- 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.”
- 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 consume the life force of a plant specfic plants, consuming to many plants may have bad side effects however all plants lifes come to an end at some time and this process when not abused is considered a natural part of that cycle. Mana also fully refreshes at sunset every day although this does not meet the rest conditions of specific Sachets.
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: Level 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.
Herbs are represented by plant phys-reps with in game tags attached. Anyone with 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 Gardening however doing so damages the plant so it can not be replanted later (see restrictions above).
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 Druid’s book. Any herb entry must be carefully copied into their own notes with their own commentary.
Common Herbs & Plants
These are herbs that will reliably be found around each game to some degree. Common herbs are worth 1 copper.
Basic Spells: 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 Spells: 2 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 Spells: 3 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.
Common Druid Spells
Simple Sachets: Shell (2), Snare Arms, Snare Foot, Cure Disease, Stabilize
Complex Sachets: Snare Body, Calm Animal, Nature Meld
Master Sachets: Knockdown, Circle vs. Human