Guild of Druids
Guildmaster: *pending*
Availability: Open
Class Information
The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear--all these and more are at the druids command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.
Characteristics
Druids cast divine spells much the same way as clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented towards nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals. Druids do not wear armor. They prefer simple robes and avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.
Role
The druid enjoys extraordinary versatility. Though she lacks the sheer healing power of the cleric, she makes up for it with additional offensive power.
Nicknames
Summoner, Elementalist
Location
To the west of the City lies the Sacred Grove, where all druids are allowed. Each druid also keeps a personal, smaller grove somewhere in the outdoors.
