Druids of Altera



Casting style:  Mana Channeled Through Plants

Strengths: Strong Enhancements Spells and Crowd Controlling effects

Weakness: Weak Direct Damage Spells

Bandeaux crept through the wood as best he could. This was not where he belonged. He was not naturalist or tracker, he was an alchemist. He wanted to be home with his brews and dried herbs, instead he was ankle deep in swamp mud. The children of his village however, had fallen sick and nothing was being done to stop the disease. He had heard of the old man in the woods and the seemingly magical herbs hidden there. Maybe they could help? Even if they couldn’t… he was out of options. He would abandon the village if something couldn’t be done. He was not a brave man and could not bring himself to watch all those people die.

Suddenly the dark and deep of the forest broke into a sunlit glen with a small mud hut and a quaint garden beside it. Not nearly as impressive as had been described to him, but what could you expect from mere rumors? A quick look inside showed that the hut was empty but more than that – he had never seen a home so plain or devoid of…everything. Quickly, his attention turned to the garden next to the house. Well…that was different. In addition to common food stuffs grew some of the rarest and meticulously cared for herbs he had ever seen. He pulled out clippers and a small cloth bag. He wouldn’t take much. Just enough to try making one more batch of remedies–

“You want some herbs? Is that what you want? Came here for my herbs? Here! Have some herbs!”

Bandeaux felt something hit the back of his head but before he could turn to face whoever was speaking, the garden erupted into vines holding his arms and legs in place.

“Thief! Come here. Looking for things that aren’t yours. Did you even ask those plants? No, of course you didn’t. No one ever cares about the plants. But then no one ever cares about me. That is why I am here, thief. The plants and I understand not being listened to.”

“Please. Sir. I meant no disrespect. And… uh… I did not ask your plants’ permission. I regret that.”

“Well…” the voice behind him came closer “Fine. Put the thief down.” With that simple admonishment the vines released him and Bandeaux could finally turn to face, who he assumed was, the owner of the hut. He was not sure what he was expecting but this was not it.

The fellow was short and lean with a hard creased face more like leather than anything else. His clothes, that label was being generous, were mixes of mosses, lichens, and leaves. There may have been something that was once a tunic in there but it was heavily obscured by the muck. “So thief. What do you want with Mathieu’s herbs? Hrm?”

“I am truly sorry Master Mathieu, but the children…there is a sickness and I hoped something here could make a medicine for them.”

The old man let out a bodily noise that could only be described as disgust “Medicine” he scoffed. “Did you hear that? He wants to make medicine out of you. He doesn’t understand. No he does not. What is medicine? Is it food? Is it poison? He doesn’t even know my loves. Does he want you beautiful nightshade? No he does not. But why not? He eats tomatoes doesn’t he? Stews potatoes?” There was a quick sniff of the air. “Smokes too I bet. Doesn’t understand that it is all related. Doesn’t understand this is no disease the wee one have. This is magic boy. Magic takes magic to heal. Fine. If it is what will stop you from tromping around my gardens we will help the Thief.”

Bandeaux did not have words to express what was happening so he simply turned and started walking back to the village. On the walk he tried desperately not to listen to the old man’s ramblings “Worm wort. Babybells for the children. Rotwood to purge, it’s brittle thief. It breaks and leaves the good behind. Sympathy thief. Everything as a meaning outside of its own and you have to understand that for everything there is an herb that sympathizes with it. Foolish thief, thinking you can force a plant to care for something unless it chooses to. So tell me, Fengul Frond, will you help with this? Yes? Good good. In the pouch you go.”

So the hour walk went with Mathieu sometimes begging for a plant’s assistance and sometimes browbeating it into helping. Bandeaux never turned to actually watch what was happening. In his imagination the plants themselves were jumping into the small pouch around Mathieu’s neck but that was ridiculous. Wasn’t it?

When they finally returned to the village Mathieu went straight to work, letting himself first into one house and then another, paying no heed to the family or the owners’ startled faces. Quickly to each sick child he walked, placed a small seed in their mouth, whispered a few quiet words, and then just started to brush the blackened veins off the children like it was so much dust. When he was done, Mathieu approached Bandeaux, “All done thief. For now. But worse is coming, thief. A storm is coming. Soon we will all be like that sickness. Dust blown away. I will make some poppets for the people. Keep them safe. And some sachets. Keep those in the window sills. Maybe you will survive. If not… ask the swamp to take you. It would be better than what is coming. I will give you those, thief. Then… then I will be gone. Back with the Swamp again. But what will I have sympathy for thief? Even I don’t know.”

Cost Summary

Druid Mastery Tiers Mana totals XP cost per mana Defensive Abilities School Special abilities
Mana 1st tier – 10 xp

Requires 0 mana

1-10 2 xp per mana Spell Flux Access Basic Sachets
Mana 2nd tier – 10 xp

Requires 10 mana

11-20 4 xp per mana CounterSpell Access Extra active Sachet
Mana 3rd tier – 15 xp

Requires 20 mana

21-30 6 xp per mana Complex Sachets and Extra Active Sachet
Mana 4th tier – 15 xp

Requires 30 mana

31-40 8 xp per mana Extra Active Sachet
Mana 5th tier – 20 xp

Requires 40 mana

41+ 10 xp per mana Master Sachets and Extra Active Sachet

Rules Summary

Foci:  Yes, called Sachets

In Play Verbals:  No.  All Druidic effects are simple taglines of “Activate Magic [effect name]” which is considered to be expressly out of play.

Soul Mark:  No

Book/text prop:  Yes

Druid Magic is the art of drawing on the sympathetic and correspondence magic of nature to create Sachets which act as short term foci allowing for the channeling of magical effects.  For each Tier of skill a Druid may have one active Sachet.  Each Sachet takes 5 minutes of roleplay focus, typically a mix of begging, threatening, or bartering with the individual herbs that will go into the Sachet in order to convince them to lend their power.  Once created a Druid may channel as much of their own personal Mana through the Sachet in order to cast the desired spell, up to the maximum Mana allowed by the herbs in use.  A Sachet that is never exhausted remains viable for the entire game.  Once exhausted the Sachet must be unmade and the herbs allowed to rest by replanting.  Most herbs require an hour of rest but rare herbs may recover faster or take significantly longer to rest.  Once unmade, a Sachet is no longer active and the Druid may make a new one. Assuming that the plants are available and willing.  

Druids collect recipes that provide general guidelines for general spell effects as well as studying how individual rare herbs can strengthen a Sachet in many different way.  Some herbs increase the longevity of a Sachet allowing for more effect activations.  Some herbs increase the potency of effects and occasionally may change the intended effect completely.  The collection of individual herbs as well as the basic recipes for each spell effect are collected in the Druid’s Book of Awen.  This is an In Play item that can be destroyed, lost, stolen, copied, or replaced.  The Book of Awen and the ingredient list must be actively referenced while creating a Sachet.

Mana is a limited resource but can be replenished by a Druid if they are willing to wholly consume the life force of a plant.  This takes one minute of focus and destroys the plant (turn tag into a plot member).  This may or may not impact the future willingness of other plants to be used in a future sachet.  Mana also fully refreshes at sunset every day although this does not meet the rest conditions of specific Sachets.


Phys Rep requirements:

Book of Awen:  

Each book of Awen should be able to wholly cover standard paper pages of 8.5” by 11”.  This is a tagged item created when someone is inducted into the Druidic tradition.  During this initiation they learn the basic properties of all common herbs, how to make three simple sachets, as well as a crafting a single in depth entry of one herb.  There is no limit as to how many pages the book can contain.  New books can be replaced at no material cost but requires one IBGA of time to craft.  Crafting books does not automatically copy all the included recipes.


Sachets are medicine pouch style bags that are worn from a belt or as a necklace.  Each Sachet should be at least the size of a golf ball but no larger than a pool ball.  They should be stuffed and padded so that they never cause harm.  The tagged herbs that are being used must be in the Sachet as well as whatever is used as padding to make it appear full.  The Sachet must be held or otherwise touched with the hand in order to channel a Druid’s Mana.


Druidic magic allows for plants to be harvested without the Gardening Craft skill so long as they are immediately placed into an active sachet.  If they are not planted after use by a skilled gardener (craft lv 1) after use they rapidly wither.  If they are harvested but not placed into a sachet or are not planted as a means of letting them rest within 1 hours of use they are considered to be destroyed

Herb Tags

Herbs are represented by plant phys-reps with in game tags attached.  Anyone with Craft:  Gardening can identify basic herbs and harvest the plant such that it can be replanted and remain healthy.  Druid 1 or Alchemy 1 allows a herb to be harvested without Craft: Gardening however doing so damages the plant so it can not be replanted later (see restrictions above).

Herb tags are always double sided.  The name of the herb will be on both sides and on the left of the tag.  One side will have information related to Druidic properties of the various plants.  This will list more mystical or physical correspondences such as vines, thorns, beauty, itching, soothing, hardy, etc.  How different herbs interact with each other must be discovered in play.  The qualities of plants known to all Druids are Hardy, Soothing, Vining, Evergreen, Thorns, and Rapid Growth.  Each entry in the Book of Awen will contain additional properties in detail of each plant.  During initiation each Druid learns the detailed properties of one herb to start their book along with the basic properties of the plants described below.  As each Book of Awen is unique to the Druid they cannot simply use another Druids Book.  Any herb entry must be carefully copied into their own notes with their own commentary.  

On the reverse side is the herbs the Alchemical information such as healing, poison, salve, draught, recreational, etc.  How these various properties interact with Alchemy must be discovered in play.

Herbs can be bought with starting money at their Alchemical component value.  These are always considered to be dried herbs.  Live herbs may instead be purchased for an additional 1 copper per herb.


Commonly found herbs and plants:  

These are herbs that will reliably be found around each game to some degree.

Component Value:  1 copper

Herb Name Known properties Physical description

Gilled Frond Evergreen, Soothing A frond plant with blue tinted leaves.
Sapstick Reed Hardy, Soothing A tall grass
Ember Eyes Vine, Evergreen A vine with small red flowers
Blushing Violet Rapid Growth, thorns A small flowering shrub
Tarmeren Thorns, Hardy A small thorny seed pod


Basic Sachet spells cost 1 Mana per spell cast

All basic Sachets can channel up to 10 Mana for casting the specific effect before needing to rest unless modified by additional herbs.

Complex Sachets cost 3 mana per spell cast

All complex Sachets can channel up to 15 mana for casting the specific effect before needing to rest unless modified by additional herbs.

Master Sachet spells cost 5 mana per spell cast.  

All master Sachets can channel up to 20 Mana for casting the specific effect before needing to rest unless modified by additional herbs.


Druids can commonly cast the following spells:

Simple Sachets:  2 point Shell, Snare Foot, Cure Disease, Stabilize

Complex Sachets:  Snare Arms, Calm Animal, Nature Meld

Master Sachets:  Snare Body, Knockdown, Circle vs. Human


Entries to the Book of Awen

Example Recipe Entry

Clement’s Snare (basic Sachet)

The Druid Clement found a correspondence between his Mana and the creeping vines of the world.  Into his Sachet he coaxed ivy to grow and brambles to catch.  He discovered that these two plants would allow his Mana to take the shape of rapidly growing vines that could catch and snare a foot.  Clement was also one of the first Druids to discover that Mana constructs could simply be dismissed as his first attempt for this spell snared his own foot.


Required Herbs:  1 vine plant, 1 thorn plant

Mana Charge:  Can hold up to 10 Mana activations before the herbs need to rest unless other modifying herbs are used.

Example Herb Entry

Ember Eyes

A very temperamental but aggressive plant.  It can dominate a garden if not properly cared for.  The flowers of this beautiful dear are bright orange or red often making for a stark contrast to the brown debris or mulch they prefer.  Alchemists want to destroy these for their little more than their own pleasure.  These vines cut and processed make fragrant oils and tonics of various effects.  Such a waste.  Who would sacrifice a precious life for a such a brief vanity or relaxation?

Properties:  Vine, Evergreen

Consume:  Restores 1 Mana