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Dark Druids

All Druids accept that death is a part of life. However, some Druids become fascinated and corrupted by death, turning their backs completely on the living. Such Druids are called Dark Druids and are hated and spurned by all other Druids.

The Holy Symbols of Dark Druids are symbols of Death, such as skulls and bones, though a lightning blasted tree is also traditional.

Guildmaster

The Dark Druids, like their light counterparts, recognise no formal command structure. Some claim ‘Richard’ to be the overall leader, which is almost certainly a pseudonym.

Requirements

A member of the Dark Druids must

  • be a Human, Elf or Half-Elf
  • not use/manufacturer any metal weapon or wear/manufacturer any metal armour
  • learn Death as their Primary Sect
Tax

0%
The Druids have no need for money.

Advanced Training

A member of the Dark Druids has access to

  • Miracles, Miracle Masteries, Religious Ceremony and Consecrate Item in the Sect of Death above level 4.
Bonuses

A member of the Dark Druids gains the following bonuses.

  • [LOSE] He may use the title Acolyte up to Guild Rank 10, Druid above Guild Rank 10 and Hierophant above Guild Rank 100.
  • [LOSE] The ability to add half the level of their Unholy Symbol to Fear miracles.
  • [KEEP BOUGHT] He may learn Recognise Creature, Recognise Smell and Recognise Tracks at 2/3 cost up to and including the Mastery skill.
  • [KEEP BOUGHT] Ability to learn the following extra miracles, which form part of the Death list.
Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Tree Drain 10 Tree Drain 20 Tree Drain 30 Tree Drain 40 Tree Drain 50
Instant Tree Drain 10 Instant Tree Drain 20
Control Animal 1 Control Animal 2
Control Plant 1 Control Plant 2
High Level
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
Tree Drain 60 Tree Drain 70 Tree Drain 80 Tree Drain 90 Tree Drain 100 Tree Drain 110
Instant Tree Drain 30 Instant Tree Drain 40 Instant Tree Drain 50 Instant Tree Drain 60 Instant Tree Drain 70 Instant Tree Drain 80
Control Animal 3 Control Animal 4 Control Animal 5
Control Plant 3 Control Plant 4 Control Plant 5
Tree Drain <n>

Range: Self
Duration: 1 Minute
Type: —
Target: Tree
Effect:
This miracle allows the Dark Druid to drain the life from a touched tree to heal himself. Every minute the Druid is healed of <n> points of Life damage and <n> points of Body damage, spread intelligently (i.e. it goes to the worst location at the Player Ref’s. discretion). If the Druid stops touching the tree, the miracle also stops and must be recast.
A tree drained of roughly 100 points will die.

Instant Tree Drain <n>

Range: Self
Duration: Instantaneous
Type: —
Target: Tree
Pre-requisite: Tree Drain <n>
Effect:
This miracle allows the Dark Druid to instantly drain the life from a touched tree to heal himself. The Druid is immediately healed of <n> points of Life damage and <n> points of Body damage, spread intelligently (i.e. it goes to the worst location at the Player Ref’s discretion).

A tree drained of roughly 100 points will die.

Control Animal <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Animal
Resisted by: Willpower
Effect:
The targeted Animal must obey the commands of the caster if it fails to resist. Control is immediately broken if:

  • the caster ever attacks the Animal,
  • the Animal is killed,
  • another character casts a Control Animal of the required level or higher.

After the duration, control reverts back to a previously cast Control Animal (if its duration has not expired). Otherwise, the Animal becomes free willed.

See ‘Typical Willpower scores for animals’ under Befriend Animal.

Control Plant <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Plant
Resisted by: Willpower
Effect:
The targeted Plant must obey the commands of the caster if it fails to resist. Control is immediately broken if:

  • the caster ever attacks the Plant,
  • the Plant is killed,
  • another character casts a Control Plant of the required level or higher.

Unintelligent Plants (Shambling Mounds) are willing to attack even if they face certain destruction. However, if the Caster orders an intelligent Plant (Treants, Dryads etc.) into a situation where it will obviously be destroyed, his control will be broken.

After the duration, control reverts back to a previously cast Control Plant (if its duration has not expired). Otherwise, the Plant becomes free willed.