Who are they - druids? One sound like music. Druids and Gods

Golden recipes of the druids Maria Borisovna Kanovskaya

Druids - who are they?

Druids - who are they?

Exciting sounds of Scottish bagpipes, enchanting melodies of the Irish harp, intricate Welsh dances and songs of the Bretons sounding like ancient magic spells - all this is the culture of the Celtic peoples, of which there are not so many in Europe now. But once upon a time, back in the first centuries of our era, the Celts (whom the Romans called Gauls) inhabited vast areas from the territory of modern France, England, Austria, Switzerland, Northern Italy and Spain to the islands of the North Sea.

Numerous Celtic tribes did not create a single state, they were constantly at enmity with each other and fought with their neighbors, especially with the arrogant Romans, but, nevertheless, there was something that united this once great people into a single culture. This is the ancient religion of the Celts, the veneration of sacred trees and the caste of druid priests, who largely ruled the life of peoples who spoke Celtic languages \u200b\u200band dialects. Among them were clergymen, chroniclers and healers, and all of them were the advisors and mentors of the ancient kings.

The Roman emperors, who subjugated most of the Celtic tribes in continental Europe, as well as England, forbade druidic activities, fearing some secret knowledge that gave druids power over people. In their writings, Roman historians wrote that with their magic the Druids can perform miracles that are beyond the control of the priests of other nations.

Unfortunately, we know about the Druids mostly from Roman sources, including from the description of the Gallic wars, as well as from the writings of a later period. Until recently, not a single material confirmation of the existence of this closed caste has been found. Which is not surprising if you know how these magicians, soothsayers and priests guarded their knowledge. Although not so long ago, one grave was found, in which objects are well preserved, apparently related to the ritual practices of the Celts, which means that the priest is most likely buried in the grave. Scientists rejoiced - at last they found at least some proof that all the stories about the mysterious druids are not the invention of ancient "science fiction writers"! Indeed, for a long time in the scientific world, very many believed that this is exactly how the ancient Celtic priests should be considered - like a fairy tale. Actually, if you remember the appearance of druids in books and films, most often these are fairy-tale characters: Merlin - in stories about King Arthur or a druid - from a funny comedy about Asterix and Obelix.

What can we say, even if it is very difficult to establish the origin of the word "druid". In classical Roman texts, the name "druid" is found only in the plural - "druidae" and "druides" - in Latin. Old Irish has the word "drui", but it is singular, and "druid" is the plural form of the word. That is, it turns out that now, for some reason, most likely connected with the errors of late scribes of manuscripts, we use the plural as the only one. Which, however, is not so uncommon in cases with ancient words.

Where did the name of the priests come from? Pliny believed that it is associated with the Greek name for oak - "drus". The second syllable of the word refers to the Indo-European root “wid”, meaning “to know”. This is not surprising, given that the main sanctuaries of the Druids were located most often in the oak groves of Europe. That is, we can say that druids are experts on trees, and this is not far from the truth. Trees played a very important role in Celtic culture.

But let's get back from the issues of linguistics to the druids themselves. It was very difficult to become a priest. The initiates chose their disciples based not only on their human qualities, but also on the signs that accompanied their fate. Only a person with a noble soul, unable to use knowledge for his personal power, could become truly wise. In order to avoid distorting the knowledge gained, it was strictly forbidden to write it down. That is why approximately in the X-XI centuries. the druids, having dissolved in a new, Christian European civilization, took with them both their wisdom and their magic.

Francis Bacon wrote: "To know is to be able." What could the druids do? Judging by the testimony of their contemporaries, they could do a lot, including by their presence or a few words to pacify angry and armed people who were ready to rush into battle.

Greek historian 1st century BC e. Diodorus Siculus wrote: "Often they come out between the troops, lined up in battle formation, threatening swords, bristling spears, and pacify them, as if taming some wild beasts."

It was believed that the druids were able to predict the future by signs and omens. Cicero, for example, wrote that the Galatian druid king Deiotar understood the signs given by birds. Legends often speak of the miraculous gift of the druids, according to omens known only to them, to determine the outcome of battles and to see the future through the veil of time.

There is evidence (which, of course, may be fiction, but may not be) about the amazing power of the druids over the elements: earth, water, air, fire. Legends say that druids could communicate with the souls of trees and cooperate with elves and dwarves. They could stop an earthquake and cause a storm.

Among the druids were doctors and healers. They knew the subtle properties of medicinal plants, knew how to heal with music, word, touch, and even just the presence. Again, we turn to Pliny, who wrote: "They called mistletoe by a name meaning 'he that heals everything" ... They believe that mistletoe, if made into a drink, heals livestock from sterility and serves as a remedy for all poisons. " Olliach, “heals everything,” is the name given to the mistletoe by the Welsh, a Celtic people who have preserved their language and culture despite being close to the more powerful country, England.

The Druids believed in the healing properties of sleep, knew many healing spells, and at the same time, as the myth of the god Nuada testifies, they used surgery. One of the Irish legends says: "This man possesses the strength and wisdom of a healer, the art of healing wounds, the ability to conquer death and overcome any malaise ... He recognized a person's ailment by one of the smoke coming out of his house, or by just his exhalation."

In ancient times, there was a special kind of people who were credited with various paranormal abilities. They were called druids - people of the oak. It was this plant that was considered a symbol of wisdom, divinity, knowledge and strength. Druids were distinguished by special mental abilities, knew the principles of cooperation with the spirits of the forest, and had certain magical talents. Without them, the kings did not make decisions, the sick and lepers turned to them for help, they often influenced the outcome of wars.

Druids arose in European forests. Their teaching was a unique combination of philosophy, magic and religion. The magic systems created by these sages were so unique and harmonious that to this day they continue to puzzle over them.

How the first druids appeared

In 400 BC, the "Great Battle of the Trees" took place. This is exactly what the Celtic legends say, in which the druids were described especially often and colorfully. The above date is considered to be the year of birth of the first druid magicians. Why exactly "people of the oak"? The Celtic oak had a special meaning, as mentioned earlier. In addition to the Celts, pagans attributed magical abilities to this wood. Even in modern times, various psychics and magicians consider the oak to be their patron, produce amulets and talismans from it.

Druids have nothing more sacred than the oak tree and the mistletoe that grows on it. Without the leaves of these plants, not a single Druidic potion is made. Druids believe that everything originated from the oak tree. It was on its branches that life was born, since this tree was chosen by the Gods.

The main magic that druids practiced was "green magic"

Most often, druids practiced the magic of the forest, since it was from there that they came. Green magic is remarkable for the fact that it allows a person to cooperate with nature in the most harmonious and productive way. Nature is the most valuable thing we have. If you learn to use it correctly and take care of it, then it will thank us.

Druids believed that the upper part of the wood, which is its branches and leaves, attracts solar energy, lowering it down the trunk to the roots. At the roots, it is transformed, it becomes available to the earth and man. If you use this energy correctly, you can constantly receive a charge of vital and magical forces.

Druids often decided the fate of kingdoms

The ancient magicians possessed the deepest knowledge in all spheres of human activity. That is why the rulers of various kingdoms turned to them for advice, especially when it came to politics. Druids were perceived as intermediaries between Gods and people. Philosophers and poets wrote about them.

Diodorus of Siculus wrote the following about the druids:

Druids are incredibly wise. Some of them represent the supreme power of Celtic. Not a single case of national importance passes them by. They listen to the advice of the druids and do not dare to contradict them. The authority of these priests is preserved thanks to their magical talent.

Why did the Celts idolize the Druids so much?

Initially, the Druids were described as old people - hermits, sorcerers and thinkers who lived in dense forests. Their main purpose was to take care of the spiritual values \u200b\u200bof the common Celts. The Celts, in turn, were called groups of distinctive tribes. For several centuries they ruled over half of the world known at that time. The character of the Celts was distinguished by romance, superstition, fearlessness and justice.

One of the famous historians of Ancient Rome, Polybius, wrote the following about this people:

The Celts are extremely strong and resilient people. At the same time, they have an excellent appearance: tall, blue-eyed, slender. They strive to improve and develop the culture of their settlements, for which they build educational centers in their cities. Celtic warriors are skilled horsemen, brave, brave, conscientious.

Celtic tribes have created a unique culture based on the knowledge of the ancient druids. Belief in spiritual immortality is considered to be the main aspect of this culture. Druids often said that after the death of the body, the soul transmigrates into another body. They assumed that such a faith would strengthen the character of the soldiers, make them not be afraid of death.

Druids carried out various types of rituals, among which were very fierce sacrifices. They also practiced healing, predicted the future, orally transmitted legends.

Each druid belonged to a separate order of initiates. Such communities have always been headed by the wisest priest who is respected and protected. Physical labor, which could negatively affect their health, was contraindicated for the high priests. Perhaps that is why there were so many centenarians among the Druids who have existed for centuries. The high priests, according to legends, lived in caves and ate only what grows in the forest. They had no other property, and they themselves did not want more. The hermitic lifestyle allowed them to retain the most important information and not be distracted by ordinary human luxuries.

Some communities of the Druids formed alliances of "hetheria". Thus, they exchanged knowledge with their "colleagues". Not a single sacrifice was carried out by the Celts without the presence of a druid, who monitored the correctness of all actions.

Often, a person was used as a victim for sacrifice, who could be a criminal or a traitor, as well as an enemy. Cruel sacrifices, according to the Druids, helped to appease evil spirits and Gods, which, in turn, ceased to harm people.

In addition to all of the above, it should be noted that even childbirth did not take place without a druid. The name of the newborn was determined only after it was shown to the druid. He, in turn, predicted the fate of the child. If troubles awaited the baby, then the druid prevented them with the help of conspiracies and other magical rituals.

They resorted to the help of druids when it was necessary to resolve a dispute

Ancient sorcerers used three main methods to resolve any dispute: the cauldron of truth, wood, and touching the altar. The first instrument was called a vessel of a certain shape, made of gold or silver. He, as was commonly believed, distinguishes truth from lies. Boiling water was poured into the cauldron of truth, after which the defendant's hand was lowered into it. If burns appeared on it, then the defendant was considered guilty. The hand of an innocent person, according to the priests, should have remained unharmed. Also, the defendant was asked to swear on a tree or altar. The oath for all Celts was a special ritual, which in no case should be broken. By the sounds emanating from the trunk of the trees and the stalk, the druids determined whether a person was telling the truth or not.

Some legends describe the incredible ability of the druids to recognize an ailment by the smoke coming from the patient's home. The Druids used about 350 plants in their work, among which were shrubs, grasses, flowers and trees.

They were priests of the Celts - descendants of the Atlanteans. The word "druids" itself is translated as "people of the oak", tk. oak is a sacred tree of the Druids. The Druids were an organized magical Order, their magical system, which dates back to the time of Atlantis, remains completely unexplored to this day.

They were priests of the Celts - descendants of the Atlanteans. The word "druids" itself is translated as "people of the oak", tk. oak is a sacred tree of the Druids. The Druids were an organized magical Order, their magical system, rooted in the days of Atlantis, remains largely unexplored to this day. In the Celtic tribes, the Druids were scientists, doctors, soothsayers, lawyers, performed the function of mediators between people and gods, - they enjoyed universal respect and possessed True Power. One of the most important taboos of the Druids forbade writing down anything from their teachings, because in the hands of an ignoramus, this knowledge, without exaggeration, could turn into a worldwide catastrophe. The Druids based their system on an abstract concept, which they called "Power" which did not imply dominion over other people or the Forces of Nature, but the possession of oneself and, through oneself, the surrounding world
Druids were famous throughout Europe and the countries of the East for their schools, libraries, universities. Training in the Art of the Druid took at least twenty calendar years, and began at an early age. Apprentice candidates underwent a rigorous selection process, after which the most capable and promising candidates remained. At the beginning of his training, each student was dedicated to a certain manifestation of the deity, which then acted as an adviser and guide to another world, and also determined the order of the steps that had to be passed (the order was purely individual for each student).

Universities, or rather Bardic universities, were subdivided into three ranks of study:
Ovydd / Vate - Initial training rank. The students wore green clothes (the color of novelty / growth) and studied medicine, law, astronomy, poetry and music, as well as a number of required disciplines.
Bard (Bard / Beirdd) - second rank. The students wore blue clothes (the color of the sky, harmony and truth), studied musical arts and instruments, poetry, history, spell songs. After training, their duty was to walk around the country, engage in diplomacy, transmit news, collect information for the ruling branches of druidism.
Druid (Druid / Derwyddon) - dressed in white (the color of purity, knowledge and spiritual community). In fact, they were prophets, priests, judges and lawyers.

Each stage of training ended with initiation rituals and certain tests, sometimes deadly. The druid's power was limitless, and his authority was not subject to even the slightest doubt.
"They are strong in knowing and calculating the stars and use telescopes to bring down the magic of the moon, making its light brighter." Diodorus of Siculus, Greek historian, 60 BC Telescopes! And this, mind you, in 60 BC!

Secrets is one of the main sections that a student of the Druidic Tradition is familiar with. This is common for members of any Magic School.
Dr. Carl Gustav Jung, in his autobiography Memories, Dreams, Reflections, says: “There is no better way to intensify a precious sense of individuality than having a secret that the person has sworn to keep. This possession had a very strong influence on my character; I consider it the most important essential factor in my childhood. "
Mention should be made of the addiction of the Druids to numbers, especially to the number "three" and its derivatives. The most noticeable traces of the ancient esoteric practice of the Celts are the representation of wisdom in the form of three verses, or triads; this trend, which pervades all Celtic art and literature, is also called the Law of the Three Requirements.
Below are some of the three verses that I would recommend a guest to meditate on, for they are immutable and unchanging Truths:

Three human essences:
Who he considers himself to be.
What others think he is.
What he really is.

Three spiritual rules guiding a person:
Self-ownership.
World ownership.
Possession of the unknown.

Three things to be controlled above all else:
Hand.
Language.
A wish.

Three signs of violence:
To frighten the animal unnecessarily.
Plucking plants unnecessarily.
Without the need to chase favors and privileges.

The three keys to druid power:
Know,
Dare,
Keep silence.

The systematic conquest of Britain by Rome began in AD 43 and continued until AD 61, with the result that Britain became one of the outlying provinces of the Roman Empire. This was due to the fragmentation of the Celtic tribes and the superior equipment and military training of the Roman legions. Almost all druids were purposefully physically destroyed in one way or another.
However, by the beginning of the 5th century AD, as a result of the systematic raids of the Celtic and Saxon tribes, which inflicted considerable damage on the occupiers, Roman rule in Britain ceased. Britain again disintegrated into a number of independent Celtic regions.

Druidic laws of magic

The Druids are a priestly caste, descendants of the Atlanteans, who held the highest power in ancient Britain, Gaul, Ireland. One of the areas of the secret Knowledge of the Druids was magic and witchcraft, which were based and are based on eternal, like the Universe itself, Laws.

The Law of Knowledge
First Basic Law. Understanding gives control. The more you know about an object, the easier it is to control it. Knowledge is power.
Self-knowledge law
The main derivative of the Law of Knowledge. He who does not have knowledge about himself cannot have knowledge about his magical abilities, his
magic and, accordingly, power over them. Know yourself.

The law of cause and effect
Exactly the same action performed under exactly the same conditions will lead to exactly the same result. In reality, magic rituals have so many variables that full control over them and sometimes understanding them is often impossible. The key to the most complete mastery of the magical arts in practical study: which variables are most important in each case, and how to keep them constant.
Association Law
Second Basic Law. A lot of rituals are built on it, ranging from love conspiracies to involting. If any two things have elements in common, they interact through those elements. Management of one subject contributes to the management of another subject, depending on the number of common elements involved in the process.
Similarity law
Third basic law. Looking like is like. Having a high-quality mental or physical image of an object makes it easier to control it. The most striking example of this is the famous witch dolls.

The Law of Contact
Objects that were in physical contact with each other continue to interact in one way or another after being disconnected. Anyone touched by a person has a weak magical connection with him. The more often contact occurs, the stronger the connection. The Magical Power is contagious, that is, the possession of a part of someone's physical body (nails, hair, blood, saliva) gives a better contact connection.
The Law of the Name
A name is something deeply associated with its bearer. The simple pronunciation of a name already entails the emergence of a certain contact with the one who wears it. Many magicians and warriors of antiquity carefully hid their names in order to avoid possible unwanted contact. Knowing the true and full name of an object or process gives control over it. Simply put, if a person calls something by the same name over and over again, that name becomes associated with the object.
The Law of the Words of Power
The words of Power are some words that change the internal and, accordingly, the external reality, the meaning of which, most often, is lost or forgotten. They are widely used in spells and conspiracies. Depicted graphically on talismans and amulets.

The Law of Personification
Used to concentrate and focus magical energy. Any phenomenon or object can be considered alive and have a personality. Anything can be a person.
Law of Circulation
It is possible to establish internal communication between processes inside and outside yourself by invoking the internal process during communication.
The Law of Challenge
It is possible to establish external communication between processes inside and outside someone by invoking the external process during communication.
Identification Law
It is possible, through the maximum association between the elements of oneself and another being, to really become that being, up to the possession of his knowledge and power.

Personal Universe Law
Any creature is free and capable of creating its own (subjective) universe, which will never be completely identical to the universe of another being. Reality is nothing more than a consensus of the opinions of beings about their own universes.
Law of Infinity of Universes
The absolute number of Universes in which all possible combinations of the phenomenon of existence are displayed is infinity. Everything is possible
The Law of Pragmatism
If a spectrum of beliefs or behaviors allows a creature to survive and successfully achieve its chosen goals, then such beliefs (combinations of behaviors) are "correct", "correct" or "reasonable". This rule is denied, but usually applied.
Law of Unity
Any phenomenon of existence is directly or indirectly related to any other phenomenon of existence in the past, present or future. The feeling of the separateness of phenomena is based on incomplete knowledge and / or misunderstanding.

The Law of True Lies
It is possible, for understanding, or action, to violate the true spectrum of the personal universe, but still remain "true to yourself", given the fact that it "works" in a particular specific situation.
The Law of Synthesis
Synthesis of two or more "opposite" data spectra yields a new spectrum that will be truer than each of the original ones. The synthesized spectrum can be applied on more levels of reality, not being a compromise, but something new and larger.
The Law of Polarity
Any data spectrum can be divided into at least two opposite characteristics, and each of them will contain the essence of the other within itself.

The Law of Opposition
Sub-law of the Law of Polarity. Quite difficult to understand. The opposite spectrum contains information about another spectrum, assuming information about what the spectrum is not. Control over the opposite spectrum, allows you to control the desired spectrum.

Dynamic Balance Law
To achieve success in all areas of life, you must maintain every aspect of your universe in a state of dynamic balance with every other aspect. The extremes are dangerous because the constant association with this or that borderline aspect makes it impossible to dis-identify with this aspect in general. It is for this reason that "evil" magicians are so rare, since the constant association with pain, death and other negative aspects significantly limits the field of the magician's activity, and gradually leads to the death of the magician's universe.

Law of Perversion
Even if nothing can "go" in a different way, some elements of the Universe can change so that everything just "goes" in a different way. At the same time, numerous coincidences, which should be unfavorable, work in favor.

These are the Laws. They work in everyday life and influence it whether they believe in them or not. They cannot be broken. You can only crash about them. Every magician, or common man, has already checked, or can check their action. The Law of Perversion needs no verification.

Throwing up a gnarled holly staff, the elf invokes a riot of heavenly elements and unleashes lightning bolts on the orcs, who dare to threaten his forest with fire.
Hidden high in the crown of a tree, a man in the guise of a leopard looks out of the jungle at the alien architecture of the temple of the Evil Air Release and closely watches the actions of the cultists. Cutting with a blade of pure flame, the half-elf rushes into the midst of an army of skeletons to destroy the sacrilegious magic that has returned them to a perverse semblance of life.

Summoning the elements or imitating animals, druids embody the firmness, adaptability and wrath of nature. They are by no means the lords of nature - instead, the druids feel themselves part of her irresistible will.

POWER OF NATURE

Druids worship nature above anything else. It is she who is the source of all their spells and magical abilities, directly or through a natural deity. Many people prefer the spiritual path of ultimate unity with nature, but there are also those who serve the gods of wild spaces, animals or elements. Druidic customs, which have lasted from time immemorial, are also called the Old Faith, contrasting them with worship in temples and at altars.

Druidic spells work through animals and the surrounding nature. This is the power of fang and claw, sun and moon, fire and storm. Also, druids learn to take the form of animals, and some go so deep into this skill that they prefer an animal form to their native form.

PRESERVATION OF BALANCE

For druids, nature is a precarious balance. Air, earth, fire and water - those four elements that form the basis of the world - must balance each other. If one of the elements gains superiority, the world itself can cease to exist, attracted by the elemental dimension and torn into elementary components. To prevent this, the druids oppose the sects of Elemental Evil and all who seek to endow any of the elements with superior power. Druids are also concerned with the delicate ecological balance required by flora and fauna, and the readiness of civilized settlements to live in harmony with nature, and not oppose themselves to it. The cruelty of nature is part of the natural order of things, but druids cannot tolerate anything alien, including aberrations (illithids and beholders) and undead (zombies and vampires). Sometimes druids make forays on such creatures, especially if they are approaching their territories. Sacred land and areas of unspoiled nature are often guarded by a druid. However, with sufficient threat to the natural balance or the protected land, the druid can proceed to an active struggle with adversity, stepping on the path of the adventurer.

CREATING A DRUID

When creating your Druid character, think about what has shaped his close relationship with nature. Perhaps he comes from the places where Old Vera lives. Or he, abandoned by a child in the thicket of the forest, was found and raised by a druid. The character may have had an exhilarating experience of meeting a spirit of nature - say, having survived the attack of a giant eagle or a dire wolf. Perhaps the character was born in the midst of a storm or during a volcanic eruption, which became a sign of the druid's path prepared for him. Was he always a wandering druid, or did he once guard a grove or stream? Perhaps evil poisoned his homeland, and he went into the big world in search of new meaning and hope.

FAST CREATION

You can quickly create a druid by following these guidelines. First, your Wisdom must have the highest value. The next highest should be the Constitution score. Second, choose the hermit backstory.

CLASS SKILLS

Druids have the following class skills.

HITS

Bone of Hits:1d8 per druid level

Hits at level 1: 8 + your Constitution modifier

Hits at the following levels: 1d8 (or 5) + Constitution modifier per druid level after first

OWNERSHIP

Armor: Light Armor, Medium Armor, Shields (Druids do not wear metal armor or shields)

Weapon: Combat staffs, maces, darts, clubs, daggers, spears, throwing spears, slings, sickles, scimitars

Tools: Herbalist's set

Saving Throws:Intelligence, Wisdom

Skills: Choose two skills from the following: Perception, Survival, Magic, Medicine, Animal Handling, Nature, Insight, Religion

EQUIPMENT

You start out with the following gear in addition to gear earned in your backstory:

  • a) a wooden shield or b) one simple weapon
  • a) scimitar or b) simple melee weapon
  • Leather Armor, Traveler's Set, and Druid Focus

DRUIDIC LANGUAGE

You know the Druidic language - the secret language of the Druids. You can speak on it and leave secret messages. You and everyone who knows this language automatically notice these messages. Others notice the presence of the message on a successful DC 15 Wisdom (Perception) check, but without magic help they cannot decipher it.

USE OF SPELLS

To cast spells, druids use the sacred essence of nature itself, dressing their will in it. You will find a list of spells available to the druid in this section:.

Druid

Level Bonus
skill
Skills Notable
conspiracies
Spell slots per spell level
1 2 3 4 5 6 7 8 9
1 +2 Druidic Language, Spellcasting 2 2 - - - - - - - -
2 +2 Savage Form, Circle of Druids 2 3 - - - - - - - -
3 +2 - 2 4 2 - - - - - - -
4 +2 3 4 3 - - - - - - -
5 +3 - 3 4 3 2 - - - - - -
6 +3 Druid Circle Skill 3 4 3 3 - - - - - -
7 +3 - 3 4 3 3 1 - - - - -
8 +3 Improvement of wild form, Increase of characteristics 3 4 3 3 2 - - - - -
9 +4 - 3 4 3 3 3 1 - - - -
10 +4 Druid Circle Skill 4 4 3 3 3 2 - - - -
11 +4 - 4 4 3 3 3 2 1 - - -
12 +4 Increase in characteristics 4 4 3 3 3 2 1 - - -
13 +5 - 4 4 3 3 3 2 1 1 - -
14 +5 Druid Circle Skill 4 4 3 3 3 2 1 1 - -
15 +5 - 4 4 3 3 3 2 1 1 1 -
16 +5 Increase in characteristics 4 4 3 3 3 2 1 1 1 -
17 +6 - 4 4 3 3 3 2 1 1 1 1
18 +6 Timeless Body, Spells of the Beast 4 4 3 3 3 3 1 1 1 1
19 +6 Increase in characteristics 4 4 3 3 3 3 2 1 1 1
20 +6 Archdruid 4 4 3 3 3 3 2 2 1 1

SPELLS

At 1st level, you know two of your choice from the druid's spell list. You will recognize additional druid plots at higher levels, as shown in the Known Plots column.

PREPARATION AND SPELLING

The Druid table shows how many slots you have for casting spells at the first and higher levels. To cast one of these spells, you must spend a spell slot of the same level or higher as the spell itself. You will regain all spent cells when you complete an extended rest. You prepare a list of druid spells available for casting. In doing so, you choose the number of druid spells from the druid spell list equal to the Wisdom modifier + druid level (at least one spell). Spell level should not exceed the level of the highest spell slot you have.

For example, if you are a 3rd-level druid, then you have four 1st-level spell slots and two 2nd-level spell slots. At Wisdom 16, your spell list can include six 1st or 2nd level spells, in any combination. If you have prepared a 1st-level spell cure wounds, you can cast it using a 1st-level slot or a 2nd-level slot. Casting a spell does not remove it from the list of prepared spells.

You can change the list of prepared spells when you complete an extended rest. Preparing a new druid spell list requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

BASIC CHARACTERISTIC OF SPELLS

Druidic spells are cast using Wisdom, as they require faith and closeness to nature. You use Wisdom when a spell refers to a base stat. In addition, you use your Wisdom modifier when determining the DC of saving throws against your druid spells, and when you roll a spell attack.

Save DC \u003d 8 + mastery bonus + Wisdom modifier

Attack roll modifier \u003d Mastery bonus + Wisdom modifier

RITUAL WITCHERY

You can cast a druid spell as a ritual if the spell has the ritual keyword and is prepared by you.

FOCUSING THE SPELL

You can use Druid Focus as Spell Focus for Druid Spells.


SACRED PLANTS

Some plants are considered sacred by the Druids. In particular, these are birch, elderberry, oak, willow, juniper, alder, mistletoe, walnut, holly (aka holly), mountain ash, yew and ash. These plants are often used in making druidic focusing, which can include, for example, oak or yew branches, mistletoe shoots.

The wood is also suitable for other products, including weapons and shields. Yew is associated with death and rebirth, so scimitar and sickle hilts are made from it. Ash symbolizes life, and oak symbolizes strength: they make wonderful shafts, clubs, battle staffs and shields. Alder is considered a plant of air and is used to make throwing weapons such as darts and javelins. Druids from places to which these plants are alien turn to native species. For example, a desert druid may worship a yucca and a cactus.

WILD LOOK

Starting at 2nd level, you can use your action to magically transform into any beast you see. You can use this skill twice, recovering it after a short or long rest.

The level of the druid determines which animals you can transform into. For example, at level 2, you can transform into an animal with a hazard indicator of no more than 1/4, without flying and swimming speed.

Animal form

You can remain in the form of an animal for a number of hours equal to half the level of a druid (rounded down). The druid then reverts back to normal form, unless he spends another use of Wild Form. You can return to your normal form ahead of schedule, using a bonus action. An unconscious, reduced to 0 hit point or dead druid immediately returns to normal form.

When transformed, the following rules apply:

  • All game parameters are taken from the parameters of the beast, but the alignment, personality and values \u200b\u200bof Intelligence, Wisdom and Charisma are preserved. You also have proficiencies and saving throws, in addition to those of your new skin. If both you and the beast have qualifications, but it has a higher bonus, the beast bonus is used. Legendary actions and actions in the lair are not available.
  • When you are transformed, you take hits and the Hit Bone of the Beast. Returning to normal form, your hits will be the same as before transformation. However, if you returned to your form due to lowering hit points to 0, the "extra" damage is transferred to the normal form. For example, if you took 10 damage in the form of a beast, while having 1 hit, then you return to normal form and take 9 damage. If this damage did not bring the character's hit points to 0, he does not lose consciousness.
  • You cannot cast spells, and speech and actions that require hands may be limited by the sight of the beast. Polymorph does not interrupt your focus on already cast spells and does not prevent you from performing actions that are part of the spell, such as in the case of a Summon Lightning spell.
  • You retain the benefits of all skills of a class, race, and other sources, and you can use them, as long as the new physical appearance does not prevent it. However, special senses such as dark vision are not available unless the beast has them.
  • You decide which equipment will remain on the ground, which will merge with the new look, and which will be worn. The GM decides what equipment the animal can wear so that it functions normally. The equipment does not change shape and size to match the new look, and if it does not fit the new look, it must remain on the ground or merge with the new look. Equipment that fuses with the form does not work until you take your form again.

CIRCLE OF DRUIDS

At level 2, you need to choose which circle of druids the character is in: the circle of the Earth or the circle of the Moon. Both are described at the end of the class description. This choice grants additional skills at levels 2, 6, 10, and 14.

INCREASE IN CHARACTERISTICS

When you reach 4, 8, 12, 16 and 19 levels, you can increase the value of one of your characteristics by 2 or two characteristics by 1. As usual, the value of the characteristic should not exceed 20.

TIMELESS BODY

Starting at 18th level, the natural magic that pervades you slows down aging. For every 10 years, your body only ages 1 year.

SPELLS OF THE BEAST

From 18th level, a character can cast druid spells in wild form. As a beast, you can perform the somatic and verbal components of a druid spell, but you cannot provide material components.

ARCHIDRUID

At level 20, the number of Wild Forms is unlimited. In addition, you can ignore the somatic and verbal components of the druid's spells, as well as material components without a specified cost and not absorbed by the spell. This works in both Normal Form and Beast Form.

CIRCLES OF DRUIDS

Few know that the Druids constitute a single society that exists beyond any political boundaries. Any druid is considered part of society, even if he lives so isolated that he has never seen high-ranking brothers and has never been to meetings. Druids consider each other brothers and sisters, but, like all wild beasts, they are not alien to rivalry between each other and even predation.

Locally, druids are united in circles bound by shared beliefs about nature, balance, and the role of a druid.

CIRCLE OF EARTH

The circle of the Earth consists of mystics and sages, who for generations have passed from mouth to mouth a complex system of ancient knowledge and rituals. Meetings are held in a ring of trees or megaliths, where the secrets of the universe itself sound in a secret language. The wisest representatives of the circle serve as spiritual leaders and advisers to leaders in communities that preach the Old Faith. Involvement in the circle of the Earth empowers the magic of the druid with the power of those places where the character was initiated into sacred ordinances.

ADDITIONAL CONSPIRACY

By choosing the circle of Earth at level 2, you master one additional druid plot of your choice.

NATURAL RESTORATION

Starting from level 2, unity with nature through meditation allows you to partially restore magical power. During a short rest, spent spell slots can be restored. The sum of the levels of the selected slots must not exceed half the druid's level (rounded up), and no slots can be 6 or higher. The use of this skill is restored after a long rest.

For example, as a 4th-level druid, you can restore two levels of spell slots. You can restore either a 2nd level slot or two 1st level slots.

SPELLS OF THE CIRCLE

The druid's spiritual connection to the land gives him some spells. At 3, 5, 7, and 9 levels, the druid gains access to spells in accordance with the land where he was initiated. You must select a swamp, mountain, forest, meadow, coast, Underdark, desert, or tundra.

Once you gain access to a circle spell, you will always have it prepared, and it does not count towards the number of spells you can prepare. If you gain access to a spell that is not on the druid spell list, it will still count as a druid spell for you.

TRAILS OF THE EARTH

Starting at level 6, moving around non-magical, difficult terrain does not make it difficult to move. You can also pass through non-magical vegetation without slowing down or taking damage from their spikes, outgrowths, or other obstacles.

In addition, you have advantage on saving throws against magically created or altered plants that are intended to impede movement — for example, from an entangle spell.

PATRON OF NATURE

From level 10, you cannot be charmed or frightened by fairies and elementals. You also gain immunity to disease and poison.

NATURAL GRACE

When you reach level 14, creatures of nature begin to feel your close connection with the natural world and are wary of attacking. When a beast or plant attacks you, that creature must make a Wisdom saving throw against the druid's spell save DC. If it fails, the creature must choose a different target, or its attack automatically misses. If successful, the creature gains immunity to this effect for 24 hours.

The creature is aware of this effect even before it attempts to attack you.

Swamp

Druid level Circle spells
3 Melph Acid Arrow, darkness
5 fetid cloud , walking on water
7 search for a creature , freedom of movement
9 observation , insect invasion

Mountain

Forest

Druid level Circle spells
3 oak bark , spider
5 lightning call , plant growth
7 prediction , freedom of movement
9 tree path , communication with nature

Meadow

Druid level Circle spells
3 traceless movement , invisibility
5 daylight , acceleration
7 prediction , freedom of movement
9 prophetic dream , insect invasion

Coast

Underdark

Desert

CIRCLE OF THE MOON

The Druids of the Circle of the Moon are implacable guardians of the wild. Their meetings are held under the full moon to exchange news and warnings. Guardians prowl in the deepest wilderness, where you can not meet another humanoid for weeks, let alone a druid.

Changeable as the moon itself and wild to the depths of the soul, the druids of this circle either sneak with a cat, then soar as an eagle, then burst in the form of a bear, frightening the wandering monster.

BATTLE WILD LOOK

Selecting this circle at 2nd level grants you the ability to take on wild form as a bonus action instead of your normal one.

In addition, while in wild form, you can spend a spell slot as a bonus action to restore 1d8 hit points per level spent.

CIRCLE SKINS

The rites of the circle of the moon allow you to take the form of more dangerous animals. Beginning at level 2, you can transform into a beast with a hazard indicator of 1 (ignore the "Max. VP" column of the "Animal appearance" table).

Starting from level 6, you can transform into a beast with a danger indicator up to the level of a druid divided by 3 (rounded down).

NATURAL BLOW

Starting at level 6, your attacks in Beast Form are considered magical to overcome resistance and immunity to non-magical attacks and damage.

ELEMENTAL WILD LOOK

At 10th level, you can simultaneously spend two Wild Forms to transform into a Water, Air, Earth, or Fire Elemental.

THOUSAND PERSONS

From level 14, you understand how to magically change the details of your appearance. You can cast disguise spells indefinitely.


DRUIDS AND GODS

Some druids directly worship the forces of nature, but most devote themselves to serving one of the natural deities widely represented in the multiverse. The traditions of worshiping these gods are often considered older than the churches and priesthoods in civilized regions. In the world of the Gray Hawk, in particular, the religion of the Druids is also called the Old Faith and is common among farmers, hunters, foresters, fishermen, and others whose lives are closely connected with nature. It includes the worship of Nature as such, but also the worship of Beori, Mother Orth, and the cults of Obad-Hai, Elonna and Ula.

In the worlds of the Gray Hawk and the Forgotten Realms, druidic circles are not usually bound by the worship of a single god. For example, in the Forgotten Realms, the druids of Mylikki, Sylvanus, Chontia, Eldath, and even the formidable Gods of Wrath - Umberlee, Malar, Oril and Talos can be in the same circle. Collectively, these gods are often referred to as the First Circle as the most revered among the Druids. Any druid knows them in every way and considers everyone, even cruel, worthy of worship.

In Eberron, druids hold animistic beliefs that have nothing to do with the Supreme Lords, the Dark Six, or any other religion. Druids believe that all living things and all natural phenomena - the sun, moon, wind, fire, even the world itself - have a spirit, and druidic magic is a way of addressing and controlling these spirits. However, different currents of druidism have different ideas about the relationship of spirits with each other and with civilization. For example, the Ashbound consider arcane magic to be a perversion of the natural order, the Children of Winter bow before the forces of death, and the Gatekeepers guard the ancient teachings that stop the invasion of the world of aberrations.

CIRCLE OF FERTILITY

Addition: "Sprouting Chaos"


The Druids of the Circle of Fertility have been studying the ancient rituals and secret lore of plant magic the longest. These druids meet each other in the form of plants and share their wisdom and secrets. To the uninitiated, it looks like the rustling of bushes or trees. As a member of this circle, your magic allows you to be one with nature while gaining intricate control over the plants around you.

PLANT WILD FORM

When you select this circle at level 2, you get the ability to use Wild Shape to take the shape of a plant. When you transform into a plant, your hazard rating increases to 1. Starting at 6th level, you can transform into a plant with a hazard rating equal to your druid level divided by 3, rounded down.

TALKING TO PLANTS

Also at level 2, when you transform into a plant, you gain the ability to control nearby non-magical plants. You can use an action to turn ordinary terrain into difficult terrain and vice versa by controlling plant growth within 5 feet of you. This continues for 10 minutes, after which the plants return to their normal state. Also, while in plant form, you ignore rugged terrain if it is formed by plants.

LET THE ROOTS

Starting at 6th level, you get the opportunity, while in your normal form, taking roots, to create a protective covering of bark around you. You can use an action to plant roots in the ground, reducing your speed to 0, but gaining advantage on knock and move checks. This effect lasts as long as you are conscious or do not end it with a bonus action. Also, you gain resistance to damage from slashing, piercing, and blunt nonmagical weapons.

THE FOREST KEEPER

At 10th level, you can spend two Wild Form uses to transform into a Unicorn. After using this skill, you cannot use it again until you finish a long rest.

UNITY WITH NATURE

Starting at 14th level, you gain the ability to cast oakbark and talk to plants as you wish, without consuming spell slots or material components.

    • Material taken from the pdf version of the translation "Player" s handbook " from the studio "

Philosophers and prophets, magicians and healers were called ancient authors druids - powerful owners of secret knowledge, who for many centuries ruled sovereignly in the endless forests of Europe. And this is quite fair, because druids are not just "wood sorcerers" who possess the secrets of the healing powers of plants.

Their teaching is a unique mixture of natural philosophy, magic and religion. And the magic systems created by these priests are so unique that humanity still continues to reflect on them.

Around 400 BC the great Battle of the Trees took place - this is how the ancient Celtic legend says. This date has long been considered the year of the appearance of the greatest magicians of mankind - the druids. The word "druid" in the Celtic languages \u200b\u200bmeans "man of the oak". The root "dru" corresponds to the word "oak" - the most revered tree among the Celts, which they called "the king of everything."

“The Druids have nothing more sacred than the mistletoe and the oak on which it grows. For this reason alone, they choose oak forests and do not perform any ceremony without the foliage of this tree ... They really believe that everything that grows on an oak is sent from heaven and means that this tree was chosen by God himself ... " - wrote Pliny in his "Natural History".

Celtic druids were experts in the vast virgin forest, its properties and capabilities. They believed that trees connected heaven and earth. According to them, the leaves and branches "caught" the energy of the sun and transported it down the trunk to the roots. Reverence for this form of life even led to the fact that the Celtic people, referring to the clergy, used the term: "people-trees."

The Druids, possessing vast knowledge in all spheres of human activity, were of paramount importance in the life of the Celts. Healers, scientists, judges - for ordinary mortals they were "mediators between people and gods." Druids kept everyone in subjection, including kings, and exercised unlimited power.

Here is what Diodorus Siculus wrote about the Druids: “The Druids are wise and are the supreme power in Celtia. All state affairs are necessarily done with their participation, and they rule with an iron fist. The priests retain their full authority through their supernatural ordinances. "

Initially, the druids were called hermits-witches, whose social duty was to take care of the spiritual values \u200b\u200bof the Celtic communities. The Celts - a group of distinctive tribes - for several centuries owned almost half of the then known world. They were people with a romantic and superstitious soul, fearless and skillful.

The ancient Roman historian Polybius wrote about the Celts: “These are people who are tall and hardy, beautiful and blue-eyed ... They strive to develop culture and establish centers for education in their cities. They are born horsemen, brave, loyal and strong. "

In the first half of the last millennium BC. in the territory north of the Alps, the Celtic tribes were the first to stand out from the mass of nameless primitive peoples. The early pages of the written history of the Celts were marked by devastating forays into the richest centers of the time. The educated southern, in particular Greek and Roman, world was overwhelmed by the courage and courage of the Celts.

Therefore, already in the IV century. the Celts, whom the Romans called "Gauls", were considered one of the largest barbarian peoples of the then world, along with the Persians and Scythians. This people did not achieve complete ethnic unity and did not create a single state formation - a power that would unite the various tribes into an organized whole.

But he created a unique culture, one of the most important components of which was the special knowledge of the priestly estate - the teachings of the wise druids.

The main aspect of this teaching is the belief in the immortality of the soul. Diodorus Siculus argued that among the Druids the doctrine of Pythagoras was widespread, according to which the souls of people are immortal and are able to acquire life in another body. The druids tried in every possible way to strengthen this conviction in their fellow tribesmen. They believed that such a belief would eliminate the fear of death and arouse courage in the warriors.

The main concern of the Druids was the spiritual values \u200b\u200bof the Celtic people: rituals, sacrifices, healing, prediction of the future, oral preservation of legends. It can be said that the community held the hermits responsible for all the main sign systems of their existence: the druids had to follow the systems of measures and weights, fortune-telling and omens, the calendar, rituals and signs.

Each druid was a member of a kind of initiate order, headed by a priest who enjoyed the greatest authority among his fellows. The High Druids were at the top of the entire class of hermit priests.

It was contraindicated for them to engage in physical labor, the community provided them with everything they needed. They lived in sacred oak groves, and caves served as their dwellings. Druids were not supposed to own any property.

It was customary for the druids to unite in friendly alliances (hethereria) in order to jointly comprehend the secrets of mastery. The Druids observed the correctness of the conduct of public sacrifices and interpreted all issues related to religion. Diodorus Siculus testified that the Celts made sacrifices only with the participation of the Druids.

It was simply necessary to resort to the mediation of the Druids, since the Celts believed that they knew the nature of the gods and knew how to speak their language. The presence of the druid made it possible to hope that the grateful sacrifices would be received favorably and would allow one to achieve the highest favor. Before the Christianization of the Celtic peoples, their traditional royal sacrifice consisted of the ritual "mating" of a druid with a horse, after which the animal was sacrificed.

Human casualties were also frequent. Usually, criminals and prisoners of war were sacrificed, but when there were none, fellow tribesmen were also killed. The unfortunate were burned, killed with arrows or stabbed with a sword. This left an indelible impression, made one obey the will of the priests.

Bloody sacrifices, the performance of which was one of the main functions of the Druids, were incompatible not only with the Roman ideas of worship, but also with the Christian cult that replaced them. Therefore, already in the middle of the 4th century. n e. the bishops and presbyters of Spain, Gaul and Britain began to forbid the Celts who had converted to Christianity to carry out traditional sacrifices.

But as we have already said, not a single ritual could do without the participation of a druid in the life of a Celtic: from the birth of a person to his burial. Even the names of the babies born were given by the hermit sages (they also called rivers, lakes, cities and even trees).

The ceremony of naming the infant was accompanied by the prediction of his future. Depending on the prospects that opened up, the druid imposed prohibitions on the baby's life, designed to correct unfavorable omens. Ritual taboos - gays - had the right to impose only druids. They skillfully manipulated prohibitions to subordinate the lives of their fellow tribesmen to a whole system of strict rules.

For example, someone was predicted that he would die in a fight with a dog. It is clear that such a person has avoided meeting a forbidden animal all his life. It happened that a person all his conscious life avoided traveling in a carriage or wading a river.

Along with the druids, the Gallic tribes had two more groups of people who enjoyed special respect in society: bards and soothsayers. The bards were singers and poets who celebrated the exploits of famous men; soothsayers were in charge of sacred rites and studied the nature of the divine.

But the druids, according to Ammianus Marcellinus, excelled everyone in their education and penetration into the secrets of the universe. Here is what Posidonius wrote about this: "The Druids are recognized as the most revered among other priests and have great authority in matters of peace and war."

Indeed, the Celtic hermits, experienced in the art of divination and all other wisdom, exerted a tremendous influence on the political life of Gaul, in particular on the institution of royalty. Often they not only ritually sanctioned the choice of a new king, but also nominated candidates for the royal office themselves.

At the Irish royal court, the Druids were surrounded with the greatest honor. The old Irish geis forbade the king to speak before the druid had his say. Without the advice of the druids, the rulers dared not make any important decisions. Therefore, the true rulers of the Celtic countries were precisely the Druids, and the kings, who sat on luxurious thrones, were only the executors of their will.

Druids often played the role of ambassadors and conducted foreign affairs of their tribes and communities. So, a contemporary of Caesar, the Druid Divitiak, asked the Roman Senate for help in the war against the Sequans, the allies of the Germans. Usually druids did not take part in the war (they were generally exempt from all services and duties). Their main functions in the war were reduced to divination about the outcome of battles and the use of so-called combat magic: protective - for their tribe and harmful - for opponents.

There is documentary evidence that the druids more than once prevented war by simply walking between two opposing armies and whispering incantations. One of the most effective means in the druid's arsenal was considered to be the curse that the sorcerer sent to the enemies before the decisive battle: "I will curse the enemies and begin to blaspheme and denigrate, I will take away their strength in battle with my power."

However, one should not present the Druids solely as feeble, handsome elders who did not hold anything heavier than a ritual rod in their hands. Many druids, who fell into the annals of history, became famous as brave warriors, who led the troops and entire squads.

Druids were the main arbiters of human destinies among the Celtic tribes in peacetime. The people considered the priests to be the fairest and wisest of people, therefore they were entrusted with the consideration of all disputes arising. Whether a petty crime or murder was committed, whether there was a lawsuit about inheritance - the decision on all these issues was made by the druids.

In resolving disputes, the priests mainly relied on three things: the "cauldron of truth", wood, and touching the altar. The cauldron of truth was called a silver or gold vessel, which, as it was believed, made it possible to distinguish truth from falsehood.

It was filled with boiling water and the defendant's hand was immersed in it. If he was guilty, the hand turned out to be scalded, but if there was no fault on him, then the boiling water did not harm him. One could swear that they were right by touching a tree or an altar. By the sounds or other signs emanating from these objects, knowledgeable druids judged the innocence or guilt of the defendant.

Druids were also famous as excellent healers. Legends circulated that they had the ability to recognize a person's ailment by only the smoke flowing from his home. Only they, the priests claimed, knew the healing properties of 350 plants: trees, shrubs and herbs.

During the year, the students of the Druids every day of the lunar month got acquainted with a new healing plant. They sought to recognize the healing properties of the plant, to master various methods of collecting, drying, decoctions and infusions of medicinal herbs. It is believed that the Druids obtained their famous elixir of oblivion exclusively from plants.

In total, the Druids practiced three archaic types of healing - fire, iron and medicine - without fail accompanying medical procedures with conspiracies and witchcraft. Just like many other ancient healers, the Druids resorted to healing with the help of sleep, caused by special music.

Druids were fluent in the art of divination. Most often, the community members were interested in the prospects for the development of events on the eve of the war, their own fate and forecasts of who will become the next king. The druids considered the best way to predict the outcome of a battle from mountain ash wood: if the flame of the fire turned towards one of the troops participating in the battle, he should hastily retreat.

Druids were also able to recognize the future by signs and omens associated with the animal world. It was believed, for example, that the flight and cries of birds are foreshadowing. Druids were also credited with the ability to cast spells on waters and "bind" them so that ponds were shallow everywhere, springs dried up, wells dried up.

Other craftsmen, on the contrary, could "untie" the waters: with a blow of a spear, they brought underground sources to the surface and filled the reservoirs with life-giving moisture. Among the stories of powerful druids who wielded the elements, a special place is occupied by the legends of their dominance over the winds. Druids could, for example, resort to this art to try to prevent the approach of enemy troops.

Struck by a terrible spell - "the breath of the druids" - the enemy's warriors ceased to distinguish their own from foes and could blindly kill each other.

It was not customary for the Druids, the keepers and interpreters of ancient wisdom, to write down any knowledge that they possessed. The sacred secrets of dendrology, astrology, nature and human life have been passed down by sages for centuries by word of mouth. They revealed their secret knowledge to students far from people, in the depths of caves and forests.

Hermits talked a lot about the luminaries and their movement, about the world, about nature, about the power and authority of the gods. The Druids were known throughout Europe for their schools and universities. Tara, Ireland, and Oxford, Anglesey and Iona were considered to be the best of these schools. Only the most talented young people, mainly from the upper classes, could receive education in such institutions.

“Druids have a great educational power,” wrote Caesar. - Anyone who has not received an education is not allowed to conduct any public classes. All upper-class people are eager to send their children to school and have shown a desire to keep them in the order. Universities are like monasteries.

Trained by druids, the youth are taken to the most secluded places, in caves, forests or rocky gorges. The full term for obtaining a completed education is at least twenty years. Young druids are trained according to individual or general programs, but, regardless of this, each must learn about twenty thousand verses. "

Since the druids never wrote down the secrets of their wisdom, they left behind a negligible number of written records, most of which belong to Ireland. In this country, Druidism - the original religion of the Celts - persisted for a particularly long time, until modern times. In the rest of the territory, the teachings of the Druids existed only until the beginning of the Roman occupation.

The Druids fought in every possible way against Romanization, and therefore the Roman government was especially interested in the elimination of the Celtic sages. There is also an assumption that the Druids disappeared not so much under the pressure of the Roman administration or the Christian religion, but as a result of the clearing of Western European virgin forests, which served as a haven for the Druids for many centuries.