ruid
Important rules and regulations.
1. Armor restrictions. No metal armor unless your Deity specifically
allows metal armor (Mielikki only). You will loose Druid abilities while
wearing metal armor or using many metal weapons.
2. Druids must select one of the gods on the right as their deity.
Not all deities are available to all races and alignments.
Further information on playing a Druid by
Foolish Owl
Druids seek to understand the living, dynamic
world of nature and life.
Nature is a more complex reality than even the
deities that created it can fully understand, much less intelligent
mortals. For a druid, a patron deity is a spiritual guide, and an
intermediary between nature as a whole and the individual druid. The
particular deity that a druid follows shapes the druid's perception
of nature, but it is nature that the druid ultimately serves, not
the deity.
Intelligent beings, to druids, are perpetual
crises, always threatening to disrupt "the Balance" in their willful
blindness to nature. Ironically, it is up to intelligent beings to
protect and restore that balance. Whether intelligent beings are
themselves part of nature, or inherently aberrations that are more
trouble then they're worth, is a matter of profound controversy
among druids, and blood has been shed in the course of the debate
more than once.
Druids distrust abstract ideals. They are, in a
sense, invaders from outside the prime material, outside the living
world. Intelligent beings tend to be entirely too concerned with
matters like Justice, Honor, Freedom, Hatred, Domination, and
Vengeance, and this can blind them to the complex living reality in
which they live. Intelligent beings following their ideals disrupt
the balance of nature much the way that clearing a road disrupts a
forest.
Druids see some clerics, particularly those of
nature deities, as allies, even if too involved in the politics and
turmoil of the cities. Clerics are civilization incarnate, and many
clerics are sentience at its worst: devotion to false ideals that
utterly blind them to the real world. Clerics are absorbed in
preparing for an endgame, while druids try to prevent the game of
life from ever ending. Monks are almost incomprehensible to druids:
their devotion to abstract ideals make them almost completely alien
to the natural world.
|