Druids (Truthsayers and Dark
Emissaries)
At
the heart of the Old Faith is the concept that there is a
sentience in nature, a position supported by the existence
of nature spirits in SriK. This group of creatures could be
expanded greatly in Albion. Those seeking a whimsical sort
of game can add faeries and the like, while those wanting
a darker game can have capricious nature spirits that scorn
and curse all of humanity.
The nature of nature on
Albion is thus different, and the Druids of WFRP should be
modified in some manner to reflect this account. The review
of Dark Shadows covers Dark Emissaries and Truthsayers and
some of this material can be used for both. I hope to eventually
touch upon this more with the release of Realms of Sorcery.
The Druids of Albion might
have Arcane Language - Children of Nature skill or the Nature
Spirit Skill to reflect their knowledge of the sentient extensions
of nature. However the power of the Druids should be even
more powerful and dramatic than those in the rest of the Old
World, and as such I offer the following rituals and magic
to add to the Albion Druids. I have mentioned Dark Druids
for those who like darker aspects of Druidism or it can be
construed as a euphemism for the Dark Emissaries (see
Dark Shadows).
New Druidic Magic Rituals
Heartwood
It is rumored that at the heart
of every forest there is a great tree, the first tree from
whose seeds the majority of the forest sprang from. Few have
seen such a tree, and its location is only known by a handful
of forest creatures, Elves, and Druids who travel the forest.
Such trees were rumored to be among the first to grow at the
birth of the world and will be the last trees to capture the
final rays of the world's last sunset. It is said that the
greatest of these trees is in Albion in one of its many forests,
and it is claimed that its roots have grown into the center
of the earth.
These trees are known as Heartwood
trees and are among the most sacred of all things earthly,
and as such are carefully revered and guarded by Druids. Only
the oldest and most powerful of Druids are invited to pay
their respects to the tree, and it is said that only the oldest
and wisest Druids may become the companions of the tree.
This Heartwood Tree hears the whispering of all the leaves
in the forest and can warn any Druids under its eaves of any
danger in the forest and its general directions. This communication
comes in the form of a rustling of leaves and the accompanying
Druid simply intuits the degree of danger, its distance, and
its location in the forest by interpreting the trees subtle
behavior.
Should Animate Tree ever be invoked
on the Heartwood, something only done in the absolute most
dire of circumstances, such as the Heartwood itself being
attacked, the Heartwood animates as a Treeman with a +1 bonus
to Strength, Toughness, and Armor Points, and +2d6 Wounds
due to its immense size.
The Heartwood Grove
The
Heartwood lies in an area known as the Heartwood Grove. The
entire clearing is under the massive canopy of the tree, and
its earth is rent and tangled with ancient knobby roots that
stretch out for hundreds of feet around, and there are at
its roots small places for Druids or injured animals to hide
or weather from the storm. If one is brave enough to climb
the top of the tree, they may look out over the entire forest
with a sense of awe. The Heartwood Grove is a powerful location,
and functions as a Sacred Grove with no need for dedicating
or rededicating this place.
Dangers to the Heartwood
So great is its power and sacredness
that the most unholy and dark of things may attempt to seek
it out and destroy it. Even more frightening is the secret
that Druids fear and never speak of, for it has been known
for a Heartwood Tree to become infected with Chaos. The great
tree's heart darkens, innocent forest creatures are driven
out from its presence by fear, and the forest itself becomes
darker and more oppressive as the Heartwood Trees limbs entangle
themselves in the roots of other trees, leeching the vitality
out of nearby trees, and the Heartwood itself is reputed to
awaken the hunt and drink blood.
Heartwood Companions
The
Great Albion Heartwood tree is often visited or kept companion
by an ancient Druid or Druids who come here to learn the wisdom
of the tree rather than guard it. These Druids are the bravest,
oldest, and wisest of Druids who have been invited by the
tree to share in its experience and to help watch over the
Heartwood's forest. These Druids are known as the Heartwood
Companions or the Heartwood Coven and all other Druids in
the forest, and even neighboring forests, will defer to their
judgment.
The Heartwood Companions spend most of their time wandering
about the area of the Heartwood, caring for the trees nearby,
and looking after the health of the Heartwood. Some of the
Companions may stay immediately within the area of the tree,
while others visit it once a week or month, depending on the
needs of the forest and the Heartwood. Being a Companion to
the Heartwood is the greatest honor a Druid can have, and
very few are selected for this privilege.
The Heartwood Staff
The great tree can be generous,
and to help its companions, the Druids who keep the tree company,
the Heartwood may gift them with one of its living branches.
The Heartwood Coven knows the Heartwood intimately and they
may note when the tree's mood changes. In many cases the tree
is preparing to deliver its branches to one of the Druids
it has chosen, and the lucky recipient has a Heartwood Staff.
The staff is a long, solid,
and heavily gnarled staff, and a pulsing vitality comes from
it. As long as the Heartwood remains alive the Heartwood Staff
will not break, wither or die. If subjected to intense magical
fire it will curl and blacken, but over a month or so it will
sprout and grow anew. Only if exposed to chaos will it turn,
and in such case the staff becomes twisted and treacherous,
whispering things to its wielder and acting as Tanglethorn
when the now sentient staff so deems.
The Staff's powers are notable.
Normal forest creatures will not harm the wielder of the staff
unless provoked needlessly. It functions as a magical weapon
and can be used to injure or hurt those creatures normally
beyond the powers of steel weapons. The staff is wielded in
two hands like a Quarterstaff, with no penalties or bonuses
except for that it does +2 damage.

