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The Druids (New)

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.

Joining

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.

Requirements

A member of the Druids must

  • be a Human, Elf or Half-Elf.
  • be a follower of the Path of Nature.
  • never learn miracles from the Sect of Death
  • not use/manufacturer any metal weapon or wear/manufacturer any metal armour.
  • never learn spells which needlessly destroy nature (e.g. Radiate/Immolate).
  • never accept aid from an Orc, Half-Orc, Ogre, Half-Ogre or Goblin (N.B. you are allowed to patrol with them, but should not allow them to assist you by for instance letting them casting beneficial magic/miracles on you).
  • oppose all Dark Druids and their plans.
Tax

0%
The Druids have no need for money.

Advanced Training

A member of the Druids has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Sects of Tree/Animal/Weather/Seasonal above level 4.
  • Miracle adepts in the Sects of Tree/Animal/Weather/Seasonal
  • Armour Adepts.
Bonuses

A member of the Druids gains the following bonuses.

  • [LOSE] He may use the title Acolyte up to Guild Rank 10, Druid above Guild Rank 10 and Hierophant above Guild Rank 100.
  • [KEEP BOUGHT] Every 15 Guild Ranks, he can reduce the level increase for learning Miracles from a Sect by 1 (to a minimum of 0). The Druid can only choose a Sect from which he has learnt miracles and the reduction only applies to any new miracles learnt. Note that this bonus cannot be delayed (so you cannot learn a new Sect at Guild Rank 15 and then immediately take the bonus on that Sect).

Example: As a Animal Druid, Sy has the following Sect by default:

Animal: +0

She’s also learnt the Tree miracle “Tree Heal”, which makes the Tree Sect her second Sect.

Animal: +0
Tree: +1

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

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:

A Tree Druid may use the Talk with Plant miracle on their chosen tree as an Innate miracle with no standing cost.

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.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Tree Charm 1
High Level
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
Tree Charm 2 Tree Charm 3 Tree Charm 4
Tree Charm <n>

Range: 20’
Duration: 15 minutes
Type: Offensive, Mental
Target: Person
Resisted by: Willpower
Effect:
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

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:

An Animal Druid may use the Animal Empathy and Talk with Animal miracles on their chosen animal as Innate miracles with no standing cost.

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.

Animal Bonuses

Below is a list of animal bonuses. Other animals may be chosen and given bonuses at the Character Refs discretion.

Bear

Deer

Magpie

Snake

Wildcat

Wombat

Drokken

Cassowary

Weather

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 reduced by 2 to attack an additional target in range.

Example: Rhegor can cast Lightning Dart 10 as Lightning Dart 6 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

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.

Season Bonuses

Below is a list of season bonuses

Spring
Can learn the Balance ‘Regrow’ miracle chain, this is learnt/cast as part of the Seasonal list.

Summer
Can learn the Light ‘Dazzle’ spell chain (including Mass), this is learnt/cast as part of the Seasonal list.

Autumn
Can learn the Air ‘Sleep’ spell chain (including Mass), this is learnt/cast as part of the Seasonal list.

Winter
Can learn the Water ‘Freeze’ spell chain (including Mass), this is learnt/cast as part of the Seasonal list.