I'm a nature lover, not a fighter | - | This forest ain't big enough... | - | You gotta fight for your right... |
Dragon | Classes | - | The Druid | Dragon 119 |
F r o m t h e w
r i t i n g s o f V a l n o m e n ,
G r a n d
S a g e o f R
i t h i a :
. . .
W h e n w e h a d a t l
a s t a r r i v e d a t t h e
a p p o i n t e d p l a c
e , t w i l i g h t w a s f a s t
u p o n u s .
A s s e m b l e d o n
a s m a l l p l a i n w i t h i n
a n
i m m e n s e c i r c l e
o f s t o n e s w a s a
m o s t u n u s u a l h o s t . H u
g e t r e a n t s r i n g e d t h e
o u t e r
p e r i m e t e r o f
s t o n e , s w a y i n g t o a n d
f r o a s
t h e y m u r m u r e d
t o o n e a n o t h e r . E l v e n
p r i n c e s c l a d
i n c o l o r f u l a r m o r w a n
d e r e d
from stone to stone, looking for an unobs
t r u c t e d v a n t a g e p o i n t .
F a r t h e r f r o m t h e
c i r c l e , t h e
w o o d l a n d c r e a t u r e s g a t h e r e
d i n
t h e s h a d o w s ,
t h e i r c u r i o s i t y l i v e n e d
b y t h e
o d d g r o u p
c o l l e c t i n g a t t h e s t a
n d i n g
stones.
A s d a r k n e s s
c l o s e d a b o u t t h e m e a d
o w , a
h a n d f u l o f
p l a i n l y c l o a k e d m e n a
n d
w o m e n ? d
r u i d I n i t i a t e s , I l a t
e r d i s c o v e r e d ? e n t e r
e d t h e c i r c l e o f
s t o n e s a n d
b e g a n l i g h t i n g
b r a z i e r s o f o i l w i t h i
n t h e
a r e n a . I n
t h e d i s t a n c e , t h e l o w
, m o n o t o n o u s b e a t o f
d r u m s c o u l d b e h e a r d .
P r e s e n t l y , t h e r e c a m e
a c o l o r f u l p r o c e s s i o n
a p p e a r i n g f r o m
t h e f o r e s t a t t h e
f a r e n d o f
t h e o p e n
m e a d o w . C a r r i e d a l o f t
a t t h e
h e a d o f t
h e p r o c e s s i o n w a s a
l a r g e , g o l d e n
s c y t h e r e s t i n g
u p o n a b e d o f f r
e s h l y c u t
m i s t l e t o e . T h e
n i n e I n i t i a t e s o f t h e
G r e a t
D r u i d f o l l o w e d
c l o s e l y ; t h e i r b r i g h t
r e d
c l o a k s w e r e
h e a v i l y a d o r n e d w i t h
s p r i g s o f
m i s t l e t o e , g o l
d e n l e a v e s , a n d s i l v e
r
b r a n c h e s ( a l l
o f w h i c h h a d b e e n
b e s t o w e d
u p o n t h e i r
r a i m e n t s a s h o n o r s f r
o m t h e
G r e a t D r u i d
h i m s e l f ) . C a r r i e d i n
e a c h
I n i t i a t e ? s h a n
d w a s a s m a l l , w
o o d e n d r u m ,
w h i c h t h e
d r u i d s b e a t a t r e g u l a
r i n t e r v a l s .
A s t h e y a
p p r o a c h e d t h e c i r c l e
s l o w l y , t h e i r
s o l e m n e x p r e s s
i o n s r e m a i n e d u n c h a n g e d .
A f t e r t h e
I n i t i a t e s , f o l l o w i n g a t
a d i s t a n c e o f s o m e
t w e n t y p a c e s , w a s t h e
G r e a t
D r u i d . H i s
w r i n k l e d , a g e d f a c e m
a p p e d h i s
y e a r s o f
e x p e r i e n c e , g i v i n g t h e
i m p r e s s i o n
t h a t h e h
a d f o u g h t t h i s b a t t l e
m a n y t i m e s
b e f o r e . H i s
l a r g e f r a m e w a s w r a p p
e d i n a
y e l l o w c l o a k ,
t h e f o l d s o f w h i c h
w e r e
a d o r n e d s i m p l y
w i t h a n o c c a s i o n a l s p
r i g o f
h o l l y o r
a n o a k l e a f . U p o n
h i s s i l v e r - h a i r e d
h e a d r e s t e d
a s h i m m e r i n g c r o w n o f
m i s t l e t o e . A t h i s r i g
h t a n d l e f t , p a c i n g
e q u a l t o
h i s e v e r y
s t e p , w e r e t w o s l e e k -
c o a t e d
p a n t h e r s . T h e i
r b l a c k f u r g l i s t e n e d
i n t h e
m o o n l i g h t , a n d
t h e i r y e l l o w e y e s g l i
m m e r e d a s t h e y a p p r o a
c h e d t h e c i r c l e o f
s t o n e s . B e h i n d
t h e G r e a t D r u i d , a t
a r e s p e c t a b l e d i s t a n c e ,
f o l l o w e d t h e r e s t o f
t h e
e n t o u r a g e o f
w i t n e s s e s : t h e D r u i d s ,
A r c h d r u i d s , a n d o t h e r
h i g h - l e v e l I n i t i a t e s w h o
h a d b e e n
i n v i t e d t o v i e w t h e
c e r e m o n i a l
c o m b a t o f
a s c e n s i o n .
U p o n r e a c h i n g
t h e g a t e t o t h e
c i r c l e o f
s t o n e s , t h e
n i n e I n i t i a t e s r o u n d e d
t h e
i n t e r i o r i n
a c l o c k w i s e d i r e c t i o n ,
e a c h
t a k i n g t h e i r
s t a t i o n b e f o r e o n e o f
t h e c o l d ,
g r a y m o n o l i t h s
. T h e d r u m b e a t s s t o p p
e d a s
t h e G r e a t
D r u i d r e a c h e d t h e c i r
c l e . T u r n i n g , h e s u r v
e y e d t h e c r o w d t h a t
h a d g a t h e r e d i n t h e
m o o n l i t m e a d o w . A f t e r
a l o n g ,
u n b r o k e n s i l e n
c e , t h e G r e a t D r u i d
s p o k e .
? L e t h e w
h o w o u l d c h a l l e n g e m e
c o m e
f o r t h a n d
a n n o u n c e h i m s e l f , ? h e
s a i d , h i s
p o w e r f u l v o i c e
b o o m i n g i n t h e n i g h t
a i r .
A n t i c i p a t i o n b
l a n k e t e d t h e c r o w d o f
w i t n e s s e s a s t h e y l o o
k e d c u r i o u s l y f r o m p e
r s o n t o p e r s o n . N o t
a w o r d w a s s p o k e n
i n
t h e b r e a t h l e s s
s i l e n c e o f t h e s h a d o w
s . A
t w i n g e o f
i m p a t i e n c e g n a w e d a t
m y h e a r t .
W h e r e w a s
M a e l g w n , I t h o u g h t . A
n x i o u s l y ,
I s c a n n e d
t h e c r o w d , h o p i n g t o
s p o t t h e
f a m i l i a r f a c e
a m o n g t h e s e a o f
a n o n y m i t y .
F r o m t h e
e d g e o f t h e s h a d o w s
s t e p p e d a
y o u n g m a n
c l a d i n a g r a y c
l o a k . ? I h a v e
c o m e f o r
t h e c h a l l e n g e , ? h e s a
i d , w a l k i n g
t o w a r d t h e
c i r c l e o f s t o n e s . ? I
a m
M a e l g w n , A r c h d
r u i d o f D u n D a g e l ,
m y
l i e g e . ? A
f a i n t r u s t l e o f v o i c e
s s c a t t e r e d
o v e r t h e
c r o w d l i k e w i n d b l o w n
l e a v e s .
T h e G r e a t
D r u i d r a i s e d h i s h a n d
s i n a p l e a
f o r u t t e r
s i l e n c e . W h e n t h e s t i
l l n e s s o f t h e
n i g h t r e t u r n e d
, h e l o w e r e d h i s
h a n d s
d i r e c t l y b e f o r
e h i m , p a l m s u p .
? C o m e ,
M a e l g w n . L e t
u s e n t e r t h e c i r c l e
t o g e t h e r . ?
T h e b r i e f e s t
h i n t o f a s m i l e
f l a s h e d a c r o s s
t h e f a c e
o f t h e e l d e r d r u i d ;
a s s u d d e n l y , i t
w a s g o n e .
S l o w l y , M a e l g w n a p p r o a c h e d
t h e g a t e
a n d b o t h m e n e n t e r e d
t h e c i r c l e
of stones.
A t o p p o s i t e
s i d e s o f t h e c i r c l e ,
t h e t w o
m e n w e r e
p r e p a r e d f o r t h e r i t u
a l . T w o
I n i t i a t e s a t t e
n d e d e a c h d r u i d , t a k i
n g t h e i r
r o b e s a n d
a n n o i n t i n g t h e m w i t h
a s p r i n k l e
o f l i q u i d
a s t h e y s t o o d u n g a r b e
d i n t h e
c o o l m i d s u m m e r
a i r . F r o m t h e p e r i p h e
r y
o f s t o n e
s t e p p e d a t a l l , f o r b o
d i n g f i g u r e o f
a m a n . H i
s g r e e n c l o a k w a s
g a t h e r e d a b o u t
t h e s h o u l d e r
w i t h a g o l d e n s p r i g
o f m i s t l e t o e . A r o u n d
h i s w a i s t h u n g a n
o r n a t e s a s h .
T h e g r e e n
c l o a k c a m e t o a
h o o d a t h i s
n e c k , i m m e r s i n
g h i s f a c e i n a
w e l l o f
s h a d o w s . F r o m
t h e d a r k e n e d f o l d s , t
h e
m e r e s t h i n t
o f g o l d g l i n t e d ?
a n o r n a t e
m a s k w h i c h
p r e s e r v e d t h e a t t e n d a n t ? s
a n o n y m i t y . S t e
p p i n g t o t h e m i d d l e
o f t h e
c i r c l e , t h e
t a l l f i g u r e r a i s e d h i
s h a n d i n a n
a r c a n e g e s t u r e
. ? F r o m C o n n e m a r a I
c o m e ,
a s a t t e n d a n t
t o t h e s e c e r e m o n i e s .
C i a r a n ,
G r a n d D r u i d
o f C a e r l e o n , s e n d s h i
s t i d i n g s
a n d b e s t o w s
h i s b l e s s i n g o n t h e s e
m o s t
h o n o r a b l e c e r e
m o n i e s . ? A s t h e a t t e n
d a n t
l o w e r e d h i s
h a n d , a n I n i t i a t e s t e
p p e d f r o m
t h e s t o n e s ;
k n e e l i n g , h e p r e s e n t e d
t h e
g o l d e n s c y t h e ,
a v e r t i n g h i s e y e s a s
t h e
a t t e n d a n t d r e w
t h e w e a p o n f r o m h i s
h a n d s a n d
r a i s e d i t t o t h e
s k y .
? B y t h e s
u n a n d t h e m o o n ,
t h e t r e e s o f
t h e f o r e s t ,
a n d t h e s t a r s o f
t h e h e a v e n s , I
c a l l u p o n
t h e f o r c e s o f N a t u r e
t o a c t w i t n e s s t o
t h e s e s a c r e d r i t e s a n
d t o b e s t o w.
u p o n t h e m
t h e i r b l e s s i n g m o s t h
o l y a n d
m o s t s u b l i m e . ?
T h e g o l d e n s c y t h e g l e
a m e d
i n t h e m o
o n l i g h t a s t h e a t t e n d
a n t h e l d i t
a l o f t ; i t s
g o l d e n i m a g e r e f l e c t i n g
m o o n l i g h t
i n t o t h e
t h r o n g o f w i t n e s s e s .
B r i n g i n g t h e
s c y t h e t o
c h e s t - l e v e l , t h e a t t e n d a n t
n o d d e d
t o b o t h c
o m b a t a n t s , w h o m o v e d
f o r w a r d
t o t h e c e
n t e r o f t h e a r e n a
a t t h e g e s t u r e .
? B a d e o f
M a r a , M a e l g w n o f D u n
D a g e l ,
y o u a r e b
o t h a w a r e o f t h e
m a g n i t u d e o f
t h e s e a f f a i r s ,
a n d o f t h e c o n s e q u e n c
e s t h a t
w i l l o c c u r
t h e r e b y ? ? B o t h d r u i d s
s p o k e
t h e i r a f f i r m a t
i o n . T h e a t t e n d a n t p a
u s e d
a n d s p o k e
a g a i n . ? Y o u a r e b o t h
f a m i l i a r
w i t h t h e
r i t e o f a s c e n s i o n , a n
d u n d e r s t a n d
f u l l y t h e
r u l e s ? ? B o t h m e n a g a i
n s p o k e
t h e i r a f f i r m a t
i o n . ? I f e i t h e r m a n
s e e s i m p e d i m e n t s t o t
h e s e r i t e s , l e t h i m
s t a t e
t h e s e o b s t a c l e
s n o w . ? T h e a t t e n d a n t
p a u s e d . R e c e i v
i n g n o w o r d f r o m
e i t h e r , h e
c o n t i n u e d . ? W i
t h i n t h e c i r c l e o f
N a t u r e , a l l
t h i n g s a r e
a s o n e . W i t h i n t h i s
c i r c l e , t w o
s e p a r a t e s o u l s
a r e u n i t e d a s o n e . ?
G r a s p i n g
e a c h d r u i d ? s
h a n d , t h e a t t e n d a n t q
u i c k l y
d r e w t h e
g o l d e n s c y t h e a c r o s s
e a c h p a l m ,
d r a w i n g a
s m a l l t r i c k l e o f b l o o
d f r o m
e a c h . R e p l a c i n
g t h e s c y t h e o n
i t s b e d o f
m i s t l e t o e , t h e
a t t e n d a n t g r a s p e d t h e
d r u i d s ? h a n d s
a n d r u b b e d t h e t w o
t o gether, mingling the blood of both men in
a c l a s p i n g
o f p a l m s . ? B y t h e
p o w e r o f
N a t u r e , l e t
t h e s t r o n g e r s o u l p r o
v e i t s
f o r c e a n d
c l a i m i t s r i g h t f u l d o
m i n i o n . ?
W i t h a s h
a r p c l a p o f h i s
h a n d s , t h e a t t e n d a n t
s t e p p e d q u i c k l y f r o m
t h e c e n t e r o f t h e
a r e n a , a n d
t h e t w o d r u i d s r e t u r n
e d t o
t h e i r o p p o s i n g
s t a t i o n s . S l o w l y , t h e
c i r c l e
o f I n i t i a t e s
b e g a n b e a t i n g a l o w
r h y t h m o n
t h e i r c e r e m o n i
a l d r u m s . T h e a t t e n d a
n t s
a n d I n i t i a t e s
c l e a r e d t h e c i r c l e o f
s t o n e s ,
l e a v i n g t h e
t w o c o m b a t a n t s t o f a c
e e a c h
o t h e r a l o n e .
T h e c o o l n
i g h t a i r b l e w t h r o u g h
t h e
m e a d o w , c a r r y i
n g w i t h i t t h e d
i s p a r a t e
o d o r s o f
b u r n i n g o i l a n d f r e s h
l y c u t m i s t l e t o e . A b o
v e t h e r i m o f m o
n o l i t h s , t h e f u l l
m o o n c a s t
i t s y e l l o w g a z e . E e r i
e , t r e m b l i n g
s h a d o w s f e l l
a c r o s s t h e d a r k e n e d m
e a d o w
a s t h e b r
a z i e r f l a m e s f l i c k e r e d
p l a y f u l l y
w i t h i n t h e
c i r c l e o f s t a n d i n g s t
o n e s . S u d d e n l y , t h e s
m o t h e r i n g s i l e n c e w a s
b r o k e n .
b y t h e r e
s o u n d i n g c l a n g o r o f a
m e t a l g o n g .
W i t h i n a n
i n s t a n t , t h e t w o c o m b
a t a n t s
b e g a n t h e i r
t r a n s f o r m a t i o n s , c h a n g i n g
f r o m m e n
t o s w i r l i n g m i s t s , a n
d t h e n
a g a i n t o
c o a l e s c i n g f o r m s . S l o w l y ,
t h e
c o a l e s c i n g f o r
m s b e c a m e d i s t i n c t e n
t i t i e s ,
B a d e a s s u m i n g
t h e f o r m o f a n a
l b i n o p a n t h e r , a n d M a
e l g w n a d o p t i n g t h e f o
r m o f a
l a r g e , b l a c k
b e a r . W i t h a r o a r
a n d a s n a r l ,
t h e t w o c
r e a t u r e s c r a s h e d t o g e t h e r
i n a
w h i r l w i n d o f
s l a s h i n g p a w s a n d b i t
i n g
t e e t h .
G a i n i n g e x p e r i e
n c e p o i n t s a n d a d v a n c
i n g
i n l e v e l s
i s o f t e n a l o n g
a n d d i f f i c u l t p r o c e s s
i n t h e A D & D ® g a m e
. I n s o m e i n
stances, it may take as long as three years
playing time for a player character to
climb above the 10th level. For druids,
advancement is sometimes impeded by
factors other than the simple acquisition
of hundreds of thousands of experience
points. In the case of the druid, acquiring
experience points necessary for reaching
the 12th level is not a guarantee of achievi
n g t h e 1 2 t h l e v e l .
T h e Players Handbook
(p.
21) states that "At the upper levels
there are only a
limited number of characters. At 12th level (Druid) there can be but
nine of these nature
priests." At such a
time when a druid gains experience points
sufficient to advance him to the 12th
level
(Druid), the powers corresponding to that
l e v e l a r e
g a i n e d o n l y " 1 . I f
t h e r e a r e c u r r e n t l y f
e w e r t h a n n i n e o t h e r
c h a r a c t e r s o f
D r u i d l e v e l ,
o r 2 . T h e p l a y e r
c h a r a c t e r
bests one of the nine Druid level characters
in spell or hand-to-hand combat.?
Furthermore, the disparity between attaining
12th level (which other classes take for
granted) through victory in combat and
the penalty for failure therein is indeed
g r e a t : ? I f
t h e p l a y e r c h a r a c t e r
s u c c e e d s , h e
or she becomes a Druid, with full powers,
and the former Druid (assuming case 2,
above) becomes an Initiate of the 9th
Circ l e . I f t h e p l a y e r
c h a r a c t e r l o s e s , h e o
r s h e
remains at lower level and actually has
few experience points in the bargain.?
As if
this isn?t enough, ?This process is repeated
with respect to a Druid becoming an Archdruid
and for an Archdruid becoming the
Great Druid.?
Although these high level restrictions
for
druids may seem a bit unfair at first,
quite
the opposite is true. Although most character
classes attain high levels without
c o m b a t t i n g o t h
e r c h a r a c t e r s o f t h a t
c l a s s ,
they also are not provided the benefit
of
fun that role-playing such a scenario
can
offer. For most character classes, attaining
levels above the 10th level means less
and
less action, as high level characters
become political figures, land and stronghold
o w n e r s , p a t r i a
r c h s o f c h u r c h e s , o r
m e n tors of lower-level characters of similar
class. For these characters, as levels
increase, so increases responsibility, which
almost inevitably calls for a decrease
in
frivolous adventure and irresponsible
action. Unfortunately for most such character
classes, the acquisition of higher
levels is not met with equally high level
conflict or adventure; boredom sets in
as
the players lose interest in their powerful
c h a r a c t e r s .
For druids, however, the attainment of
higher levels means more excitement,
more conflict, and more adventure as
c h a r a c t e r s v i e
a g a i n s t o t h e r c h a r a c t e r s
i n
ceremonial combat for higher levels and
the positions associated therewith. A
unique opportunity for role-playing is
provided for such characters at these
levels ? one which doesn?t end with the
attainment of level (as other characters
reach such levels, more challenges are
made against the holders of such positions).
The problem, however, is that the
AD&D
game rules provide only the briefest mention of such combat, offering little
more than a suggestion for a system
rather than a system upon which to base
such a scenario.
I n l i t t l e
m o r e t h a n o n e s e n t e n c
e ( p . 2 1 ,
Players Handbook), the provision
for druidic combat is made and quickly passed
over. No details are provided for the
nature of combat, the situations surrounding
such combat, methods for conducting
such combat, or cases for when such
combat is necessary. For example, the
Players Handbook states that
there are
only a limited number of each of the various
higher druids: nine Druids, three
Archdruids, and one Great Druid. Though
it isn't clearly stated therein, the rules
on
p. 21
of Unearthed Arcana explain that
"each area or land
can have its own druid
of this sort"
or sorts. But this clarification
is still somewhat vague: What is it that
determines a distinct area or land? Are
druidic levels determined by political
or
geographic boundaries? Is it possible
for a
druid of sufficient name level to leave
one
area or land which has a surplus of Druids
to relocate to an area where there is
a
dearth of Druids (and thereby gain such
name level without entering into combat)?
What rules are defined in druidic combat?
What types of weapons or spells are allowed
in each variant? These are all questions raised by the AD&D
game rules
which as yet remain unanswered.
I'm a nature
lover, not a fighter
As a subclass of cleric, it may seem odd
that a druid should be required to demonstrate
his skills in the arena of combat.
Nevertheless, the druid is one of the
most
well-rounded classes in the AD&D
game,
having a combination of magical and clerical
spells, and fighting capabilities similar
to (though weaker than) those of a fighter.
Furthermore, the AD&D
druid is based
(loosely) on the Celtic druids of old
? and
although little is known of the druidic
religion, it is known that the Celts were
partial to physical rituals and combative
rites to prove their leaders? worths.
Consequently, it comes as no real surprise that
the AD&D
druid should have to prove his
worth in the competitive arena
A s s t a t e d
i n t h e r u l e s , a n y
d r u i d o f 1 1 t h
level with sufficient experience points
to
attain the 12th level (Druid) can only
do so
if there are not enough Druids in that
area
to fill the quota or if he defeats a Druid
in
hand-to-hand or spell combat. This combat
is necessary also in further level ascen
sions, as from Druid to Archdruid, and
from Archdruid to Great Druid. With the
addition of Unearthed Arcana,
higher
druidic levels have been added: these
include the Grand Druid and the various
Hierophant druids. In regard to druidic
combat, this ritual stops with the rite
of
passage from Archdruid to Great Druid;
there is no such ritual for the ascension
to
Grand Druid and beyond. Instead, the
ascension to the level of Grand Druid
is
determined by the Grand Druid himself.
As stated on p.
17 of Unearthed Arcana,
"any time after amassing at least 3,500,001
experience points, a Grand Druid can seek
a successor. If such is found, the individual
may then abdicate his or her position
and
enter the practice of the Hierophant disciplines."
Thus, a character cannot attain the
level of Grand Druid unless he is chosen
by the Grand Druid to be his successor
?
no form of druidic challenge is allowed.
The reason for this reversal is simple:
physical shows of power are no longer
important at such levels; it is the spiritual
power that is now more important. And
although the Grand Druid is "the ultimate
overseer of druidical activity," this
is not to
say that he is the ultimate druid.
As a follower of nature, the AD&D
druid
is a practitioner of a faith that draws
equally upon physical and spiritual resources.
At the point at which a druid
becomes the Grand Druid, thereby becoming
the most important political figure in
druidic society, matters of a purely physical
nature begin to lose their importance
?especially when the Grand Druid becomes
accustomed to his duties and begins
to long for advancement into the more
spiritually controlled Hierophant levels.
As
the Grand Druid gains more and more
experience points, he begins to realize
the
need for spiritual rather than physical
development.
Regarding regions of control, it is assumed
that druidic societies and their
spheres of control are determined by
natural (i.e., geographical) rather than
political boundaries (especially since
druids rarely involve themselves in such
mundane affairs). For example, a druidic
area might be a coastal region separated
from the rest of the continent by a mountain
range (as is the case with the Northeast or the West Coast regions of the
United States). Regions may be defined
purely along these lines, with boundaries
being oceans, large lakes or inland seas,
deserts, mountains, and other geographic
features. Other boundaries may be determined
as being confined to one particular
forest (such as the Black Forest in West
Germany) or to a single island (such as
Ireland or Great Britain). As a result,
each
of these regions would have their own
hierarchy of ruling druids, consisting
of
nine Druids, three Archdruids, and one
Great Druid. All of the druid Initiates
within these regions would be under that
s p e c i f i c h
i e r a r c h y ( a s d e s c r i b e d
o n p . 2 1 o f
the Players Handbook). The Grand
Druid,
then, would be in control of all
druids
throughout the world, and the Hierophants
would be mostly unconcerned with
the dealings of these lower levels (being
instead concerned with matters taking
place throughout the various planes of
the
AD&D
multiverse).
Where the Grand Druid resides is entirely
up to the DM. It is possible that such
a lofty character may exist within a specific
region (perhaps that region he previously controlled as the Great Druid);
it is
also possible that the Grand Druid may
exist in an area far-removed from the
rest
of druidic society. In the latter case,
it may
also be possible that the Grand Druids
place of residence may be a well-kept
secret, being known only to a handful
of
druids (those being his messengers and
various attendants). In this manner, the
Grand Druid may remove himself further
from druidic society while still maintaining
his control. As always, this decision
is up
to the DM.
Another question that may be of concern
is the question of relocation: Is it
possible, or even acceptable, for an 11thor
higher-level druid to move to another
region in an effort to ascend in level
and
position? Again, the decision is up to
the
DM. Depending on the particular campaign,
it could be possible for a druid to
relocate. For instance, an 11th-level
druid
has just gained enough experience to
advance to the 12th level. The problem,
however, is that the region he lives in
has
more than enough Druids to fill the bill
(indeed, the turnover rate may be fairly
high because of a constant stream of upwardly
mobile druids). Consequently, the
druid in question decides to move to another
region where there is a dearth of
Druids. Whether or not the druid will
be
accepted into the new society as a Druid
is
determined by a number of factors, all
of
which vary from campaign to campaign.
For instance, if the two regions border
each other, there may be a problem if
the
two hierarchies in each region are at
odds
over who controls border areas. Consequently,
it may be unacceptable (indeed,
possibly fatal) for the druid to relocate.
By
the same token, however, the neighboring
society may relish the thought of gaining
another ?convert? from the other side.
Situations will differ from campaign to
campaign, leaving DMs to make the ultimate
decisions. The opportunity for roleplaying scenarios may be stimulated
by
this fact, however: imagine the druids
surprise when he relocates to the new
region, makes his bid for level advancement,
then finds it necessary to combat
another druid anyway merely to be accepted
into the new region.
This forest
ain't big enough. . .
The next consideration is how a druid
goes about making his challenge. Undoubtedly,
the variety of possible approaches
are as innumerable as the variety of druidic
cultures that exist from campaign to
campaign. In one campaign, an ascending
druid may be required to participate in
a
ceremony of challenge, calling upon the
challenged druid to take part as well.
This
ritual could be as simple as a reading
of
scrolls or as elaborate as a procession
of
attendants leading the challenger and
the
challenged druid through a ceremony
among the standing stones. Numerous
rituals or approaches could take place,
each depending on the individual campaign.
There are, however, some considerations that should be taken into account.
One consideration is that their will be
no
anonymity in the challenge, unless the
challenger comes from a different region
than the one in which he is placing the
challenge. Druidic hierarchy is highly
structured in any region: druids of name
level or who are approaching name level
are known by the superiors they intend
to
replace. Consider the following heirarchy:
At the top of the culture is the Grand
Druid, who has at his command nine
attendants (of no particular level) and
three messengers of Archdruid status.
Under his control are all the druids in
the
world. (Since there is no combat in ascending
to this level, however, we needn?t
concern ourselves further with the Grand
Druid.) Beneath the Grand Druid are a
variety of Great Druids ? one for each
region. The Great Druids have at their
command nine 11th-level Initiates as personal
attendants. Likewise, all nine Druids
and all three Archdruids are under their
control, as are all other druids below
them. If a druid is to challenge the Great
Druid for his position, the only character
that could possibly do so is an Archdruid
? the Great Druids immediate subordinate.
Going further down the line, each of
the three Archdruids has under his control
three of the nine Druids (or all nine
Druids, if the Archdruids share responsibility
and control), as well as all other 10th
and 11th-level Initiates. If an Archdruid
is
challenged for his position, the challenge
will have to come from one of his immediate
subordinates: one of the nine Druids.
Further down the line, all nine Druids
have three 1st- through 9th-level druids
at
their command (the Druid highest in experience
points having three 9th-level Initiates, the next highest having three
8th-level Initiates, and so on). This
is the
only point of ascension where a Druids
challenger will not be an immediate subordinate
(since the only character that could
challenge a Druid would be an 11th-level
Initiate, who is under the control of
a
particular Archdruid).
As can be seen, there are a number of
problems that could arise in the process
of
ascension ? problems which will undoubtedly
cause more intrigue and better roleplaying within a campaign. Let?s consider
couple of scenarios as examples. An Archdruid
is about to make his challenge for
the position held by the Great Druid.
The
Great Druid is aware of the Archdruid?s
aspirations and has no intention of losing
his position to that character (let?s
assume
the Great Druid has his eye on ascending
to the level of Grand Druid). If challenged,
the Great Druid gains nothing from a win;
he merely maintains the position he presently
holds. But if he loses, he not only
loses a number of experience points sufficient
to drop him in level, he also loses his
position. Depending on the way the individual
campaign is played, the Great Druid
may become an outcast of druidic society,
losing any right to ascend further within
that region. Hence, the former Great
Druid must make a challenge in another
region (having now been reduced to the
level of Archdruid again), must wander
the world as a ?druid without a country;
or must remain within the region he formerly
ruled, but without the ability to
further advance in levels. If the campaign
merely transposes the two characters,
thus making the Great Druid an Archdruid,
it will probably be some time before
the former Great Druid has a chance to
challenge the new Great Druid. In any
event, the ultimate outcome is that the
former Great Druid loses in the end, is
reduced in level, and is frustrated from
the goal of level advancement as a result.
Obviously, this is not what a Great Druid
desires most. In fact, a great deal of
enmity could occur as a result of such a
challenge, thus making relations between
the two characters (and between their
immediate associates) very difficult.
To avoid this scenario, the Great Druid
may decide to stop the Archdruid before
he makes his challenge. This could be
done in a number of ways. For one, the
Great Druid may decide to place the Arch.
druid on a dangerous quest ? one that
will consume a great amount of time,
thereby removing the Archdruid from the
region before a challenge can be made.
As
another example, the Great Druid could
entice a Druid (by helping him gain sufficient
experience or by helping him train) to
make a challenge for the position of Archdruid,
challenging the particular Archdruid who is about to make his bid for the
Great Druid?s position. In so doing, the
Great Druid places the Archdruid in the
same predicament, giving him everything
to lose and nothing to gain. And even
if
the Archdruid wins his challenge, defending
his position, it is unlikely that he will
be able to enter competition again in
the
near future (at least until he heals or
regains his will to advance).
As is evident, the possibilities for intrigue
within the druidic society are great.
Matters of personal ambition will always
be a question, as will machinations and
political intricacies. Consequently, the
DM
must first work on developing his druidic
society (its political, cultural, and
ceremonial tapestry) before he is able to develop
the details of druidic rites of ascension.
You gotta fight
for your right . . .
Druidic combat will vary to a degree
from campaign to campaign; the details
of
particular ceremonies (such as the one
listed at the beginning of this article),
the
situations leading up to and surrounding
the challenge, and the atmosphere pervading
the competition are matters left up to
the individual DM. There are, however,
only a limited number of combat styles
available to the participants of druidic
rites of ascension. According to the rules
l i s t e d o n p
. 2 1 o f t h e Players
Handbook,
druids ascend via two forms of combat:
hand-to-hand combat and spell combat.
To
this list should be added a third form
of
c o m b a t : c o m b a t
i n t h e f o r m o f v
a r i o u s
animals. Combat is limited to one of these
three forms; variations of combat (styles
of
fighting, spell choices, weapon choices,
and animal choices), however, are not.
For
t h e m o s t
p a r t , t h e s e f o r m s o f
c o m b a t a r e
not meant to be fatal (although some druidic
societies deem them so to avoid political in-fighting and personal vendettas).
Not
all of these forms are open to combatants;
they are limited each to a different level
of
ascension. For example, hand-to-hand or
weapon combat is the usual method of
combat for ascension to the level of Druid.
Similarly, spell combat is the method
chosen for ascension to the level of Archdruid. Finally, animal combat
(via shape
change abilities) is the method chosen
for
ascension to the level of Great Druid.
In
some druidic cultures, the choices increase
with each ascension (i.e., in ascending to the level of Archdruid, hand-to-hand
and spell combat are the choices, with
all
three being made available in ascending
to
the level of Great Druid).
H a n d - t o - h a n d
c o m b a t . In hand-to-hand
competitions, any of a variety of fighting
methods may be used. Such competitions
include the use of weapons, though these
are most often weapons of a blunt, nonlethal
nature. For example, a defending
druid may decide to use staves in such
a
rite of ascension. By the same token,
maces, hammers, flails, clubs, and so
forth
may be used. On occasion, edged-weapons
have been allowed in combat, though
these are rarely used in all but lethal
competitions. Open-handed combat is also a
frequent choice. In each competition,
the
choice is up to the defending druid. In
competitions to the death, however, both
characters must agree on a weapon,
though the agreement may sometimes
allow the use of two different weapons.
In
some cases, combatants may be allowed
to
use more than one weapon in a competition.
Armor is allowed, although its use or
non-use must be determined before a
competition. Missile weapons are
never
allowed due to the dangers they may
impose on witnesses. Likewise, magic
weapons and defenses are seldom allowed
in such competitions.
In determining the winner of non-lethal
competitions, the DM is advised to use
the
rules for Weaponless
and Non-Lethal Combat listed in the appendices of Unearthed
Arcana (pp. 106- 109). These
rules are selfexplanatory, and their use will be determined by the type
of combat agreed upon.
In the event of combat ?to the death,?
the
DM should use the rules applicable to
regular combat
as listed in the Players
Handbook. Winners in these
competitions
are determined by surrender or by death.
In cases where a winner is unclear, the
final decision will be made by the attendant
of the rite of ascension. As with all
competitions of ascension, a state of
unconsciousness is equivalent to that of
surrender. Likewise, any decisions for
rematches are decided by the attendant
of
the ceremonies.
Spell combat. Like
hand-to-hand combat,
the choice of which spells are to be allowed
in combat are decided by the defending druid. These spells can include
any of the spells available to druids.
In
such competitions, a list of spells (usually
more than five, but less than ten) are
agreed upon by both combatants. The
spell lists for each may be identical,
or
they may be decided by each druid depending
upon the personal preference of
each. In any event, both lists must be
agreed upon by both combatants, and by
the attendant of the rite of ascension.
As a
special note, druid combatants will rarely
use spells involving the summoning or
control of plants or animals to do the
fighting for them, as this goes against the beliefs
and practices of most druidic cultures.
This
is not to say, however, that such spells
cannot be used in competition ? they
merely cannot be used to perform the
actual combat for the druid combatants.
In spell competitions, DMs are advised
to
use the regular AD&D
combat rules regarding spell combat. Characters receive
their normal saving throws and magical
resistances, though it is up to the attend-
ant (and sometimes the combatants) to
decide whether or not magical items will
be allowed within the arena. In spell
combat, a winner is determined by surrender
or by death. In cases where it is not
clear
which character has won, the attendant
will resolve the decision. If the attendant
so chooses, he may demand a rematch
between both combatants to determine
which will be the winner.
Animal combat. The
highest form of
combat available to druids competing for
the position of Great Druid is that of
animal combat, or Kirotoa, as it is sometimes
called in druidic circles. This form of
combat relies entirely upon the druids
ability to change shape and fight as a
specific animal. In this competition,
any
number of changes of shape are allowed,
and can be made at any point during the
combat. (It is often to a combatant?s
advantage to change shape many times, as this
allows for a partial return of hit points).
Combatants may use no other combat
form along with this form: spells and
weapons are highly forbidden. Each combatant
must rely solely on his ability to
change shape and must draw upon his
knowledge of each animal?s fighting technique.
Because it requires a knowledge of
various animals? fighting methods, Kirotoa
is considered the most honorable combat
in the rites of ascension.
In animal competitions, the DM is advised
to use the regular AD&D combat
rules (using each animal?s statistics
along
with the druid?s) to determine damage
amounts, numbers of attacks, and so
forth. Winners in this form of competition
are usually determined by surrender,
although lethal competitions are not unheard
of.
The days upon which these competitions
may take place are also rigidly prescribed.
Competition for the position of Druid
takes place on the day of the spring equinox,
or on the first day of May in some
druidic societies. Competition for the
position of Archdruid takes place on the
day of the autumn equinox, or on All
Hallow's Eve in some druidic societies.
Lastly, competition for the position of
Great Druid takes place only on midsummer?s
eve. (As with all guidelines, these
dates can be altered depending upon the
individual campaign.) A challenger can
only make his challenge once a year; such
challenges must be made well in advance
of the date upon which the competition
is
to take place (usually two to four weeks
prior).
The actual combat can take place at any
of a number of locations, though the preferred
location is a sacred meadow,
mound, or monument (as in the opening
of
this article). Numerous druids will be
called upon to witness the event; various
attendants and Initiates (as well as some
?invited? guests) will be in attendance.
Some of these witnesses may be called
upon to perform ceremonial functions
(usually those druids of name level, such
as Druids and Archdruids, and their corresponding
attendants and servitors). It is
rare that individuals outside the druidic
society (with the exception of some forest
dwellers whom the druids hold in high
esteem) will be allowed to witness the
druidic ceremonial combat.
Once combat has begun, outside influence
or aid is strictly forbidden. Any druid
who receives such aid is immediately
disqualified from the competition, and
is
o f t e n f u r t h e r
d i s b a r r e d f r o m h i s s t
a t i o n
within that druidic society. Though most
combats are not ?to the death,? such competitions
have been condoned in special
cases (or in special druidic societies).
Often, these mortal competitions are allowed
only in cases of extreme necessity, such
as
when a degree of enmity has grown between
two druids as a result of a challenge, or when a personal vendetta has
arisen between competitors due to other
c i r c u m s t a n c e s .
I n d e e d , t h e s e f o r m s o
f
combat are sometimes agreed upon by
two druids to resolve personal differences
aside from the question of level ascension.
I n t h e s e
r a r e c a s e s , t h e c o m b a
t m u s t b e
approved by the Great Druid himself.
Such combats are usually restricted to
hand-to-hand or weapon combat, although
spell combat has been allowed on occasion.
Animal combat is never condoned in
these instances, as this form of combat
is
reserved only for ascension to the level
of
Great Druid. Once combat has been approved,
the competition follows the format and rules ? often without the degree
of ceremony, however ? described in
regular rites of ascension.
Both the form of combat and the weapons
or spell types are decided by the defending druid. Once decided upon, no
other weapons or spells can be introduced
into said combat; any attempt to do so
meets with the same penalties as described
above. During combat, druids are
not allowed to harm innocent bystanders,
whether they be druids, plants, or animals
of the forest. A competition is decided
by
surrender or death, depending on what
mode of combat has been agreed upon.
Once a druid has surrendered, combat is
complete; if there are any infractions,
a
decision is made by the overseeing attendant.
In competitions involving an ascension
to the level of Druid or Archdruid, this
attendant would be the Great Druid; in
competitions involving an ascension to
the
level of Great Druid, the attendant would
be the Grand Druid or one of his appointed
representatives. As described in
the AD&D
rules, the winner either main-
tains his station or ascends to the higher
level, essentially replacing the other
combatant. The loser loses a number of experience points necessary to place
him at the
beginning of the next lowest level; he
also
loses his station along with the level
and
must begin building experience points
again before being able to make his challenge
for the position once again. A losing
druid may challenge as often as desired,
provided he has the appropriate number
of experience points to challenge for
the
right.
Along with the gaining of a new position
comes the right to training and the right
to
the benefits of that station (including
all
hierarchical powers, landholdings, attendants,
and so forth). The loser in such an
event rarely trains the new druid, since
his abilities are usually diminished as
a
result of the loss. Consequently, training
is
often performed by a druid of equal or
higher level (as in the case of the Great
Druid). After all such training has been
completed, the winner of the competition
is ready to assume his position as Druid,
Archdruid, or Great Druid -- and hence,
to begin building experience towards the
next level of advancement.
OUT ON A LIMB
'Druidic World Series'
Dear Editor:
Something has been bothering me about the
Druid class in DUNGEONS & DRAGONS.
That is,
I know of a couple of people in Chapel Hill who
don’t know each other, but they are both the ‘Great
Druid’.
I was thinking that maybe you could have a
small advertisement in which all people who have
Druid characters of 12th, 13th or 14th level could
send in their Druids. The editors of THE DRAGON
magazine could then play out the characters in a
sort of Druidic World Series. The results could then
be shown in a later issue of the magazine.
THE DRAGON could also keep a duplicate
of
the winners for anyone who might wish to challenge
of of the Druids. That way, Gary Gygax could be
accurate in saying “There are only nine 12th Level
Druids, nine 13th level Druids and one Great
Druid.”
Sincerely,
Steve Klein—NC
(The Dragon #30)
The stricture regarding the number of high level
Druids is on a per world basis. As each campaign
usually takes place on its own world, no problems
arise in the normal course of events. If the two
characters you mention exist in the same campaign
milieu, the head DM has blown it, unless, of course,
he posits a huge world with two or more completely
separate land masses that have virtually no knowledge
of each other. The standard copout here is
that the two cultures exhibited parallel independent
development in their social conventions,
which is a mite farfetched, at best.
While we are flattered by the regard you hold
our D&D ability in,
I would not want the responsibility
or the risk of angering or alienating the inevitable
losers of any contest. The suspicion would
always linger that one of us didn’t play a particular
loser as well as we might have. If I make a mistake
with one of my characters, I suffer; if I do it with
yours, you suffer.
—ED.
(Tim Kask)
(The Dragon #30)