
Forest-Folk (Tree-Kin)
Dryad
Druaecir
Background Questions
What kind of tree is your Heart Tree (Oak, Willow, Birch, Pine), and does your personality reflect it?
Why have you traveled far from your Heart Tree? (Exiled, sent on a quest, or the tree was transplanted?)
What mortal gift (a ribbon, a coin, a carving) do you wear as a keepsake?
Which fey court do you owe a favor to?
Connection Questions
Who in the party carries a scent that reminds you of your home grove?
Whose spirit feels "withered" or "hollow" to your senses, making you want to heal them?
Lore
The Druaecir (commonly called Dryads by outsiders) are the manifested souls of the forest. While Aldaecir are distinct biological entities that grow communities, Druaecir are often solitary guardians bound to specific spiritual anchors. They are the nervous system of the woods; when the forest hurts, the Druaecir screams.
They do not build cities. They inhabit the wild spaces between the Aldaecir groves, acting as scouts, spies, and voices for the flora that cannot speak. They are more flighty, magical, and dangerous than their tree-folk cousins.
How the Three Choirs Work
Druaecir do not have government; they have Choirs. These are loose gatherings of spirits that share a frequency of song and purpose.
1) The Choir of Whispers The spies and scouts. These Druaecir live in the high canopy and the wind. They are the first to know when intruders enter the forest. They trade information with birds and carry messages between the Aldaecir Groves.
Known for. Information brokering, long-range communication, wind magic.
Outsiders allowed. Only if they bring new songs or stories.
Focus. Surveillance and warning.
2) The Choir of Thorns The warriors and avengers. Unlike the peaceful stereotype of dryads, the Choir of Thorns are ruthless defenders. They inhabit the dark thickets and poisonous briar patches. If the Aldaecir are the shield of the forest, the Thorns are the sword.
Known for. Ambushes, poisonous sap, guerrilla warfare.
Outsiders allowed. Never. To see a Thorn is usually to die.
Focus. Punishment and active removal of threats.
3) The Choir of Roots The healers and memory-keepers. These Druaecir are often ancient and bound to the deepest, oldest trees near the Aldaecir's Rootheart Grove. They remember the history of the forest before the mortal races arrived.
Known for. Curing magical blights, remembering true names, counseling the Aldaecir.
Outsiders allowed. Only the sick or the desperate seeking cures (at a high price).
Focus. Preservation of history and health.
Taboos
Burning living wood. This is a crime punishable by death.
Forging Cold Iron. Bringing iron into a sacred grove disrupts the magnetic and magical field of the Druaecir.
Silence. Refusing to sing the evening greeting to the forest is seen as a sign of illness or corruption.
Betraying a Guest. If a Druaecir grants "Guest Right" (sharing water), they cannot harm that guest unless the guest breaks a taboo first.
Outsiders and Escalation
Druaecir are more capricious than Aldaecir. They may lure a woodcutter away with song one day and strangle a poacher with vines the next. Typical Escalation: Disorienting illusions/fog → Stealing supplies/weapons while intruders sleep → Warning shots with thorns → The forest itself animates to consume the intruder.
D6
Heart Tree Type
Visual Signifier
Personality Quirk
1
The Iron Oak
Your skin is rough and deeply furrowed like bark. Your hair resembles dried moss or dark green canopy leaves.
Stubborn & Stoic. You refuse to change your mind once a decision is made. You speak slowly and become annoyed when others rush you.
2
The Weeping Willow
You are tall and lithe. Your hair consists of long, draping vines that touch the ground. Your eyes are pools of water.
Melancholy & Dramatic. You feel emotions intensely. When sad, you literally "weep" fresh water. You prefer to listen to problems rather than solve them.
3
The White Birch
Your skin is pale, paper-thin, and flakes off like parchment. You smell of winter air and papery wood.
Flighty & Curious. You have a short attention span and are fascinated by written words. You often peel off strips of your own bark skin to write notes on.
4
The Whispering Aspen
You are constantly trembling slightly, even when there is no wind. Your colors shift from green to gold depending on your mood.
Nervous & Gossipy. You hate silence. You constantly hum or whisper to fill the quiet. You treat secrets like currency and love to trade them.
5
The Jagged Pine
You have sharp features and smell of resin and needles. Your "hair" is spiky and evergreen.
Blunt & Prickly. You value survival over politeness. You are brutally honest and uncomfortable in warm, cozy, or enclosed spaces.
6
The Wild Rowan
You are adorned with bright red berries (or flowers) in your hair. You carry a faint aura of static magic.
Superstitious & Protective. You are obsessed with omens and luck. You instinctively stand between your allies and any perceived magical threat.
Geography & Relations
Homeland: Deep Wilds (The spaces between the Aldaecir Groves)
Principal Locations. The Whispering Canopy, The Briar-Maze, The Elder Root
Exports: Rare herbs, poisons, magical secrets
Imports: Songs, jewelry, news from the outside world
Allies: Aldaecir (seen as older brothers), Fey beasts, Rangers
Enemies: Industrialists, Necromancers, Red Dragons
Lore & Background
The Druaecir (commonly called Dryads by outsiders) are the manifested souls of the forest. While Aldaecir are distinct biological entities that grow communities, Druaecir are often solitary guardians bound to specific spiritual anchors. They are the nervous system of the woods; when the forest hurts, the Druaecir screams.
They do not build cities. They inhabit the wild spaces between the Aldaecir groves, acting as scouts, spies, and voices for the flora that cannot speak. They are more flighty, magical, and dangerous than their tree-folk cousins.
How the Three Choirs Work
Druaecir do not have government; they have Choirs. These are loose gatherings of spirits that share a frequency of song and purpose.
1) The Choir of Whispers The spies and scouts. These Druaecir live in the high canopy and the wind. They are the first to know when intruders enter the forest. They trade information with birds and carry messages between the Aldaecir Groves.
Known for. Information brokering, long-range communication, wind magic.
Outsiders allowed. Only if they bring new songs or stories.
Focus. Surveillance and warning.
2) The Choir of Thorns The warriors and avengers. Unlike the peaceful stereotype of dryads, the Choir of Thorns are ruthless defenders. They inhabit the dark thickets and poisonous briar patches. If the Aldaecir are the shield of the forest, the Thorns are the sword.
Known for. Ambushes, poisonous sap, guerrilla warfare.
Outsiders allowed. Never. To see a Thorn is usually to die.
Focus. Punishment and active removal of threats.
3) The Choir of Roots The healers and memory-keepers. These Druaecir are often ancient and bound to the deepest, oldest trees near the Aldaecir's Rootheart Grove. They remember the history of the forest before the mortal races arrived.
Known for. Curing magical blights, remembering true names, counseling the Aldaecir.
Outsiders allowed. Only the sick or the desperate seeking cures (at a high price).
Focus. Preservation of history and health.
Taboos
Burning living wood. This is a crime punishable by death.
Forging Cold Iron. Bringing iron into a sacred grove disrupts the magnetic and magical field of the Druaecir.
Silence. Refusing to sing the evening greeting to the forest is seen as a sign of illness or corruption.
Betraying a Guest. If a Druaecir grants "Guest Right" (sharing water), they cannot harm that guest unless the guest breaks a taboo first.
Outsiders and Escalation
Druaecir are more capricious than Aldaecir. They may lure a woodcutter away with song one day and strangle a poacher with vines the next. Typical Escalation:
Geography & Relations
Homeland: Deep Wilds (The spaces between the Aldaecir Groves)
Principal Locations. The Whispering Canopy, The Briar-Maze, The Elder Root
Exports: Rare herbs, poisons, magical secrets
Imports: Songs, jewelry, news from the outside world
Allies: Aldaecir (seen as older brothers), Fey beasts, Rangers
Enemies: Industrialists, Necromancers, Red Dragons
Checking your codex…
From the Reth Ancestries (Daggerheart) compendium. Ancestry mechanics unlock when you collect this lineage in Hoard and link your account.