Wild Coven¶
"Druidic practitioners of primal magic in Thornwood. They commune with nature and guard the old ways."
A loose grove-circle of druids and shape-callers based in the Thornwood. They aren't an academy - there are no robes, no rolls, no formal initiation. You're a member when the grove tells you you are. The Arcane Collegium thinks of them as untutored herbalists; the Coven thinks of the Collegium as people who memorized a book instead of learning to listen.
At a glance¶
| HQ | Thornwood (the Heart-Grove, deep in the wood) |
| Member tags | mage, coven |
| Best class fits | Mage (primal/druid), Herbalist, Ranger |
| Major rival | Pale Order (−50% tension) |
| Soft rival | Arcane Collegium (−30%) |
Rank titles¶
| Rep | Tier | Title |
|---|---|---|
| < -100 | Hostile | Outsider |
| -100 to -20 | Unfriendly | Seedling |
| -20 to 50 | Neutral | Sapling |
| 50 to 200 | Friendly | Warden |
| 200 to 500 | Honored | Druid |
| 500+ | Exalted | Thornmother |
The plant-growth titles reflect the Coven's view of every practitioner: you grow at the pace of the grove that took you in. Reach Druid and you have the right to speak at moots; reach Thornmother and your word carries equal weight to any other elder in the wood.
Unlocks¶
| Tier | What you get |
|---|---|
| Friendly | Herbal remedies, nature blessings |
| Honored | Grove access, shapeshifting lore |
| Exalted | Thornmother title, primal mastery |
Herbal remedies at friendly are the cheapest reliable healing in the five-town network and don't carry the Temple's Faith dependency. Grove access at honored opens the deeper Thornwood paths - several hidden encounters and unique reagents gate behind it.
How to gain rep (generic)¶
- Hunt invasive predators in the Thornwood (wolves, hill giants, anything trespassing the wood's natural balance).
- Bring back rare reagents - moonpetal blossoms, fey-marked antler, water from a hidden spring.
- Quest with Wardens. The grove sends quietly: lost apprentices, sick trees, a broken cairn.
- Honor the moots. Attending a full-moon grove gathering passively raises rep, even without quest credit.
- Don't fell living trees. Replant when you must.
How to lose rep (avoid these)¶
- Casting necromancy anywhere in the Thornwood
- :material-mask: Felling old-growth trees or poisoning water
- Trapping or skinning fey-touched animals
- Building Pale Order rep (−50% - fast tank)
- Setting any fire in the wood without ritual cause
Rivals to watch¶
- Pale Order - the standing −50% tension. Bone-magic is the one craft the Coven actively hunts.
- Arcane Collegium - −30%. Not violent, but rep with one will cost rep with the other; pick a primary if you're going deep on Mage-tradition rep.
When the rep is worth it¶
Strong for primal/druid Mages - half the shape-shift lore in the game lives only in the Heart-Grove.
Mandatory for Herbalists going deep - the Coven trains reagent-identification past anything the Apothecary or Collegium will teach.
Natural fit for Rangers - friendly Coven rep grants Ranger allies free passage through grove paths normally hostile to non-members.
Skip if you're committing to the Arcane Collegium as your primary - the rep loss isn't catastrophic but it adds up.
See also¶
- Factions overview
- Arcane Collegium - orthodox rival
- Rangers Lodge - natural ally on the wood
- Mage, Herbalist, Ranger