Table of Contents
Druidism
The magic of druidism is the magic of building and maintaining realms. A druid's realm is usually a particular wilderness, but might be any kind of environment - a wild untamed forest, a desolate desert, a bustling city, or even the void between stars. Druids have the ability to create, expand, and shrink such realms. Some druids act in concert with other druids to maintain a balance between their realms, while others wish to conquer the universe and fill it in with their own realm exclusively. Druids have a supernatural connection to their realm, being able to communicate with the organisms therein, navigate within their realm safely, and obtain sustenance from the realm easily.
Requirements
A druid must constantly tend to their realm. To maintain the health and size of their realm, a druid must perform the rituals described below. If these rituals are not performed, any of the following may occur: The druid's realm shrinks; the organisms in the realm become weakened, losing at first their uncanny vigor, then becoming sickly, or even perishing; Sometimes, corruption may occur - corruption is nearly certain if the 'Otherworldly Nature' perk is chosen; the organisms within your realm become unfriendly to you, or even hostile.
Rituals
Ritual: Claim Realm
The druid must establish a Shrine at the center of his realm. To claim a realm, the druid must perform a ritual that takes one day to complete. In this ritual, the druid you must spill some of their own fresh blood - even a drop will suffice (inflicts one light injury) - in the center of the realm they wish to claim. This place is called a shrine and is especially sacred. When the ritual is complete, the realm is as large as a rank 1 druid's realm - if you wish to enlarge the realm, you must use the ritual 'Beat the Bounds'.
Ritual: Pilgrimage
To maintain ownership of their realm, A druid must regularly visit the shrine at the center of their realm. This visit is called a pilgrimage. How often the druid must go on pilgrimage depends on their ranks in Druidism.1)
- Druidism, Rank 1: Once per week.
- Druidism, Rank 2: Once per month.
- Druidism, Rank 3: Once per season.
- Druidism, Rank 4: Once every two years.
- Druidism, Rank 5: Once per decade.
Ritual: Beat the Bounds
The druid must circumnavigate any territory he wishes to add to his realm. To expand one's realm, one must travel the circumference of the area they wish to add to their realm. The total area of one's realm cannot exceed its maximum as determined by Ranks or Perks. The territory you want to add to your realm must be contiguous with your realm.
Size Limit of a Druid's Realm
The size of your realm is limited by your ranks in Druidism.2)
- Druidism, Rank 1: To a maximum of 1 hectare, about the size of a football pitch.
- Druidism, Rank 2: To a maximum of 100 hectares, about the size of a neighborhood or tiny village.
- Druidism, Rank 3: To a maximum of 10,000 hectares, about the size of a small island.
- Druidism, Rank 4: To a maximum of 1,000,000 hectares, about the size of a metropolis.
- Druidism, Rank 5: To a maximum of 100 million hectares, about the size of a large sea (Sea of Japan), large desert (Kalahari Desert), or large mountain range (Rocky Mountains).
Benefits
Any organisms that the druid welcomes into their realm thrive and integrate into the ecosystem. They become uncannily healthy and strong.
Non-sapient organisms who make their home in your realm are friendly and/or subservient to you. You can easily communicate with any of them. They readily render help when you ask for it.
While within your realm, you can easily obtain sustenance for yourself and visitors. Though how much sustenance your realm provides depends on its size:3)
- Druidism, Rank 1: Your realm can provide 1,000 calories worth of sustenance daily. (Half rations for 1 person)
- Druidism, Rank 2: Your realm can provide 4,000 calories worth of sustenance daily. (Enough for 2 people)
- Druidism, Rank 3: Your realm can provide 32,000 calories worth of sustenance daily. (Enough for 16 people)
- Druidism, Rank 4: Your realm can provide 512,000 calories worth of sustenance daily. (Enough for 256 people)
- Druidism, Rank 5: Your realm can provide 3,000,000 calories worth of sustenance daily. (Enough for 8,192 people)
Resting and healing is improved. When an injury is healed, it heals by one additional degree of severity.
Travel is easy, you are never lost or disoriented while within your realm.
Hiding from others is easily done.
Perks
Each time you gain ranks in Druidism, you may also gain your choice of one of the following perks:
Boundless Realm
The size limit of your realm is lifted, your realm can be any size. You must still perform the 'Beat the Bounds' ritual to expand your realm.
Command Element
You gain ranks in Elementalism equal to two ranks less than your ranks in Druidism (minimum: Rank 0). Choose an element that is appropriate for your realm (usually earth, air, water, or wood). While within your realm, the power of Command Elements is increased - allowing you to use Elementalism equal to your ranks in Druidism.
Dimension Door (Spell, Action)
You can instantly traverse any distance within your realm. As an action, you may create a pair of doors within your realm. One of the doors is within reach, and the other may appear anywhere within your realm. The doors only last until the end of your turn. Only you may pass through the doors. When you enter one door, you immediately exit the other.
Consider: “Until end of your next turn” to allow other creatures to follow.
Dream Realm
When you sleep, your spirit, and the spirits of sleeping creatures you choose within 3 meters of you, are transported to your realm. While in this state: You can perform druid rituals as normal; you can also converse with fellow dreamers; if any dreamer eats food in your realm as a spirit, it counts as an actual meal; if any dreamer explores beyond the boundaries of your realm, they may find themselves waking in a different location than where they went to sleep, as if magically transported; creatures may also perform spiritual battle, if necessary. Any creature that spends a long rest in this state wakes up refreshed as if having slept well.
Majordomo
You have recruited a being that acts as guard and gamekeeper for your realm. The being automatically performs the 'Pilgrimage' ritual for you while it is inside your realm. Additionally, you gain one rank in the Companion ability, which applies to your Majordomo. If you gain further ranks in Companion, you may apply them to your Majordomo.
Music Hath Charms
When you encounter non-sapient animals, you have the power to make them feel calm and at ease. To do so requires concentration and performing some form of performance art. The performance does not have to be difficult or complicated, even whispered words or humming a simple tune is enough. Non-sapient animals that are enraged or under the effects of magic take 1 minute to calm down.
Nymph
You have bound your life-force to an organism in your realm. This is known as 'life-bonding'. If at any time you would be killed while the life-bonded organism lives, your body magically reconstitutes itself at the end of the day. While life-bonded, your body ceases to age. If the life-bonded organism is ever killed, you take both a mortal injury and a permanent scar. If you gain another rank in Druidism after your life-bonded organism is killed, you may take this perk again to regain its benefits.
Otherworldly Nature
Your realm gains an otherworldly quality. For example: Animals may be larger and more colorful than normal; animals may be more fierce or more tame; plants may become aware and non-sessile; substances harvested from your realm may have especially medicinal or poisonous or magical qualities. Discuss with your GM and establish an outline of these qualities.
Sending Stone (Spell, Ritual)
Using a ritual that requires a day spent in your realm to complete, you enchant an object with the ability to return to your realm. The enchanted object must be sourced from materials in your realm. Once imbued, the enchanted object can return to the place in your realm from which its materials were sourced. At your command (using an action), any creatures touching the enchanted object will return with it. Once the enchanted object returns home to your realm, it loses this ability and reverts to a mundane object. You may only have one object enchanted in this way at a time.
Skinchanger (Spell, Action)
As an action, you may transform your body into a species of organism that lives within your realm. While transformed, you gain all the abilities of the organism into which you have transformed, but still magically retain your personality and mental abilities. Your appearance while transformed still resembles your normal appearance, albeit of the species into which you have transformed.
Skinchanger, Advanced (Spell, Action)
Your ability to transform is enhanced, allowing you to mix and match features of the organisms within your realm. For example, when you choose to transform, you may retain your normal form, but gain the eyes and talons of an owl, and the size and tough hide of a bear. You must first take the Druidism perk: 'Skinchanger' as a prerequisite to taking this perk.
Summoning (Spell, Action)
As an action, you may instantly teleport to your side an organism that is currently within your realm. Beware: Doing so outside of your realm carries the risk of losing that individual from your realm forever. Do this too often and you may diminish your realm into nothingness.
Trackless Wilderness
Any non-native creatures not explicitly welcomed by you into your realm become lost and disoriented if they spend more than half an hour in your realm. During that first half hour, creatures feel a foreboding sense of discomfort, warning them against staying in your realm. They may be able to find their way out on their own, but doing so will require them to take injuries and use resources appropriate with the realm's size (ranks 1 & 2 do not require much, if any, ranks 3 and up require a lot to escape). Any attempts those creatures make to make a trail are uncannily foiled. For example: Marks carved into trees mysteriously move to a different location on the tree or even to a different tree, string unwound to mark a trail will become tangled or broken, maps will become stained or torn to the point of illegibility, compasses will become broken or spin wildly, and navigation by celestial objects is hindered by obscuring fog.
GM notes on the Druidism ability
Perk: 'Trackless Wilderness' automatically creates rumors about an evil lurking in the druid's realm. Those rumors may even point to the druid themselves as that evil thing, causing the druid to become the target of adventurers attempting to rid the countryside of the druid and their realm. These rumors can be quelled with appropriate investment.
Realm height: If on the surface of a planet, the realm extends some way into the sky and into the ground but not fully to space nor to the center of the planet. For example, in a temperate biome, the realm's ceiling extends about twice as high as the tallest tree, and about twice as low as the lowest riverbed. For example, in a sandy desert biome, the realm's ceiling extends twice as high as the tallest dune, and down to the bedrock.
Realm size, when not on the surface of a planet: While in the underground of a planet, in the upper atmosphere, or in outer space, the maximum size of your realm by rank is instead expressed in cubic meters. Equation 10^(2*Druidism Rank - 2)*100. Or, to get cubic meters, multiply the square meters of each rank by 100.
Realm size and ranks: An alternative method to adjudicate Druidism is to remove the maximum size limit to the realm, and limit strictly to the size of territory that the druid can maintain using the 'Beat the Bounds' ritual.
Realm size unit conversions:
- Rank 1: 1 hectare, 10,000 square meters, 2.5 acres, 100 meters wide on a side, 328 feet wide on a side
- Rank 2: 100 hectares, 1 square kilometers, 250 acres, 1 kilometer wide on a side, 3280 feet wide on a side
- Rank 3: 10,000 hectares, 100 square km, 25,000 acres, 10 km wide on a side, 6 miles wide on a side
- Rank 4: 1,000,000 hectares, 10,000 square km, 2.5 million acres, 100 km wide on a side, 62 miles wide on a side
- Rank 5: 100,000,000 hectares, 1,000,000 square km, 250 million acres, 1,000 km wide on a side, 621 miles wide on a side
Rank | Hectares | Square kilometers | Acres | Kilometers long per side | Miles long per side |
---|---|---|---|---|---|
1 | 1 | 0.01 | 2.5 | 0.1 | 0.0621 |
2 | 100 | 1 | 250 | 1 | 0.621 |
3 | 10,000 | 100 | 25,000 | 10 | 6.21 |
4 | 1,000,000 | 10,000 | 2,500,000 | 100 | 62.1 |
5 | 100,000,000 | 1,000,000 | 250,000,000 | 1,000 | 621 |
Equation for estimating the maximum size of a druid's realm:
Maximum Realm Size in Square Kilometers = 0.0001*e^(4.61*Rank).
See https://www.themeasureofthings.com/default.php for comparative sizes.
Performing the 'Claim Realm' ritual at another druid's shrine: When you perform this ritual at another druid's shrine, they must immediately undertake the pilgrimage ritual and visit the center of their shrine within a time determined by their ranks in druidism (Rank 1 = 1 day, Rank 2 = 7 days, Rank 3 = 1 month, Rank 4 = 6 months, Rank 5 = 1 year). If they fail to do so within the time limit, you instantly claim that druid's realm as your own, or add it's area to yours even if it exceeds the maximum size determined by your ranks.
Performing the 'Beat the Bounds' ritual in another druid's territory: The druid whose realm is being claimed is instantly alerted to the fact, and may travel to their realm to defend it if they are outside of it. If they are inside their realm when this happens, they will usually give a strong threat to the claimant to stop.
When a druid stops maintaining their realm, (The realm shrinks to a size commensurate with lower ranks. If 'Unending Horizon' is taken, this perk is suspended and the realm will first shrink to the size commensurate with one's ranks in Druidism, then to lower ranks.)
Other perk ideas
Lair actions?
Demiurge: ? <definition: a being responsible for the creation of the universe.>
SYNERGIES
Taking both consecration and druidism creates a 'Heaven-builder', 'Realm-builder'.
Taking both sarcurgy and druidism makes an 'Evolutionist'.
Taking both portal magic and druidism makes a 'Planeswalker'.
Developer notes:
Trackless Wilderness might be better as a core ability.
Many of these perks can be pulled into the core Druidism ability, if Druidism needs a power buff.
DEV Notes
See Wiki: Druid for additional inspiration. Of particular note are:
- Geas, the 'vow', 'fate', or 'taboo'.
- Imas forosnai, or 'clairvoyance'.
- Feth fiada, or 'magical mist'. This inspires to me a perk named 'Master of Mists' which would allow the druid to shroud themselves in a concealing mist.
- Shapeshifting is worthy of review to make sure it is well-represented.
- Silver branch is interesting, it seems to be treated as some sort of key to open the underworld.
- Tir na nOg is worthy of review. Maybe a druid's realm should take on the features of Tir na nOg, or via a perk?
- Threefold death feels like it has great story potential. Maybe this can be a vehicle for inspiration points? Some fate that the druid cannot escape (as a requirement for the ability)?
- Myrddin Wyllt was the inspiration for the Arthurian Merlin.
- Wasteland in celtic myth is definitely something to be built into gaining/spending inspiration points.
- Wells in the Irish Dindsenchas might be insteresting as well - it led me to Lore of the River Shannon in which Shannon went to the river against admonition to eat the salmon of wisdom. The river then flooded and drowned her, but absorbed her wisdom and vitality. The land that the waters fed became especially fertile and abundant. Perhaps there's a perk in which creatures that die in a druid's realm contribute their memories and life experiences to the land?
See also: Ley line
- Maybe a perk like: While travelling on an unpaved road, you will not be attacked. If you camp at an unpaved crossroads, your rest will be uninterrupted, and your camp counts as if part of your Realm until you depart.