A lot of the Uud/Eldritch Foundry classes and races have distant quasi-Scientific/technological inferred backgrounds. Not necessarily from our kind of technology but from some kind of technology.
Druids are meant to be some fallen form of super-Bio-Scientists. Though I'm not sure how any kind of science can turn you into a flock of birds.
(I also got a moon reference in there.)
....................................................................................................
The Druids, Chimerae, Wod-Wid, Woodwise, or Greenseers of
the Mountains of Reality are little known, and much feared beyond that land.
Those who visit in winter will know the eerie thrumming
of their drums echoing from valley to valley, floating over the unquiet snow in
the night, and may have seen one on occasion, barefoot, bearing knives of stone
or clubs of wood, wearing the simplest robes and a sting of amber beads. And
strangely warped from human kind.
What all know is that they are illiterate, refusing to
either read or write, that they 'advise' the Gloom Queens, that they are
Doctors, ambassadors, ritualists and magicians, that they have prodigious
memories, that they love nature, and strangest of all, is that many, or most,
are no longer entirely human at all.
Darker rumours say that though they are defenders of the
land, they have little love for humanity, and even grimmer rumours speak of
murderous rivalries between or within their Circles or ‘Travails’, and of human
abduction and sacrifice for unknowable goals.
What god, or force, or agent they worship, if they are
even truly 'religious' in any real sense, seems to change shape and name
according to the place and time, The Helix, The Wheel, The Web, The Grootwamme
The Umbor, The Great Incubator, The Mother or The Green Moon, it could be any
or all of these.
CHIMERAE
At some point in their development and education, every
Druid must take what is called The Step of No Return; they must become
something other than human.
When this happens, or what they become, can differ a
great deal from Travail to Travail, and from Druid to Druid. Some take the step
almost immediately, others not until old age, and a few never take it, becoming
what are derisively referred to as 'Skelseers' by other Druids; the unchanged.
No matter how much power they have, what they have learnt
or what they have achieved, until they take the Step of No Return, no Druid
will ever wield meaningful influence amongst their own kind.
What they become afterwards can vary wildly. Some are
symbiotes with a fungal intelligence, some are part plant with green blood and
leaves for hair, able to drink sunlight and root themselves in the earth. Some
become Hive Druids, able to become insect swarms at will. Others have
transferred their soul, or mind to an immortal animal of some kind, that may
live long after their body dies. Some are animal/human hybrids able to warp
spasm into other forms, or eternally trapped between them. Some are flocks of
birds and can no longer sleep in human form. Some are living infections,
ageless, immortal, passing from host to host.
TOOLS AND OBJECTS
The Druids believe that the Umbor cannot be worshipped or
served with anything made by mortal hands. Thusly, they are obsessed with
finding and using natural tools and weapons with minimal, or no working or
manipulation used in their creation.
Their weapons are stone and wood, they perform surgery
with their hands, they write nothing down and memorise their entire culture and
philosophy. Their currency amongst themselves is in amber gems, one of the few
forms of outward status they are allowed to wear. Its whispered that the bugs
frozen in such gems are their spies, daemons and assassins.
ORAL CULTURE
OBESSIVES
"It is curious that a people so changeable in form
possess such remarkable continuity of knowledge" - Vosil Fail,
excommunicated Sophont of Yga.
The Druids may be one of the few groups to have a direct
line of knowledge dating, not just from before the Fall, but from the age of
Uud at the height of its power.
It's in code. In fact its encoded in multiple overlapping
levels; metaphorical, cryptologic, phonetic, tonal, rhythmic, mathematical and
conceptual, and they have but few of the keys to 'read' it.
Reading they would never do of course, because all the
knowledge of their culture is based in practice and oral transmission. The Druidic
story-cycles can take a decade to learn, it’s said, and a lifetime to
understand.
Even this is untrue. They take several lifetimes to
understand, and many of the oldest and strangest Druids are deeply engaged in
this process, and are actively guarding their methods and understanding from
the few of their peers that approach their power level.
It is the information encoded in these Sagas that gives
the Greenseers their magical abilities.
Druidical magic is actually made up of individual pockets
of precise bioscience linked together and activated by a magical
superstructure. In terms of pure thaumatological power, it’s pretty light, only
bending reality enough to gain access to and to utilise its techniques of
forgotten superscience.
In comparison to the work of Sorcerers who gain control
over reality by poking holes in it and trying to control what comes through,
and Wizards, who mould spacetime carefully like wet clay, Druidic 'magic' is
quite mild, it leave little magical trace and damages the Real only slightly.
Nevertheless it can be supressed and disordered by the same things that affect
most magic.
If they were to ever fully decode their inherited
knowledge, all the understanding of the Green Moon, the Umbor, the Grootwamme,
whatever it is, will be theirs to use as they wish. Whether this would be a
good thing is less certain.
In comparison to recalling and endlessly trying to
comprehend this massively encoded and highly complex culture-thread, the mere
act of remembering the entirety of the law system of the Gloom Queens, and all
the relevant information from the Mountains of Reality and Blackwater as a
whole, mere political and social information, is a not-particularly-taxing side
job.
JUDGES
There are two prime laws for the human subjects of the
Mountains of Reality, the Courts Vital and the Courts Objective.
The nature of the Courts Objective is intelligible to any
visitor, ultimate power to decide any case resides with the Beodomor, the
Queen-of-Queens, (if you can wake her
up), who rests in Morningspain. From her, power flows to each of the subsidiary
Queens, (Queens-Ordinary), and from them to their Knights, each of whom is
responsible for a particular part of their kingdom, and who may appoint a seneschal
with their temporary authority.
All of this is as expected for a feudal government
(considered a backward and regressive form of organisation in most of the Grey
Cities).
But the Courts Objective only cover legal issues to do
with objects, abstracts, distant things or non-living things.
Anything to do with living bodies, growing things, life,
or more generally, processes instead of states, comes under the authority of
the Courts Vital - the Druids, who are broken down into a complex series of
'circles' or 'travails', each of which have shifting areas of authority.
Theft is a Queen thing.
Sexual crimes are a Drudic matter.
Murder is a matter for both Knights and Druids.
Technically, for a direct servant of the Queen, murder counts as 'misuse of
sword', or whatever the weapon used was. Legally, if you strangle someone with
your bare hands before a Knight, they cannot arrest you, but most will try to
detain you by force and then drag you before the local Druid who will usually
make the detention legal by making the arrest and confirm the crime. (Often
after speaking to the microfauna in the body in question.)
Pairings of Knight and Druid are common in investigations
in the Queendoms, their abilities complement each other neatly and each can
pursue one aspect of the crime, depending on what evidence presents itself.
Appeals in the case of the Courts Objective ultimately go
to the Beodomor, and can be made in writing, with reference to the law which
itself is written down.
Appeals to the Druids must go through a series of
Travails, ending finally at the Last Travail, the High Circle of the Druids.
The Supreme Court of the Courts Vital is actually a trial-by-combat between
High Level Druids, constitutional change can only come about through a fight to
the death.
ADVISORS
Each Gloom Queen has a Druidic judge, a magician, doctor
and advisor, who acts as the head of the Court Vital in that Queendom and who
either rules, or reports to, the local Travail.
The incredible memory, scrying abilities, strange vital
magics and generally sound wisdom of the Greenseer makes them an invaluable
help to the Queen. They organise agriculture and the use of natural resources,
help arrange marriages, perform medical treatments and essentially place
themselves at the disposal of the Queen.
They also control the means of rapid communications
between the separated valleys and Queendoms. In summer and spring singing birds
wing their way from valley to valley, singing their songs into the ears of the
local Druid before passing on. Only the Druids can decode the meaning of these
songs. In autumn and winter when the environment becomes difficult indeed for
smaller birds, the Druids engage in massively sustained low-frequency drumming
episodes, often banging on huge rotten logs for hours or days at a time. The
deep unearthly thrumming flows through valleys and over hills for many miles.
As with the birdsong, only the Druids know the deep meanings of these rhythms.
The Druids have also placed themselves in charge of many
of the smaller bridges in the Mountains of Reality. This vertical, crevasse and
river-cut land has many valleys and settlements accessible only by bridge, or
cut off during winters or floods. The bridges reaching these places are made of
natural materials, wood and grass rope, they are easy to repair. And they need
repairing a great deal since they break down continually.
Agriculture in the Queendoms is self-sustaining, well-run
and has a minimal impact on the environment. It is also ruinously inefficient
and keeps the majority of peasants at the edge of starvation, rarely providing
any kind of tradeable surplus.
All of this is entirely intentional. The Druids are one
of the primary forces for conservatism in the Mountains, keeping technology,
other magics and cultural change to a minimum. They have their own interests in
the Mountains and the environment, and humanity makes up only a small part of
them.
DOCTORS
In the Mountains, the Druids are usually the only
reliable and available help. This is another strong reason to stay on their
good side and to grow both crops and children the way they tell you to. Should
you rotate your crops in the wrong manner, of let your pigs dig up the wrong
truffles in the wrong season, you may find yourself banned from medical care.
Medical issues are one of the reasons that Druids are
(occasionally) invited into the Grey Cities, since their strange abilities can
sometimes address complex medical problems which even Grey City sophonts are
unable to comprehend.
The cures of the Druids though, can often leave the
patient.. changed. Either in personality or form, or both. They can heal
cancers, but insist on keeping the ones so removed, and taking them away to
do... something, with them.
DRUIDS BEYOND
BLACKWATER
The reputation of Druids in the Grey Cities could hardly
be worse. Not only are they strange wizards but they are strange foreign
wizards who hang out in forests and bogs. They lair in the Zomia, the
unpopulated and desolate areas, thick forest, moorland, mountains and swamp
where crops will not grow and guards will not patrol.
Many of the Greeseers in the Grey Cities are ones kicked
out of the Queendoms, often for good reason. They may be genuinely murderous
and deranged, bent on human sacrifice or following a sociopathic personal
interpretation of the Sagas, holed up in a cave making mutants or splicing
things together that should not be. Or they might be reasonably people fleeing
a corrupt Travail or bad doctrine, you could be one of these escaped radicals,
someone with too much sympathy with mankind, too little respect for tradition,
or fleeing a corrupt and evil Travail.
High status Druids are sometimes summoned to particular
cities for diplomatic or medical reasons, these can operate under 'diplomatic
immunity' as representatives for their Queens, theoretically under the
protection of the Beodomor.
Others might be simple aspirants or learning Druids who
have been sent out amongst the cities on one of the strange quests of the
Woodwise.
YOUR QUEST
Its customary, at some point during their training, for a
Druids teacher to give them a quest both subtle, but also almost incoherent.
This might be to "Learn the dark face of the Green
Moon", discover "What is All?" to seek out "The Dream of
the World" or some other riddle or koan.
The aspirant is then essentially booted out and told
strongly to not come back until they have learnt the meaning of the lesson.
These 'quests' serve many purposes; they get the aspirant
out of the way, make sure they get some life experience, they give the person
in question and chance to run for it and back out of the final step if they are
scared of it, they might get the aspirant killed, (but if this happens they
probably weren't worth the trouble anyway), they act as a kind of Rumspringa,
and there is always the slight chance that they might actually find the real
answer to the lesson.
They are also a reasonable way of removing particular
druids if they disagree too much with their Travail, are truculent, improvise too
much, are Scared of the Great Change, seriously screwed something up or accidently
won an important court case they were expected to lose, thereby throwing local
politics into confusion.
If you did not run, it is highly likely you were sent.
It is refreshing to see Druids having roles in the rest of society, such as judges, and not being fully cut off from it, as it is often happening.
ReplyDeleteKnight and Druid as 'buddy cop' kind of procedural.
A great big list of seemingly-impossible quests would be of great use to me, that sounds like an excellent character motivation...
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