and clumsy to hold and it will exhibit no magical powers. They will also feel extremely sick while touching it, and have an urge to find someone that is worthy of wielding it. Someone whose totem matches the spirit within may wield it, if the druid whom it belongs to dies.
A totem weapon must give the bearer one minor drawback as well, of your choosing. This can be anything from gaining the eyes of the totem animal, to growing feathers or fur, or taking on some features of the totem animal. It could be going colorblind, getting a tail, turning into the animal on a full moon or certain number of days each month. Bestial rage, or anything that has to do with the animal or animal instincts.
Lost Druids
A lost druid can have something happen to him/her to cause them to go insane, or focused on something that would inhibit their rational thinking, so that their usual alignment would not be there, and they would do chaotic or things contrary to what a normal druid would do. For example, perhaps a druid's grove was burned down by a group of drow. Something snapped inside the druid, and he only has revenge on his mind. But not just against that certain group of drow, but against all drow. He has forgotten some of the statutes of druidism and revenge clouds his mind. He still practices druidism, but if he meets a drow, his anger and lust for revenge would overpower him and he would want to harm him or her in any way possible. He would be a "Lost Druid." A Lost Druid would leave the membership of their Circle, and either wander (losing all abilities of their reg) or join the Dark Side Circle.
Love of Peace - Druids are peacemakers, and often plant peace groves.
Love of Beauty - Druids cultivate the artist within, and foster creativity
Love of Justice - Druids were judges and lawmakers. Traditionally, they were restorative, not punitive bearers of justice.
Love of Story and Myth
Love of History and Reverence for the Ancestors
Love of Trees - Druids plant trees and sacred groves, and study treelore.
Love of Stones - Druids build stone circles, collect stones, and work with crystals.
Love of Truth - A constant quest for Wisdom.
Love of Animals - Druids see animals as sacred, and teach animal lore.
Love of the Body - Druids see the body and sexuality as sacred.
Love of the Sun, Moon, Stars & Sky - Druids have a love for the Universe.
Love of Each Other - Druidry fosters relationships and community.
Love of Life - Druidry encourages celebration, and commitment to life.
~From the The Order of Bards Ovates and Druids "The Druid Path"
The class of druids are an intellectual class. They have sometimes been identified as wizards, or healers, or priests or priestesses, or judges, but in all actuality, they are all of these things. They are philosophers, judges, historians, bards, mage, mystic, seers, doctors, astronomers, astrologers... druids were well rounded and could be any or all of these things. The name "Druid" is actually a title given after a lengthy time of study. The word itself means "oak knowledge". Oaks, as well as rowans and hazels, were very vital and important to the druids.
Druidic Branches
Characteristics of all Branches:
*Shapeshift (The form can be from the size of an insect to a large bear, and a druid can only take the shape of 3 animals a day (druids do everything in triads). The animals they take shape in are directly related to the type of druid they are. i.e. an arctic druid would take the shape of penguins, seals, polar bears, etc. )
*Forbidden: Metallic armor and shields. Wooden shields and natural (leather) armor can be worn.
*Weapons Allowed: See listing below. Swords can be used if found or given to them, in the case of an emergency, but they cannot keep them, unless they are non metallic or curved.
*Have a holy symbol of some type.
•Undead CANNOT become druids under any circumstances. This includes vampires, liches, etc.
Types of Druids and most common weapons:
Arctic/Tundra Druid (club, dagger, light pick (ice pick for climbing), quarterstaff, scythe, sickle, sling, spear)
Desert/Wasteland Druid (club, quarterstaff, falchion, javelin, kukri, scimitar, shortspear, sling, spear, whip)
Subterranean Druid (Gray) (club, dagger, light pick, shortspear, sling, whip)
Forest Druid (can be any type of forest from an orchard, jungle, to subarctic conifer, to wooded hills, to any type of deciduous forest.)
Mountain Druid (club, dagger, heavy pick, light pick, quarterstaff, sling)
Plains/Savannah/Grassland Druid (bolas, javelin, longspear, scythe, shortbow, shortspear, sickle, sling, spear)
Swamp/Marsh Druid (dagger, dart, club, quarterstaff, scythe)
Aquatic/Coastal Druid (driftwood clubs, dagger, dart, longspear, net, quarterstaff, sling, spear, shortspear, trident)
To become a druid, one trained in a school for up to twenty years before the title of Druid was given. Their training was so rigorous, they were virtually walking encyclopedias at the end of their training. There were several ranks that one worked through before gaining the white robes of a Druid. Children were sent as young as 4 or 5 to begin their training as a Druid. They were called Initiates. The first level was called Bards, they were given green robes to wear. The next level before reaching Druid status was called the Ovate, and blue robes were given to wear. After over twenty years of study, if you were deemed worthy, you might be able to rise in rank to Druid or Druidess, and gain the white robes.
Druidic Companions
Druids do not have familiars in the same sense that mages do, but they do have animal companions. These animal companions willingly join the side of a druid, and aide them, but there is a difference, as there is no mind speech... though often because of the ability of the druid to connect with nature and the animal, they can communicate on another level. They know where each other is located, they know each other's moods and emotions, and the companion can assist the druid with everyday tasks as much as the animal is able physically.
Totem Weapons
These weapons are created solely by druids, and contain totem spirits that aid in the protection of the forests and nature. They are, 90% of the time, made of wood, stone, or unrefined leather. A totemic battle axe, for example, might have a heavy wooden haft, a flint blade, and bound with leather. All totem weapons are covered with enchantments and inscribed with the druidic language. The magic in a totem weapon makes it indestructible, even though at first glance it may seem quite flimsy.
Animals voluntarily sacrifice their spirits to their druidic companions, to help guard the forests from evil. Only the companion of the spirit within may wield the totem weapon, all others who hold it, or try to wield it will find it incredibly heavy, and awkward and clumsy to hold and it will exhibit no magical powers. They will also feel extremely sick while touching it, and have an urge to find someone that is worthy of wielding it. Someone whose totem matches the spirit within may wield it, if the druid whom it belongs to dies.
A totem weapon must give the bearer one minor drawback as well, of your choosing. This can be anything from gaining the eyes of the totem animal, to growing feathers or fur, or taking on some features of the totem animal. It could be going colorblind, getting a tail, turning into the animal on a full moon or certain number of days each month. Bestial rage, or anything that has to do with the animal or animal instincts.
Lost Druids
A lost druid can have something happen to him/her to cause them to go insane, or focused on something that would inhibit their rational thinking, so that their usual alignment would not be there, and they would do chaotic or things contrary to what a normal druid would do. For example, perhaps a druid's grove was burned down by a group of drow. Something snapped inside the druid, and he only has revenge on his mind. But not just against that certain group of drow, but against all drow. He has forgotten some of the statutes of druidism and revenge clouds his mind. He still practices druidism, but if he meets a drow, his anger and lust for revenge would overpower him and he would want to harm him or her in any way possible. He would be a "Lost Druid." A Lost Druid would leave the membership of their Circle, and either wander (losing all abilities of their reg) or join the Dark Side Circle.