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Clerics vs Druids in an Animist Setting
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<blockquote data-quote="Xeviat" data-source="post: 7090029" data-attributes="member: 57494"><p>Hi everyone. Taking a break from mechanics, I'm about to start the first campaign in my home setting for a long time. I've been running "generic D&D" for a long while, and lately have only been running modules. I'm switching back to my own setting for a sandbox game.</p><p></p><p>My setting is an Animist one. Everything has a spirit, and spirits that are revered and respected become more powerful. An ancestral sword may grow more powerful as its wielder spreads its legend, a dryad is the physical form of the spirit of an ancient oak, and physical parts of nature like rivers, mountains, and seas, as well as the sun and the moon, all have spirits. Ancestral spirits exist as well. Some spirits, like the Sun, Moon, the elements, as well as major ancestral spirits, are akin to "greater deities". "Gods" are largely benevolent spirits worshiped to thank them for or to request their blessings. "Demons" are malevolent spirits respected to stay their wrath (or direct it in the case of evil worshipers).</p><p></p><p>It's easy to figure out where clerics fall in here. Either a cleric personally follows one of the major spirits of the world (like the Sun), or they have a personal spirit they follow that represents their domain. Cleric magic isn't necessarily specifically granted by their venerated spirit; each spell is calling upon the spirits to aid them; this helps explain how a cleric who simply follows their family's ancestral spirits could become more powerful than said ancestral spirit.</p><p></p><p>But, what differentiates Clerics from Druids in a world like this, especially Nature Clerics and Land Druids. Do druids treat the spirits more as companions and equals, friends and allies to be respected rather than worshiped?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7090029, member: 57494"] Hi everyone. Taking a break from mechanics, I'm about to start the first campaign in my home setting for a long time. I've been running "generic D&D" for a long while, and lately have only been running modules. I'm switching back to my own setting for a sandbox game. My setting is an Animist one. Everything has a spirit, and spirits that are revered and respected become more powerful. An ancestral sword may grow more powerful as its wielder spreads its legend, a dryad is the physical form of the spirit of an ancient oak, and physical parts of nature like rivers, mountains, and seas, as well as the sun and the moon, all have spirits. Ancestral spirits exist as well. Some spirits, like the Sun, Moon, the elements, as well as major ancestral spirits, are akin to "greater deities". "Gods" are largely benevolent spirits worshiped to thank them for or to request their blessings. "Demons" are malevolent spirits respected to stay their wrath (or direct it in the case of evil worshipers). It's easy to figure out where clerics fall in here. Either a cleric personally follows one of the major spirits of the world (like the Sun), or they have a personal spirit they follow that represents their domain. Cleric magic isn't necessarily specifically granted by their venerated spirit; each spell is calling upon the spirits to aid them; this helps explain how a cleric who simply follows their family's ancestral spirits could become more powerful than said ancestral spirit. But, what differentiates Clerics from Druids in a world like this, especially Nature Clerics and Land Druids. Do druids treat the spirits more as companions and equals, friends and allies to be respected rather than worshiped? [/QUOTE]
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