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Draoidhe (singular "draoidh"), aka druids or callers if you're feeling less fancy, are nature orientated practitioners who call on higher powers.  

Methodology[]

A divine, location-based school. They work with and worship minor nature spirits, then work their way up the chain to cover a much larger purview. They will build up favour with these higher powers through regular small actions, allowing them to invoke their great strength with a word.[1]

Patrons  []

They work primarily with old powers such as powerful spirits of nature.[1] An Alabaster can serve as one of a Druid's patrons.[2] Some urban variants of this practice will work with powerful urban spirits rather than those of nature.[3][4]

Practices[]

They are about coozying up to one greater spirit, possibly having it as a Patron, and being able to call on it and other subordinate spirits related to their patron when needed.[5]

Creating Feorgbold may be a minor Druidic practice.  

Major effects a Druid might call on a friendly Alabaster for include stopping time, disabling all weapons in an area, or conjuring a safe pathway. This safe space created might be accompanied by the appearance of vines and flowers. [2]

Notable[]

Trivia  []

  • Draoidh is an old Gaelic word from which the English "Druid" is derived. 
  • Fionna, the example figure used in the book Demesnes, is a Draoidh.

References[]

  1. 1.0 1.1 Divine x Realms - Draiodhe Working with spirits of nature, primarily (though not always), Draiodhe or druids communicate with old powers.  They pray to small things at the outset, establish relationships, and seek to claim the general, walking a path, for example, from mouse to rodent to the prey animal spirit.  Favor is gained through the small things, through protection, oaths, revenge against trespassers and more, and can translate to a say with powerful things, which greater druids can invoke with a word. - PactDice: The Practices
  2. 2.0 2.1 In a lighter way, a Draoidhe who has associated with the Alabaster may call without binding.  The Alabaster may regularly grant small gifts and give goodwill for use of those gifts in maintaining balance and addressing problems, and this goodwill can be spent in a dramatic, ethereal claiming of a territory by way of vines and flowers, the installation of a forcible peace where all weapons are trapped, time is stopped, or everything is stilled, or the forcible creation of a safe path. - Mile End: The Alabaster
  3. 3.0 3.1 “Jorja’s the third sibling to come.  Her older brothers are already here.”

    Zed pointed them out.  The girl was ten, with hair about as straight and black as hair got, to the point it looked like it was wet, with the way it lay against her scalp.  She was pale, and her clothes slightly mismatched for age, size, and type.  She was the one who had run over to greet the boy, with the large, gliding Other following behind, always moving slowly and not catching up to her until she stood still for a little while, which was rare.

    To Avery’s sight, there were black handprints all over her, with the finger of one handprint hooked into her eye and pulling her eyelid down.  Black veins webbed out from the handprints.

    “Callers.  That’s caller with an a, not an o.  Slang for them is Druid or Draoidhe, but I’m not sure how PC that is,” Zed confided.  “Most druids tap into the big, old nature spirits.  her family taps into more urban things.  The black gutter, the glass prison, the chemical lightning.  Each kid picks one of these big, unrestrained lord spirits in the same general category, and then sort of taps into it for big, unrestrained, nasty practice.”

    “Spirits of drugs?” Avery asked.

    “Yeah,” Zed said.  “My gentle verdict?  Avoid.” - Excerpt from Leaving a Mark 4.4
  4. 4.0 4.1 Tymon and Talos’s younger sister Jorja joins us, already an adept caller of a greater Urban spirit.  She should be recognizable or even familiar to those of you who attended guest lectures with their mother. - Excerpt from Leaving a Mark 4.5
  5. The Draoidhe or Callers are those who work with the leadership of the world. Their practices are big and sweeping, and are paid for in small favors. Tends to have one great spirit or greater power they call on and then a collection of lesser beings in that spirit's umbrella they work with. Where the cultist has power, the Caller has scope, reach, and range. This is where you might flood the battlefield with blood or force the current encounter to move to a Fae Lord's realm for the climax.

    Think: Having the mayor's (or Mafia godfather's) ear. Stay in their good books and they can upend your enemy's whole life. Most of the time, though, you'll be talking to the flunkies (in a less broad scope than the shaman) and trying to maintain your position and respectability under that godfather's umbrella. - Wildbow on Reddit
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