Druids sacrificed; they sacrificed everything they got their hands on, and they sacrificed a lot. Bulls, dogs, stags, slaves, criminals, gold, silver, etc. You name it. They burned it, drowned it, strangled it or examined its entrails (except for the gold). Druids would stab people in the back and divine the future based on how they twitched when they died. They believed in regicide, utilizing the fabled triple death of strangling, drowning and stabbing with a spear. They crammed gigantic wicker colossi full of people and torched it.
Druids did believe in the sanctity of trees. In fact the name Druid probably comes from a root meaning oak. Druides use druideachta, which means magic. One did not trifle with druids if he knew what was good for him. The Oghams, their runic language revolved around the various trees and their properties. Druids did not worship the four elements. This only makes sense as Druids considered spirits to be in everything, and the Druids also held the number three to be sacred.
Despite their seemingly barbaric practices Druids were the Druids of knowledge, advisors to rulers and the judges of their time. They utilized the Brehon Law, a Law which is admittedly biased towards the more powerful individuals of society, but a law nonetheless which they had absolute jurisdiction over. Druids were highly respected. Respected so much in fact, that the Romans did their best to wipe their power base out. Druids as a group were a threat to Roman rule. They were only partially successful and it wasn't until the Church came about that a clash of ethos really happened.
Realising they were outnumbered and about to be exterminated, the Druids simply disappeared...or at least they appeared to. In reality they went underground, continuing their sadistic and bloodthirsty practices in secret. Every so often though, a member of the Druids will hear Gaea's voice, and in that moment recognise the evil of their ways and choose to follow Gaea's path instead. At this point they become a renegade and must flee to avoid death at the hands of their fellow Druids. Renegade Druids will often fight alongside Gaea's other allies including Geomancers, Elementals, Urban Legends, Apostulates and Eternals.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15 and WIS to 14, or if already over add +1 instead. Hit points = CON +8, +8 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Demons Knowledge Fey Knowledge Flora Knowledge Geomancy Knowledge Herbalism Knowledge Magic |
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| Step 3: Abilities | ||
| Druids gain all the
following free; Spellcast - The first sphere the Druid learns from is free and must be from Faerie or Runic, the second sphere costs 5 points and can only be from Runic or Faerie. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 6, 10, 12, 15 and 18. +1 Sanity save at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. +1 Willpower save at levels 1, 5, 9, 13 and 17. +1 CON Bonuses at levels 2, 8, 11, 14 and 19. Pick 1 extra spell at levels 4, 7, 10, 13, 16 and 20. Additionally Druids start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Animal Empathy | 5 | Druids can establish telepathic
communication with any normal or giant animal within line of sight if he
does nothing else in the round. The animal must have a minimum INT of 1. This
has the following benefits: He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 5 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| HP Bonus | 10 | CON +10 HP instead of 8, +10 per level. |
| Natural Chameleon | 10 | Using this ability the Druid can blend
into and render himself nearly invisible in any surroundings. This ability
to hide works equally well in fields of tall grass, clumps of bushes, rocky
hills, or any other wilderness area with dark or shaded terrain. When
hiding the Druid can conceal himself from attackers and eavesdrop on his
enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an
opportune moment to steal their supplies.
He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection. Lasts for WIS x1 round. |
| Nature Survival | 5 | A druid may select a particular type of terrain as his specialty area of survival. Due to his extensive experience and training in this terrain, the druid gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Druid may either take an additional +1 with their terrain OR choose a new terrain. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Save Bonus | 10 | This is the cost for each additional +1 added to all the character's CON saves. |
| Tongues | 5 | The character can reply in any language spoken to him, even supernatural beings and ghosts. Note the other person/being must speak to him first. |
| True Sight | 5 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; Botanist, Naturopath Doctor, Anthropologist, Vet, ZooDruid, GamesDruid, Animal Breeder, Bee Druid, Plant Breeder and Academic Researcher (specialising for instance in plants, etc). | ||
| Step 5: Disadvantages | ||
In my campaign world the Druid has the Disadvantage of Hunted at +20 points by the Druid organisation. If caught the Renegade will be examined, in other words cut open and sacrificed. |
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| A Druid's Serene Grove |
| Druid's can create their own
miniature versions of the true Grove of Serenity (see the
Parliament of Nature
for more information on this).
To support a Druid and his companions a grove site must have several features. First there must be a place for the GroveDruid to sleep. This can be a natural shelter such as a cave or one built from natural materials such as a sod hut or tree house. Next there must be a good supply of food and clean, fresh water. The food supply can include nuts and berries, tree fruit, and a diverse population of animals. In addition most GroveDruids maintain at least one herb garden and many also cultivate a patch of vegetables. The next vital feature is a system of protection for the Druid and his charges both plant and animal. This often takes the form of natural barriers such as briar hedges or dense forest. Magical protections often come into play as well but Druids rarely set traps in their home areas unless they can be sure animals will not blunder into them and come to harm. Warmth is another vital issue. If the climate where the Druid lives is temperate or cooler he requires a good source of firewood, coal, or other fuel. As with his other activities he always harvests firewood in a manner that ensures that the forest can renew itself. He clears brush and fallen limbs from the forest floor and thins the trees to help ensure the forest’s viability. Many Druids also possess the magic to make warmth without fire and they use this ability to avoid overharvesting wood. In addition Druids use natural materials to make warm clothing and blankets. Each generally has a cache of tools stashed away for sewing hides and weaving cloth from plant fibres or animal hair. Druids like to be prepared for emergencies so most keep a supply of important magical and nonmagical items secreted about their groves in hollow trees, under stones and in unused animal lairs. Stashed magical items usually include goodberries and infusions of useful spells. Other useful items include small amounts of money (in case they need to visit a town), tools for starting a fire, a knife, torches, extra weapons, and skins of fresh water and food. A typical Druid's grove features some means for scrying most often a pool of still, mirror like water. A large highly polished rock also might make a good scrying device. In a pinch a Druid can use the create water spell to produce still water for scrying in a large container or natural crevice. A Druid usually maintains one or more animal companions at all times. These creatures live with him in his grove and travel with him as he wishes, though they must also roam through the area at large to forage for food. Thus a reasonably convenient means of egress from the Druid’s grove must also be made available for them. Higher level Druids occasionally grant human like intelligence to plant or animal creatures through the awaken spell as well. Though awakened animals are not required to stay in their native areas many choose to do so either out of love for the land or friendship for the Druid. A Druid’s grove also supports populations of the types of animals, feys, and natural creatures that normally would live in such an area. Druids make an effort not to disturb the natural environment too much, so they rarely interfere with these local populations unless the creatures are nonnative and somehow harmful to the environment. |