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Albion

 

by Rev. Garett Lepper

 

 

 

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Druids (Truthsayers and Dark Emissaries)

Dark EmissaryAt 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

Sacred GroveThe 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

Holy StoneThe 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.


   

 

   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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