Druids

The Druids are a group of magic users who have watched over the lands for thousands of years. They believe in finding balance in peace with oneself and the world around you.

In the past the Druidic Order had groves set up in every major city and were often sought as counselors and advisers. They are no longer sought in this way, though two cities, Bordon and Seahaven, still have open and populated groves.

Old symbol (no longer officially supported by the order) – a silver dragon eating the tail of a black dragon.

From the Tome of the Arts:

The ancient Druids were formed from tribal magic users who found themselves drawn to the forests, deserts, and other natural places of Uteria. They were heavily influenced by the Elves, seeing magic as part of everything around, a fabric of the world that extended beyond the self and into the stars. Still, following the tendency of humans, they tried to define it, finding the five elements of magic – fire, water, air, earth, and spirit. They also defined the three sources – self, world, and spirit. This differed from the view of magic of the Elves, which simply put is there is no magic, there is life.

As the Druids progressed, they formed larger communities, knit by a want to make the world a better place. They became the advisors to kings, the lorekeepers, and observers. They built Groves, or places of meeting and meditation, a direct influence from the Elves. These Groves were found inside or around all major cities. In Seladar, the capital of the Aradan Kingdom, the king’s castle was built in the center of a Grove itself.

During the Great War, the Druids spent their time defending cities attacked by aggressors, never taking to the offense. Though there was some internal debate to this course of action, it held until the end of the war and the Disappearance.

After the war the Druids lost much of their power, many looking to them as archaic and blasphemous in the time that followed. Those of the Church persecuted them, causing the Groves to fall, and the Druids to become all but extinct.

Seahaven was the one refuge for the Druids. Not as touched by the war as many other places, they were allowed to keep their Grove and tomes in the city proper. As magic has come back into the world, the Druids have begun to expand, finding those who share their views and beliefs to join their ranks. They spent their time rebuilding Groves or searching for old ones, hoping to find some of the vast knowledge lost by war.

From Encyclopedia Uteria

The Druids are a group of magic users who have watched over the lands for thousands of years. They believe in finding balance in peace with oneself and the world around you. In the past, the Druidic Order had groves set up in every major city and were often sought as counselors and advisers. They are no longer sought in this way, though two cities, Bordon and Seahaven, still have open and populated groves.

Druidic Order (Druids)

No one is sure where or when the Druids first started. Some claim they were wizards who lead a religion of the old gods in the far north. Others claim it was formed from a council of sages before men built their first city. The one thing that is known is that the Druids have always played a part in the forging of Atheles.

In the far past, they were a group of solitary scholars and thinkers. They practiced magic and science, pushing the boundaries of both, in a castle lost to time. Something happened, something the Druids did not record, which caused the downfall of this community. The Druids then looked outward. 

The Druids have been revered. They have been hunted. They have been valued as counselors. They have been burned at the stake for foretelling. In the current day, they serve as lore keepers and knowledge seekers. A few regions keep their council, like Endamas and Norhan, while others shun it, like Tirian and Uthgard.

Laws, Beliefs, and Culture

The Three Axioms

You are the shield for the world, its creatures, and its spirit.

You must defend yourself and others but never strike a preemptive blow.

You must abide by the truth as you know it.

The first core tenet is that Druids protect the world and the living beings that inhabit it. The second core tenet of the Druids is that no preemptive aggression is allowed. A druid learns to defend themself, but that is never to be used as unprovoked offense. The third core tenet is that Druids must abide by the truth. A Druid is to be truthful in all dealings and counsel, to the best of one’s own knowledge.

The Druids have a strict policy against attachment. A druid can have their own belongings, but these belongings must be able to be carried on your person. A druid must also follow a strict rule against romantic bonds. A druids can love another, but they can not form an exclusive and confining bond with another. Many believe this is based on the religious belief that Arias, mother goddess, refused all vows and bonds with her many loves. Others believe this is to stop the suffering of attachment and desire.

Organization

The Druidic Order is divided into Circles, each with a region. Each circle varies in exact beliefs, though the core beliefs are always upheld. Druids often gather in “groves”, a descriptive, if not symbolic, gathering or community of druids. These are places of refuge for all who need it.

Each Circle has an Arch Druid who is chosen by the Circle’s council every 7 years. The Arch Druids form the Grand Council.

Symbols

While the Druidic Order does not believe in symbols or flags for their organization, a long standing druid symbol is two dragons swallowing each others tails. One is silver and one is black. Spokes of a wheel fill the inner circle, embedded in the dragons bellies. Some druids still wear this as a reminder of the past and a pledge to the future.

A lesser known symbol is a circle, half white and half black.

The druids also have a chart that they believe explains the relationship between self, the world, and magic.

Drunken Grin Tavern and Inn

This large three story building has been a fixture in the docks as far back as anyone can remember. The second story hangs precariously over the street, and the third floor rests unevenly on top of that. As of late, it has come under new ownership, and it is now the headquarters of the new Ferryport chapter of the Cantori Crime Family.

Dryad

Dryad

 

Dryad

Challenge Rating: 3

Size: Medium

Type: Fey, Athelesian

Initiative: +4

 

Defense

Hit Points: 14 (4d6 HD)

Armor Class: 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

Saves: Fort +5, Ref +8, Will +6

Weaknesses: Cold iron, Aradan steel, tree dependant

 

Offense

Speed: 30?

Base Attack: +2

Melee: Dagger +6 melee (1d4)

Ranged: Masterwork longbow +7 ranged (1d8)

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 10, DEX 19, CON 11, INT 14, WIS 15, CHA 18

Skills: Acrobatics +4, Athletics +0, Awareness +3, Endurance +0, Knowledge +2, Persuasion +4, Spellcraft -, Survival +3, Thievery +5

Talents: 3 points or recommended: Animal Affinity, Great Fortitude, Weapon Dexterity

Special Qualities: Damage reduction 5/ cold iron or Aradan steel, speak with plants, tree stride, tree dependent, wild empathy; Spell-like abilities – daze, snare, charm person, suggestion

 

Ecology

Environment: Forests

Organization: Single

 

Treasure: Standard

 

Spell-Like Abilities

At will—daze, snare (DC 13); 3/day— charm person (DC 13); 1/day—suggestion (DC 15). The save DCs are vs. Will.

 

Speak with Plants

A dryad can speak with plants and understand their answers. Plants are very limited in their sense, so they will only be able to give general answers.

 

Tree Dependent

Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

 

Tree Shape

Dryads are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests they are are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree.

 

Tree Stride

Dryads have the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. They others trees must be within sight of each other.

 

Wild Empathy

This power works like the Talent, except that the dryad has a +6 racial bonus on the check.

 

Duke’s Arena

An arena built outside the Northern Wall of Kowal by the Uthgard Army. Uthgard uses the Arena to entertain the people, train warriors, and recruit new soldiers.

Dworv

The Dworvs were the first sentient people on Uteria, though they were put into a long magical sleep and only awoke 4000 years ago. The dworvs of Uteria are a very industrious culture, believing that the only time your hands should be still is when you have passed from this world. While several dworven cultures exist, the one that is best known in Uteria is the dworvs of Greyhelm. They live in a grouping of cities at the base of the Swordspyne Mountains in the East.

Dworvs stand a little over four feet tall and are almost as wide. The have large eyes, though in the daylight their heavy lids often give the impression they are squinting. Since they work throughout their entire lives, often reaching a venerable age of 180, they are typically muscular and deft of hands. They have a great mechanical sense, and can figure out most mechanical devices with deductive reasoning.

Dworv Heritages:

Gaming Information:

Dworv: low light vision 60’

Lifespan: 150 years average Height: 4’5” average Weight: 195 lb. average Speed: 20

Dworven Drone

First you hear the clacking, as if metal spears are being jabbed into stone and the sound reverberates down the hallway. Then you see it. A metal monstrosity, looking to be half spider, and half furnace turns its empty glowing eyes your way. Tubes and claws swing towards you, and its metal legs clank into the floor as it approaches.

Dworven Drone

Challenge Rating: 3

Size: Large

Type: Construct

Initiative: 1

Defense

Hit Points: 28 (4d8+10) DR2

Armor Class: 16 (DEX +1, Size -1, +6 Natural)

Saves: Fort +3 Ref +2 Will +3

Weaknesses: Commands (optional)

Offense

Speed: 30’

Base Attack: +3

Melee: (Choose 2)  Leg Piercing +7 (1d6+7), Claw +7 (1d6+7 with a chance to grapple)

Ranged: Flame throw 1d6+1 in 15’ cone

Special Attacks: Grease spray, self destruct

Statistics

Abilities: STR 18, DEX 13, CON 12, INT 3, WIS 10, CHA 3

Skills: Acrobatics +1, Athletics +4,  Awareness 0, Endurance +1, Knowledge 0, Persuasion 0, Spellcraft 0, Survival 0, Thievery +1

Talents: None

Special Qualities: Damage Reduction 2

Ecology

Environment: Any

Organization: Single

Treasure: None

Grease spray

As Grease Spell, but in 15’ cone in front of the drone.

Self destruct

If the drone is defeated, it will begin to tick. In 20 seconds the internal magical crystal which powers it will explode doing 1d8+1 fire damage to all within 10’ and 1d6+2 shrapnel damage to all within 20’.

Commands

The drone follows these commands if spoken in the Dwarven language, though it gets a Will save vs. DC12 to resist.

Stop – The drone stops and awaits orders

Clean – The drone leaves the intruders and begins its maintenance pattern.

Sleep – The drone sits down and “powers down”

The drone will not accept any other commands,

Dworvtown

When Kowal was built, the rulers hired dworvs to help design the town. These dworvs were recently expelled from the Kingdom of Greyhelm for their “heretical beliefs” (they would later be known as the Free Dworvs as they had escaped the strict religious culture of Greyhelm).

When they set up their construction camp for Kowal, the speicfically built it in a chaotic fashion as a complete rejection of the Greyhelm organizational building style. As the tents became shacks, and shacks became buildings, Dworvtown stayed one of the most randomly designed wards of Kowal.

These days, Dworvtown is compromised of many squat square buildings, mostly one or two stories. The people here are of varied heritage, but the dworvs still make up the highest population in this area.

Dwygar

Dwygar the Maker – dworven blacksmith, tinkerer, and mechanic. One of the most skilled craftsmen in Kowal. He owns a shop in the middle of  Dworv Town, the small district of homes and businesses owned by the local Kowalish dworvs.