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The Archdruid

The Archdruid

Leader of the Druids.

Physical Description

General Physical Condition

An imposing figure stood straight up at a resounding eight feet tall. The bandages on his hands extended all the way up his arms, accompanied by vines snaking around them adorned by darkened orange and copper leaves. Black with pale skin and bandaging past the toes. A faded, green robe hung from his body with a brown midsection and a faded orange belt. Some sort of brown fur with grey streaks formed a hood around his head and descended down his back to his rum.

Body Features

A strange circle sat on his right shoulder, comprised two raindrop shapes, the black on the bottom and the top untouched to reveal his bare skin. On the waxing and waning parts of the drops were a twin pair of thin fins facing their respective colors. Or maybe they resembled more like the crests of waves. A black theropod footprint sat at the tip of the hollow aspect while the bottom portion was inked entirely except for a human handprint, pointing opposite the theropod print. A black, thin circle outlined the symbol while a ring of animal footprints followed the circumference. Various bird, mammal, amphibian, and reptile tracks made up the ring.   The circle rested in the center of a tree, whose leaves and branches reached up to the collarbone. While the roots trailed down his arm, following the veins. It was a tribal-esque black marking with various dots and dashes that spanned from his shoulder to his wrist.

Facial Features

No eyes could be seen past the skull mask he wore. Only a black void stared through the mask. He wore a deer’s skull, but the antlers had become overgrown with brown roots. They stretched up and protruded farther than antlers normally would. A maroon circle had been painted on the skull’s forehead with a line running down the snout. A painted line went through the eye socket and curved along the upper part while another line curved underneath the eye, a rusted, faded red like blood.

Physical quirks

His toe and fingernails were long and black, practically resembling claws.

Special abilities

The Archdruid can wield magic to heal the land and control it for defense, a remnant from the lost days of the Druids. He can also talk with many dinosaurs and prehistoric animals, a trait not found in his Druids.

Apparel & Accessories

Most striking is the wooden staff he used as a walking stick. Two dividers ran through the upper portion, with the cane being tipped by a wooden crescent. Thorned vines grew all around the upper structure and held a sculpted theropod footprint in the center. The heel was pointed more similarly to a bird’s than a traditional dinosaur’s and connected to a wooden point jutting from the crescent. The middle and left toes were held in place with other points, leaving only the right standing on its own as the crescent had ended. In the center of the strange print-shaped structure was a carving of a tree surrounded by a gnarled circle that resembled twisting branches and roots. A string of human skulls hung from a maroon fabric beneath the crescent structure, and each movement caused the bones to jitter and shake about in the wind.

Mental characteristics

Personal history

The Archdruid was not always the leader of his grove. He wasn't even the last to know magic.   Centuries ago, he was a fledgling like many in his grove, studying under the then-Archdruid in the lands of Gaul beneath the shadow of their sacred world tree, Yggdrassil. That all changed when Legate Caesar invaded Gaul with his Aeneid warriors, purging the peaceful group of botanists and historians. With his master's death, the young druid rose up to become the new Archdruid. They were not true warriors and were forced to retreat deeper into the forests when they could not match the Aeneids or the eventual Templars that arrived years later. Ultimately what drove them out of their land was the arrival of the Industrialists and their wicked machines of oil and coal. After Yggdrassil's destruction at their hands, the Druids were forced to flee across the Sea of Doggerland to Appalachia.   The Archdruid carried the last surviving seed from the mighty tree and planted it in a secluded grove in the mountains, where he set to work trying to rebuild and restore their people's lost legacy...

Education

The Archdruid carries botanical magic passed down to him from his former master and those of the past. This includes healing and elemental magic to help restore the wilds and protect them. Much of that knowledge was lost in the purging fires from their enemies, and more threatens to be lost with his aging memory...

Mental Trauma

The Archdruid still shoulders the fears of extinction, that the Fist of Thorns that hunt them will destroy them and wipe away the Druids forever...

Morality & Philosophy

The Druids are his sacred flock for him to protect, and he would do anything in his power to help and keep them safe. The Archdruid detests violence and conflict, thus not having taught his followers to fight.

Taboos

The Archdruid himself prefers not to eat meat, having bonded too closely with the animals of the wild to kill them.

Personality Characteristics

Motivation

Protecting the forest and his flock is what's more important to him in all the world, as is passing down the knowledge to the next generation.

A mysterious old man living in the secluded forest with his grove, the last of an old age from Gaul.

View Character Profile
Age
1000+
Date of Birth
Unknown
Children
Gender
Male
Eyes
Unknown
Hair
Unknown
Skin Tone/Pigmentation
Pale
Height
8ft
Known Languages
Common, Gaelic

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