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DRUIDS

AVAILABILITY: OPEN
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INTRODUCTION:
 

Druids have gone by many different names throughout history.They were highly revered priests in some cultures and then devil-worshipers to others. Many had the unfortunate luck to be caught within several witch hunts, leading to the destruction of many druid bloodlines. No matter the stigma attached to them, Druids are always consistent in one thing: their power. They have the ability to draw upon the power of nature itself, to bring about what some would call sorcery. The vast majority of druids used this power to help maintain balance within the world alongside the help of the old Lycidas.

 

Modern hunters attempt to replicate the natural bond that the Druids of old had with Lycidas but nothing will come close to the seamless cooperation that Druids and Lycidas once had. As time went one and Druids were persecuted along with the Lycidas, this connection they shared was almost lost. Many druids began to hide their heritage, denouncing the connection the supernatural altogether, some disowning family members or simply up and leaving.

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They’re not open with their knowledge of the arcane to this day. They keep their druid blood and knowledge as tight-knit as they can. With these powers, many of the druid families made it a point to renew the old ways, hoping to rebuild the druid society of old. There are only a few written articles about them because outsiders would pry for as much information as they could. Even then, the majority of the information is pure speculation to those not within the know.

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DESCRIPTION:                           

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Druids are indistinguishable from a normal human, although some druids have more pointed-shaped ears. Other families of druids inscribe a special tattoo with their family’s sigil onto each adult druid. The placement of this tattoo varies, but they are all quite small and usually somewhere indiscriminate. It is an old practice, however, and many druids may not have one due to the separation of the oldest druid families.

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When casting high level spells, an emerald aura will manifest around them, or their eyes may glow a faint green colour; it is most notable in darker areas. This soft glow is a side effect of the druid channeling their spiritual energy. This does not happen very often and is the sign of very well-versed druid.

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SPECIFICATIONS:

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Abilities

  • Magic: A druid's powers will usually begin to manifest between the ages of five and fifteen years old. Afterwards, they must begin to learn to harness their new abilities.

 

  • Supernatural Attunement: Because their life force is entwined with the earth’s, Druids have an uncanny ability to sense werewolves, wendigos, and other supernatural beasts. They cannot sense vampires, concubi or banshees.

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Advantages

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  • Druids are immune to plant and animal toxins and poisons and have a high tolerance for vampire venom. Likewise, they are immune to Lycanthropy and the vampirism virus.

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  • Some druids may gain familiars if their connection to nature is strong enough. A familiar is a spirit-guide in the form of an animal but do not be fooled; they are no ordinary pets. They imprint on one druid and vow to help and nurture said druid to their full potential. Druids and familiars can communicate telepathically with each other, and some familiars can even speak verbally. Druids can teach their familiars a few of their spells and have their familiar cast it for them.

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Disadvantages

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  • Certain spells will require a close proximity to nature/the earth in order for them to be cast. Being dramatically off land, or being in an environment significantly lacking of nature will hinder a Druid’s ability to cast

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  • Druids can still be easily harmed by the physical strengths of other supernatural creatures, just like humans

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  • They are still affected by Vampire venom, though some individuals have better tolerance for it.

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Affinities

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There are many spells that Druids can learn and practice, and all of them fall under different affinities. Affinity is the term used to explain what certain spells have in common with each other; this is usually based on how exactly the druid must go about casting or preparing the spell. Though there are Traditional spells all Druids have at their disposal, there are also three affinities of which they can specialize in:

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- Nature

- Charisma

- Spirit 

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Ways to Kill

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Because Druids are essentially human, they can be killed in the same manner as humans as well. Due to their abilities, it can be trickier and precautions should be taken before confronting them.

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RELATIONSHIPS: 

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Hunters: A small minority of druids work with hunters in order to provide information on other supernatural creatures that pose threats. However, the vast majority of druids don’t agree with the Hunter society’s views and will be be difficult to convince to help.

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Vampires: To vampires, Druids taste particularly refreshing. Almost like drinking sparkling fruit juice.

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Wendigo: Druids have a natural disdain for Wendigos as they are repulsive abominations of nature. Simply being around a wendigo almost feels like a personal offense due to the malevolent life force Wendigos contain.

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Werewolves: Druids have an instinctual fondness for werewolves due to their intertwined pasts and origins.

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DRUID Q/A: 

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Q: Do druids need wands or staffs to cast spells?

A: No.

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Q: Can my druid's familiar be a fictional/mythological animal?

A: No, familiars must be an animal that exists and there are certain limitations even there.

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Q: Can my druid's familiar be a werewolf?

A: Sorry, but no.

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Q: How many familiars can a druid have?

A: A druid can only have one familiar at any given time.

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Q: What happens to a druid's familiar if the Druid dies?

A: If a druid dies, their familiar will soon follow as everything that made them what they are fades from the earth. They are not normal pets and cannot be taken from a Druid, one way or another.

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Q: How long do familiars live?

A: A familiar will live as long as their Druid does.

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