Description

The Emerald Fragment, Laia, conceived the Druvan people as an integral part of her grand plan. These unique beings, unlike the hasty emergence of other races, patiently slumbered beneath the earth's surface as seeds for countless millennia. When the dawn of the 2nd age arrived, and mortals successfully pushed Dragons away from their burgeoning civilizations, the Druvan began their remarkable transformation. Slowly, they sprouted from the ground, adopting a humanoid form. Their divine purpose was clear: to safeguard the lush forests from the unchecked expansion of mortal cities and towns, ensuring the harmony between civilization and nature.

The origins of the Druvan are shrouded in mystique. Most Druvan individuals are not acquainted with their biological parents unless a parent decides to reveal themselves. Typically, it's a benevolent Dryad who conducts a sacred ritual, planting a cluster of seeds that will eventually blossom into Druvan individuals. These Dryads plant multiple seeds, fostering a deep bond among the Druvan, often referred to as 'seedlings.' The Druvan population remains relatively scarce compared to other races, as their reproduction occurs through an intricate, time-consuming process. This rarity makes each Druvan's existence all the more precious.

While Druvan prefer to remain within the sanctuary of their forest homes, there are instances where some of them grow up in close proximity to mortal settlements nestled within the woods. These Druvan may occasionally visit nearby towns or venture beyond the borders of their birthplace. These rare interactions with the outside world can lead to diverse experiences and perspectives among the Druvan. The Druvan who interact with mortals from a young age, usually have changed coloration on their skin hue.

Curiously, Druvan harbor an unexpected distrust of druids, often claiming that these magic-wielders draw upon the land's magic without giving back in return. Many Druvan perceive druids as takers, extracting the earth's life force without replenishing it adequately. This distrust has led to complex relationships between the two groups, with occasional tensions simmering beneath the surface.

In their humanoid form, Druvan possess skin that mimics the texture of bark, adorned with leaves that naturally sprout from their bodies, adding to their enigmatic appearance. They do not require sustenance in the form of food, but do need a substantial amount of water, roughly equivalent to the consumption of four humans their size. Their unique physiology allows them to channel the life force of the forest directly, sustaining them without the need for traditional nourishment. Interestingly, their blood resembles clear water with a subtle, light-blue undertone, reflecting their deep connection to the element of water and the lifeblood of nature itself.

Origins

Laia was the main creator of the Druvan, with Oromne and Maldos adding some touches of their own to their design. A Druvan that is raised among humanoids from a young age often features a change in its morality, affected by their social circles, which also affects their skin coloration. Druvan who learn to be good and altruistic, get vibrant tones on their skin and leaves, while those who embrace the evil of mortals, get a blighted, gray tone on their body.

Genetics

As creatures of the forest, Druvan have little understanding of the other mortals' morality regarding good or evil. They have natural lawful tendencies, following the ways of the forest.

Lifespan

Druvan live up to 400 years.

Homeland

Druvan come for areas with thick untouched forests, such as Razorleaf, Wildlands, TorNav'Roc, NightWatch, Eratus and the north Savage Lands

Also found in

Unified Caldar

Reputation

Those mysterious creatures of the forest are often viewed as a sign that the nearby forests have been disturbed and Laia has called them to take action. 

Alive/Extinct

As of the 4th era, Druvan are still alive.

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Druvan Traits

As a druvan, you have the following racial traits.

Ability Score Increase: Your Constitution score increases by 2, and either your Dexterity or Charisma decreases by 1.

Type: Druvan are considered humanoid.

Size: Druvan are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Plant sustenance: As a Druvan you do not need to consume normal food. Instead, you only need to drink water, equal to about four times a normal human of your size consumes.

Forest Bane: Druvan creatures cannot use fire magic or wield weapons that resemble axes. Those tools go against their very core existence. They take 2 extra damage from fire magic and 1 extra damage from axe-like weapons.

Nature's Vigilance: While in an outdoors natural environment, you are considered proficient in Nature (Intelligence), Survival (Wisdom), Perception (Wisdom), Stealth (Dexterity) ability checks. When are you in forest or foliage, you can take the Hide action as a bonus action (other Hiding requirements still apply).

Laia's Legacy: You know the Unbekannt cantrip. Starting at 3rd level, you can cast the Barkskin spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Seismic Wave spell with this trait, without requiring a material component. Once you cast Barkskin or Seismic Wave with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level, but cannot up cast them, unless you know them via other means as well.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages: You can speak, read, and write Common and Sylvan.

Skin variation based on personality

Druvan that grown up near the influence of good aligned mortals, ending up swifting to the Good alignment.

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Druvan that grew up near the influence of evil mortals, embracing the evil alignment as their own.

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