Priest
Druids are the priests of nature; they strive to understand and live in harmony with it. Through this understanding they have the ability to use the elements of nature to heal and protect themselves. They can cover themselves with shields of thorns, make their skin turn as hard as wood, or stone, or use the speed of a wolf to escape danger.
Druids are not just in tune with the healing power of nature. They also tap into its destructive power to defend themselves. They can call forth vicious gusts of wind to disorient and stun their enemies, harness fire to burn foes, or command ice to rain down from the skies. If the situation calls for it, a Druid can also call an animal to his side.
To aid Druids in their need to travel, they have been blessed with the ability to ride the winds that blow across Norrath.
Wanderer, Preserver, Hierophant, Storm Warden, Stormreaper, Nature Walker
Druids shun most armor made of metal, instead they prefer leather to protect themselves.
Only followers of Tunare and Karana receive Druidic training. Unlike Clerics or Shamans, Druids see their dieties as embodiments of Nature. Druid worship involves ceremonies that revolve around the passing of seasons, which mark changes in Nature. Druids strive to understand all sides of an issue before they make a decision, then they see how it will affect Nature. This tends to make them one of the more open-minded members of the Priest class.
The need to travel is strong in almost every Druid, but their reasons may be different. One may wander in an effort to become even closer with nature while gaining knowledge on a particular subject. Another may choose to put their knowledge to use by acting as an advisor in a place like Qeynos. Some Druids choose not to travel. They may needed in their hometown as spiritual leaders, or to help oversee the training of potential Druids.
Before one can be called a Druid, she must endure rigorous training that can last up to twenty years. A young Druid's initial training is very similar to the early stages of Bardic learning, because, like Bards, they are expected to commit the lore and history of their people to memory. The next phase of the training focuses on healing. This is where the fledging Druid learns to use the elements found in nature to heal others. At first the Druid learns to heal with the use of bandages and herbs. Later on, he will be able to heal by using the power given to him by his deity. When this step of his training is complete he is then ready to learn about the politics and laws that govern his land.
A large part of a Druid's training ensures that he will have excellent survival skills. He will be able to find food and water no matter where he is. This skill may also turn up items that have been abandoned by other travelers. During his time in the forest, a Druid also learns how to track animals or people. A Druid's skill in this area will never be as good as a Ranger's.
Druids receive limited training in the use of both large and small staves. They can also wield a handful of bladed weapons such as scimitars. In practice, Druidic weapon training is largely ceremonial, but they are able to fend off a minor attack if the need arises.
When the Elder Druid of the area feels an apprentice Druid is ready to be formally inducted, a ceremony is held. This usually involves presenting the new Druid with a ceremonial staff, or piece of jewelry imbued by the Elder Druid. A feast is then held, and everyone in the town gathers to celebrate. The next day, the new Druid is sent out alone to gain wisdom from nature. When he feels he is ready, the Druid returns and speaks to the Elder Druid. If the Elder Druid agrees, the new member takes his place as a full Druid among his people.
When Druids of any kind get together it is a chance to share news and knowledge. It is not uncommon to see an Elder Druid sitting in Surefall Glade surrounded by lesser-experienced members of his brotherhood, entertaining them with stories or teaching them new skills.
Druids are usually well-respected by whomever they come across when traveling. Their wisdom and experience are appreciated and their counsel sought after in any non-evil city, regardless of religious differences. Evil cities on the other hand, have little love for them and would like to see them dead.
Adventuring parties are normally glad to have a Druid join them. There may be some tension if one of the more fanatical classes such as a Shadow Knight, Shaman, Paladin, or Cleric is also a member of the party. These individuals may not be as receptive as some others are to a Druid's ideas, if they clash with their religious training or outlook. Druids tend to get along the best with Rangers and Beastlords because of their similar viewpoints.
Above all, Druids are a neutral class. They will defend nature against good and evil races alike.
You are a defender of nature. This dedication has granted you powers from your deity to help you in your cause. Do not cheapen your magic by using it unnecessarily, or desecrate it by using it against the environment. Travel if you feel the urge; spending time outdoors will give you a better understanding of it. You are a spiritual leader to your people, they look for you to interpret the rhythm of nature. Others respect you for your knowledge; they may come to you for advice.
"The older I grow, the more I become certain that it makes no difference what words we use to tell the same truths."-Taliesin, The Mists of Avalon