Splinterlands Legendary Card Profile - Spirit Druid Grog

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Spirit Druid Grog

Splinter - Anumun

Set - Reward Edition

Class - Legendary Druid Wizard

Size - Beneath all the accessories, trinkets and layers of heavy pelts, there is a small and gaunt man with grey eyes and a greenish hue to his skin. His physical well-being has been severely neglected for years. Instead he is obsessive about rituals and brewed magic, which he performs and creates with expert precision.

Lifespan - The Spirit Druid’s life has been stretched and extended by the magic of the Swamps of the Living Moss. He is currently 130 years old, and seems to have many years of magic and mischief still ahead of him. He is not of the seemingly immortal class of the Magi of the Forest, the Lord of Darkness or Alric Stormbringer. Grog will certainly die someday. He hopes that before he passes, he is able to find a young one with whom to share his knowledge.

Habitat - Grog lives in a mud hut outside the earthen GATE to the Swamps of the Living Moss, in southern Anumun. His hut is the only in the area allowed by the moss to stand. In fact, the Living Moss treats the hut as a sort of art project, always reshaping and morphing its floors and walls to match the mood of the Spirit Druid. When he is casting a ghastly spell against an opponent that requires a concentration of evil and rage, the hut becomes dark and pointy and the muds around bubble like boiling oil. When Grog is concocting a healing spell or a spell of resurrection, the hut becomes smooth and dry, often growing green grass and fresh mushrooms from its roof.

Weapon - Grog’s weapon was brought to him some fifty years ago, shortly after his arrival at his new home outside the swamps. It is his wizard’s staff in battle. When he hikes to the Gob-Hub, it is his walking stick. When he cooks brews in his great cauldron, it is the spoon with which he stirs. The Paddle of Pujoluko is not the source of Grog’s power, but as long as he carries it, his power is amplified greatly. The stories of Lyveria say that when Grog made a dark deal with a sultan of Chaos, the paddle was brought to him by a great lizard that crawled out of the Primordic Sea. They say the lizard appeared before the Spirit Druid, uttered a single terrifying hiss, then dropped the Paddle at his feet. That was the beginning of Grog’s true rise to glory.

Diet - Food is a horrid irritation to the Spirit Druid. He knows that he must eat, for he has never been able to create a spell that completely eliminates hunger. He eats whatever he can find, often waiting until starvation is in sight and he is crazed with hunger. He catches small rodents and lizards and eats them live, usually employing some simple mind control spell to make them first respond to his command. He is always searching for a fungus that not only provides the nourishment he needs, but doesn’t taste terrible.

Allies - Grog is much more closely aligned with the Goblins of southern Anumun than the Humans of Lyveria. The only populated area in which Grog feels comfortable is the southern Gob-Hub, a trading post where Minotaurs, Humans and Goblins criminals tend to gather. He has no specific friends there, but he is known and welcomed in all local establishments.

Enemies - The Spirit Druid despises crowds. This is why he has declined on multiple occasions to summon for the Mount Mx Tournaments. Not only must Summoners travel physically to Mount Mox to perform, but the role carries a high profile. This high profile could never do for the Spirit Druid; there would be too much risk of the Gloridax discovering his true identity.

Pastimes - In the Swamps of the Living Moss, there are more types of life than you could imagine. Countless insects, beasts and birds call the swamps home, but there are even greater numbers of plants. Anything in the swamps can be used as an ingredient in Grog’s brew, and there are still endless combinations of spells and powers for him to discover.

The True Story of Splinterlands

Once upon a time your game purchase meant something. You could go to the store and purchase a game, after which you would simply own that game. You could play as often as you'd like, because it was your game. As the game companies were one by one swallowed up by larger and larger game companies, a terrible thing happened to the gaming world. While the games themselves were always making improvements, the players were always throwing more and more of their hard-earned money into a corporate black hole from which they reaped no rewards.

How did the corporations convince the players to pay this money? Loot. They showered the players with in-game riches designed to create a sense of accomplishment, but with no real value. Not only are these in-game "assets" entirely subject to the whims of corporate overlords who rarely (if ever) have the player's interests at heart, but they never really belong to the player at all. They belong exclusively to the game for which they were created. If a player wants to quit playing the game,  they must also abandon their in-game treasures.

Blockchains are giving power and ownership back to the players, and it's about time. In this incredible and rapidly expanding world of technology it seems like such an outdated argument to be making, but the players (not the company) should own their gaming rewards. Blockchain, non-fungible tokens and games like Splinterlands are now making that possible.

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