Druids reject the hierarchical, centralized coven organization of witches, except in times of great danger, druids act independently. Druids concern themselves primarily with mitigating the negative impact of humanoids on the Crescent Lands. This can be expressed in a range of activities: as pacific as educating humanity about the harm they practice to waging guerilla campaigns against those who attack their tenets.

Because of the fear with which both witches and Lord T’lloluvin are regarded, Druids often choose to be lay members of the Ehestran temple and represent themselves as adherents of Ehestra to those who inquire.

Druids do not wear metal armor, for it represents a working of the virgin ore, and it generates no natural power. Moreover, encasing the druid in the material prevents his powers from functioning. Small amounts may be used, such as represented by weapons.

Experience Level Invocation Level and # of Invocations per Level
1 2 3 4 5 6 7 8
1 2
2 2 1
3 3 2 1
4 4 2 2
5 4 3 2 1
6 4 3 2 2
7 4 4 3 2
8 4 4 3 2 1
9 5 4 3 3 2


Druids become an initiate by performing acts that defend the land from sentient beings. A druid wishing consideration presents himself to the central temple in the GloomRim, and the aspirants is blindfolded and lead to T’lloluvin’s Defile. Those who survive the night and return are granted initiateship. Failures never return. Needless to say, few present themselves for consideration until they truly feel themselves worthy.

Initiates receive the following benefits:

The ability to transform themselves into one animal form once per day. Upon receiving initiateship, Druids choose one animal form with one additional form gained per level gained after initiateship is conferred. Once per day (per form) they are able to transform into this aspect, gaining sense, mobility, instincts and attacks consistent with this form. Druids can remain in this form indefinitely but have a 5% cumulative chance per day (beyond the first) of continuous transformation of having their intellect subsumed beneath the instincts of the animal form. Only protracted treatment by the Druidic temple can serve to reawaken the human mentality. Upon returning to human form, a druid will be exhausted having 0 evasion points. These evasion points can be recovered by magical or other means.

Both lay and initiate druids gain certain special abilities as they increase in level.

At Third level druids receive a 50% bonus to identify plants, animals, and can automatically identify pure water. At Fourth level, they gain the natural ability to pass without trace and a 30% bonus to camouflage. Additionally, druids have the skill make like a ranger but do not receive experience points for successful use of the skill.

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