Draft:Temple of Druidism: Difference between revisions

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Conversation, ritual participation and joining the religion are distinct actions. You need not become a Druid or accept neutralization to satisfy the [[Draft:Oracle of the Cyan Flames|Oracle]]'s first lead.<ref>{{Source|mtalk.c|9|100}}; {{Source|priest.c|318|327}}; {{Source|priest.c|401|440}}; {{Source|site2.c|838|846}}.</ref>
Conversation, ritual participation and joining the religion are distinct actions. You need not become a Druid or accept neutralization to satisfy the [[Draft:Oracle of the Cyan Flames|Oracle]]'s first lead.<ref>{{Source|mtalk.c|9|100}}; {{Source|priest.c|318|327}}; {{Source|priest.c|401|440}}; {{Source|site2.c|838|846}}.</ref>


The Archdruid's own Symbol of Druidism is not one of the four rival symbols accepted for the player's Druid succession. The other temple pages and [[Draft:High priests|High priests]] identify those sources.<ref>{{Source|priest.c|421|435}}.</ref>
The Archdruid's own [[Draft:Holy Symbol of Druidism|Symbol of Druidism]] is not one of the four rival symbols accepted for the player's Druid succession. The other temple pages and [[Draft:High priests|High priests]] identify those sources.<ref>{{Source|priest.c|421|435}}.</ref>


== Strategy and return ==
== Strategy and return ==

Revision as of 04:15, 10 September 2026

Omega 0.90.4

The Temple of Druidism, also called the Great Henge or WoodHenge, is the living-tree temple at (32, 5) north of Rampart. It houses the Archdruid, whose first peaceful conversation is an early objective in the Oracle's guidance.[1]

Local map

The complete temple layout is 64 by 16. @ marks arrival at (32, 15); local coordinates are separate from its world entrance.

These are spoiler maps. Coordinates are (column, row), starting at zero. Letters and highlighted symbols are article keys for sites and initial placements, not a literal game screenshot or a promise that a creature remains there.

0000000000111111111122222222223333333333444444444455555555556666
0123456789012345678901234567890123456789012345678901234567890123
00 """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
01 """"""m....""""""""""""""""""""""""""?""?""?""?""?""""""""""""""
02 """"""H....-..................::.-.................-?"""""""""""
03 """"""m...."""""""""""""""""""""8""""?""?""?""?""?""""""""""""""
04 """"""""""""""""""""""""""""""".m.""""""""""""""""""""""""""""""
05 """"""""""""""""""""""""""""""..".."""""""""""""""""""""""""""""
06 """.."""""""""""""""""""""""..m...m.."""""""""""""""""""""".."""
07 """.?-.....................|.".".".".|....................-?."""
08 """.."""-"""""-"""""-""""""".........""""""-"""""-"""""-""".."""
09 """"""".?.""".?.""".?."""""".".".".".""""".?.""".?.""".?."""""""
10 """.."""""""""""""""""""""""........."""""""""""""""""""""".."""
11 """.?-.....................|."."-".".|....................-?."""
12 """.."""-"""""-"""""-"""""""..."W"...""""""-"""""-"""""-""".."""
13 """"""".?.""".?.""".?."""""""""".""""""""".?.""".?.""".?."""""""
14 """""""""""""""""""""""""""""""...""""""""""""""""""""""""""""""
15 """""""""""""""""""""""""""""""X@X""""""""""""""""""""""""""""""

Map key

Key Meaning
" Hedge
- Closed door
. Floor or open ground
8 Druidism altar
: Concealed passage
? Random encounter site, sometimes a magical pool
@ Arrival point, not the current player position
H Archdruid
W Outsider warning site; inactive for Druidism or own faith
X Return to countryside
m Initial militant priest placement
| Open door

H marks the usual high-priest placement. Player succession can suppress that priest and reveal the passage; random encounter contents and initial hostility follow the shared temple rules.

[2]

Reaching the Archdruid

The temple follows the common layout, but its walls are hedges. Arrival is at (32, 15), the altar at (32, 3), and the Archdruid's chamber at (6, 2). Search north of the altar at (30-31, 2) to reveal the westward passage. The supplied first holder is Thistleman.[3]

The Great Henge initializes all inhabitants as nonhostile to every visitor, not only Druids. Druids can pass through its ordinary hedges freely; other visitors can be injured, poisoned, caught or suffer equipment damage in them. Use doors and corridors if you lack that protection.[4]

Conversation, ritual and altar

Interaction Result or requirement
First peaceful Archdruid conversation 300 experience and the Oracle's meeting flag, even if the ritual is declined
Ritual of neutralization A separate, moon-dependent service that changes alignment and sometimes restores mana; see the full ritual rules
Join Druidism at the altar No existing priesthood and alignment strictly between -10 and +10
Become Archdruid A qualified Druid Senior Priest presents a symbol of Odin, Set, Athena or Hecate at a Druid altar

Conversation, ritual participation and joining the religion are distinct actions. You need not become a Druid or accept neutralization to satisfy the Oracle's first lead.[5]

The Archdruid's own Symbol of Druidism is not one of the four rival symbols accepted for the player's Druid succession. The other temple pages and High priests identify those sources.[6]

Strategy and return

A peaceful greeting is useful for newcomers, while the ritual should be chosen with existing lawful or chaotic careers in mind. Neutralizing a paladin or a lawful priest can interfere with that career's requirements. Hostile conversation with the Archdruid is a different, damaging interaction; provoking him is not a shortcut to the peaceful meeting reward.

Return through the southern exits. Re-entry rebuilds the temple, but the once-per-game greeting does not pay again. The missing-priest rule can prevent his ordinary temple appearance after the player becomes a recorded high priest.[7]

References