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Wildwood Lodge


Wildwood Lodge
Image
Type: Religious (Green Faith)
Leader: None; council
Alignment: True Neutral
Headquarters: Isle of Arenway
Goals: Protec the Verduran Forest
Scope: Regional Verduran Forest
Structure: Druids, Archdruids
Members: Druids, rangers,
fey-blooded sorcerers



The Wildwood Lodge is an ancient order of druids who reside within the Verduran Forest of central Avistan.

Every year on the summer solstice the druids of the Wildwood Lodge meet for a Moot of Ages on the Isle of Arenway in the Sellen River. For these gatherings, druids from all over Golarion travel there to present their findings to the assembled Old Faith community. Conclusions are generally not reached through logic and the enforcing of dogma, but rather by listening for and interpreting the Will of the World, the collective intelligence of nature itself.

Goal: Protect the Verduran Forest


The central mission of the Wildwood Lodge is the protection of the Verduran Forest, particularly the parts of the massive woodland found within the borders of Taldor. Their connection to Taldor is particularly strong because of the signing of the Treaty of the Wildwood in 3841 AR. The Taldan government agreed to limit their logging of the precious blackwood trees within the forest, and hand over the logging itself to the gnomes of the local town of Wispil. In exchange the druids of the lodge agreed to help control fey attacks on loggers and oversee the gnomish logging while balancing the needs of the forest with the Taldan shipyards' desire for high-quality lumber. This agreement was stipulated to last as long as the Taldan empire stands, and has been followed by both sides for almost 800 years to their mutual satisfaction.

The Wildwood Lodge has only recently, thanks to the efforts of the Heroes of Bellis, created a similar agreement with the nation of Andoran. With the signing of the Treaty of Bellis, modled after the Treaty of the Wildwood with Taldor, the druids, Andorans and the vile Lumber Consortium that regulates that country's timber industry, have entered a beneficial, but fragile agreement for responsible harvesting. The Wildwood Lodge does not have any such agreement with the nation of Galt to the north. The lodge grants representatives of Galt no protection from the fey and other dangers of the forest, either, however.

The emergence of the Fellnight Queen caught the Wildwood Lodge off guard. The mist created by the wardstones effectively blocked all natural divination and magical transportation (such a with tree stride or transport via plants, preventing the majority of the lodge from knowning what was happening in the affected areas of the forest. Once the wardstones were retrieved by the Heroes of Bellis and the mist removed, Devarre Snowgaard was able to rally a host of druids from the Isle of Arenway to join the cause.

Alignment: N


As befitting their aspect of balance, the Wildwood Lodge is largely neutral in its affairs, using nature's fury against its enemies while acting more beneveloant to those whom they share agreements with.

Leader


There is no one leader of the Wildwood Lodge; it is instead lead by a council of Archdruids that represent various areas of the forest.

Headquarters


The Isle of Arenway is located at the confluence of the Verduran Fork and Sellen River in central Taldor. Set in the heart of the Verduran Forest, it is the headquarters of the local druids of the Wildwood Lodge.

Known Members


  • Devarre Snowgaard: Perhaps the most well-known member of the Lodge at this time, Devarre is a powerful druid who was instrumental in the Fellnight Conflict. He is the primary Wildwood Lodge contact of the characters.
  • Varouk: A grippli druid from the Mwgani expnse, Varouk is Nevarr's mentor.
  • Nevarr: One of the PCs, Nevarr is a ranger/ninja who followed his mentor from the deep jungles to the Verduran Forest during the yearly Moot of Ages taking place at the Isle of Arnway. He and Varouk have stayed in the northern climate since then and Nevarr has attached himself to the other Heroes of Bellis.
  • Cerin Teles: Cerin Te'les is an Archdruid of the Lodge, his domain specifically being around Wispil and its enviorns.

Gaining Prestige


Through performing acts that assist the forest, keeping it pure and prestine, does one gain the benefits and awards of the Wildwood Druids.

Resources


The Wildwood Lodge has strong support from the nation of Taldor and the people that live in or near its borders. However, the strongest relations come from its fey allies and the beasts of the wild under the druid's command. The Wildwood druids also employ a large number of rangers to act as their intermediaries. It should be noted that while they respect neutrality, they are not averse to unleashing nature's fury, cultivating poisons or even incubating plagues should their wrath be provoked.

For purposes of dealing with the Wildwood Lodge’s awards, a character who has prestige with the Conclave may treat her TPA as if it were half its actual amount. The character can also spend CPA to obtains boons from the Wildwood Lodge, though the costs are increased by 1, and ranks cannot be purchased if the character is not a member of the Lodge.

  • 5 TPA, variable CPA: Purchase a magical service from the following list: antipathy/sympathy (10 CPA), atonement (8 CPA), control weather (6 CPA), earthquake (7 CPA),_elemental swarm (20 CPA), hallow/unhallow (16 CPA), heal (4 CPA), ironwood (3 CPA), move earth_ (3 CPA), plant growth (1 CPA), reincarnate (12 CPA), shamble (20 CPA), stone shape (1 CPA), transport via plants (5 CPA), wall of stone (4 CPA), wind walk (5 CPA).
  • 5 CPA, 1 CPA: Gain the title "Ovate" and learn how to invoke the right of safe conduct as a full round action once per day. This aspect of the Green Faith's universally acknowledged neutrality is an extraordinary ability that acts a sanctuary spell (DC 10 + 1/2 character level + Charisma modifier), but it is language-dependent and lasts only as long as the character concentrates. The DC decreases by 5 if the character has taken an offensive action during that same encounter.
  • 5 TPA, 5 CPA: Add +2 to wild empathy checks.
  • 10 TPA, 2 CPA: Purchase a single nature-related item worth 750gp (characters can't spend multiple PA for more items costing more than 750gp)
  • 10 TPA, 1 CPA: Gain the title "Initiate of the First Circle" and one bonus language from the following list: Aquan, Auran, Draconic, Elven, Giant, Goblin, Gnoll, Gnome, Ignan, Sylvan, Terran. The character gains a +2 bonus on Bluff, Diplomacy, and Intimidate against native speakers of that language (at the GM's discretion). Higher ranks in the organization occur in increments of +5 TPA ("Initiate of the Second Circle" at 15 TPA, "Initiate of the Third Circle" at 20 TPA, etc) at a cost of 1 CPA per rank; each rank grants an additional bonus language from this list and a bonus to influence native speakers of that language.
  • 10 TPA, 3 CPA: Gain the service of a novice member of the Wildwood Lodge (druid or ranger half of the PC's level) for 1 week.
  • 10 TPA, 2 CPA: Travel upon on a Taldan River Guard boat the length of the Sellen River (to the limit of Taldor's territory) at no cost, as far south as Cassomir.
  • 10 TPA, 5 CPA: Gain the "Green Faith Acolyte":http://www.d20pfsrd.com/feats/general-feats/green-faith-acolyte feat as a bonus feat.
  • 13 CPA: Undergo a ritual that grants resistance 5 to cold, electricity, or fire as an extraordinary ability. The character can undergo the ritual for all three energy types.
  • 15 TPA, 5 CPA: Gain the assistance of a dryad, pixie, satyr, or other fey of similar power for 24 hours.
  • 15 TPA, 6 CPA: Undergo a ritual where the bond of your animal companion is strengthened. Your animal companion gains 1 bonus hit point per level and it learns one additional trick.
  • 15 TPA, 6 CPA: Undergo a ritual to be able to cast one of the following spells as a spell-like ability once per day: _charm animal, calm animals, speak with animals_, treating the characters class level in a nature-related class as the caster level. This may be selected more than once, gaining another spell-like ability not currently known.
  • 20 CPA: Purchase magic items from the following list at 10% discount: _beast-bond brand_, _warden's cudgel_, _stone of alliance_, _horn of the huntmaster_, _collar of the true companion_, _vest of the vengeful tracker_, _druid's vestment_, _verdant vine_.
  • 20 CPA: Transfer a druid character's nature bond from a domain to an animal companion or vice-versa. She can select this reward more than once but must pay the CPA cost each time.
  • 20 CPA: Change a druid’s chosen cleric domain to another suitable domain. She can select this reward more than once but must pay the CPA cost each time.
  • 20 CPA: Transfer a ranger character’s hunter’s bond from an animal companion to her companions, or vice versa. She can select this reward more than once but must pay the CPA cost each time.
  • 20 TPA, 10 CPA: Gain the service of another member of the faction (a druid, ranger, nature-mystery oracle or fey-bloodline sorcerer whose level is equal to the PC’s) for 1 week.
  • 25 TPA, 10 CPA: Gain the assistance of a shambling mound, treant, or fey or of an intelligent plant of similar power for 24 hours.
  • 25 TPA, 3 CPA: Obtain a magical broach of the Lodge that increases maximum age by 20%.
  • 30 TPA, 6 CPA: Undergo a ritual to be able to cast one of the following spells as a spell-like ability once per day: _animal messenger, tree shape, wood shape_, treating the characters class level in a nature-related class as the caster level. This may be selected more than once, gaining another spell-like ability not currently known.
  • 32 CPA: Undergo a ritual that grants resistance 10 to cold, electricity, or fire. A character can undergo the ritual for all three energy types and can upgrade from a lower resistance ritual by paying the cost difference.
  • 75 CPA: Undergo a ritual that grants resistance 20 to cold, electricity, or fire. The character can undergo the ritual for all three energy types and can upgrade from a lower resistance ritual by paying the cost difference.


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