The class of nature's magic: healer, provider and wielder of storm and quake.
The druid has no temple, and says that he wants none that the wind cannot get into. His charge is the wild: the forest with its deer and its centaurs, the streams, even the swamps with their flies, against which he will not hear a word said.
The gods have armed him for it. A druid can call a man back from the edge of death, and bring food and water out of nothing, so that those who travel with him do not carry much. And when the wild is threatened he does not send for help. The ground opens. The sky splits. Warriors who have stood against a druid say that it was like fighting a hillside; and mages allow, without pleasure, that his wards are nearly as good as their own.
Details
- Strong in wisdom and hardy in body.
- Peoples whose own accounts name this calling: wood elves, half-elves and desert trolls.
- A first class is not the last: in time a character takes two more.
The game also finds it under: druid, druids, nature.
Dark Legacy