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THE
CHILDREN OF FAETERNA:
The
Children of Faeterna are headed by the Heirophant, a female
elf named Llylliana. Situated mostly in Lirynn and composed
mostly of elves, the Children are few and have virtually no
heirarchy. They are probably the poorest of the Elite Guilds,
but what they lack in funds and resources they make up for
with fervor.
The
Children were originally a dissident member sect of the Church
of Telgard, who believed Faeterna had more of a role in the
Pantheon than Church doctrine dictacted. Denied their beliefs,
the Children gradually became more and more seperated until
finally they splintered off--relatively amicably, considering
the reactions the Church has towards heresy. Over the decades,
the importance of Dargotten, Brewesha and the others has dwindled.
The Children know they exist, but leave their worship to the
Church of Telgard. Faeterna is the lady the Children follow.
The
Children of Faeterna are also commonly called Druids. Because
of Faeterna's form of a tree, and Her constant cycle of growing
leaves, dropping leaves, and sprouting them again--in other
words, the cycle of Life--the Children tend to live as naturally
as possible, which being made up of mostly Elves is not terribly
difficult. The Children are not warlike; the influence of
the Elven culture makes war difficult, even though they respect
and acknowledge the inherent violence of Nature.
The
Children are one of the only groups to remember the common
heritage the Goblins and Elves once had. The Goblins are accepted
readily into the Children, their own jungle heritage being
somewhat more savage but no less natural than the elves' own.
Necessarily, however, the goblin population of the Children
does not cross the border into Lirynn, and so it often seems
there are two groups of Children.
Tested
Skills:
The
Children of Faeterna test in all magic skills, in survival,
in herbalism, in medicine, in Lifesong (for elves), animal
training, cartography/navigation, astrology, and geology.
Entrance
into the Guild:
The
Children rarely recruit others; most elves believe strongly
in the might of Dargotten and do not take kindly to attempts
at conversion. However, those who think as the Children do
often find themselves in the right place and the right time
to meet one of the Guild members and perhaps join.
The
Entrance trial simply tests a candidate's reliance on manufactured
items versus nature's bounty. Passing usually requires the
use of survival, hunting, or medicine skills, and that all
manufactured items be left behind, rather similar to the Rangers'
test, a group the Children have frequent contact with.
Advancement
within the Guild:
Those
who are accepted into the Guild are known as Acolytes, and
their only duties are to learn as much as they can about nature
and how to serve Faeterna.
To
take the second Guild Trial, a PC must have proficient in
four of the Guilds' tested skills. The Trial involves going
naked into the wilderness, wandering about until they encounter
the first severly injured creature, plant, or person they
come across. The PC must then care for that being until it
dies or is healed, feeding and taking care of the other creature.
If the creature dies, this does not indicate failure, for
death is a part of life; however, the PC must try again on
a new creature. The PC will stay in the wilderness for a month,
or until he has healed three beings, whichever comes first.
He is then a druid.
A
druid is entitled to begin minor crusades against those who
destroy nature irreverantly, or take up such causes as he
feels necessary. The druid who has singlehandedly prevented
largescale destruction of Nature, and who possesses at least
three tested skills at Advanced level, may take the last Guild
trial. The character is buried under the roots of a large
oak, with a hollow tube supplying his only air. Druids possessing
the appropriate magic or Lifesong--or both--will call upon
the tree to judge the Druid. The druid undergoes many visions
and chooses his path from among them. Does he choose wrongly,
Faeterna, through the oak, will judge him, and he will die,
becoming fertilizer for the oak. Does he choose rightly, Faeterna
will free him, the oak's roots lifting him from the soil of
their own violation. The character is still called Druid,
but is now entitled to both more responsibility and more privilege
and respect, often taking on a leadership role among local
druids.
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