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General Tabletop Discussion
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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="QuietBrowser" data-source="post: 6912500" data-attributes="member: 6855057"><p>Eh, I appreciate the suggestion, but I don't think that works.</p><p></p><p>The big reason I figure that druids don't exist in this setting is because it has a strong theme of "look inside one's self for the power you need". Humanity built its first empire on the ground of arcane magic, and never found a need for the divine. Druids, being essentially "the nature priest", don't make sense as a human development. As for the Aelfar...</p><p></p><p>I'm reminded of an article on magical plants from Dragon Magazine, where it explicitly noted that such things are near-universally the creation of wizards, as druids see them as abominations and their creation amongst one of the greatest atrocities one can commit against nature. The Aelfar's entire culture was based on using magic to control, transform, mutate and create both plants and animals to suit their needs, from their spelljammers to living weapons, and adding necromancy on top of that so that even death was not an end to servitude. Does that sound even remotely like a druidic philosophy?</p><p></p><p>Bards as they exist actually do make a pretty good class that developed after the apocalypse, as scriveners and jacks of all trades who scavenge all kinds of lore from the past, and I thank you for reminding me of that. But Druids proper... I'm probably going to stick with just homebrewing various "plantomancer" branches for the Wizard, Sorcerer and Warlock to represent the mastery of plants - I already have a Wood Elementalist Wizard, I'm sure I can make something for the others.</p><p></p><p>Thank you for taking an interest, and I do hope that this doesn't come across as personally attacking you. I just don't quite think that these suggestions work for me, I'm sorry.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6912500, member: 6855057"] Eh, I appreciate the suggestion, but I don't think that works. The big reason I figure that druids don't exist in this setting is because it has a strong theme of "look inside one's self for the power you need". Humanity built its first empire on the ground of arcane magic, and never found a need for the divine. Druids, being essentially "the nature priest", don't make sense as a human development. As for the Aelfar... I'm reminded of an article on magical plants from Dragon Magazine, where it explicitly noted that such things are near-universally the creation of wizards, as druids see them as abominations and their creation amongst one of the greatest atrocities one can commit against nature. The Aelfar's entire culture was based on using magic to control, transform, mutate and create both plants and animals to suit their needs, from their spelljammers to living weapons, and adding necromancy on top of that so that even death was not an end to servitude. Does that sound even remotely like a druidic philosophy? Bards as they exist actually do make a pretty good class that developed after the apocalypse, as scriveners and jacks of all trades who scavenge all kinds of lore from the past, and I thank you for reminding me of that. But Druids proper... I'm probably going to stick with just homebrewing various "plantomancer" branches for the Wizard, Sorcerer and Warlock to represent the mastery of plants - I already have a Wood Elementalist Wizard, I'm sure I can make something for the others. Thank you for taking an interest, and I do hope that this doesn't come across as personally attacking you. I just don't quite think that these suggestions work for me, I'm sorry. [/QUOTE]
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