All content on this site, Flay, is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.
In the world of Mori, control of the natural kingdom is split between Thell, the patron of all plantlife, and Awr, the patron of beasts. The two are locked in a war for supremacy, with each side spilling the blood or burning the roots of the other. Divine spellcasters who follow Thell cannot command, associate with, or summon animals or magical beasts (though they can summon elementals and plant creatures normally.) Amongst other things, this renders their Wild Empathy useless, since it only affects animals and magical beasts. Divine spellcasters who follow Awr cannot command, associate with, or summon plants or plant creatures. This renders them unable to use many of the classic druid spells concerning plants, such as entangle.
Making up for the loss of powers (and some would say, contributing to the continuing rift in nature), Awr and Thell have devised new feats they grant to their devoted followers. Though they are known as druidic feats, any who qualify may take them. Any character in need of Atonement automatically loses the benefits of the druidic feats, and only devotees of Awr or Thell can take them.
For those followers that actually are druids, the loss of power is most pronounced. Awr grants his druids the Animal domain, with the benefit of its granted power and one domain spell per level. Thell does the same for its druids with the Plant domain. While not actually full spellcasters, rangers also lose significant power. Rangers of Awr add Knowledge (arcana/nobility and royalty/religion) as class skills, and rangers of Thell add Knowledge (local/planes/religion).
In addition to druids, shamans, clerics, rangers, and other assorted followers, Awr sponsors the Animal Lords, who take the fight to his hated enemies.
All content on this site, Flay, is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.