A meditative and communal art that allows one to draw upon the viridian aether throughout the world, communing with all life, wielding Mother Shem's wrath, and channeling it through staves. They wear special robes and are protectors of forests.
Viridian aether is the energy of the structure of nature, of natural law, of raw, unformed aetherial order. It is the counter to anumun, aetherial chaos. It is often metaphorically described as the seed-bearer to anumun’s womb-bearer, the father to anumun’s mother, giving birth to the child (genesis, the active shaping of nature). To wield it is to follow nature’s laws. To commune with nature is to commune with those who preserve and uphold natural laws, the viridianites, who serve as the intermediaries between the druid and Mother Shem’s power.
All druids have an intermediary who guides, protects, supports, and empowers them. The intermediary is the being that serves as the conduit between them and the full power of Mother Shem. Most druids' intermediaries are simple viridianites, though some have more powerful aetherial figures that they serve. While intermediaries often exist almost anywhere, they can only be communed with by a druid within a natural setting of some kind, with rare exception.
Viridianites are conscious elementals taking the form of a raw element - fire, water, earth, storms, metal, etc. They are a mere facet of the power of Mother Shem. They take many forms and embody many different elements, but they also have general types that relate to how they interact with a druid and the natural world:
Beast: embodiment of an animal representative of the aether in question. Usually offers summoning powers.
Collective: embodiment of a multiplicitous form of aether in question. Usually offers form-changing powers.
Crone: embodiment of wisdom and power of the aether in question. Usually offers control or influencing powers.
Elder: embodiment of firm, devoted service to the form of aether in question. Usually offers the power to be a conduit to that aether.
Fighter: embodiment of the aether as a form of attack, and usually offers combat-based powers.
Guide: embodiment of the aether in question as a form of seeking, finding, or awareness, and usually offers powers based on the senses.
Healer: embodiment of an aether's power to heal. Usually offers powers that heal bodies, minds, souls, hearts, or Names.
Maiden: embodiment of a fresh and innocent servant of an aether. Usually offers powers of improvement.
Mother: embodiment of an aether's supportive, nurturing form of an aether. Usually offers the ability to imbue powers on others.
Plant: embodiment of a plant representative of the aether in question. Usually offers cleansing powers.
Protector: embodiment of the aether as used to defend or repel attack. Usually offers shielding, barriers, or other protective powers.
Representative: embodiment of the aether or one of its sub-forms. Usually offers greater powers of any kind.
Communing with an intermediary requires meditating in a natural place near where the viridianite (or other intermediary) dwells. While meditating, the druid must take in nature with all of their senses. They must feel, smell, hear, see, taste the world and focus on those sensations above all others, opening the druid to nature itself. While in this trance-state, the viridianite or other intermediary will engage the druid’s consciousness, their very soul, and if the druid is attuned to natural law, they will infuse the druid with their power.
For a druid to be attuned to natural law, they must serve nature’s interests, live in nature, and protect nature. They must dwell in nature and live amongst it without violating it for a year and a day, standing up against any who might violate it that they are aware of in their area, and cause no unnecessary harm to it (i.e., they may hunt for food, but they may not kill unnecessarily; they may dispose of natural waste, but not in a manner that harms the environment; etc.). Then, on one of the sacred days of nature, they must perform a blood oath.
Once they have performed their blood oath and communed with their intermediary, they must serve natural law for so long as they are a druid, for so long as they are bound to their intermediary. This means being a defender of nature and wielder of viridian aether in opposition to those who violate it - polluters, poachers, clearcutters, arsonists, etc.
Druids may need to or choose to alter the form of their service during the course of their lives because of their relationship with their intermediaries:
There are many reasons a druid might need to or want to change intermediaries. They might simply have need of a different set of powers or a different type of aether for some task or purpose, or they might have need to move to a new landscape where their intermediary would not survive. Or they might simply want a change. Regardless, in order to change, they must commune once more, meditating on nature, and engage directly with their intermediary.
Almost all intermediaries will respect a request to disengage, to disunite, as they are not evil, though some will be reluctant or disappointed. If there is, in rare circumstances, an intermediary who refuses to disengage, it becomes a contest of wills between the druid and the intermediary, and the results of the exchange - no matter how it goes - will cause severe metaphysical damage to both.
To gain a new intermediary, the druid must commune with nature in a different area and attract a different intermediary. It will be much easier, having done it before and proven their trustworthiness and dedication to natural law, unless their previous intermediary had a bad relationship with them. This may be done almost immediately after leaving a previous intermediary.
Viridianites are not inmortal. Sometimes, they die. Sometimes, they are killed by pollution or other violations of nature in spite of a druid’s best efforts, and sometimes, they simply grow old. In these cases, the druid suffers as well, and there must be a time of mourning, cleansing, and recovery for the druid before finding a new intermediary. During this time, the druid will be especially vulnerable.
Sometimes, intermediaries initiate the disunion. This can be for many reasons - the druid may be a failure, or the intermediary may know they are dying, or there may be some task or quest or even just a thing the intermediary wishes to do that requires leaving the druid. In these cases, the intermediary calls the druid, who must meditate to engage them, and the intermediary will usually, if they have a good relationship, leave the druid with some power to hold them over until they can find a new intermediary, though it will be less than what their full power is.
If a druid betrays natural law, the intermediary is betrayed. If the druid, for example, compromises with or allows for pollution within the intermediary’s realm, this is a grievous violation of natural law and a betrayal of the intermediary. It will harm the intermediary, who will often react by violently rejecting the druid, stripping them of power. This process is also painful for the intermediary. It often inadvertently creates brown aether, the infernal power of pollution and industrial toxins, and creates afulianists (see Infernal Druids).
Natural law is concerned with the balance of power between intermediary and druid. If one is greater than the other, there is always a risk that one will dominate and control the other, and this is a violation. Therefore, the unity between them is always a situation where it is clear who has the power and what the terms of their agreement are. There is always clear consent between them. But sometimes, feelings develop between them - they are mortal, after all - that leads to complicated relationships. If a druid or intermediary realizes their feelings have become inappropriate to the power-relationship they have, they are bid by natural law to sever their communion. Love between a non-viridianite and a viridianite is not a violation of natural law - it is considered a beautiful thing, though obviously complicated - but being in communion while these feelings are present is a violation, as it creates too many complications. If disunion is brought about by this circumstance, the disunion is always gentle, consensual, and respected, causing no metaphysical damage (though perhaps a broken heart is involved). Some power is always left behind, permanently, within the druid.
Different natural regions have different kinds of viridianites commonly available, associated with other forms of aether:
Anumun: anumun is found near the pools of primordial chaos that exist in only a few places on Shem. Viridianites of this energy are extremely rare and almost always take on the form of a Mother, Maiden, or Crone intermediary. They give druids the power to create anything natural.
Ashar: ashar is found anywhere where life is abundant, most potently in forests, especially the renowned Silverwood. Viridianites of this energy are often not the dominant elemental of an area, but rather many smaller, weaker, but more abundant. They usually take the form of Healers. They give druids the power to protect, preserve, and restore life.
Bailaohu Jinghua: bailaohu jinghua is found where metals are naturally abundant, usually in veins in deep caverns. It is most potent where it has not been mined, though it exists still in mines. Viridianites of this energy are usually of moderate power unless there is an extreme amount of natural metal present, and they are usually accompanied by kazaddarean-based elementals. They make excellent Fighter and Protector types, and they give druids power over metals.
Bijalee: bijalee embody weather and is present everywhere with an atmosphere, but it is most potent within storms or other major weather events. Viridianites of this energy are usually very strong, as they form within powerful storms, and they often take on the form of Representatives, Collectives, or Guides. They give druids power over weather.
Conflueverant: conflueverant is found anywhere water is found. The larger the body of water, the more powerful the viridianite - oceans, large lakes, seas, and rivers are the most powerful, while the water vapor in the air around is not enough to draw a viridianite - though rainstorms sometimes are, and floods might as well. Viridianites of this energy usually take the form of Guides or Collectives, though Mothers, Maidens, and Crones are also common. They give druids power over water, though usually the form of water they are associated with (i.e., a river-viridianite will restrict its powers to rivers).
Genesis: genesis is the power to shape nature, the willed power over nature, the use of tools, the unity of nature and mortal will. It is when mortals work with nature rather than in violation of it to build and create. It is found where mortals are, and it is therefore one of the only aethers commonly found in towns and cities. It is also associated with axis mundi, or lesser world trees, and is found in forests around them (as well as the forest around the actual World Tree). Viridianites of this energy are rare, and they take the form of Elders most often. They give druids the power to create complicated forms, shape nature into tools and other mortalmade things.
Hamasat al-Sahra: hamasat al-sahra is the aether of deserts. It is found any arid regions or during dry seasons. Viridianites of this energy are as powerful as the place is arid or the desert is large. They are usually Collective, Elder, Protector, or Representative types. They give druids power over the deserts, dry winds, mirages, oases, and other arid regions or dry seasons.
Hasken Fure: hasken fure is the energy of springtime, of flowering plants, and of rebirth. Viridianites of this energy are found in flowering fields, during the spring season, and anywhere gymnosperms are found. Those found amongst singular flowering plants are weak; those found amongst great flowering fields are strong. They are weaker out of season, stronger during the spring. They are usually Maidens or Plants. They give druids the power of restoration, of rejuvenation, of command over flowers, and of revival.
Hvittdogg: hvittdogg is the energy of ice, snow, cold, of winter and the polar regions. Viridianites of this aether are found during snowstorms, during the winter, in glaciers and tundras and boreal forests, and near the poles, or anywhere ice and snow is found (mountain tops, lunar caves, cryovolcanoes, anywhere). They are more powerful in the more permanently cold places - the poles, Highreach, etc. They are most commonly Crone or Representative types, and they grant druids power over ice and snow, over the cold, over winter. They are stronger during winter.
Ikehua Lyua Pele: ikehua lyua pele is the energy of any kind of island, though they are most potently associated with tropical isles. They are also associated with lava and magma of any kind and with volcanoes. They are found on any kind of island (herein defined as any non-continental land surrounded by water) or amongst lava, magma, or volcanoes (but not cryovolcanoes) in any area. They are strongest among island chains, especially volcanic ones, or in the larger volcanoes or lava seas. They take the form of Representative, Beast, or Elder types usually, and they grant druids power over islands, volcanoes, and lava, and all things associated with any of those - but they limit based on where they are found (i.e., a lava sea viridianite gives druids power over lava, a viridianite of an arctic island gives powers associated with that island, etc.).
Kazaddarean: kazaddarean is found anywhere there is earth and stone on Shem (but not the moons or asteroids). They are strongest deep underground or in huge mountains. They take the form of Representative types, Elder types, and Protector types most often, and they grant druids power over earth and stone. The most powerful embody entire tectonic plates or layers of the Subterra.
Kiiric Yihi: kiiric yihi is the energy of wind and air, of the sky, and it is found there most abundantly. It is stronger in the wide open sky or in the midst of powerful winds, but present anywhere air exists. Viridianites of this energy are usually Guides, Representatives, or Collectives, and they grant druids power over wind and air, including sometimes the power to fly.
Lahab al'Qalb: lahab al’qalb is the energy of fire and heat, and viridianites of this type are found near fires. Volcanoes and deserts often have heat-based ones, while wildfires generate (briefly) extremely powerful flame viridianites. They are also found within mortalmade fires, though these are much weaker. They are very difficult to commune with safely and are often short-lived. They grant significant power over fire, however, and almost always take the form of Representatives or Fighters.
Livadi: livadi is the energy of grasslands, and that is where the viridianites associated with this energy are found. They are usually Representatives, Guides, or Plants. They grant druids power over the grasslands and all that are associated with them.
Lunar Aether: lunar aether is found on the moons or anywhere the moonlight touches. Viridianites of this power are found on the moons at any time and found on Shem only under the light of a full moon. They wax and wane in power with the moons. They are always a Mother, Maiden, or Crone type, and they grant druids powers similar to those of witches.
Ma'Dhahabi: ma’dhahabi is the energy of the sun, but also of summer. Viridianites of this power are found where sunlight is most abundant and hottest, or at the height of summer anywhere. They are as powerful as the sun’s light is at any given time - i.e., more potent at noon than midnight, more potent in midsummer than midwinter - and can also be found on or near the sun itself. They are usually Representative, Elder, Fighter, Healer, or Guide types (they are very versatile, as there are many associations with the sun). Druids are granted powers of sunlight, warmth, and summer.
Nzwara Murazvo: nzwara murazvo is found in any wilderness with animals in it (almost everywhere, therefore), and viridanites of this energy are most common where animal life is most dense (esp. wetlands and rainforests). They take the form of Beast types, obviously, usually representing an amalgamation of the most common animals from the major animal groups in the area (i.e., the most common arthropod, the most common mammal, etc.). They grant druids power to mimic, influence, or engage with animals, but never to control or command.
Parfum de Marais: parfum de marais is the energy of wetlands. The aroma of the swamps. Viridianites of this energy are stronger the larger and more verdant the wetland. They are most commonly Representative, Beast, or Plant types. They grant powers over the wetlands, usually associated with the specific wetland they represent.
Poarta: poarta is the energy of death and the afterlife, and it is found in abundance only where death is most present. It is therefore a very rare power, and viridianites of this energy are usually found near graveyards, mass graves, regions of scarcity, or near places where the boundary between the mortal realm and the afterlife are weak - i.e., near the Spirit Gate. This latter is the only place on Shem powerful viridianites of this sort are found; all others are weaker. Viridianites of this energy are always Crones or Elders. They grant powers of death and souls. These are extremely rare.
Prasinofos: prasinofos is found anywhere plants are found. Viridianites of this energy are most powerful in large forests or wetlands. They are almost always Plant forms, and they grant druids power over plants.
Qeernariji: qeernariji is the energy of stars, of the cosmos, of starlight. It is found anywhere starlight touches - starlight is light from a star that is not within the same solar system as Shem, or in other words, not from the sun Angelos. It is most potent outside of Shem’s atmosphere and outside the pull of the moons, but it can be drawn in through intentional connection to the stars (usually through astrological or zodiacal connections). Viridianites of this energy are weaker on Shem, stronger on the moons, and strongest in the spaces between. They take the form of Guides, Collectives, or Representatives most often, and they grant druids powers of movement, space, and the cosmos, often based on which zodiac sign the druid is connected to.
Sonic Aether: sonic aether is the energy of sound, and it is found anywhere sound can be heard or experienced. Viridianites of this energy are usually weak unless they are in a place that naturally generates loud and constant sounds - echo or wind canyons, most commonly. Viridianites of this energy are usually Guide or Elder types. They grant druids power over sound itself.
Temporal Aether: temporal aether is the energy of time, and it is found anywhere time exists. Viridianites of this energy are usually very hard to find, even if they are found everywhere, and the most powerful among them are found within the timestream itself, the metaphysical embodiment of time. To commune with them is very dangerous. They are almost always Protectors or Elders. They grant druids power over time itself.
The Bright: the bright is the aether of light. Anywhere light is found, they are found, though the strongest viridianites of this energy are found near the Lesedian Mirror. They are always Guide, Representatives, or Mothers, and they grant power over light itself.
Tmakikan: tmakikan is the energy of the harvest, of nourishment, of food. They are found on cultivated lands, amongst agriculture that is not destructive but complementary to nature. They are rare and their power fluctuates by season. They take the form of Mothers, Collectives, Beasts or Plants, Healers, or Representatives. They grant druids power over agriculture, livestock, crops, and feasts.
True Shadow: true shadow is the aether of darkness. Anywhere it is dark, they are found, especially in Shadowdeep, where the strongest shadow viridianites are. They are usually Collectives or Representatives, though some are Protectors. They grant druids power over darkness, shadows, and silence.
Tykva Vlast: tykva vlast is the energy of autumn and of the taiga, where they are most commonly found and most potent. They are usually Plant, Representative, or Collective types, and they grant druids power over the taiga, of autumnal energies, of the changing of the seasons, and their power fluctuates with the seasons.
Viridian Aether: viridian aether is found anywhere nature exists, and it is the most common power wielded by druids. Viridianites of this energy are in any wilderness or unsettled region, and they take any form or type. They grant druids the power to invoke and enforce natural law.
Druids are more powerful within the territory their intermediary tends, but they are capable of leaving if need be. Their territory is theirs to protect and preserve, but they are not bonded to it the way a ranger is. Their power comes not from the land itself, but from the viridianite or intermediary, and they are not tasked with patrolling.
As a druid serves their intermediary, they build up aether through ritual, meditation, and service. If they have need of power from their intermediary, they may make a specific request, not unlike a supplicative prayer, but usually, they simply are granted new powers from their intermediary as they complete tasks, achieve goals, or simply earn respect.
Each intermediary is different in the kinds of powers they give and the number of powers they are capable of giving (or the strength of the powers). Types include
Sense: a druid may be able to sense their aether or variations thereof. Example: a druid serving an intermediary of hamasat al-sahra may be able to sense shifting sands or distant oases.
Improve: a druid's touch can improve an object or organism attuned to their intermediary's aether. Example: a druid serving an intermediary of kiiric yihi may improve the flight abilities of a bird, may a breeze stronger, or strengthen the lungs of a mortal.
Protect: a druid may grant protection to another, to a place or a thing, or to themselves from either their own element or from an energy their aether opposes or is strong against. Example: a druid serving an intermediary of lahab al’qalb may make someone resistant to heat or repel cold. A druid serving an intermediary of prasinofos may turn their skin to bark; a druid serving a bailaohu jinghua-based intermediary can create a wall of metal.
Attack: a druid may channel their intermediary's power through their staff and unleash raw aetherial blasts. Example: a druid serving an intermediary of the bright may unleash aetherial light that blinds foes.
Heal: every aether has a healing quality of some kind that a druid may invoke if they have the appropriate material. Example: a druid serving a kazaddarean intermediary may turn loam into a healing substance that cures illness or wounds.
Cleanse: a druid may channel their intermediary's power through their staff and unleash aetherial waves that cleanse any area of pollution or infernal energies. Example: a druid serving an intermediary of viridian aether may unleash a wave of viridian aether that eradicates pollutants from a pond or stretch of land.
Influence: a druid may sing a song that is imbued with their aether that influences beings or things attuned to their intermediary's aether. Example: a druid serving an intermediary of nzwara murazvo may sing a song that draws animals to them.
Imbue: a druid may infuse something or someone with their aether, giving them temporary powers. Example: a druid serving an intermediary based on parfum de marais may give a person the power to know their way through swamps, or a druid serving a hvittdogg-based intermediary may give a person the ability to breathe frost.
Summon: a druid may summon their intermediary or a being their intermediary sends. Example: a druid serving intermediaries of Soemor, the Sea Mother, may summon one of her Aeonian fish children.
Conduit: a druid may become a conduit for the full might of their intermediary. Example: a druid serving an intermediary of an echirim may draw upon the full might of the continent they represent and unleash power to reshape the land around them.
Greater: a druid may invoke a very potent power based on their aether. Example: a druid serving an intermediary of Nbt-Hwt, Death Herself, may make someone temporarily immune to death; a druid serving a bijalee-based intermediary may be able to create the storm for which the elemental is named.
Form: a druid may take on another form based on their aether. Example: a druid serving an intermediary of ikehua lyua pele may become a living wave of magma; a druid serving an intermediary of viridian ather may take the form of an elemental ern.
An intermediary may grant a druid multiple powers of the same kind (i.e., improve flight ability and improve breathing granted by a kiir) as well.
The strength of a druid's powers varies by the druid's own personal mental and physical strength, the power of the intermediary, the amount of favor a druid has with their intermediary, how much their intermediary agrees with what the druid intends to do with the power, and their environment.
Personal condition: if a druid is tired or wounded, they will be less able to channel their powers. If a druid is not physically strong, some powers will be harder to manage. If a druid is not mentally prepared, some powers will overwhelm them.
Intermediary power: if a druid's intermediary is a common elemental, it will not be able to provide as much power as a Divine. If the intermediary has been weakened somehow, it will also not be able to provide as much power.
Favor: if a druid has displeased their intermediary, they will have to regain trust and good graces from the intermediary to be allowed to have more power.
Agreement: if a druid, for instance, lashes out in anger with their power, an intermediary may draw back their power. If a druid sets about cleaning up pollution from an area, an intermediary is likely to grant more power than usual.
Environment: if a druid serving an intermediary of the desert, their intermediary will be able to send them more power. If the same druid is in a swamp or rain forest, much less so.
These are determined by GM's discretion and player's input.
Druids often have living companions drawn by their aetherial power. These are most often animals, but may sometimes be plants, fungi, or esoteric creatures. These companions can communicate with the druid (and only the druid), though this is interpreted through the druid’s understanding. Usually, this is a wild animal indigenous to the area the druid is in, and one associated with the druid’s primary energy.
The intermediary will grant not just powers to the druid, but also “beneficence”, or kindnesses that are reward for good service. This may take the form of improving the taste of food or other bodily pleasures, bringing a sense of comfort and certainty, or granting strength or powers that benefit the druid in ways that may not directly serve nature but do not violate it either (i.e., the power to stay warm in spite of the cold). In rare cases, a druid may be granted an incredibly powerful beneficence, such as resurrection from the dead, invulnerability to disease, or the power to re-direct storms, in exchange for profound acts of service.
Druids commune with nature in order to engage their intermediary directly to initiate themselves into their power, but they also regularly commune with nature to remain connected to it and to their intermediary. They do this in part to recharge their aetherial powers.
The more loyal they are to natural law, to their intermediary, to Mother Shem, the more powerful they become.
Intermediaries often test druids. They do this by asking questions to test their knowledge, by sending them on tasks or quests to see if they will protect and preserve nature, and by observing them as they engage the mortal world’s temptations of power and luxury. Though druids are welcome to partake in natural pleasures, they are forbidden from engaging or using things that violate natural law. This takes the form of things like using plastics or combustion engines or in more esoteric powers.
Some druids entirely merge with their intermediary upon their death, leaving part of their consciousness with the viridianite or other being.
Some common tools of druids include the following:
Druids create a staff from a natural piece of wood, stone, or metal that they find within their territory. Their staff is a conduit for their aetherial power through which they can channel energy.
Their robes are formed of materials from their territory - sand made cloth in deserts, roots and earth made into robes in forests, etc. - and protect them from esoteric energies.
Some variations include the following:
Anataña: a druid of eastern Palhur who studies the Puzzle of Elements.
Athro: a druid who is also a bard.
Dontho: a druid of southern Taggarus who specializes in natural concoctions that create different effects on those who use them.
Greenseeker: a druid tasked with investigating violations of natural law.
Guro: a druid from northeastern Dabusen who teaches natural law.
Jerokyhára: a druid of eastern Palhur whose form of communion involves complex dances.
Moñe’ẽhára: a druid of eastern Palhur who studies natural law.
Ogueraháva: eastern Palhuric druids in direct service to Viridanor.
Phal: a subcontinental Dabusenese druid who guides others through natural cycles as a guru.
Saluran: a druid of northeastern Dabusen who becomes overwhelmed by natural law and speaks in tongues.
A member of a conspiracy of druids and others who wield viridian aether who act to protect the environment throughout the world.
Other wielders of viridian aether include the following:
Aruki Nemu: eastern Palhuric spear-warriors called tree-climbers who fight to enforce natural law.
Atodeg: a ranger of Ansulym, Jesenya, or Lyrilla whose animal companion is also their mount, a rider of a range.
Avlitis: a panpipe-player of Stayflies whose music follows the rules of sound based in natural law and therefore invoke its power.
Ecologer: those who use viridian aether to accentuate the study of ecology.
Flecha Ruwaq: an aruki nemu from the mountains of eastern Palhur whose weapon is bow and arrow rather than spear.
Kuimba’e: an aruki nemu who rides a large animal of the rainforest.
Mai Neman Sauyi: a ranger who works amongst impoverished communities in Taggarus to protect nature and oppose oppression as an organizer and revolutionary.
Mbohapyha: an agent of natural law or Viridanor who has been subject to patriarchy and forced into the wrong gender or sexuality by societal constructs and therefore invokes natural law to better align themselves to their actual gender - i.e., a trans person who uses natural law to transition and gain power from natural law in order to act in service to nature.
Morwr: a ranger of Ansulym, Jesenya, or Lyrilla whose bond to the landscape allows them to move within it with special speed or power.
Ochn Sa Lad: an aruki nemu of northeastern Dabusen who sails the seas and protects natural law as a pirate against industrial polluters.
Oporomondýi: a ranger of eastern Palhur who engages in ecoterrorism.
Ranger: those bonded to a landscape who protect and preserve it. Enforcers of natural law.
Schneyder: tailors who work fibers into cloth using natural law.
Stariji: elders of nations in Ranu who obey only natural law.
Tēvatai: those who invoke natural law through sex magic.
Druids sometimes specialize in intermediary types and sometimes specialize in certain kinds of aether:
Druids who specialize in different types of intermediary:
Greensoul: a druid with a Plant-type intermediary who is particularly connected to plants of any kind.
High Druid: a leader among druids who is always bonded to a Representative-type.
Mbyte: a druid of eastern Palhur who has the power to turn into an anaconda because they are bonded to a Collective-type.
Núm Vú Giả: a druid of northeastern Dabusen who is bonded to a Healer-type intermediary and those powers.
Obgues: a druid-shaman who is bonded to an Elder-type.
Omulwaanyi: a southern Taggaran druid who is bonded to a Fighter-type or Protector-type and complements their powers with combat skills.
Pahapan: a western Dabusenese druid who is bonded to a Beast-type intermediary and focuses on protecting animals.
Vi Nyᴐnu / Adzetɔ / Tɔgbuiyɔvi: western Taggaran witch-druids bonded to a Maiden, Mother, or Crone-type intermediary.
Vodič: a Ranic druid bonded to a Guide-type whose role is similar to that of a ranger.
Druids who specialize in other kinds of aether are just regular druids with specific powers:
Anumun: usually women bonded to Maiden, Mother, or Crone-types, living near one of the 13 sources of anumun on Shem or her moons.
Ashar: usually bonded to Healer-types, mostly from Silverwood.
Bailaohu Jinghua: usually dwelling deep underground, protecting areas from over-mining.
Bijalee: usually dwelling along coasts subject to hurricanes or on open plains where tornadoes and derechos are common.
Conflueverant: usually dwelling near, on, or in major bodies of water and as variable as those bodies of water.
Genesis: mostly in the Forest of Genesis or near other axis mundi, focused on crafting.
Hamasat al-Sahra: usually dwelling in deserts or other arid regions.
Hasken Fure: usually dwelling in flowering fields or in places with a longer than average spring.
Hvittdogg: usually dwelling in places where snow is nearly permanent, such as mountain tops or polar regions.
Ikehua Lyua Pele: usually dwelling on islands or near volcanoes.
Kazaddarean: either mountain-dwellers or cave-dwellers, some of the most common non-viridian druids.
Kiiric Yihi: dwelling mostly in Gyrah and commanding the winds.
Lahab al'Qalb: mostly in Azar or near volcanoes, they are rare and strange.
Livadi: dwelling usually in large grasslands and protecting them.
Lunar Aether: either dwelling on the moons themselves or in cultures that worship them.
Ma'Dhahabi: usually dwelling in equatorial deserts or regions where the sun or summer are worshiped.
Nzwara Murazvo: dwelling amongst animals in any kind of wilderness.
Parfum de Marais: dwelling in wetlands and protecting them.
Poarta: rare druids, usually found near the Spirit Gate, who fight against undeath.
Prasinofos: very common druids found anywhere where plants are, especially in forests or wetlands.
Qeernariji: found either in outer space or in places where the stars are revered or worshiped.
Sonic Aether: found in echo canyons or other loud spaces, these druids are rare.
Temporal Aether: extremely rare druids, almost always Chronurians
The Bright: usually found near the Lesedian Mirror.
Tmakikan: found in places where agriculture respects nature more.
True Shadow: found mostly in Shadowdeep or the depths of the oceans.
Tykva Vlast: found mostly in the taiga.
Druids who wield non-aetherial energies draw power from non-aetherial intermediaries who either respect natural law and therefore also wield it or who mimic it in a way that allows for similar bonding to the environment.
Some celestial Divines have associations or domain over landscapes and can therefore have druids. These are very rare, and their powers are limited. Others may have variations that complement druidic powers.
Aemoa: Some druids do create an ancestral bond using aemoa, essentially also being a shaman, especially if their ancestors were druids.
Banaru: Families of druids sometimes, though rarely, form bonds via banaru.
Botshepehi: Some druids of deep faith generate and wield botshepehi as well.
Celeste water: Very rare druids may bond to a landscape in a celestial realm. These mirror somewhat druids of conflueverant-based intermediaries, but with a holy quality added, and have angels as their own intermediaries.
Curacion: Some druids with a Healer-type intermediary will have some skill with curacion, or will have radiant blood, but not in amounts equal to a healer.
Dumaqu: There are some druids of lake regions whose intermediaries are a mix of dumaqu- and conflueverant-based.
Elysian essence: Only possible via a miracle, some hasken fure-based druids find themselves often in the presence of Elysian essence.
Euergasia: The work of a druid may produce euergasia if done in unison with others, but it rarely builds to a point such that it is relevant beyond a temporary improvement.
Euphony: A rare few sonic aether-based intermediaries also use euphony, giving radiant powers to their druids.
Euphoria: Rare kiiric yihi-based druids have euphoria powers.
Euphotonia: Some druids of the bright may also have powers of euphotonia.
Euskepsia: Some deep desert druids have powers on euskepsia as well as hamasat al-sahra.
Hegnh: Hegnh can be wielded by some druids to protect their homes, like almost anyone may, but extended to the landscape they are bonded to. This happens most with thoe with protector-intermediaries.
Holy virtue: Though some rare druids may live a virtue dutifully and take some strength from it, they do not gain enough for it to be more than a minor side power.
Iremia: Some few livadi-based druids have powers of iremia.
Juiah: some druids bonded to Protector-type intermediaries complement their powers with juaih, especially on the Palhuric plains.
Lhair: Rare ma'dahabi-based druids have lhair powers.
Liberation power: A druid who resists oppressors, such as those who try to burn or destroy forests, may gain some liberation power, but they cannot sustain it as a tagapagpalaya without losing focus on their own powers.
Radiance: Rare druids who are rainbow-based followers of the Rainbow Serpent exist.
Serendipity: It is more likely a druid will be subject to serendipity if their powers are kiiric yihi-based.
Tenyocan: The jaguars of central Palhur may sometimes claim druids of tenyocan rather than nzwara murazvo.
Ujjval aatma: A druid who achieves enlightenment via ujjval aatma is rare, but it is possible. These tend to simply improve their own bonds with their intermediaries.
Waarheid: The use of truth by a druid is rare and never a primary focus or significant part of their powers.
Yahas: Communal bonding via yahas is possible with groups of druids, sometimes to create multiple druids of one landscape.
Infernal druids are very, very rare and limited to only a few energies:
Brown aether: The antithesis of a druid, there are no true brown aether-based druids, but there are violations of the world that pose as druids and wield this energy, called afulianists.
Cacophony: A variation on sonic aether-based druids.
Ibbissu: A variation on conflueverant-based druids.
Gossamer light: A variation on the bright-based druids.
Infernum: Some rare druids do bond to landscapes in infernal realms, mostly using demons as intermediaries.
Pravum: A druid of the deepest parts of the ocean may bond to powers of pravum. These are usually rare members of the Stillborn Cult.
Sterisi: A variation on hamasat al-sahra-based druids.
Thorn energy: The most common infernal druid, these are a variant on a dewin drain with a thorn energy-based intermediary.
Uafas: Rare druids bonded to nightmarish landscapes in eastern Lyrilla.
Vile energy: Rare druids who treat bacteria, viruses, and other sources of disease as their companions.
Nommic druids are rare, though some druids use nommic powers to complement their other powers:
Aifaellam: some druids engage in minor haruspicy.
Ancestral memory: obgues also wield ancestral memory.
Blood energy: some druids do bond to blood landscapes, though these are more commonly infernal.
Emotional resonance: some druids use emotional resonance to strengthen or complement their bonds to their intermediaries.
Mijjit: some druids wield mijjit as a complement to other powers, especially ashar-based ones.
Nommos: the extremely rare druids who wield nommos use only aetherial Names.
Psionic Energy: certain very rare psionic landscapes allow for psionic druids.
Soul Energy: druids commune with nature and allow it into their souls, and thus, soul energy sometimes complements their powers.
Druids who use paradoxical powers to complement their energies are very rare, mostly wielders of flux or vonzot.
Druids who use poioumenonic powers to complement their energies are relatively common, especially the lore:
Ayase: druids sometimes engage ayase when starting a quest for their intermediary.
Dream Energy: druids who engage with dreamscapes are rare but powerful.
Ethereal Essence: using ethereal essence to amplify the bond with their intermediaries is rare, found usually near the City Under the Stair.
Fate: often found in deserts, fate can be used to permanently bond to an intermediary, though it has other effects as well.
Fey Energy: druids of faeriewoods are wielders of fey energy.
Fortune: druids of kiiric yihi are more likely to be affected by the winds of fortune.
Fuinneamh: druids of the ritual hunt are rare but very powerful.
Ginginyuneti: druids who speak the First Language bond to the arid plateaus of eastern Taggarus.
Kor: druids sometimes draw historical skills and powers in eastern Dabusen.
Kutsegula: druids of natural crossroads are rare but they have interesting powers.
Mana: druids who also wield mana are almost never heard of.
Poioumenon: druids often invoke the lore as a complement to their powers.
Stagma: druids enjoy a good drink as much if not more than the next guy.
Symbolism: druids sometimes invoke natural symbolism in their rites.
Tahalana: druids on quests will often invoke tahalana.
Tutelary Energy: druids with a powerful tie to their territory will sometimes complement their powers with tutelary energy.
Unfugl: it’s very rare for a druid to use the energy of surprise.
Shebvic powers are rarely wielded by druids, except b’qar, which is used for hunting.
Druids are usually oppressed or demonized in class societies, except under socialism, due to their preservation of nature in opposition to ruling class desires.
Some common skills include the following:
Survival
Natural law
Hunting
Tracking
Cooking
Advising
Lore
Modifiers from base of nation/species:
PRO /
ATH +1
STR +2
AWA +3
WIL +5
PRS /
STH +1
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