RaddlemanNumber7 wrote: »
Druids are violent towards vegetation. They have vegetable gardens! The vegetables they grow include root crops, pulled from the ground before they can flower and seed - an egregious deviation from nature's own trajectory. This is in stark contrast to the Green keepers of the Valenwood.
Seems like my kind of people!
Wait, you were expecting them to be at one with nature? In the base game we had the concept of a Druid in Bangkorai, the Viridian Sentinel.
Bends and shapes nature to protect the people of Bangkorai, but they're deeply hated by the Wyrd for that purpose. The Sentinel tames nature instead of letting it run amuck.
This story is exactly what I was coming to expect tbh.
Seems like my kind of people!
Wait, you were expecting them to be at one with nature? In the base game we had the concept of a Druid in Bangkorai, the Viridian Sentinel.
Bends and shapes nature to protect the people of Bangkorai, but they're deeply hated by the Wyrd for that purpose. The Sentinel tames nature instead of letting it run amuck.
This story is exactly what I was coming to expect tbh.
BlissfulDelusions wrote: »On the contrary I feel like Druids are utterly unnecessary, as they are not unique, and take away from other nature-worshiping races. They feel like a weird fusion of Reach shamanism and Bosmeri Pact-adherence with the way the "Druids of Galen" were presented. Meanwhile the mainstream Bretons were largely boiled down to "kek generic medieval fantasy," which is an utter disservice to Breton fans.
I was hoping we'd get to see the Breton culture explored and expanded on. Instead Q4 looks to be set up as entirely devoted to this small group of Bretons who have nothing in common with the mainstream Breton culture. They don't even worship Y'ffre under the Altmeri/Bretonic name, Jephre.
Overall, I'm expecting Q4 to be a massive disappointment.
Gaebriel0410 wrote: »BlissfulDelusions wrote: »On the contrary I feel like Druids are utterly unnecessary, as they are not unique, and take away from other nature-worshiping races. They feel like a weird fusion of Reach shamanism and Bosmeri Pact-adherence with the way the "Druids of Galen" were presented. Meanwhile the mainstream Bretons were largely boiled down to "kek generic medieval fantasy," which is an utter disservice to Breton fans.
I was hoping we'd get to see the Breton culture explored and expanded on. Instead Q4 looks to be set up as entirely devoted to this small group of Bretons who have nothing in common with the mainstream Breton culture. They don't even worship Y'ffre under the Altmeri/Bretonic name, Jephre.
Overall, I'm expecting Q4 to be a massive disappointment.
My feelings are mostly the exact opposite. I think the Druids, who are said to embrace civilization, fit perfectly as the "missing link" between the city folk and the Wyrd, "unifying" both groups as a coherent people in the process if that makes sense, as it makes the Wyrd less of an extreme outlier so to say. They don't remind me of the Green Pact or Reach shamans in the slightest, besides the general nature theme. In Bosmeri culture the (pretty extreme) Green Pact is basically their way of life, where amongst the Reach clans their shamans are pretty much universally respected as their clan's spiritual guide. Also I believe (not entirely sure) I read that their interaction with their spirits depends on bargaining with them, which is quite different to what we've seen of druids.
Though I especially disagree with the "generic medieval fantasy" part, since I think the Bretons always had that Arthurian questing knight vibe to them. It's one of the things that attracted me to the race since the start and one that I honestly haven't seen in fantasy settings often, oddly enough despite knights and medieval stuff being a long time staple of the genre. And I am happy we saw a lot more of that, since the base game zones didn't often touch on that aspect of their society, which was nonetheless always cited as being very prevalent.
I think the added High Isle lore is definitely applicable to all Bretons, references to the mainland are often given as well as the existence of smaller druidic circles besides the three main ones. In addition it is said there are still druids on the mainland as well, though to a much lesser extent than in the Systres since that is their home. And well since the druid lore is new, I can understand that approach. They sadly won't/can't change the base game zones to include more druid villages or something, but they have incorporated it into the lore which is good imo.
I think there was always gonna be a "divide" between the druids and city folk, since that is kind of a requirement when a group is nature oriented, while also being part of a race that traditionally lives in cities. But still High Isle shows they trade, integrate and interact, which is quite different to the Wyrd who are mostly surrounded by superstition and fear. It is mentioned that druids are respected in Breton society, yet we also see that not everyone trusts them, and how some think them strange or primitive. Which I think is a good thing, since that little detail in perception alone makes them already quite different to the other nature worshipping groups. We also learn that some druids have even taken squires, and some knightly orders integrate druidic teachings.
Though the squire part raises an additional question for me, since now I wonder if "squiring" in that context is used because it is such a common concept in Breton society, or if it is actually possible to be both a druid and a noble(wo)man, since squiring is usually done for a knight, and the latter belongs to the nobility. Especially since there's plenty of references to apprenticeships etc. for other professions, so the use of the word squire was very interesting to me. I hope we will learn more about that with the Druid King.
I would have preferred the name Jephre (or the more obscure Jeh Free) as well, though I can also imagine how the Bretons, who have always been fairly fractured as a people, might have variations or bastardizations of such things even within their own domain.
But all in all I think the vast majority of the added lore is super useful for all Bretons, especially in roleplay. We get to see non-conventional knightly orders such as the sailor bards of the Albatross, which by itself is already really nice new info, since it shows how different the concept of a knightly order can be in High Rock. We already saw a little of that with the Silver Rose dungeon as well, since I believe that was the first showcase of a knightly order which wasn't devoted to either the protection of a city/region, or a Divine.
So I expect Q4 to be great, as High Isle has basically given me about everything I love most about Bretons. And the whole deal with Galen and their druidic ancestry has always been the thing I wondered about, I thought it has been really well done so far. Not perfectly of course, but nothing is perfect.
Gaebriel0410 wrote: »BlissfulDelusions wrote: »On the contrary I feel like Druids are utterly unnecessary, as they are not unique, and take away from other nature-worshiping races. They feel like a weird fusion of Reach shamanism and Bosmeri Pact-adherence with the way the "Druids of Galen" were presented. Meanwhile the mainstream Bretons were largely boiled down to "kek generic medieval fantasy," which is an utter disservice to Breton fans.
I was hoping we'd get to see the Breton culture explored and expanded on. Instead Q4 looks to be set up as entirely devoted to this small group of Bretons who have nothing in common with the mainstream Breton culture. They don't even worship Y'ffre under the Altmeri/Bretonic name, Jephre.
Overall, I'm expecting Q4 to be a massive disappointment.
My feelings are mostly the exact opposite. I think the Druids, who are said to embrace civilization, fit perfectly as the "missing link" between the city folk and the Wyrd, "unifying" both groups as a coherent people in the process if that makes sense, as it makes the Wyrd less of an extreme outlier so to say. They don't remind me of the Green Pact or Reach shamans in the slightest, besides the general nature theme. In Bosmeri culture the (pretty extreme) Green Pact is basically their way of life, where amongst the Reach clans their shamans are pretty much universally respected as their clan's spiritual guide. Also I believe (not entirely sure) I read that their interaction with their spirits depends on bargaining with them, which is quite different to what we've seen of druids.
Though I especially disagree with the "generic medieval fantasy" part, since I think the Bretons always had that Arthurian questing knight vibe to them. It's one of the things that attracted me to the race since the start and one that I honestly haven't seen in fantasy settings often, oddly enough despite knights and medieval stuff being a long time staple of the genre. And I am happy we saw a lot more of that, since the base game zones didn't often touch on that aspect of their society, which was nonetheless always cited as being very prevalent.
I think the added High Isle lore is definitely applicable to all Bretons, references to the mainland are often given as well as the existence of smaller druidic circles besides the three main ones. In addition it is said there are still druids on the mainland as well, though to a much lesser extent than in the Systres since that is their home. And well since the druid lore is new, I can understand that approach. They sadly won't/can't change the base game zones to include more druid villages or something, but they have incorporated it into the lore which is good imo.
I think there was always gonna be a "divide" between the druids and city folk, since that is kind of a requirement when a group is nature oriented, while also being part of a race that traditionally lives in cities. But still High Isle shows they trade, integrate and interact, which is quite different to the Wyrd who are mostly surrounded by superstition and fear. It is mentioned that druids are respected in Breton society, yet we also see that not everyone trusts them, and how some think them strange or primitive. Which I think is a good thing, since that little detail in perception alone makes them already quite different to the other nature worshipping groups. We also learn that some druids have even taken squires, and some knightly orders integrate druidic teachings.
Though the squire part raises an additional question for me, since now I wonder if "squiring" in that context is used because it is such a common concept in Breton society, or if it is actually possible to be both a druid and a noble(wo)man, since squiring is usually done for a knight, and the latter belongs to the nobility. Especially since there's plenty of references to apprenticeships etc. for other professions, so the use of the word squire was very interesting to me. I hope we will learn more about that with the Druid King.
I would have preferred the name Jephre (or the more obscure Jeh Free) as well, though I can also imagine how the Bretons, who have always been fairly fractured as a people, might have variations or bastardizations of such things even within their own domain.
But all in all I think the vast majority of the added lore is super useful for all Bretons, especially in roleplay. We get to see non-conventional knightly orders such as the sailor bards of the Albatross, which by itself is already really nice new info, since it shows how different the concept of a knightly order can be in High Rock. We already saw a little of that with the Silver Rose dungeon as well, since I believe that was the first showcase of a knightly order which wasn't devoted to either the protection of a city/region, or a Divine.
So I expect Q4 to be great, as High Isle has basically given me about everything I love most about Bretons. And the whole deal with Galen and their druidic ancestry has always been the thing I wondered about, I thought it has been really well done so far. Not perfectly of course, but nothing is perfect.
Supreme_Atromancer wrote: »Gaebriel0410 wrote: »BlissfulDelusions wrote: »On the contrary I feel like Druids are utterly unnecessary, as they are not unique, and take away from other nature-worshiping races. They feel like a weird fusion of Reach shamanism and Bosmeri Pact-adherence with the way the "Druids of Galen" were presented. Meanwhile the mainstream Bretons were largely boiled down to "kek generic medieval fantasy," which is an utter disservice to Breton fans.
I was hoping we'd get to see the Breton culture explored and expanded on. Instead Q4 looks to be set up as entirely devoted to this small group of Bretons who have nothing in common with the mainstream Breton culture. They don't even worship Y'ffre under the Altmeri/Bretonic name, Jephre.
Overall, I'm expecting Q4 to be a massive disappointment.
My feelings are mostly the exact opposite. I think the Druids, who are said to embrace civilization, fit perfectly as the "missing link" between the city folk and the Wyrd, "unifying" both groups as a coherent people in the process if that makes sense, as it makes the Wyrd less of an extreme outlier so to say. They don't remind me of the Green Pact or Reach shamans in the slightest, besides the general nature theme. In Bosmeri culture the (pretty extreme) Green Pact is basically their way of life, where amongst the Reach clans their shamans are pretty much universally respected as their clan's spiritual guide. Also I believe (not entirely sure) I read that their interaction with their spirits depends on bargaining with them, which is quite different to what we've seen of druids.
Though I especially disagree with the "generic medieval fantasy" part, since I think the Bretons always had that Arthurian questing knight vibe to them. It's one of the things that attracted me to the race since the start and one that I honestly haven't seen in fantasy settings often, oddly enough despite knights and medieval stuff being a long time staple of the genre. And I am happy we saw a lot more of that, since the base game zones didn't often touch on that aspect of their society, which was nonetheless always cited as being very prevalent.
I think the added High Isle lore is definitely applicable to all Bretons, references to the mainland are often given as well as the existence of smaller druidic circles besides the three main ones. In addition it is said there are still druids on the mainland as well, though to a much lesser extent than in the Systres since that is their home. And well since the druid lore is new, I can understand that approach. They sadly won't/can't change the base game zones to include more druid villages or something, but they have incorporated it into the lore which is good imo.
I think there was always gonna be a "divide" between the druids and city folk, since that is kind of a requirement when a group is nature oriented, while also being part of a race that traditionally lives in cities. But still High Isle shows they trade, integrate and interact, which is quite different to the Wyrd who are mostly surrounded by superstition and fear. It is mentioned that druids are respected in Breton society, yet we also see that not everyone trusts them, and how some think them strange or primitive. Which I think is a good thing, since that little detail in perception alone makes them already quite different to the other nature worshipping groups. We also learn that some druids have even taken squires, and some knightly orders integrate druidic teachings.
Though the squire part raises an additional question for me, since now I wonder if "squiring" in that context is used because it is such a common concept in Breton society, or if it is actually possible to be both a druid and a noble(wo)man, since squiring is usually done for a knight, and the latter belongs to the nobility. Especially since there's plenty of references to apprenticeships etc. for other professions, so the use of the word squire was very interesting to me. I hope we will learn more about that with the Druid King.
I would have preferred the name Jephre (or the more obscure Jeh Free) as well, though I can also imagine how the Bretons, who have always been fairly fractured as a people, might have variations or bastardizations of such things even within their own domain.
But all in all I think the vast majority of the added lore is super useful for all Bretons, especially in roleplay. We get to see non-conventional knightly orders such as the sailor bards of the Albatross, which by itself is already really nice new info, since it shows how different the concept of a knightly order can be in High Rock. We already saw a little of that with the Silver Rose dungeon as well, since I believe that was the first showcase of a knightly order which wasn't devoted to either the protection of a city/region, or a Divine.
So I expect Q4 to be great, as High Isle has basically given me about everything I love most about Bretons. And the whole deal with Galen and their druidic ancestry has always been the thing I wondered about, I thought it has been really well done so far. Not perfectly of course, but nothing is perfect.
I like the idea of the Oaken Order representing the Celtic idea of the Green Knight. They're knightly in that they're martial, its just that their code and piety are oriented not to The Divines, but the druids and Nature. Squires are just part of a quintessentially Breton way of doing things, and there's nothing necessarily contradictory in the translation from "holy" knight to "green" knight. I don't know if that is how people feel that the Oaken Order plays out in game, or if that's the distinct feel that the writers were going for- I'll probably have to do another playthrough. I recognise there is some stuff in the chapter, but its a shame there's no space for really fleshing them out and exploring them more.
Conversely, I really didn't "get" the Albatross. I don't understand what niche they filled, or how they were "knights" at the end of the day. I understand its probably a matter of stripping down the meaning of what a knightly order is and building it back up into something contradictory to what most people would expect in order to tell us something about Breton society, but that framework didn't come through to me. Maybe I just need to read more, I don't know.
Is it fair to reframe the druids issue as a question of whether they fit organically into the scheme of Breton identity? I think there are historical inspirations in groups such as the sybils, or other ancient greek prhophet-y types who live remote, are misunderstood, feared and sometimes mistrusted, but fit within the framework of Greek society. Or for a more thematic analogue, the celtic Druids who belonged to no tribe nor city. At least in the classical imagination they lived in the wilderness, but were still considered part of the celtic caste system. Meanwhile, the Wyrd (an anglo-saxon word iirc) are pretty much hostile witch covens who are actively aggressive and would only work with cityfolk under extraordinary circumstances. The distinction is blurry because the situations in which you encounter them they *always* end up helping you anyway, so its kinda harder to get the feeling that they're distinct and unique.
Just spitballing, really.
the prologue says that the druids havnt been seen in High Rock for centuries, so something happened to the druids that stayed behind
And you didn't know the druids are divided into different circles?:
"No. To be honest, we hardly even think about druids. They've been absent from High Rock for centuries. Our stories talk about a singular entity, the Druids of Galen. I suppose I should have realized they'd form subgroups. The wyrds certainly have."
Supreme_Atromancer wrote: »
I like the idea of the Oaken Order representing the Celtic idea of the Green Knight. They're knightly in that they're martial, its just that their code and piety are oriented not to The Divines, but the druids and Nature. Squires are just part of a quintessentially Breton way of doing things, and there's nothing necessarily contradictory in the translation from "holy" knight to "green" knight. I don't know if that is how people feel that the Oaken Order plays out in game, or if that's the distinct feel that the writers were going for- I'll probably have to do another playthrough. I recognise there is some stuff in the chapter, but its a shame there's no space for really fleshing them out and exploring them more.
Supreme_Atromancer wrote: »Conversely, I really didn't "get" the Albatross. I don't understand what niche they filled, or how they were "knights" at the end of the day. I understand its probably a matter of stripping down the meaning of what a knightly order is and building it back up into something contradictory to what most people would expect in order to tell us something about Breton society, but that framework didn't come through to me. Maybe I just need to read more, I don't know.
Gaebriel0410 wrote: »the prologue says that the druids havnt been seen in High Rock for centuries, so something happened to the druids that stayed behind
And you didn't know the druids are divided into different circles?:
"No. To be honest, we hardly even think about druids. They've been absent from High Rock for centuries. Our stories talk about a singular entity, the Druids of Galen. I suppose I should have realized they'd form subgroups. The wyrds certainly have."
It shows that NPC's are not all knowing, as either of the opposing statements could be true.
Gaebriel0410 wrote: »the prologue says that the druids havnt been seen in High Rock for centuries, so something happened to the druids that stayed behind
And you didn't know the druids are divided into different circles?:
"No. To be honest, we hardly even think about druids. They've been absent from High Rock for centuries. Our stories talk about a singular entity, the Druids of Galen. I suppose I should have realized they'd form subgroups. The wyrds certainly have."
Oh yeah and I love that, since it's a direct contradiction to other characters that either speak about druids living on the mainland, and about High Isle druids travelling the mainland. It shows that NPC's are not all knowing, as either of the opposing statements could be true. So for me that only makes them more mysterious. It makes sense to me that they are more rare or at least not commonly known about like they are in High Isle, which ties in to them not being present in the vanilla zones for obvious reasons. So it's all good to me!
so a question of the Druids of Galen - from reading a bit of them here:
https://en.uesp.net/wiki/Lore:Druids_of_Galen#:~:text=The Druids of Galen (also,by the early First Era.
The Druids of Galen (also known as the descendants of Galen[1] and the druids of old)[2] were the Nedic[3] ancestors of the Bretons[4] that survived in ancient High Rock by tapping into, nurturing, and terraforming nature.[1] Due to intermingling with the Aldmer, they later transitioned into becoming Bretons by the early First Era.[nb 1] The druids of old were led by a line of ancient kings,[2] and the last Druid King led them to their final voyage to the the Systres, where they split into various druidic circles.[1] The isle of Galen may be named for them.
were the very first Druids, the Druids of Galen, of the Nedic race?
Supreme_Atromancer wrote: »[quote="The source for Nedic origins quoted in that article you've quoted doesn't actually directly support the statement, so it probably represents original research. UESP used to be really strictly against original research, but these days some of that community don't really recognise its importance, so how much weight you give something will depend on your stance.
Having said that, I wouldn't be surprised if Druidry was intended to be a Nedic tradition, and a source doesn't yet exist (or- I just haven't found one yet!). It would make a lot of sense for that to be so.
RaddlemanNumber7 wrote: »I think the Druids were influenced far more by their High Elven teachers than they were by their primitive Nedic ancestors. That's why Druids call the god Y'ffre, not Jephre like other Bretons do.
"Eventually, the daughters and sons of the one called Anuiel gave us the words: Y'ffre, the Green-King, the Slumbering Father of Nirn. We took succor from the soil, from the stones, and from the beasts of the forests." Wyrd and Druid, Transcribed from Archdruid Barnabe's Discourse with Mainlanders, 2E 553 - on the druidic origins of the Bretons
The Druids got their understanding of Y'ffre from the High Elves. They bought into the High Elves dogma and called it "The True Way".
As far as the High Elves, the children of Anuiel, are concerned Y'ffre is a lesser god. That attitude is adopted by the Druids.
Hence the Druids domineering attitude towards nature spirits, and their prioritisation of their own "civilisation" over the natural world. That is what we see in the game - domination of, and violence towards nature.
Notice the language used in the above quote from Wyrd and Druid - it says, "We took from the soil, etc" - that does not describe a transaction, but an exaction.
RaddlemanNumber7 wrote: »I think the Druids were influenced far more by their High Elven teachers than they were by their primitive Nedic ancestors. That's why Druids call the god Y'ffre, not Jephre like other Bretons do.
"Eventually, the daughters and sons of the one called Anuiel gave us the words: Y'ffre, the Green-King, the Slumbering Father of Nirn. We took succor from the soil, from the stones, and from the beasts of the forests." Wyrd and Druid, Transcribed from Archdruid Barnabe's Discourse with Mainlanders, 2E 553 - on the druidic origins of the Bretons
The Druids got their understanding of Y'ffre from the High Elves. They bought into the High Elves dogma and called it "The True Way".
As far as the High Elves, the children of Anuiel, are concerned Y'ffre is a lesser god. That attitude is adopted by the Druids.
Hence the Druids domineering attitude towards nature spirits, and their prioritisation of their own "civilisation" over the natural world. That is what we see in the game - domination of, and violence towards nature.
Notice the language used in the above quote from Wyrd and Druid - it says, "We took from the soil, etc" - that does not describe a transaction, but an exaction.
The Druids that believe that a Nature God and its spirits are lesser might be in for a surprise then. I think it is not all one sided.
Supreme_Atromancer wrote: »
Do Green Pact Bosmer eat Mushrooms? They are more closely related to animals than plants, yet they are sessile and serve an important part of the nutrient cycle. And for that matter, so do animals. Why are they against forest fires? They're presumably bad for Mer, but they serve an essential part of the ecological processes that sustain communities.
Gaebriel0410 wrote: »BlissfulDelusions wrote: »On the contrary I feel like Druids are utterly unnecessary, as they are not unique, and take away from other nature-worshiping races. They feel like a weird fusion of Reach shamanism and Bosmeri Pact-adherence with the way the "Druids of Galen" were presented. Meanwhile the mainstream Bretons were largely boiled down to "kek generic medieval fantasy," which is an utter disservice to Breton fans.
I was hoping we'd get to see the Breton culture explored and expanded on. Instead Q4 looks to be set up as entirely devoted to this small group of Bretons who have nothing in common with the mainstream Breton culture. They don't even worship Y'ffre under the Altmeri/Bretonic name, Jephre.
Overall, I'm expecting Q4 to be a massive disappointment.
TL/DR