ANIMISTS - Imperian Online Help
In the year 400 AA, after 100 years of living in silence, Lyria crafted a plan to bring Kinsarmar to justice and free them from their bondage to the Empire of Stavenn. Sometime after Lyria fled Kinsarmar, she encountered a group living in the deep forest, to whom she pleaded to aide her in freeing her home, warning those of the forest that they could be next. A small group of Druids, led by a woman named Elioclya, the Augur, approached Lyria and spoke to her of their desire to be a part of civilization, binding the knowledge of the city with the lore of Nature. The aid of these people helped Lyria and her city greatly. As the Stavenn troops were marching through the forest on their way to Kinsarmar, they were suddenly attacked by a stunning magickal force that seemed to bring the forest to life. The Imperial soldiers were attacked by trees that seemed to think and act on their own consciousness. As the Stavennites fought in vain against the encroaching forest, nature rose up against the Imperial Army to quench their hostile invasion. They did not know it at the time, but this magick was the art carefully honed by the Animists. With the disappearance of their elders a new generation took charge of the Animists guild and a period of reform was born. While some of the knowledge, rituals and ways of the past were lost, they forged ahead creating a new path, a mixture of the new ideas with the old to a time, where Animism was seen as a philosophical or spiritual idea that souls or spirits exist not only in humans but also in other animals, plants, rocks, natural phenomena such as thunder, geographic features such as mountains or rivers, or other entities of the natural environment. The animists strive to always remember that they are on a roughly equal footing with the other animals, plants, and natural forces. The Animists form a deeper bond with some of the animal spirits, taking on some of their characteristics and thoughts.