A D&D AND AD&D GAME FEATURE

THE DRUID


By James M. Ward
 
Polyhedron - 1st Ed. AD&D - Polyhedron #20
Persona Skills - Equipment Holdings and Possessions

Persona

Thorn Greenwood is an unusual druid of 
great power. His clerical parents were 
slain in a wooded area by a band of orcs, 
who were in turn driven off by wood 
elves. The elves sensed the innate power 
of the young human baby and raised 
Thorn as one of their own. 

From an early age, Thorn fought 
against the enemies of the forest (especially 
orcs) with unusual ferocity, and his 
reputation as champion of the wooded 
areas spread. Consequently, at the age of 
fifteen he was "discovered" by a druid 
initiate of 8th Circle and taken under 
wing to be taught the ways of druids. 

Thorn advanced to be an initiate of the 
9th Circle, but left the archdruid to return 
to the elven forests that he loves. The 
woods he frequents have become unusually 
enchanted because because of his presence, 
and his attention and kindness have 
earned him many allies. A large herd of 
unicorns roams in these woods, and the 
herd's stallion has been known to let 
Thorn ride him in times of great danger. 
Treants tend the oak and ash trees here, 
and they take special care of the mistletoe 
so that Thorn has an unusually fine supply 
of this wood. Even dryads and nixies 
are indebted to him for some kindness 
paid them. 

Thorn's kindnesses were not entirely 
without self interest, however. Thorn 
learned early that allies were necessary 
because of the constant attacks from orcs 
and goblins who live in the nearby mountains. 
The wood elves had been fighting 
them for centuries before Thorn came, 
but it was Thorn who was able to lead the 
powers of the forest against the orcs, 
turning the tide of battle in favor of the 
elves and woodland creatures. For the 
first time in as long as anyone can 
remember, the orcs are currently on the 
defensive. 

There are no evil creatures currently 
living in a 100-mile radius of the forests 
Thorn calls home. This "woodland 
renewal" program included the relocation 
of an ancient green dragon, but that's 
another story. 

To maintain this evil-free atmosphere, 
the woodland creautres inform Thorn 
when evil beings invade, and he immediately 
moves to rid the woods of the menace. 
Then Thorn fights, it is said the 
trees and grasses rise up to help him . . . 
and this is literally ture. 

Skills

Thorn has all the normal druid skills. 
When changing into a bird, he usually 
chooses the form of an eagle; his mammal 
form is usually a badger; and a four-foot-long 
chameleon is his preferred choice of 
reptile. He speaks fluently in all the available 
druidic languages, and he speaks orc 
and goblin (he learned these two to 
better understand the ways of his 
enemies). 

Thorn is highly proficient in the use of 
a sling, scimitar, and quarter staff. He is 
an excellent animal trainer and horseman, 
which is only natural considering 
his ability to directly speak with creatures. 

Although Thorn has a wide range of 
spells, there are some that he always carries as 
a matter of policy: entangle, faerie fire, 
obscurement, warp wood, neutralize 
poison, dispel magic, commune with 
nature, and transport via plants. These 
spells have stood him in good stead, and 
are part of his basic trip preparation. 

Equipment

Thorn has always traveled very lightly. 
He makes full use of the forest and its 
bountiful supplies, and seldom travels out 
of the woods. He wears forest colors at all 
times, matching the current season, 
which gives him a certain amount of 
camouflage. 

He owns a staff of striking that a wizard 
friend of his recharges for him (Thorn 
saved his life); a net of snaring, boots of 
speed, and a +3 wooden shield (a gift 
from the wood elves). This last item is only 
taken into situations that Thorn knows 
are highly dangerous. He commonly 
carries a sling and scimitar when walking 
in the forest. These two weapons are of 
excellent quality, having been designed by 
elves. 

He has three giant badgers for constant 
companions. These were human followers 
that died in his service and asked to be 
reincarnated. Although Thorn couldn't 
recincarnate them himself, he took them to 
the archdruid; and in reward for past 
services, the leaders of all the druids cast the 
spells for him. These beasts are powerful 
and highly intelligent. They roam the 
general area where Thorn travels; and 
when Thorn is in trouble, they emerge as 
secret weaponis, usually scaring the daylights 
out of those who would hurt the 
druid or any of his followers. 

Holdings and possessions

Thorn's one point of vanity is his home, a 
huge, rambling, 30-room living area. 
With help from the treants, he made his 
home out of living oak trees; the walls 
and ceiling are all living trunks and 
branches. The main hall has held 100 
guests on high feast days. The leaves of 
the trees have formed themselves into the 
shape of beasts and enchanted creatures 
so his home is decorated in living sculptures. 
Fruit and edible seed plants happily 
grow along all the walls and give their 
bounty willingly. In short, the structure is 
magnificent. 

He lives there with four apprentice 
druids, a group of followers which 
includes two rangers also in training, five
female fighters, seven wood elves, a bard, 
amd tem human servants. At any given 
time there are several guests in the hold. 
These have included wizards, lords, and 
nobles fro distant regions, powerful 
elves of all types, and several halflings 
who have come to learn druidic ways. 

Thorn has acquired rich rewards in his 
travels, but considers gold and silver of 
little value. It just seems to come his way 
unasked. In the past he has been given 
huge chests of silver from elves he has 
aided, coffers of gems from human lords 
whose lands he has freed from the ravages 
of displacer beasts, giant lynxs, and worgs. 

The greatest contributors to his horde<hoard> 
are treants, who just don't like material
goods; they give treasure to Thorn just to 
get rid of it, or for him to use for the good 
of the area. This wealth is in turn given 
freely by Thorn to help the cause of druidism 
everywhere. 

Thorn shrinks from his reputation as a 
champion of men. In his youthful wanderings 
he cleared many a forest of evil 
influences. These actions earned him the 
reputation as a hero among humans. 
Legends spread about his feats, and now 
his help is often sought by people of great 
power. He feels compelled to honor some 
of these requests, but he truly hates to 
leave his homeland. His attachment to his 
homeland has caused him to limit his aid 
to those persons and situations where 
nature, as well as humankind, is being 
attacked. 

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