The Animists are totally peace-loving, altruistic, nurturing and strongly opposed to violent confrontation of any kind. They love the natural world and care most of all for the young and those in need.
Founded on the 15th of Skyelong 819 by Mnestheus, the Animists are located in Greenwood. They have the profession of and the guild alignment of Altruistic Good
Animists are unique characters in that they, of all guilds, shun violence utterly. They regard it as neither a means to an end, nor as a necessary evil in counteracting the forces of chaos. Animists are pacifists who will heal the needy (whether the needy be good, or bad). They will attempt to diffuse wars and act as diplomats between quarrelling parties.
The Animists are a single guild encompassing the entire profession. Their exact whereabouts is uncertain, but the centre of their power is said to emanate from the northern greenwood forest, deep in the domain of the god of life. Traditionally the animists have attracted those fearful of battle, those against violence and those wishing to heal rather than harm. Animists are skilled in the arts of the spirits, in healing and herbalism, and in the naturalism of the woodland. They are one of the oldest and most respected guilds in Avalon.
Seek out the Animists Guild only if you remain utterly kindhearted, altruistic and opposed to violence in whatever form. The Animists are healers, helpers, carers and guides for those in need. It is not a guild for the ambitious or the aggressively competitive.
The Animists Guild was co-founded in the early ninth century by Aldaron, the god of Life, and his
priestess, Sharra, who formed the ideals that have guided the guild from that day to today. It is a
profession poor in worldly wealth but bounteous in traditions, where the guiding aims of Life,
Nature, and Compassion form a rich heritage of unity, courage and sacrifice in the service of the
The path of an animist is not for the frail of heart, for while they shun violence by choice, they
are not weak. A master of the druidic arts is near-invincible in their woodland domain, with an
extensive knowledge of healing, herbal lore, and the full strength of the forest at their command.
Whether they choose to dwell in the wildlands and forests, or in one of the great cities of Avalon,
what unifies the animists is their spirit of neutrality. They seek to help all in need, rarely
denying aid except to those who reject the sanctity of Life or who earn the ire of the gods.
For novices desiring entry, simply KNOCK at our door and someone should be with you to go over what
the guild expects of you. Be advised, there is still a mandatory three-year apprenticeship period to
determine whether you truly are prepared for the rigours and challenges of life as an animist.
The lore of the natural way, the power of the forest and the gifts of nature's bounty.
Controlling the white spirits, the defensive or helpful spiritual magics.
Direct healing prowess to take away affliction from the sick or the needy.
The lore of the land's helpful or beneficial plant-life and general flora.
Comprehensive insight into the varied poisons of the land, wild or cultivated.
Journey a while under the boughs of the northern Greenwood forest and trace the pathways therein. The Animists Guild will soon be found by the true of heart or the genuinely curious.