I want to play a druid.

Post/Author/DateTimePost
#1

zombiegleemax

Feb 08, 2005 20:37:06
Like I said, I am currently playing a Ravenloft game and I am starting out as a fledgeling druid. Im just looking for advice on how to play one in Ravenloft. Druids tend to revere the land and be at one with it, but as I recall the land in Ravenloft is evil. Would I still revere it? Has anyone ever played a druid? How did it go? Any tricks to try? How does a Ravenloft druid differ from a normal druid?
#2

Mortepierre

Feb 09, 2005 2:35:04
Keeping in mind you seem only to be a RL player and thus we can't spoil all the surprises your DM has in store, here are a few pieces of advice:

Best starting places for a druid:
- Barovia (village of Immol)
- Hazlan (village of Forfarmax)
- Kartakass
- Tepest

The first two will link you to a place named Forlorn where your ancestors used to live. Basically, imagine a medieval culture with celtic roots whose citizens were forced to flee after a terrible curse swept through the land. You all want to return home but you can't because it's too dangerous (carnivorous plants, evil humanoids, etc...) BUT a selected few get chosen to become druids and they try to "liberate" their land.

The fourth will put you in a Dark Age culture, also with celtic roots, whose inhabitants are very afraid of the bad things that plague the night. I wouldn't advert my status as druid openly here as both the monsters and the local inquisition aren't too fond of them.

The land & flora/fauna:
Same as other druids. You respect the land and (hope) it (will) respect you in return. The major difference is that RL druids know Nature as harsh and unforgiving. This is no place for the weak. Where Nature is seen as pure Neutral in other settings, here it's rather Neutral with Evil tendencies. Then again, having never seen other worlds, the local druids consider it "natural" (pardon the pun).

One thing they have learnt the hard way is that the local animals are seldom "friendly" with them and tend to resist orders (even those issued through spells). So, spending a minute using Wild Empathy to convince a wolf you're not its next meal is going to be tough (especially if its friends surround you).

Here, there are NO friendly/neutral plant-type monsters. Don't expect to meet a treant in the wood and escape without trouble. Being a druid won't help because you'll be seen as more dangerous than the average adventurer (due to your knowledge and your specialized spells).

Other cultures:
One thing you must understand early on is that most cultures will treat you at best as a madman from the forest, and at worst as a dangerous pagan. So, don't go around telling people 'what' you are. Pass yourself as an expert on animals/plants, as a herbalist, whatever.. but NOT as a druid (except on those very rare occasions when you'll meet another one). Thus, I would suggest investing in Handle Animal, Heal, and Profession (herbalist).

Expect fear and/or hatred on a daily basis.

Wildshape:
Most people won't know you're a druid shapechanging into an animal. They'll assume you're a lycanthrope. That's a quick way to earn a very bad reputation.

Elementals:
Given Nature is N(E) here, don't expect them to be very friendly...

Obviously, this paints a rather gloomy picture of a RL druid. Don't let that stop you. It's an excellent way to generate some quality rp and, if you're cautious, you can be a valuable asset to any group. Just be cautious!!!

Hope this helps
#3

Mortepierre

Feb 09, 2005 6:22:04
Addendum:

Forgot to add..

a) Trackless Step only means you leave no visible trace. You still leave a scent, so either find a spell that can mask it or buy spices!

b) Animal Companion: despite the temptation, avoid wolves and large felines. Go for an animal that won't make you stand out in the crowd (dog, horse, etc..) and avoid like the plague animals that could make you look like a sorcerer (black cat, toad, snake, bat, etc..)

My personal favorite is a wardog. At medium to high level, it's a killer.
#4

Sigurd_van_Norhusen

Feb 09, 2005 14:07:47
Be very careful when summoning anything from a different plane, as it cannot leave afterwards and is pretty sure to attack you.
In addition, in some domains, the animals you summon might also be under control of the local lord, which means you cannot trust those either.
#5

zombiegleemax

Feb 13, 2005 7:00:56
Well, I'm in Darkon. No choice, since I grew up there. I am a shepherd who sort of fell into the druid role (we played as children). Should I work with or against the land? My DM recommended that I pretend I am a cleric so that when I cast spells people dont react as badly. Any other hints? I wont change shape in front of people, but is it fairly safe to wander around in a certain shape? My animal companion is a sheep dog, when I get higher in level should I switch to a more powerful companion or would they all be too suspicious looking? Right now Im using Endure Elements to allow me to walk around in the fall without wearing heavier clothes, is this too suspicious? Should I buy heavier clothes for winter even if I dont need them? Any other spells, feats, skills, prestige classes that I should try to take? or should avoid taking? I would like to specialize in shapeshifting, but probably wont do it as much due to the lycanthrope problem.
#6

Mortepierre

Feb 13, 2005 9:12:57
Bleh, double post
#7

Mortepierre

Feb 13, 2005 9:25:47
Sigurd, don't tell him too much. We don't how what his DM explained about the setting so I wouldn't want to.. ah.. "spoil the surprise" ;)

Flashlightbrown,

Hmm.. Darkon, eh? Unusual for a druid but then again, a good domain for new PC. Your luck is that, in Darkon, having magical powers at one's command isn't seen as the curse it is in other domains. So, you can relax a little.

That said, while wizards may not have to fear the proverbial mob with the pitchforks, a druid might not enjoy the same advantage given you're - after all - a kind of pagan priest.

Depending on the current year, I would stay cautious. Before 750, I wouldn't try to pass for a priest given there is a state religion in Darkon that doesn't like to share worshippers. From 751 onward, the land is in chaos (religion-wise), so go ahead.

If you have to "impersonate" a priest, go for Hala and pretend you're a healer.

Alternatively, you could try to pretend you're a ranger

It's generally safe to wander around in animal shape as long as said shape doesn't evoke stark terror in the commoners (i.e wolf, bear, etc..). Dog, cat, hawk, horse, etc.. shouldn't raise a single eyebrow (unless they catch you acting weirdly). Just avoid black fur, it's seen as evil.

Of course, when in the middle of nowhere and fighting monsters, go for the best animal you can have (bear, etc..). Still, I would avoid changing into a wolf or a large feline for reasons I prefer not to discuss. Consider yourself warned...

A sheepdog as first animal companion is nice. Upgrade to wardog ASAP (it can Trip enemies!), and then to warhorse. Or eagle perhaps but the others will see more use. You wouldn't believe how much damage a druidic warhorse can dish out! (especially if your DM let you pick its new feats whenever its HD allow)

Don't waste your powers on Endure Elements. For one thing, it will draw attention to you, for another you could have memorized better spells (cure light wounds for instance..)

At low level, Entangle, Faerie Fire, Produce Flame, and Shillelagh will be your best selection. The first is an absolute killer if your team has a few people with missile weapons. Shillelagh will give you the best weapon your team could possibly have at lvl 1-3. A staff that inflicts 2d6 pts of damage AND is considered a magical weapon. Can't beat that.

Feat-wise, I would go for: Animal Affinity, Combat Casting, Natural Spell, Self-Sufficient, and Track. If your DM allows access to RL-only feats, then go for Courage, Hope, Jaded, Redhead, and Unwholesome Ichor. Of course, telling him about these will reveal you know more than you're supposed to.

As for PrC, Horizon Walker or Monster Hunter (and then specialize in whatever creature your DM throws most frequently at you).

For skills, max out Handle Animal, Heal, Knowledge (nature) and Survival.

When teaching "tricks" to your animal companion, be sure to include the following: Attack (WARNING! go for the "improved version" or it won't go near supernatural creatures!), Guard, Seek, and Track.

Oh, and if you're ever infected by lycanthropy, take a trip to Verbrek and try your best to acquire the Moonchild PrC...

Good luck!
#8

zombiegleemax

Feb 13, 2005 13:55:12
I know about ravenloft and I know about domains, the mist and domain lords. I just dont know about playing in Ravenloft, especially with a tie to the land and how to deal with/play the superstitions and prejudices. Right now I have a riding dog (big dog). Where do I find the 'war dog'? I didnt have any formal training as a druid, I just have a connection to the land. Thats why I want to know how to play it, how that connection would work. Would I work with or against it? Should I protect it or protect people from it? The only religion I really have a choice of is Ezra, its the only church in my town and the only church I knew growing up. I considered keeping my dog as I level up, but Im thinking it might be too weak. I have taught him a number of tricks already, but I have a good handle animal so I can teach him more. I use Shillelagh, but I was in town until recently so I didnt bother with entangle and flashy spells like faerie fire and produce flame in case I scared someone.

Im basically looking for hints from people who know Ravenloft better then me that I would have figured out growing up in Darkon. ie stick to dogs and not velociraptor animal companions.
#9

Mortepierre

Feb 14, 2005 2:50:08
Well, there is no "canon" answer to that.

Were I a druid in Darkon - a land ruled by a sorcerer-king - I would certainly value my connection to the land. Darkon has many different landscapes and is easily the largest nation of the Core, so a druid could have his hands full just travelling its breadth. Full ecosystem, that's good too.

One way to see it would be that "modern" darkonese have lost their tie to the land, seduced away from it by the easy life of the city folks (and its industrial pollution) and by the flashy "sorcery" displayed by the king.

Given Nature has become increasingly dangerous in Darkon lately, it wouldn't be illogical to conclude that arcane magic (especially the Necromancy favored of the king) is responsible to a certain degree.

I would play such druid as an eco-militant. You know, the type who goes around saying things such as:
"Let us return to the simple life of farmers and herders, friends!"
"Respect Nature and it will respect you in return"
"Sorcery harms the land!"
"Down with technology!"

Obviously, growing up in a village, you're not a "wild druid". So, if natives are attacked by "Nature", you would try to defend them.. though not to the point of harming Nature permanently in return. Instead, you would probably act as a mediator, trying to solve whatever problem caused the attack in the first place.

I would try to destroy undeads whenever I meet them, though I wouldn't do it in sight of commoners or of agents of the king (after all, he is known to use them as slaves or soldiers)

Finding mutated creatures, I would try to "cure" them of their evil ways, destroying them if it can't be accomplished. I would certainly work very hard to insure only a "normal" ecosystem is allowed to thrive in Darkon.

Ezra isn't a bad cult but not exactly compatible with the druidic outlook. You would have trouble passing for one methink

A 'riding dog' is the 'average' guard-dog. A 'wardog' is simply a riding dog which has been trained for war (see the Handle Animal skill for details).
#10

zombiegleemax

Feb 14, 2005 8:43:08
Forlorn, Verbrek, Invidia, Vorostokov, Nosos (yes there) and Nova Vaasa (among others) have also proven to be good starting ground for Druids in my experience. I also encourage unique abilities for each domain a Druid calls home. While one from Verbrek or Kartakass may gain the wild shape ability (was shapechangers are a large part of life in those lands), one from Borca may gain immunity to natural poisons to reflect the habitat they grew up in.

Also, Ravenloft is not inherently evil, just the masters of each land. A druid would revere nature, to him it is the natural cycle of the world, though to an outsider something would seem wrong and twisted.
#11

Mortepierre

Feb 14, 2005 11:23:43
Also, Ravenloft is not inherently evil, just the masters of each land.

In the 2E's days, yes. Nowadays, not anymore. Remember what happens to "awakened" plants and treants who happen to find their way to RL. It is specified that the land itself "contaminates" them with Evil, not the dark lords.

I actually preferred the way it was explained back in 2E for DS druids who were transported to RL (and am using it in my campaign).
#12

malus_black

Feb 14, 2005 11:36:08
Yes, the land is evil. Remember that the land is an extension of its lord, and therefore corrupts most beings who are intimately connected to it. (That reminds me, are there any good dryads or nymphs in Ravenloft?) Not that a druid wouldn't revere it, it's the only natural order he has ever known, he would just be careful not to awaken plants too often. Or ever.
#13

zombiegleemax

Feb 14, 2005 11:44:28
Grew up in Darkon huh?!! Let us know how this turns out.
#14

zombiegleemax

Feb 17, 2005 2:11:52
I would suggest you play your PC as a mediator between people and the land. Amoung sailors any true old salt has a deep and abiding love for the ocean - which provides fish and avenues for trade. But an Old Salt also has a profound respect and even fear for what it can do in a storm...and as a result a certain amount of humility at the core of their being because in a war between the ocean and your little toy boat (and in a big enough storm even modern supertankers can find themselves in this catagory) your little toy boat only survives if you do everything right *and* are lucky.

Your PCs might feel the same way in his attitude toward the land. It provides sustainace and provides oppertunities to trade with larger villages but it holds terrors as well. In a war between the "dark side" of the of nature and your friends its likely to get really really ugly. However you understand nature better than most people and can perhaps mediate between them and it. With a little luck the people you care about will prosper.

-Eric Gorman
#15

zombiegleemax

Feb 18, 2005 10:35:21
Yes, the land is evil. Remember that the land is an extension of its lord, and therefore corrupts most beings who are intimately connected to it. (That reminds me, are there any good dryads or nymphs in Ravenloft?) Not that a druid wouldn't revere it, it's the only natural order he has ever known, he would just be careful not to awaken plants too often. Or ever.

I have good Treants and the like in my games. Some become corrupt, others do not, it depends on whether they allow themselves to fall victim to the corruption in the world about them. Afterall, there are good aligned Fey, why not good aligned plants.

So I do see Ravenloft as not inherently evil, yes there is a taint, but it does not seep into everything in the world. Anything can withstand the taint if it has the will to, otherwise there would be no Paladins or anyhting of good alignment. Taking that a land is an extension of a domain lord's will, if their will effected everything, nothing of god alignment would exist.

Of course, that is taking the scenario to it's most extreme example, but it still holds true.
#16

malus_black

Feb 18, 2005 16:12:39
I have good Treants and the like in my games. Some become corrupt, others do not, it depends on whether they allow themselves to fall victim to the corruption in the world about them. Afterall, there are good aligned Fey, why not good aligned plants.

So I do see Ravenloft as not inherently evil, yes there is a taint, but it does not seep into everything in the world. Anything can withstand the taint if it has the will to, otherwise there would be no Paladins or anyhting of good alignment. Taking that a land is an extension of a domain lord's will, if their will effected everything, nothing of god alignment would exist.

That depends on how much you would call the land, really. If the land encompasses all beings within a given domain, then yes, that would be the end of goodness. I see the land as "only" the soil and air and water of the domain, each being an extension or reflection of the domain's darklord. Basically, the lord does not hold sway over free-willed creatures, as they are independent entities. Hence, we have paladins, and decent people, and even good Arak (well, from their point of view, anyway). Creatures with strong, innate connections to nature, on the other hand, may be free-willed at first, but the very nature of the land means that they will become tainted. You can fight it, but will you succeed? Or even bother to fight? Also, notice that I said that the land corrupts most beings who are connected to it, not all. There will always be exceptions.