I am Sky
The bringer of Lightning
The storm that rages through the bitter cold
I am Heat
The bringer of Fire
The twin edge of destruction and creation
I am Earth
The bringer of Stone
The strong back that bears the world
I am Water
The bringer of Ice
The guarded heart of the wine dark sea
I am the Dragon
The four made one
The Mother of all; last of my kind
***popular Erlish cradle song
The Goddess of Nature in all her beauty and wrath, the Dragon is said to be older than the gods – older than the earth and stars. The Druids say that she has ever been and that she will ever be. Every breeze, every branch. Every wave and grain of sand; all are a part of Her. All seasons are faces of the Goddess, but the Druids honor her most during the season that bears her name. The Dragon Season, when the fiery heart of the Goddess blazes over the earth. This is when the dragon is said to be closest to the world. This is when she is most apt to hear the prayers of those who call to her.
And the Dragon is not alone.
The Brood - the four elemental wyrms – made from the scales of the Dragon herself, stand with the Mother in all things. A druid does not come to the Dragon without first coming to her Brood. They are Terrasque, the Dragon of Earth, Tempest, the Dragon of the Sky, Leviathan, Dragon of the Sea, and Forge, the Dragon of Fire. Together, the four elemental wyrms combine with the Mother to form the manifold power and mystery that is Nature.
And to this mystery are called the Druids.
A druid’s prayers allow him to tap into the primal elemental forces of nature. Like all emissaries, he is a capable healer. However, anyone who assumes that a druid is anything short of a formidable foe is in for quite a surprise. Like their goddess, the Druids can be fierce and unpredictable when their ire is raised. Their ability to harm their unfortunate enemies at a distance is unmatched among the priestly professions. The sheer unpredictability of their spells makes them dangerous opponents. As a servant of the elemental forces of Lightning, Ice, Stone and Fire, a druid has access to more damage types than any other. Further, a druid’s rituals tie him closer to one element than the others, making him stronger with his chosen element. Because of this, it is often difficult to know what to expect of any one druid.
From their beginning, the druids have always met in secluded islands. Access to these sacred sites is strictly monitored by the druids and only those who are properly sanctioned are allowed to visit. Below is a list of some of the more noteworthy Isles. It can be safely assumed that there are several more than those mentioned.
Tir Anor – The Isle of Apples
Tir Anor is the greatest of the Druid Isles. The Isle can appear in any body of water at any time and is never in one place for very long. The Isle of Apples is said to travel on the breath of the Dragon, and its arrival is always preceded by a thick, impenetrable fog. It is only this supernatural nature that allowed the Isle to escape the Scourge. On the Island of Apples one can find the Warden Vale of the Falcon as well as an untold number of ancient and mysterious items saved from the worlds forgotten past. Here rules Yvaine Raghnild, the Nightstar. A sylvan elf of unknown age, Yvaine is the Voice of the Dragon on Aeryn. Though both Elven cultures have unified under the reign of King Zytherin, Yvaine is also regarded as the unofficial ruler of the sylvan elves. Yvaine maintains absolute control over the Isle, directing where and when it appears.
Tir Annwyn – Isle of Plenty
Lost during the Scourge, Tir Annwyn was the most well loved and open of the druid Isles. A retreat for those seeking the solace of nature, the Isle of Plenty was also the destination of countless pilgrims wishing to honor the power of the Dragon. Since its loss, Tir Annwyn has achieved a near legendary status and is often referred to as the Blessed Isle, a paradise that remains forever beyond the reach of mortals; concealed by the Scourge – but as yet unscathed.
Tir Vestra – Isle of Seasons
The Isle of Seasons is one of the few ancient druid Isles to have been founded in Artanna. As such, it benefits from the protection of the Sanctuary which guards it against the Scourge. Tir Vestra has the dubious honor of guarding one of the greatest trophies in the battle against the Demon Lord.. The nature of this artifact remains unclear, but many believe that it was delivered to the Isle by the Dragon herself. The artifact caused the forests on Tir Fenn to grow wild and treacherous. The few druids who remain on Tir Vestra have made holy vows to guard the Isle with their lives, and few outsiders ever visit.
Tir Fenn – Isle of Rest/Isle of Horrors
In ages past, Tir Fenn was the final resting place for some of the greatest druids and devotees in history. Here they would end their journey at last, guarded by the druids against corruption. The Isle became a flashpoint in the war of the gods when it was invaded by the Nethermantic Church during the Age of Might. The Nethermancers covered



Fenn in powerful undead which were raised from the very soil of the Isle itself. Every druid on the Isle perished in the initial struggle. Oddly, the Druids did not retaliate. The Isle, they said, would take care of itself. Like the Isle of Plenty, the Isle of Horrors was lost with the coming of Ixiel. While its fate remains a mystery, its legacy endures as a point of tension between the Keeper (the Dragon) and Breaker (Xyric) of Cycles. “Remember Tir Fenn” is a common axiom of the faith.
“Ah cannae undarstaind why we ‘ave Athos and Syrilith and all dem udder gods wit good n solid names, but no one in all the Nine can tell me the name of the Dragon. Ya must call ‘er by some name udder den dat?”
“Just so. We call Her the Dragon because She has no name. And that is Her name”
The Eight Observances, as they are known, form the basis of the Druidic ethos. Critics cite the general obscurity of the Observances, but the Druids continue to find wisdom in them, guiding their lives by its simple course.
Of we, the Caretakers, these things the Dragon asks:
That…
The Cycle is unbroken
The Balance is observed
The Dragon is obeyed
The Brood is preserved
The Covenant is honored
The Hunter is allowed
The Blight is Lifted
The Ways are Avowed
Appearing only after the Scourge, the Blight is the most deadly plague to ever descend upon Aeryn. Bridging the gap between animal and plant life, the Blight affects everything that lives. No insect, tree, mammal or fungus is immune. The Druids claim that the Blight is a representation of the many wounds inflicted upon the world by the Demon host. While the truth may never be fully known, the Blight and its irradiation seem to be of paramount importance to the Druids. Together with the Healers, they search endlessly for a cure to this terrible affliction.
The Blight is transferred by only a handful of readily known means. Contact with a blighted creature, or casting from a blighted component may induce the sickness. However there are times when the Blight seems to manifest at random and for no clear reason. Angry green veins appear beneath the flesh of the victim, whose unfortunate fate is nothing short of a prolonged, agonizing death.
The druids say that the Scourge is a wound in the world. Ugly and festering, the wound was long ago inflicted on Terrasque by Ixiel. It continues to gnaw on the Earth Dragon, causing unbearable pain and driving him to insanity. From this wound springs the curse of the Blight, served by the menace of the Defiler Lords. Defilers are those who have given themselves over completely to the Blight nd serve its ends as though it were a sentient entity. These wielders of disease and torment draw upon the suffering of the world and inflict it back on those who oppose them. Many defilers were former druids who have become somehow corrupted by the suffering of Terrasque. For these twisted individuals, there can be no hope of salvation, and the Druids are committed to eradicating them wherever they are encountered. While their influence in the world remains small, the Defilers appear to be growing in number. Former members of all professions and races can be found among them, maddened by the horrible pain inflicted on the world.
The Obelisk of Nature is one of the most remote of all the Obelisks. Geographically, it is the only Obleisk that does not stand on the continent of Artanna. Rather, the Obelisk is found amid the rolling forests of Erridor. The druids maintain the Obelisk and its surrounding forests are zealously guarded. The entire area has become something of an Eddar retreat, and members of all three Emissary churches can be found there. Only the Obelisk of Truth in Valan-Tir is so vigorously maintained. However, the extreme distance of the Obelisk usually makes it the final destination point of pilgrimages and word from it comes infrequently. Recently, more and more Erlish settlers ave arrived in the area, asking that the druids allow them to settle the small swath of Erridor protected by the Obelisk. The Erlish seem to feel that the Dragon herself spared their ancient homeland, and a growing number of Erlish serve the Dragon as her emissaries.