Druids are followers of the Path of Nature, dedicated to defending the environment from harmful and needless exploitation and destruction. They have a particular hatred for Orcs, Ogres and Goblins, who are known to be destructive and uncaring, and this spills over into suspicion of Half-Orcs & Half-Ogres. Their greatest enemies, however, are the Dark Druids who corrupt nature for their own gain.
Historically they have been distrustful of magic users, seeing them as aggressors who coerce the elements rather than people who work in harmony with nature. But recently they have been more willing to accept magic, as long as it does not needless destroy nature. But there are still some older druids who despise magic users.
A starting character can join the guild immediately.
A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.
A member of the Druids must
The Druids have no need for money.
A member of the Druids has access to
A member of the Druids gains the following bonuses.
Example: As a Animal Druid, Sy has the following Sect by default:
She’s also learnt the Tree miracle “Tree Heal”, which makes the Tree Sect her second Sect.
At Guild Rank 15, Sy cannot reduce her Seasonal miracles by one level as she has not yet learnt any, so she decides to reduce her Tree miracles by one level. Any new Tree miracle she learns will be treated at it’s base level. At Guild Rank 30, Sy has not learnt any miracles from other Sects, so cannot apply any further bonus and at Guild Rank 45 she applies the bonus to the Sect of Weather (as she’s learnt Rust from that Sect). This makes her Sects and levels
Animal: +0 (initially +0)
Tree: +0 (initially +1)
Weather: +1 (initially +2)
Tree Druids are mainly concerned with the welfare of plants, defending them from needless destruction and exploitation.
Above Guild Rank 10, they can choose a particular tree, taking the name of the tree in their title (e.g. Oak Druid, Elm Druid).
A Tree Druid gains the following bonuses:
Example: Silvanus, a Guild Rank 50 Oak Druid, has an innate Bark Skin 2. If he casts Bark Skin 4, the effects stack, so he is effectively in Bark Skin 6 (The miracle still dispels at level 2). This could instead provide 0 normal protection and 3 power protection, 2 normal protection and 2 power protection etc.
|Level 0||Level 1||Level 2||Level 3||Level 4|
|Tree Charm 1|
|Level 5||Level 6||Level 7||Level 8||Level 9||Level 10|
|Tree Charm 2||Tree Charm 3||Tree Charm 4|
Duration: 15 minutes
Type: Offensive, Mental
Resisted by: Willpower
Tree Charm <n> causes a character with Willpower less than <n> to be charmed by a tree of the caster’s choice. Both the target character and target tree must be within 20’ of the caster. Thus an Oak Druid can choose any oak tree with 20’ of his position.
While under the effect of Tree Charm, the character will not move more than 20’ from his tree and will defend the tree from harm to the best of his ability. The effect lasts for 15 minutes. If the character is attacked by the Druid or by other characters perceived to be friends of the Druid, the effect is immediately broken.
Tree Charm does not work on Undead, or mindless creatures. However, it does affect creatures even if they cannot understand the caster’s language, as this spell works directly on the mind.
Tree Heal miracles heal 1 point extra life and wounds when used on the Tree Druid’s chosen tree
The ability to modify the protection of Barkskin to provide power protection. If cast on a Tree Druid, the caster can choose to assign some of the defensive bonus as Power protection on a 2:1 basis. For example, a Bark Skin 4 can provide 2 points of Normal protection and 1 point of Power protection. This modification can be performed as the Bark Skin is cast or if already active if you Concentrate (and additionally cannot move or talk) for 30 seconds.
The Dexterity penalty of the Bark Skin is equal to the Normal protection provided by the Bark Skin.
Example: Sapwood casts Bark Skin 10 as 6 Normal protection and 2 power protection. His dexterity penalty is -6.
Animal Druids identify with the wild animals of the world and seek to keep them free in their natural environment.
Above Guild Rank 10, they can choose a particular animal, taking the name of the animal in their title (eg. Bear Druid, Wildcat Druid).
An Animal Druid gains the following bonuses:
If cast on an Animal Druid whose chosen animal has claws then Claw Hand does <n+1> points of Normal damage per hit.
If cast on an Animal Druid then Fur Skin Armour Penalty is modified to be the minimum of (Normal armour provided by the Fur Skin, Your Dexterity).
Example: Tiddles has a Fur Skin 10 running and has Dexterity 2.
If he has Manoeuvre in Armour 0 he can make no use of his Dexterity.
If he has Manoeuvre in Armour 1 he can use of 1 point of his Dexterity.
If he has Manoeuvre in Armour 2 he can use of 2 points of his Dexterity.
Example: Tiddles has a Fur Skin 2 running and has Dexterity 5.
If he has Manoeuvre in Armour 0 he can use of 3 points of his Dexterity.
If he has Manoeuvre in Armour 1 he can use of 4 points of his Dexterity.
If he has Manoeuvre in Armour 2 he can use of 5 points of his Dexterity.
Below is a list of animal bonuses. Other animals may be chosen and given bonuses at the Character Refs discretion.
Weather Druids identify most closely with the power that the weather has over the environment. They are the most aloof of all druids and known for settling disputes amongst the others.
At Guild Rank 10, they can choose a particular weather, taking the name of the weather in their title (e.g. Storm Druid, Sun Druid).
When cast by a Weather Druid, Lightning Dart can be chained to mutiple targets. The Lightning Dart can be divided into 2 damage increments and cast at multiple targets in range.
Example: Rhegor can cast Lightning Dart 10 as Lightning Dart 6, Lightning Dart 2 and Lightning Dart 2 against 3 people within 20’ of him.
If cast on a Weather Druid, then Eye of the Storm provides <n+1> Normal and Power Armour.
Seasonal Druids worship the four seasons of the year.
Above Guild Rank 10, they can choose a particular season, taking the name of the season in their title (e.g. Spring Druid, Summer Druid).
A Seasonal Druid gains the following bonuses:
A seasonal druid can always do their own Season’s Hands regardless of the time of year at <n-2>.
When it is their own season it is cast at <n+2>.
A seasonal druid can always do their own Season’s Enhancement on themselves regardless of the time of year at <n-1>.
When it is their own season it is cast at <n+1> on themselves.
This stacks with the Elemental Protection miracle. Other defensive miracles can also be cast on the Druid, but the normal rules apply (i.e. only the best defensive miracle/effect is used).
A seasonal druid can modify the element that an elemental protection protects against if cast on a seasonal druid. This modification can be performed as the Elemental Protection is cast or if already active if you Concentrate (and additionally cannot move or talk) for 30 seconds.
Below is a list of season bonuses
Can learn the Balance ‘Regrow’ miracle chain, this is learnt/cast as part of the Seasonal list.
Can learn the Light ‘Dazzle’ spell chain (including Mass), this is learnt/cast as part of the Seasonal list.
Can learn the Air ‘Sleep’ spell chain (including Mass), this is learnt/cast as part of the Seasonal list.
Can learn the Water ‘Freeze’ spell chain (including Mass), this is learnt/cast as part of the Seasonal list.