Druids of Wealdath

Fey creatures, gnolls, giant spiders, wyverns, dragons, and even (accidentally) elf inhabitants of the Wealdath have been targeted by lone hunters and angry mobs intent on “clearing the forest of all evil doers and ne’er-do-wells.”

The Druids of Wealdath hardly consider “evil” punishable by death. Gnolls perhaps do not make the best neighbors, but they generally show more respect for nature than humans. The druids don’t defend their behavior, and they certainly won’t protect any gnoll causing trouble outside the wood. But they do not allow the villagers on the forest’s outskirts to hunt them.

Similarly, giant spiders, wyverns, and fey are woodland creatures, not be dispatched simply because they are dangerous or inconvenient. And though dragons can take care of themselves, self-appointed dragon slayers tend to harm the forest more than help it. The druids direct them do their slaying north in the mountains of Amn where blue and white dragons can be killed with less damage to the local flora.

Understandably, this stance makes the druids unpopular. Yet, their druid cell staunchly remains, visible and active, protecting the interests of nature. To offset familiarity and retaliation by local “civilized” inhabitants, four druids of the Wealdath cell rotate out every new moon.

The portal they use is formed by the arcing of two oak tree branches near a stationary elf village deep within the forest. Dryads who have seen enough action in their time to gain druid and ranger levels protect these trees. The dryads agreed to let their trees be used as part of a portal and understand the potential danger. They also understand that having the friendship and protection of the Druids of Wealdath outweighs any danger that association could cause. The dryads themselves have the ability to open the portal from the Wealdath side, while the portal is continually open from the Ilghon side.

The largest forest on the Sword Coast, the Wealdath has been a source of mystery, superstition, and fear among humans of Tethyr for generations. Since the accidental death of King Errilam, humans have persecuted and hunted elves, and the hatred between the races still exists. Still, the elves and the new monarch of Tethyr have made tentative steps toward peace, and the elves at court are learning that the humans are not all genocidal enemies of the Sy’Tel’Quessir (the local confederation of Elmanesse and Suldusk elves). Tethir, after the elf-hero, and Wealdath, the “Unspoiled Woods,” which they hope it remains. While there have always been loggers and farmers at the fringes of the forest, no humans had ever penetrated to the forest’s core, even with the brutalities during the Year of the Wave by the hated Bunlap. The spelling of the forest’s name has confused many over the years, as humans insisted on using the country’s name for the forest while elves used their hero’s name for the outer country. Now, the forest is called Wealdath, though most folk north of Amn still call it the Forest of Tethir. become beautiful places of peace.

Trees are not the only plant life herein; Wealdath supports many varieties of berry bushes, ground-crawling ivy, and flowers. Streams and ponds support quite a few unique strains of water lilies and other plants. Aside from the Suldusk and Elmanesse elves the forest is home to many sprites, dryads, brownies, centaurs, satyrs and fauns, and many other beneficial sylvan races. However, there are also many dangers within the forest due to its native bugbears, gnolls, ogres, wolves, a few lycanthropes and giant spiders, and a smattering of dragons and wyvems. While humans have been the major threat to elven survival here, there are more than a few enemies to fall under Tethir's shadow.

Druids of Wealdath

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