"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys
above. She called her Provider's name, and all could feel the power she commanded.
[name3] summoned his wards, but all that watched knew his efforts were in vain.
The next name she offered was his, and the misery of [name3] was legend."
translated from Dekàlan fragment found in ruins of Ilduùn
 |
|
Book of Druids
Some druids fill an interesting niche in the
Old Empire as they are viewed as priests but do not belong
to the one of the Ten Temples. Within the region, druids
are most commonly followers of the old god Woad
though other gods and spirits are also revered (i.e. Malaz,
Nathal...). What makes
their Old Empire niche so interesting is that unlike other
religions that ocassionally appear in the region, the druidic
cults are mostly tolerated. Whether this tolerance is
due to their small numbers or some deference to the "ancient
ways" is not clear. Tolerance has its bounds however
and most druids are not allowed near the established centers
of worship....
Starting
Druid (6d6* seasons) |
City
|
na
|
Rural
|
x2
|
Wilderness
|
x1
|
No Teacher
|
na
|
* A player may re-roll one die (and keep the lowest of the two) for each +1 Intelligence modifier to determine the length of training. Every five ranks of Profession: Teacher that an instructor has reduces the time by 1 season.
Name Index |
Hektor
(588- DR) has lived on the north shore of Ildûn since
before most can remember. Though he talks to few that
see him, he mutters and whispers constantly in conspiratorial
tones as if he is speaking to the wind's thousand small ears.
A strange nuisance to nearby communities, his scrawny
legs and hiked-up robes and ringing bells have been seen and
heard on many occassions, usually capering away with stolen
pies or deer haunches. One angry villager caught Hektor
years ago to confront him for some minor thievery. Hektor
was seen running away with his robes hiked-up and the man
was wound with his hand fused into a wooden post.
Hektor was born to a poor couple in 588 DR. Their
names are not remembered for they left young Hektor in a
wood basket on the threshold of a farmer's home, whose
wife had recently given birth to one of he own. The
couple raised Hektor as their own. At an early age
it was evident that Hektor was not like the other children. He
never learned to speak coherently and threw terrible tantrums
whenever anyone tried to calm or teach him. Despite
these difficulties the boy had an uncanny way with animals
and was able to soothe panicked horses and call birds to
land on an outstretched hand. A local wise woman visited
the farm at the couple's request and explained
that the boy was beseiged by spirits. She began a series
of rituals and anointed him with expensive herbs to no positive
effect.
Reaching adulthood, his adoptive parents grew
worried that their special son would never be able to provide
for himself for he couldn't be taught a useful trade and
had infuriated all of those who gave him a chance at employment. Eventually
his parents died and the farm was given to the eldest born
who evicted him. Hektor disappeared for five years;
no one can account for where he went or who took care of
him during that period. In 613 DR, strange things began
to happen at Gordain's farm. First his cow and pigs
escaped (or were stolen) and could not be found. Next
his vegetables were plagued with bugs and worms and his fields
became overgrown with weeds that blossomed with stinking
blossoms. Finally, the house burned to the ground
one night from a strike of lighting, sending him and his
family into the storm. The wise women gathered and
spoke of his troubles and determined that he'd brought a
curse upon himself and his family. The family was
thereafter shunned and soon left the town for parts unknown. Days
later, Hektor returned and he has not left in 40 years.
At some point during Hektor's disappearance
he learned to weave the Tapestry. It can only be guessed
that he met with some Druids who recognized his abilities
and were able to instill in him some teachings where everyone
had failed. Whatever the explanation, the seaside villages
of North Ildûn now had a capricious spellcaster to contend
with. In most communities, Hektor is viewed as a nuisance
while others welcome his erratic visits. He has been
known to heal ailing crops and animals, boost daily yields
for unlucky fishermen, and reverse bleeding from grievous
wounds and
troubled childbirths. The most famous act attributed
to Hecktor was against a tax collector from the south
lowlands. The story tells that while the collector
and his soldiers were holding a meeting with the villagefolk
he talked to their horses and told them to carry their riders
to the Cliffs Cor Borairen. When the collector and
his men saddled the horses took off toward the west shore
stopping thumbs from the edges of those precipitous cliffs. So
frightened were the riders by their possessed animals that
they dismounted and walked home.
Hektor
(3E)
Druid of Woad
|
|
STR |
10 (+0) |
DEX |
13 (+1) |
CON |
14 (+2) |
INT |
11 (+0) |
WIS |
15 (+2) |
CHA |
13 (+1) |
HP |
44 (10,6,3,8,10,7) |
AC |
11 (dex) |
ATKS |
+4 (unarmed) |
RNGD |
+5 (unarmed) |
MV |
30' |
FORT |
5+2 = 7 |
REF |
2+1 = 3 |
WILL |
5+2 = 7 |
RACE |
Uren, male |
AGE |
65 |
SKIN |
Tanned |
HAIR |
Gray and white |
EYES |
Hazel |
HT |
5 ft. 8 in. |
WT |
132 lb |
|
Dodge |
Improved Unarmed Strike |
Mobility |
Spring Attack |
Speak
Language, Late Eoyn |
Speak Language,
Druidic |
Animal Empathy
(cha) |
9
|
9+1
|
Handle Animal (cha) |
6
|
6+1
|
Heal (wis) |
4
|
4+2
|
Listen
(wis) |
4
|
2+2
|
Ride
(dex) |
6
|
3+1
|
Spot
(wis) |
4
|
2+2
|
Survival (wis) |
9
|
9+2
|
Swim (str) |
3
|
3+0
|
Animal Companion
|
Nature Sense |
Resist Nature's Lure
|
Trackless Step
|
Wild Shape (2/day) |
Woodland Stride
|
0 - Druid Spells
= 5 |
1 - Druid Spells
= 3+1 |
2 - Druid Spells
= 3+1 |
3 - Druid Spells
= 2 |
|
Hektor is not known to have any permanent possessions
other than his wool robe. |
Kraden
(604- DR) is a bent and angry-looking little man with a wild
gray beard, browned pate and an over-sized lower lip that
jiggles when he turns his head. He walks with the aid
of a slender white staff which leaves odd three-mark footprints
across the Kre Dùlnar sands. The club-footed
druid leaves his home in the Northfields of Oth before dawn
each morning, walking down a set series of alleys and channels
to the city harbor. There, he carefully picks his way
down a rickety wooden staircase that switchbacks down the
sheer stone wall until his rag-bound feet touch the beach.
As the dimmest dawn's light filters down into the harbor's
rocky maw, the old man begins his morning beachcombing; collecting
all manner of small shells and other flotsam left by the retreating
tide. When inspired, Kraden leaves cryptic messages
in the sand before the sun rises. When morning comes
and the water grows foamy with breaking waves, Kraden works
slowly back to his staircase and returns along the long path
home.
He is fond of other people, but when forced
to interact introduces himself as Meren. Like many that
reside in Oth, Kraden is a transplant from another place.
Where that might be, he does not know. His earliest
memory is laying atop a plank of wood watching seagulls standing
at the timber's end as they floated in the sea. His
next memory is of fisherman hauling him into their boat and
asking questions with words he did not understand. He
knows his name to be Kraden, but invented the name Meren at
an early time feeling his true identity was something he needed
to protect. Years later, he could only surmise that
his family had been lost in a shipwreck along the rocky coastline
and that he alone survived. He was raised by several
fishing families, being moved around much of his childhood
for none could easily support an extra mouth to feed. Though
he never gained a trust of boats he remained fascinated by
the sea and its shores. His unwillingness to help on
the fishing boats earned him shame and ridicule from those
that thought him ungrateful.
At the age of fifteen, he left the families
of Botton Liche behind and wandered the Northfields and western
lands beyond the City. In the town of Anspar, Kraden
met a mountain woman who'd hiked down to trade pelts and crystals
for supplies before returning to her retreat somewhere high
in the Tor'n Evalshat. She spoke very little and met
Kraden's glance only once. Kraden felt an attraction
to this woman and followed her into the mountains, making
no attempt to conceal himself. Days later she entered
a small cave opening, started a fire and made a meal for them
both. Tikea spent the next six years teaching Kraden
the ways of Woad. At the
end of this period he was taken to the high plateau and introduced
to other mountain people that gathered there. Standing
among them he told his story. The druids listened carefully,
beneath the massive stones they believed to be incarnation
of their primeval god. When he had finished, the eldest
stonewatcher among them (for no-one could guess her age) stood
and placed his hands on Kraden's shoulders. He explained
that the Knerl was no place for the young man and that he
must return to the sea that gave birth to him. Only
there, the woman explained, would he learn his purpose. The
others agreed to this and so Kraden thanked them and left
the high plateau, returning to the land beneath the sickening
black pall. Since that time he has searched the shores
for answers to his past and future, leaving messages in the
sand that are read and swallowed by the sea in the hopes that
one day, it will answer him.
Kraden
(3E)
"Meren", Druid of
Woad
|
|
STR |
10 (+0) |
DEX |
10 (+0) |
CON |
13 (+1) |
INT |
13 (+1) |
WIS |
16 (+3) |
CHA |
12 (+1) |
HP |
22 (9,6,7) |
AC |
10 (none) |
ATKS |
+2 (unarmed) |
RNGD |
+2 (unarmed) |
MV |
30' |
FORT |
3+1 = 4 |
REF |
1+0 = 1 |
WILL |
3+3 = 6 |
RACE |
Uren, male |
AGE |
49 |
SKIN |
Tanned |
HAIR |
Gray |
EYES |
Brown |
HT |
5 ft. 6 in. |
WT |
126 lb |
|
Enlarge Spell |
Expertise |
Improved Disarm |
Speak
Language, Othic |
Speak Language,
Druidic |
Speak Language,
Urdari, Oth |
Read/Scribe*
(int) |
2
|
(1)
|
Animal Empathy
(cha) |
3
|
3+1
|
Handle Animal
(cha) |
3
|
3+1
|
Heal
(wis) |
4
|
4+3
|
Search (int) |
5
|
2+1
|
Spellcraft (int) |
4
|
4+1
|
Spot
(wis) |
3
|
1+3
|
Survival
(wis) |
6
|
6+3
|
Swim
(str) |
6
|
6+0
|
Animal Companion
|
Nature Sense |
Trackless Step
(gimped) |
Woodland Stride
|
0 - Druid Spells
= 4 |
1 - Druid Spells
= 2+1 |
2 - Druid Spells
= 1+1 |
|
* Read/Scribes Othic
Kraden is not known to have any permanent possessions
other than a white walking-staff and the leather pouch of
findings that hangs about his neck. Other than the treasures
he collects from the harbor beach, he keeps small shell talismans
and mistletoe in the large pouch.
|
|
|