Druid

Introduction

The people of Earth fear the dark. They fear the unknown of the winding woods and dark caves. At one time perhaps man’s dominion over the planet was so great that there was never a need to fear what kinds of things lurked just outside the edge of a campfire, but those days are over.

Taught by the Psionics in the ways of life, the Druids live deep in the wilderness, far removed from society. Just as many Wizards lock themselves up in towers to further their studies unimpeded so do the Druids. While most humans need fear the beasts of the wild the Druids do not, after all it was Galactic Accord Druids who created the mutation storms that ravaged the planet (for good reason of course, to test mankind, or so the Lawful will tell you.)

Druids aren’t the harmonious protectors of the woods you may think they are, instead they are masters of the hidden power of genetics. They bend the primal forces of life to suit their whims, and engage in strange customs unknown to all but the Druids. If there’s a new strain of monster destroying the countryside, or tales of explorers suddenly going missing it’s most likely that a Druid is at fault, or at least the first to be blamed. Because of the stigma associated with Druids many do not trust them. If all of these rumors are true or not is up for debate however.

Alignment

Druids can be of any alignment of their choosing; though most, if not all, are Neutral.

Chaotic, Evil, Good, and Lawful Spells

A druid can cast all spells except those opposed to his faction’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Good and evil spells are not bound by this rule.

Druid

GoHyaku Kettei Orphansmith Orphansmith