Chartered Company: The Viridian Circle


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Goblin Squad Member

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I’m putting out feelers for who would be interested in a Druidic / ‘defenders of the natural world’ type chartered company (not sure if this is the correct terminology).

Chartered Company
Name: The Viridian Circle
Alignment: Neutral
Members Alignments: N, NG, NE, CN
Ideology:

  • Protectors of the natural world
  • Enemies of aberrations & undead
  • Keepers of the Balance

Less of a settlement and more of a group of like minded characters who share information and support. I could see the Viridian Circle with operatives throughout the River Kingdoms, who provide information on settlements, groups and organizations that act recklessly (particularly if it affects the natural world), or expands to rapidly. I could see operatives doing some of the following activities

  • Attacking aberrations/undead escalation cycles
  • Destroying Aberrations
  • Destroying Undead and those who create/use them
  • Advancing escalation cycles that threaten settlements that are expanding too quickly or acting recklessly
  • Setting up a Sanctuary (for wild animals, fey creatures etc.) and policing its borders

In structure operatives would act fairly autonomously. Each Settlement would have an Archdruid that observes it and the surrounding area, Archdruid’s would form a council of peers and from among them would be selected a Grand Druid. The Grand Druid would be chosen in a similar manner as outlined in the Green Faith Acolyte prestige class. Archdruids would co-ordinate the activities of the operatives in the area and police the activities of individual members.

Goblin Squad Member

You are a member of TSV correct? So would this be an organization open to members of all settlements?

If so this is an interesting proposal and one I will bring up within TEO.

Goblin Squad Member

Andius wrote:

You are a member of TSV correct? So would this be an organization open to members of all settlements?

If so this is an interesting proposal and one I will bring up within TEO.

No I'm not. I was a member of TSV, but before I went MIA for a bit, I quit.

Goblin Squad Member

What about the other part to my question. Could members of other organizations join in without renouncing their loyalty to their primary organization?

Basically is this a traditional group such as TEO, TSV, or Pax that is looking to attract a following primarily loyal to it, or is it one such as The Guide Program which members of organizations like TEO, TSV, or Pax would be welcome to join?

If it's the latter, a Druidic type organization of this sort is something I've been waiting to see and fully support.

Goblin Squad Member

Andius wrote:

What about the other part to my question. Could members of other organizations join in without renouncing their loyalty to their primary organization?

Basically is this a traditional group such as TEO, TSV, or Pax that is looking to attract a following primarily loyal to it, or is it one such as The Guide Program which members of organizations like TEO, TSV, or Pax would be welcome to join?

If it's the latter, a Druidic type organization of this sort is something I've been waiting to see and fully support.

There is no reason why members can't be part of other groups. What better way of gaining and sharing information relevant to the goals of the Viridian Circle.

Goblin Squad Member

I was not aware that Druids were particularly anti-undead / anti-Necromancer. Is that from the PF TT lore or just your own thing?

What is your stance on slavery?

If you are frequently in the wilds, I can see our two organizations coming into contact frequently. What is your stance on banditry?

In many cases we (UNC) will be preying upon gatherers that are taking natural resources on a large scale. I see this as being a potential for our interests to have some common ground.

Goblin Squad Member

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Bluddwolf wrote:

I was not aware that Druids were particularly anti-undead / anti-Necromancer. Is that from the PF TT lore or just your own thing?

What is your stance on slavery?

If you are frequently in the wilds, I can see our two organizations coming into contact frequently. What is your stance on banditry?

In many cases we (UNC) will be preying upon gatherers that are taking natural resources on a large scale. I see this as being a potential for our interests to have some common ground.

As far as I'm aware Druid's have always been against Necromancy. They see it as an abomination and perversion of the natural cycles of life.

Since my character is CN, he is ambivalent on the subject of slavery. Obviously he wouldn't want to be a slave. Then again as long as the slaves aren't being used to strip mine or otherwise disrupt the balance of things, he wouldn't do much about it. After all slavery is an invention of civilized people. And those who prefer civilization over living a more simpler natural existence, have never made any sense to him.

My character's personal view on banditry, is it's a healthy mechanism for limiting the encroachment of settlements and those bizarre types that want to rip up and harvest the bounties of the earth. When appropriate he'd actively help you, heal you and even lead you to suitable targets.

However, if your little bandit group's predations becomes too disruptive, then he'd betray you in a heart beat, and lead your enemies to you.

It's fair to say that he views settlements and 'civilization' as the greater of true evils, so would side with you for quite a while, especially if your group showed signs of living in harmony with nature and being fairly low impact on the environment. After all. Just because something isn't perfectly balanced in one region, doesn't mean the greater regions is out of balance because of it.

Goblin Squad Member

@Ravening

I'll most likely be a fighter then a bard or some other skill-monkey face-charismatic type class when it opens (maybe the rogue I:)

Either way if you will have me I'd gladly join your group as an official member until I am needing to make my own company. This might be immediately at EE or it could be years from now.

Our goals do not perfectly align, it is true, but our ideals and methods do, and since I'm already wanting to put a watch on the "civilized" world I might as well help the natural world whilst doing it, and be proud to have done so.

Goblin Squad Member

I've added your Guild to the Guild Recruitment & Helpful Links list. If you have a brief description you'd like to appear there to let people know about your guild while they're browsing that list, just PM me or post a clear request here.

Good luck, and I hope we have a chance to work together again.

Goblin Squad Member

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Bluddwolf wrote:
I was not aware that Druids were particularly anti-undead / anti-Necromancer. Is that from the PF TT lore or just your own thing?

It is pretty universal across D&D-esque lore sets that Druids are anti-undeath for the reasons that Ravening claims. The rare exceptions are Blight-oriented druids which actually seek to despoil nature. But even regular NE druids tend to have a problem with those folks.

Goblin Squad Member

Lifedragn wrote:
Bluddwolf wrote:
I was not aware that Druids were particularly anti-undead / anti-Necromancer. Is that from the PF TT lore or just your own thing?
It is pretty universal across D&D-esque lore sets that Druids are anti-undeath for the reasons that Ravening claims. The rare exceptions are Blight-oriented druids which actually seek to despoil nature. But even regular NE druids tend to have a problem with those folks.

Well it has been ages since I have played AD&D 1st/2nd editions, and I don't recall it. Last time I may have played AD&D was around 1987.

Goblin Squad Member

Druids = nature

Undead = abomination of nature (it is in the description I believe)

nature ≠ abomination of nature

Goblin Squad Member

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I actually have a very different take on blight druids than most people I think.

Quote:

Blight Druid

The devoted servants of nature corrupted, ruined, and destroyed, blight druids are the caretakers of lands ravaged by natural disaster. While some are devoted to reforming and reclaiming lands despoiled by the ravages of civilization, others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.

Nature Bond (Ex): A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.

Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.

Miasma (Ex): Starting at 5th level, if a blight druid is adjacent to a creature at the beginning of its turn, the creature must succeed at a Fortitude save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease. This ability replaces trackless step and resist nature's lure.

Blightblooded (Ex): At 9th level, a blight druid gains immunity to all diseases, including natural and supernatural diseases. She also becomes immune to effects that would cause her to become sickened or nauseated. This ability replaces venom immunity.

Plaguebearer (Su): Starting at 13th level, any creature that strikes a blight druid with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or contract a disease, as the contagion spell. If the creature makes its save, it is immune to this effect for 24 hours. This ability replaces a thousand faces.

The first thing I'd like to point out is that there are no additional alignment restrictions. That means while blight druids can be NE they can also be TN, CN, LN, and even NG.

The next thing I'd like to point out is the first line:

"The devoted servants of nature corrupted, ruined, and destroyed, blight druids are the caretakers of lands ravaged by natural disaster."

It does not say:

"Blight druids corrupt, ruin, and destroy nature."

It does say:

"...blight druids are the caretakers of lands ravaged by natural disaster."

However. I think it is also important to note the domains allowed to the blight druid:

Quote:

Darkness Domain

Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Quote:

Death Domain

Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.

Quote:

Destruction Domain

Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

I see nothing here that would lead me to draw the conclusion that blight druids are less committed to the preservation of nature and the natural world than any other druid. In fact I would challenge that a blight druid would indeed seek to corrupt, ruin, or destroy nature. They simply champion it's lesser loved aspects.

Obviously, the death domain gives necromancy spells though. Based on that I would say one need not assume all druids and druidic orders hate the undead. However there is nothing saying they don't either. Clearly this order does, and blight druids belonging to this order would likely keep the familiar or take the darkness or destruction domain.

Goblin Squad Member

@Andius

well "destruction domain" doesn't exactly make me think of protection...

but I agree with you lol.

And I was speaking of normal druids. Clearly blight druids have differing opinions. I would however point out is specifies "mindless undead" as apposed to "intelligent undead" such as a vampire or a mohrg.

Goblin Squad Member

Andius wrote:
others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.

I read this to mean they consider the blight to be one aspect of nature, that of rot and decay...and they promote that aspect to bring about an end to everything. That to me suggests they are:

Andius wrote:
less committed to the preservation of natural and the natural world than any other druid

I think nature has a balance, when one focuses exclusively on promoting one side of that balance, you are no longer supporting the "natural world"...instead trying to force a new one.

Goblin Squad Member

"Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

I am long out of practice with TT rules. Can you inflict a "touch" with a cleaver?

Goblin Squad Member

Forencith wrote:
Andius wrote:
others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.

I read this to mean they consider the blight to be one aspect of nature, that of rot and decay...and they promote that aspect to bring about an end to everything. That to me suggests they are:

Andius wrote:
less committed to the preservation of natural and the natural world than any other druid
I think nature has a balance, when one focuses exclusively on promoting one side of that balance, you are no longer supporting the "natural world"...instead trying to force a new one.

I think it's important to note that it does not say their objective is to end everything permanently. Nature is filled with disasters such as plagues, fires, floods, volcanoes etc. that bring about massive destruction.

The destruction is almost always followed by regrowth, and/or new forms of life. Creatures living on the bottom of the ocean probably don't enjoy giant volcanic eruptions. Those living on the islands of Hawaii might not either when it wipes out their habitat. Yet without them, they would have no habitat at all.

The end of one thing makes it possible to bring about the beginning of another.

I'd also note that those volcanoes focus exclusively on spewing magma out of the ground. Within themselves there is no balance, it is all destruction. They are part of a greater whole that brings about balance though.

I would say the same of blight druids.

Goblin Squad Member

BrotherZael wrote:

@Ravening

I'll most likely be a fighter then a bard or some other skill-monkey face-charismatic type class when it opens (maybe the rogue I:)

Either way if you will have me I'd gladly join your group as an official member until I am needing to make my own company. This might be immediately at EE or it could be years from now.

Our goals do not perfectly align, it is true, but our ideals and methods do, and since I'm already wanting to put a watch on the "civilized" world I might as well help the natural world whilst doing it, and be proud to have done so.

Welcome aboard. I can see our similar interests aligning greatly. The Viridian Circle (VC) isn’t concerned with whether or not a Settlement is a good or bad, rather what is its impact on the natural world. Most settlements will be trying to expand at break-neck speed, meaning they will be trying to claim and resource the hell out of the hexes in and around them. If settlements are able to choose racial/regional themes for their buildings then those who choose an Elvin/nature typed themes will be a much lower priority as there settlements will at least be trying to work within the natural world, rather than dominating it. There won’t be an actual mechanical difference in the game, but visually we will know they’re making the right effort.

In relation to the type of character you want to play, I’m sure your charismatic bard, will provide compelling reasons for the VC to work with you and target some settlements in preference to others. I’m sure he’ll be wise enough to provide the right level of ‘spin’, to help motivate us.

If one of your goals is to create a settlement, then that may work in line with our desire to create a Sanctuary for wild life and those who want to live more in harmony with nature. I can also see the VC being close allies with Elvin-themed communities, though we don’t hold one race as being better than any other. At least the Elves have the right long-term view towards their settlements and nature. Let’s hope that any PC Elvin settlements actually have this as one of their guiding philosophies.

Goblin Squad Member

My main (Torrbron Derwenbramdir) might get into a few discussions with yours about methods and the good or bad of civilisation( well he is NG), but he would be honored to guard your back while smashing undead and aberrations.

-i´m very much interested :D


Grickin, a NE druid faithful to the ideal of oblivion but otherwise fairly well-mannered (his motivations for murder are pretty confusing to most), will likely want to join this organization. It looks like just his sort of thing.

Sign me up!

Goblin Squad Member

@Ravening

Actually my long-term/short-term goal is to build a settlement that is purely neutral ground for parties to meet. It will be large enough to support a modest guard and hopefully some high-tier buildings, but that is secondary. I just want a place where people can meet in-game to discuss things of importance. I don't want it to have any expansionist growth, or any economic growth either so I suspect it will remain rather small except in terms of guards, but that is besides the point.

I can certainly make this settlement a nature-friendly symbiosis if you wish, though building it is a long time off and low on my priorities. (If someone else builds it, that is fine).

On a related note, I will be making treaties as an individual in addition to this guild. So you know.

Goblin Squad Member

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@Gedichtewicht
Torrbron would be most welcome in our never-ending fight against aberrations and undead. The Viridian Circle is a very open and accepting organisation. If enough members would prefer to target evil-based settlements that are too expansionist or reckless in regards to managing the resources that nature so bountifully provides, then we would target them first. Hopefully it would stand as an example for other Settlements to take notice, if we politely ask them to moderate their actions.

Whether a settlement is evil or not doesn’t come into our view point, only its actions. The Viridian Circle is quite reasonable, and easy to negotiate with. If a settlement (good or bad) becomes aware of our activities*, and comes to us seeking dialog, then we would hear them out, and cease and desist if they moderate their actions. They would be given an opportunity to prove their commitment to not reckless abusing nature. If they live up to their end of the deal, problem solved. If not we will continue without let-up, turning a deaf ear to any future pleas for mercy or dialog and wipe them out completely, in as humane a manner as possible. Like squashing an unwanted insect. It’s nothing personal.

@Kobold Cleaver
Gricken would be welcome, and I’m sure he would take a very different approach as an Archddruid (if he earns the title). We’d treat Gricken like a loose cannon, in that we would aim him in the desired direction and stand well back while he takes glee in destroying/harassing those who unwisely act contrary to the best interests of the natural world. After all, no one said you shouldn’t take pleasure in your work

@Brother Zael
It seems your desire to create a neutral Settlement could align perfectly with our desire to create a Sanctuary (similar to a National Park). We would prefer the ‘Settlement’ at the heart of this sacred ground, be relatively small and not interested in harvesting the precious resources within in sphere of influence, so you ideals could work perfectly. This Sanctuary isn’t a place where hunting, farming or even minor harvesting would be taboo. But it would need to be balanced and responsible and allow for the natural cycles to replenish themselves and even grow.

Individual members are more than welcome to have treaties and relationships with other organisations and Settlements. In fact we encourage it. However, if it were discovered that a member placed loyalty to their other interests over the loyalty to the Viridian Circle and nature, that wouldn’t go well for them.

Incidentally Brother Zael. Members of the Viridian Circle refer to each other as brother and sister, as we’re all children of nature.

Viridian Circle Activities
The Archdruid of each area is free to deal with Settlements in whatever manner they prefer. If they prefer to give the Settlement a warning and time to change, its well and good. If they prefer to harass the Settlements resource gathers, support banditry and assist nations hostile to the Settlement, that also is well and good.

The Viridian Circle favour guerrilla warfare type attacks, and favour subtly over overt displays of military force. So it would be difficult to know if the Viridian Circle is behind the mysterious rise in escalation cycles, harassment of gatherers, or sudden rise in banditry. All of the activities can be done without overtly revealing our intentions. Our tactic’s and diffuse organisational structure will make it a nightmare to deal with effectively.

Goblin Squad Member

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Andius wrote:

I actually have a very different take on blight druids than most people I think.

Quote:

Blight Druid

The devoted servants of nature corrupted, ruined, and destroyed, blight druids are the caretakers of lands ravaged by natural disaster. While some are devoted to reforming and reclaiming lands despoiled by the ravages of civilization, others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.

Nature Bond (Ex): A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.

Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.

Miasma (Ex): Starting at 5th level, if a blight druid is adjacent to a creature at the beginning of its turn, the creature must succeed at a Fortitude save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease. This ability replaces trackless step and resist nature's lure.

Blightblooded (Ex): At 9th level, a blight druid gains immunity to all diseases, including natural and supernatural diseases. She also becomes immune to effects that would cause her to become sickened or nauseated. This ability replaces venom immunity.

Plaguebearer (Su): Starting at 13th

...

You make some excellent points Andius. I wouldn't have a problem with a Blight Druid, and I too believe they seek to preserve corrupted nature, rather than corrupting nature. So the Viridian Circle would welcome Blight Druids. Unless they have the Death domain (and use it's spells) or summon shadows. The second that happens we'd want to destroy him/her has a heretic and abomination. Since we can't actually, this does pose a problem, so we'd ban him and kill him repeated. Also I don't have an issue with necromancy spells, as long as they don't summon/create undead. I also don't have an issue with summoning spells, unless they summon aberrations.

As an aside. Since the whole mark of Pharisma is an abomination and perversion of the natural cycles of life. I imagine that I and the rest of the Viridian Circle will be investigating this most thoroughly. As a consequence we'll probably (hopefully) learn some cool skills to boot. My character will be pretty annoyed that he and others can't die, which will make a fun twist on playing a character in this type of game.


That's interesting, since Grickin shares a distaste for the Mark--though for pretty different reasons. I think he's gonna fit in here just fine.

Goblin Squad Member

Andius wrote:
Forencith wrote:
Andius wrote:
others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.

I read this to mean they consider the blight to be one aspect of nature, that of rot and decay...and they promote that aspect to bring about an end to everything. That to me suggests they are:

Andius wrote:
less committed to the preservation of natural and the natural world than any other druid
I think nature has a balance, when one focuses exclusively on promoting one side of that balance, you are no longer supporting the "natural world"...instead trying to force a new one.

I think it's important to note that it does not say their objective is to end everything permanently. Nature is filled with disasters such as plagues, fires, floods, volcanoes etc. that bring about massive destruction.

The destruction is almost always followed by regrowth, and/or new forms of life. Creatures living on the bottom of the ocean probably don't enjoy giant volcanic eruptions. Those living on the islands of Hawaii might not either when it wipes out their habitat. Yet without them, they would have no habitat at all.

The end of one thing makes it possible to bring about the beginning of another.

I'd also note that those volcanoes focus exclusively on spewing magma out of the ground. Within themselves there is no balance, it is all destruction. They are part of a greater whole that brings about balance though.

I would say the same of blight druids.

Well said. This supports an important aspect that is often overlooked aspect of Druids. Druids think beyond the mere few span of days, weeks or months. We of the Viridian Circle will think in terms of years or decades. So it might be appropriate to lay waste to an area to drive out a particularly obstinate foe, or we might intentional 'poison' or destroy resource nodes, if it will have a beneficial long-term effect. In game terms this may mean we do some pretty random stuff that most would say goes against the heart of being a Druid. But we know better, and will make plans for after the devastation. So Blight Druids may be in high demand, particularly if they know how to undo their handy work. :)

Goblin Squad Member

Kobold Cleaver wrote:
That's interesting, since Grickin shares a distaste for the Mark--though for pretty different reasons. I think he's gonna fit in here just fine.
Excerpt from the book 'Origins of the Desolator' wrote:


Welcome into the fold Brother Gricken. We of the Viridian Circle see beyond what the mono-forms see, we see beyond your birth form. It matters not if our brothers and sisters were born a kobold, goblin, orc or even an elf. We have all learned to transcend such paltry limitations.

By living as one with the natural world in all its beauty, we have come to pierce the lies of civilization. By living as one with the beasts of the land we've learned the great truth. Civilization is the true abomination. Civilization without restriction and conscience is the true enemy. Embrace the darkness within you my brother and turn it into natures finest weapon. You Brother Gricken shall be the storm, you shall be the lightning that rekindles growth in its aftermath, you shall be the unstoppable force...

Goblin Squad Member

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Ravening wrote:

@Gedichtewicht

Torrbron would be most welcome in our never-ending fight against aberrations and undead.

Well then you will have my axe and lighnings, brother.

Ravening wrote:

@Brother Zael

It seems your desire to create a neutral Settlement could align perfectly with our desire to create a Sanctuary (similar to a National Park). We would prefer the ‘Settlement’ at the heart of this sacred ground, be relatively small and not interested in harvesting the precious resources within in sphere of influence, so you ideals could work perfectly. This Sanctuary isn’t a...

hmmm... a neutral gathering ground, a place to make treaties, home of the men how watches the mighty, protected by the druidic order...

*jumps up and down*
i hope there are enough of us who like this idea as much as i do so i will come to be :D

Goblin Squad Member

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Ravening wrote:
Andius wrote:

You are a member of TSV correct? So would this be an organization open to members of all settlements?

If so this is an interesting proposal and one I will bring up within TEO.

No I'm not. I was a member of TSV, but before I went MIA for a bit, I quit.

This didn't sound right to me, so I did a little research on the T7V site and had a private conversation with Ravening pointing out that his goodbye on our site only ever mentioned that he was unlikely to be playing PFO, and that as far as T7V was concerned he was still a member in good standing. I'm extremely pleased to hear back from Ravening this morning that he is happy to still be part of T7V.

I'm looking forward to supporting Ravening and the rest of the Viridian Circle in-game.

Goblin Squad Member

Bringslite wrote:

"Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

I am long out of practice with TT rules. Can you inflict a "touch" with a cleaver?

Not normally. There's one class dedicated to touch spells being cast through your weapon (the magus) and the Eldritch Knight might get something similar, I don't remember. But ordinarily touch attacks can only be delivered through a simple touch rather than a weapon.

Goblin Squad Member

Nihimon wrote:
Ravening wrote:
Andius wrote:

You are a member of TSV correct? So would this be an organization open to members of all settlements?

If so this is an interesting proposal and one I will bring up within TEO.

No I'm not. I was a member of TSV, but before I went MIA for a bit, I quit.

This didn't sound right to me, so I did a little research on the T7V site and had a private conversation with Ravening pointing out that his goodbye on our site only ever mentioned that he was unlikely to be playing PFO, and that as far as T7V was concerned he was still a member in good standing. I'm extremely pleased to hear back from Ravening this morning that he is happy to still be part of T7V.

I'm looking forward to supporting Ravening and the rest of the Viridian Circle in-game.

What Nihimon says is true, I’m happy for my character to be a member of TSV, just like other members of the Viridian Circle will have membership in other organizations. To be clear my character’s (darn I better think up a name) first allegiance will always be to the preservation of nature. That means if a TSV settlement is just as reckless as others that they would be as much of a viable target as any others, though I’d probably give them the courtesy of a warning first. Probably! So there may be RP tensions between my character and IG TSV, this will never be reflective in any of my OOC dealings with the people behind TSV.

Liberty's Edge Goblin Squad Member

Ravening wrote:
It's fair to say that he views settlements and 'civilization' as the greater of true evils

Damn those evil ants, and birds, and beavers, etc. all changing the natural landscape and abusing the flora of the world to suit their own selfish whims.

Being an animal means being a parasite; only plants collect their own energy and (usually) live or die wherever they happen to land.

Goblin Squad Member

photosynthesis photosynthesis

also paxy here would like teh Viridian Circle people to state their allegiance here

Goblin Squad Member

On the topic of blight druids, I was speaking to a concept - did not know someone made an actual class, but it doesn't surprise me. Everyone has to always get so literal!


Pax Keovar wrote:
Ravening wrote:
It's fair to say that he views settlements and 'civilization' as the greater of true evils

Damn those evil ants, and birds, and beavers, etc. all changing the natural landscape and abusing the flora of the world to suit their own selfish whims.

Being an animal means being a parasite; only plants collect their own energy and (usually) live or die wherever they happen to land.

The Viridian Circle is not explicitly opposed to parasitic life--only to when it gets too extreme. I'm sure most Archdruids would do their best to curb the population of beavers if those pesky rodents became especially numerous.

Scarab Sages

How does the Viridian Circle feel about natural species vs. those of extraplanar origin? Would they feel that the invasion of so many different races from different planes, from Aasimar to Wayang (assuming some of them are eventually added) might spell destruction for their natural world? Would they help Human and Elven civilizations fend off the attacks of Outsiders?

I'm interested in this group, though it might not be the best fit for my ideas.

Goblin Squad Member

Ravening can correct me if I am wrong, but as far as I am concerned, The Viridian Circle does not care. We are "unbiased" towards the who, and instead only care about the "what" and the "how". As long as those extraplanars aren't messin wit da 'squatch, or hatin on the forests and stuff, we are cool with it.


I know we're against undead. I expect outsiders would be more a matter of personal preference. Grickin, for instance, would probably be about 10% more likely to kill a summoner on sight than an alchemist.

Goblin Squad Member

we are against intelligent undead. Normal, mindless undead are something that needs to be put down, like a sick dog. Someone who makes undead, however, deserves to have some ingenious chinese-based tortures applied to them.

Aberrations on the other hand, all must die.

Goblin Squad Member

Pax Keovar wrote:
Ravening wrote:
It's fair to say that he views settlements and 'civilization' as the greater of true evils

Damn those evil ants, and birds, and beavers, etc. all changing the natural landscape and abusing the flora of the world to suit their own selfish whims.

Being an animal means being a parasite; only plants collect their own energy and (usually) live or die wherever they happen to land.

LOL

Fauna and flora do it the right way while most settlements do it the wrong way. It’s perfectly clear cut if you think about it!

Also this is a game *shock horror* as such it would be pretty boring if us druidic types hung out in the woods all day talking to animals and picking flowers. It behoves us to be in conflict with some settlements, harvesters and individuals. That way we become their content and they become ours. All for perfectly explainable and understandable reasons that makes sense in-game, role-play wise and is true to the spirit of our character roles.


Ravening wrote:
it would be pretty boring if us druidic types hung out in the woods all day talking to animals and picking flowers.

I may have to rethink Grickin's concept...

Goblin Squad Member

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Kios wrote:

How does the Viridian Circle feel about natural species vs. those of extraplanar origin? Would they feel that the invasion of so many different races from different planes, from Aasimar to Wayang (assuming some of them are eventually added) might spell destruction for their natural world? Would they help Human and Elven civilizations fend off the attacks of Outsiders?

I'm interested in this group, though it might not be the best fit for my ideas.

Hey! These freaks of nature (outsiders) should stay where they belong and leave the material plane and our jobs for material planar natives.

Kidding aside Brother Zael and Brother Gricken are correct. We judge individuals by their actions not their origins. Having said that, a full on planar invasion would make us perturbed in the extreme, especially if the invaders started to change the material world to their liking.

If a settlement of outsiders attacked another settlement, and the outsider settlement was respectful of nature, then we wouldn’t necessarily side with the Humans or Elves, as this is no different to the endless pointless squabbles that ‘civilized’ people love to indulge in. Individuals within the Viridian Circle might side with the native settlement, but as a whole it would take some convincing that we should side with humans and elves over others.

In regards to assisting Human an Elvin settlements where our ideals overlap, that would be a personal matter for each member of the Viridan Circle to decide. We’re much more likely to assist a settlement against aberration & undead escalation cycles. Though we might be equally inclined to warn neighbouring settlements as to the location and disposition of these threats and let them do most of the donkey’s work.

We’d equally be willing to assist a settlement that is hostile to a settlement that has been very naughty in relation to expansion and harvesting natural resources. Don’t confuse this with loyalty or friendship though, as we’d turn on them in a heartbeat if they became as bad as the hostile settlement, or assist yet another settlement to help bring them down. We're equal opportunist in that regard. Our only loyalty is to preserving nature.

Goblin Squad Member

Kobold Cleaver wrote:
Ravening wrote:
it would be pretty boring if us druidic types hung out in the woods all day talking to animals and picking flowers.
I may have to rethink Grickin's concept...

I’m truly sorry to hear this Brother Gricken. Your incessant bloodlust and desire to destroy our enemies shall be sorely missed. I wish you the best in your murderous and botanical endeavours.


Ravening wrote:
Your incessant bloodlust and desire to destroy our enemies shall be sorely missed.

Say what now? Grickin was totally gonna bring glory to the name of Groetus, god of the endtimes, by talking to fawns, picking flowers, and singing to all the adorable woodland creatures about how he longed to find his true love.

But you make it sound silly. Maybe he'll just become a murderous psychopath or something.

Goblin Squad Member

Kobold Cleaver wrote:
Ravening wrote:
Your incessant bloodlust and desire to destroy our enemies shall be sorely missed.

Say what now? Grickin was totally gonna bring glory to the name of Groetus, god of the endtimes, by talking to fawns, picking flowers, and singing to all the adorable woodland creatures about how he longed to find his true love.

But you make it sound silly. Maybe he'll just become a murderous psychopath or something.

Obviously only you can decide what path you must take Brother. Though as my father was want to say "It's always better to have a murderous pyschopath on yourside, than against", so your particualr skillset would always be welcome among the Viridian Circle.

We will respect your choice, whatever it may be.

Goblin Squad Member

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I might have totally misunderstood, but I think Kobold Cleaver was trying to be funny...saying he will have to redesign his character because you will not let him focus on picking flowers.

Or maybe the social dance going on here is just too complex for me...

Goblin Squad Member

I can imagine Kobold Cleaver wants to be able to pick flowers to weave into a flower crown before he and his other kobold brethren go dance naked in the moonlight in worshipping their moon goddess.

Goblin Squad Member

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Forencith relax a little man. We don't expect newcomers and outsiders to fully understand our level of social enlightenment in just a few days... or years...

Goblin Squad Member

Forencith wrote:

I might have totally misunderstood, but I think Kobold Cleaver was trying to be funny...saying he will have to redesign his character because you will not let him focus on picking flowers.

Or maybe the social dance going on here is just too complex for me...

Funny? What does funny mean?

Actually I was being equally funny. Though it’s not the first time people think I don’t understand humour. I understand humour fine, most people don’t understand deadpan humour!

BrotherZael wrote:
Forencith relax a little man. We don't expect newcomers and outsiders to fully understand our level of social enlightenment in just a few days... or years...

Indeed. The ways of nature and her protectors are inscrutable to the uninitiated.

And if I’m perfectly honest the most of the time even the initiated are left scratching our heads at things both scrutable and not!

For is it not written that “Wisdom appears as foolishness to the foolish one.”

Goblin Squad Member

*hangs head in abject foolishness*

Goblin Squad Member

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Forencith wrote:

*hangs head in abject foolishness*

True wisdom comes from admitting you don't know it all my friend. Turn your back on the comforts of civilization and embrace the awe and majesty found in nature. Join with the Viridian Circle and you journey to true wisdom shall commence.

I always wanted to play a evangelical type character, maybe my character will head in this direction, after all. It's so much fun.

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