Druid Path (agentus, animist, etc.)

This Archetype/Class is a commonly found Character Pathway in associated settings. A Setting may implement this with changes that align with the setting’s properties – including the title by which it is known. GMs and Players may customize as needed.

Primary Setting Type: Fantasy (a setting may implement this with changes that align with the setting’s properties – including the title by which it is known)

Associated Ideas: Nature, outdoors, loner/outsider (at least initially), anima, spellcraft,

Primary Aptitude: Divine 1 (minimum)

Additional Essence: 2 (one for each oath).

Those who cannot see organization, hierarchy, and a natural rhythm and flow to the world are fools. Law, chaos, good and evil are mostly ideas given by those who cannot see the natural flow of the world; nature cares not for those except where they motivate creatures to build or destroy outside of instinct or overwhelming intentions which could upset the natural order. Higher Order beings or greater power come closer to the raw power of nature itself and have a natural tendency to exert their own ‘natural order’ – this is a false and potentially greatly harmful perspective. High Order entities must be reminded they exist within the natural multiverse and must coexist with other primeval entities and powers or upset the balance that keeps all living beings healthy as appropriate to their nature and environment. Ebbs and flows, change and order are all part of this, but there is a quality of ‘naturalness’ which must be stewarded and imposed where such balance is broken.

The Green Temperament: A Bond to the World

Once the “Green Passage” is complete, the bond (a major Green Temperament for them) with the world is secure. From that moment forward, as long as they are standing upon a natural feature/surface, they very land around them will support them and enhance their survival. If they find themselves on land, in water, or in the clouds, the world around them is an extension of their sense as long as the bond is adhered to. Some world souls are greater than others, and may grant additional capabilities. A ‘passage’ only applies to the world on which it was taken. A character can have an active bond with no more worlds than their Divine aptitude.