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In ancient times... Hundreds of years before the dawn of history... Lived a strange race of people... The Druids.

In ancient times...
Hundreds of years before the dawn of history...
Lived a strange race of people... the Druids
.

In light of the Enchanted by Nature expansion coming out soon, this mod has either really good timing, or really, really awful timing, lol. I started it a bit over a year ago, and mentioned it here at the time -- sorry if it took so long...it got very large. In any case, here goes.

This mod contains two independent skills that relate to each other, since they're both about being outdoors.

Bushcraft

The first is Bushcraft. The Bushcraft skill represents how well your Sim lives outdoors away from civilization. It's a 5 level minor skill with one skill book, the Vintage Scout Fieldbook (available to purchase from bookshelves). Scouts are also now given this book when they receive their first merit badge.

Bushcraft Abilities

Some of the skill abilities are borrowed from Werewolves, others are unique.

While you can gain skill by reading the Vintage Scout Fieldbook, this is also a learn-by-doing skill. You will gain skill as you use the outdoor abilities, even sleeping on the ground (if you've ever slept outdoors on the ground, you'll know that it takes some getting used to).

Druidry

Druids are a type of Spellcaster, so if you become a Druid and you aren't a Spellcaster yet, you will be made one. This also means that only regular non-Occult Sims and Spellcasters can become Druids.

There is a separate spellbook for Druid spells, available if you click on your sim and select the Druid -> Open Spellbook menu item. There are three orders of Druidry: the Order of Summoners, the Order of Ovates, and the Bardic Order. Each one teaches different spells with slightly different themes.

Becoming a Druid

You need to find a Druidic Sage to become a Druid, much the same as you become a Spellcaster. There are three sages of Druidry, each usually found in a different area.

Druid Spells

Spells from different orders are cast differently. Bard spells, for example, often rely at least partially on a Sim's singing or acting skills.

The quality of the natural environment also has an effect on the success of Druid spells, as well as the phase of the moon.

Learning Druid Spells

You can learn Druid spells in a similar way to how you learn Spellcaster spells: from a sage and from practicing. However, there are no tomes -- Druid magic is an oral tradition that predates writing. Instead of tomes, you can learn spells from Pooka.

Pooka

Pooka are wild, free-range magical familiars; like a familiar before it is captured and bound into a crystal ball. There are different types of pooka in different regions, and different pooka will be able to teach your sims different sorts of spells.

Pooka are based on wild rabbit tuning internally, and a lot of the same interactions that you find on rabbits are found on Pooka. To get them to teach you a spell, you have to make friends with them by singing to them, telling them jokes, and so on. Once they teach you a Druid spell, you can't learn another from a Pooka for 4 hours, since Pooka can be super-irritating to learn from. For example, they hate electronics and will break them when they get the opportunity.

Pooka also get bored easily. Once they appear, they will leave and go back to Sidhe in about 6 hours. You can reset the boredom timer by interacting with them periodically. If you talk to a Pooka, you will also gain Spellcaster XP.

Finding Pooka

Pooka can be summoned with the summoner's horn, with the chance of success based on a spellcaster's level, the quality of the natural environment, and the phase of the moon.

If a lot's environmental score is very green, and includes a few sacred oaks, there's a chance that pooka will spontaneously spawn from time to time.

You can attempt to summon a Pooka once every four hours per lot, so if you travel to a different lot, the cooldown clears and you can try again. You can still only learn one spell every four hours from a Pooka.

Pooka Eggs

Druids can also look for Pooka eggs underground using a spell. Once found, they can be thrown into a campfire to hatch.

Enchanted Lot Trait

The Enchanted lot trait increases the chances of Pooka spawning considerably.

Magic Acorns

When you become a Druid, you are given a Magic Acorn. In addition to being able to grow into a Sacred Oak, Magic Acorns can be made into Waybread once every few hours. If you have an acorn in your inventory, you will find a Make Waybread interaction under the Druid pie menu on your sim. Waybread will replenish all of your needs.

Magic Acorns are also used in a number of Druidic potions.

Sacred Oaks

Sacred oak trees are sentient trees that serve as guardians of a Druid's grove. Sims can talk to them, build relationships with them, they have names, and increase the quality of the natural environment in the nearby area. They also increase the chances of Pooka spawning.

At different times of the lunar cycle, Sacred Oaks will spawn various insects that you can collect for potions.

Heirloom Cowplants

Heirloom Cowplants are closely related to the original cowplants used in the First Vampire War. As such, they hate vampires and will try to lure them close to eat them, regardless of when they've last eaten.

Sims can also talk with and build relationships with them. Finally, Sims can milk them for standard veggie milk once per day.

Menhir Stones

Menhir stones are sentient standing stones. They will improve the environment toward green and attract Pooka.

They can be placed from build/buy on lots or summoned with a spell anywhere.

Potions and Charms

Druids can make any spellcaster potion that they know on any grill or stove, instead of requiring a cauldron. There are also a number of unique Druid potions that have unique ingredients. These are all found under Brew Herbal Remedy on grills and stoves.

Charms

In addition to potions, Druids can craft several charms.

Sacred Candles

Made on the candlemaking machine. It doesn't require spectral goo -- just particular herbs and wax.

Magic Wreaths

Made on the flower arranging bench, magical wreaths emit a powerful positive buff to all within the line of sight.

Midpoint Quarterly Festivals

There are four Eisteddfod bardic festivals per year held at the Secret Society's Altar in Britechester. They should work the same as the built-in festivals, with a notification on the day they are held. If you are using the standard length seasons, it's every Wednesday.

All of the sages show up for the Eisteddfods, so you can get to know them, get some training and spells, and so on. You can also buy potion ingredients from them.

The Sages will conduct a Druidic ceremony on the altar at some point during the festival which will give your Sim a powerful seasonal buff.

Other Abilities

Shape Shifting

Druids can shape shift into several different forms, once every 6 hours.

Sprites

Druids can control Sprites as though they were in the Britechester Secret Society, since Druids built the altar in the first place, long ago.

Provide Charge to Plant

Druids can give their current magical charge to a plant to speed up it's evolution.

Fire Seance

Druids can conduct seances on a campfire. Aside from that the rest of the seance relies on Medium skill.

Skill Bonuses

Archdruid Aspiration

There is an Archdruid aspiration under the Knowledge track. Unlike the other aspirations in the knowledge track, the primary trait is Animal Attraction. If you complete the aspiration, you get an Archdruid trait that enables additional interactions, knowledge of the Rite of Ascension spell for Druids, and a portable stone altar that you can use to conduct your own ceremonies.

Pack Requirements

tl;dr: Most of the packs with maps/regions, plus Paranormal and Spa Day.

Some Preview Notes

There are still things I'd like to add, but I had to stop myself, lol. I will probably fill out some of the recipe types, like wreaths, with a few more.

There still might be issues with icons or descriptions. I've been all over it a few times, but there is a lot to check.

If you find things wrong, non-functional, or experience any errors please let me know with as much detail as you can! Thanks so much for your feedback and support!

Change Log

Comments

Thanks! Hearing that makes me so happy, lol! This mod has definitely been a labor of love and I've tried to put everything I could into it, as I usually play Druids myself as well. If you have any suggestions, I'd be happy to hear them!

Simsonian Library

I'm having such a good time with this mod, I only just saw you were doing a druid mod, my favourite class in rpgs, and I had to grab it. I have to say, it's amazing, I haven't got far yet but living off the land, singing to my tree, befriending animals and growing my garden. It's such a great mod.

Velaseri Cousland

Yeah, after working on this thing for a year, the timing is either really good, or really bad, lol. I haven't seen anything in the new pack previews specifically aimed at spellcasters, so hopefully it will complement it. I expect some overlap between the 'off lot living' stuff in the new pack and the Bushcraft skill, but I think it will be more duplicated features than conflicts.

Simsonian Library

Excited to see this in action! Hopefully it works alongside the Enchanted by Nature pack!

Mickie Snider-Smith


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