"Does the walker choose the path, or does the path choose the walker?"

Racial Description

General Race Description

Druids are the sorcerers and sorceresses of nature. They are often lean tall humanoid folk of natural colored hair and bright gleaming eyes. They occasionally manifest with Elvin features: pointed chins, pointed ears, large eyes (or those of unnatural colors), and human complexions from the fairest creams to the deepest hued browns. Females of the race have slighter builds and after reaching physical maturity tend to be fair of frame to buxom depending on their parameters. Males tend to maintain leaner bodies, with softer features than most male humanoids. Often they don't gain facial hair until well into maturity but once they do, they often have robust beards and long hair denoting their status as 'natural'. As the spell-weavers of nature, they are often shown to have more than reasonable supplies of mana and the potential to innately control mana around them. True-born Druids, often have mild to extreme allergies to man-manipulated metals, as such they are often seen wielding weapons made of only natural or magical materials. These allergies can sometimes be mediated or lost by mixing of races, joining certain Circles, or even by the conversion of these metals into more friendly materials. At the same time certain Circles of Druids show allergies to 'Blessed' Metals and those of magical manipulation. Druids show a natural leaning towards the ability to cast magic, wield light or ranged weapons, given their ability to bond with nature a predisposition towards stealth. They are slight in build but innately robust, showing exorbitantly long-life spans and the reaching of physical maturity much later than most humanoid races. They are shown to have great ease learning languages and show great maturity even at young ages, the ability to question marks mental maturity for young Druids allowing them to begin their journey to true enlightenment through their works.

Base Parameter Bonuses
Strength: =
Endurance: =
Agility: =
Mana: ++
Luck: ++
Artifact: =

True-Born Druids (Druid Racially Pure)

True-Born Druids are those born of two Druid Parents. True-born Druids grow a phenomenally slow rate, not reaching physical maturity until age 50. They however reach mental maturity as all Druids do at age 6 as their minds develop much more quickly than others. Physically they are most likely to show multiple obvious signs of former Elvish Heritage. They have the natural ability to hear the call of natural energy and nature spirits, who they deal with on friendly terms. True-born Druids are most likely to show aversion to man-made metals and often feel uncomfortable around the modern cities which house Humans and Dwarves. They will more often than not, choose to be part of Circles which allow them free-roam of nature without having to interact with others. A True-born Druid is least likely to be able to learn Runeforging as a skill, but will retain the ability to know and understand Runes and what they do on sight. They are most often seen bonding with nature to have their will achieved, and rarely leave their homelands whatever those happen to be. They are most likely to be able to bond with animals of different varieties and have a seemingly innate knowledge of plants and nature. Because they are always in nature, they are also gain skills boosts to natural powers boasted by nature, though they often have obvious leanings towards one type of nature over another. They gain greater bonuses to their skill sets when completing their Circle Trials. Likely to be aligned as 'Good'

True-Born Druid Parameter Bonuses
Strength: =
Endurance: ++
Agility: =
Mana: ++
Luck: -
Artifact: -

Half-Born Druids (Druid Halflings)

Druid Halflings have one Druid Parent or are able to claim Druid ancestry without either of their parents currently being a Druid. Druid Halfings who are born to at least one Druid parent directly are raised as Druids when they are children, and grow at a fairly slow rate. They align with normal Druids and reach mental maturity at age 6, and thereafter grow at the rate of their other half until reaching maturity. Druid Halflings are locked in at their physical point of maturity retaining their looks and physical prowess for their extended lifetimes. They tend to be more curious than their True-Born counterparts and are often seen traveling the world, not just nature, but cities and kingdoms. Because they are not fully Druid, they also gain bonuses to their physical traits not just their magical ones. Physically they tend to look more like their other half (usually human) but are said to maintain unearthly attractiveness, with the potential to show only a single Elvish trait (usually eyes or ears). The main bonus to the halfling status, is they don't maintain a man-made metal allergy and can use any weapon as they see fit, even being able to imbue extra magic onto man-made metals to make those creations hybrid of man and nature as they are. Druid Halfings join any Circle depending mostly upon their own understanding of themselves at the time of their joining and gain bonus attributes from doing so. Most gain both the ability to learn and the ability to use, making them the most balanced form of Druid to exist. Likely to be aligned and maintained as 'Neutral'.

Halfling Parameter Bonuses
Strength: +
Endurance: +
Agility: +
Mana: +
Luck: +
Artifact: =

Druids of the Circle (Purely Religious)

Druids of the Circle are Druids who follow the old ways. They aren't necessarily born 'Druids' and can be of any race (though those born Druids receive special bonuses). They are instead those who chose to align themselves with nature and follow the path towards natural understanding and enlightenment. Those who follow the Circle must take the same steps as Druid Children and follow the path. Upon completing all the prerequisite conditions they will be allowed to take on the Trial of a specific Circle. Each Circle, gives a different kind of bonus pertaining to each of the Druids potential racial ability, but come with a contingency that must be followed as a law of that Druid's Nature. Druids of the Circle can fall easily to corruption or become completely overcome by the nature of their belief. They are marked as either Good or Evil but it is hard for a Circle Druid to maintain Neutrality.

Circle Parameter Bonuses
Strength: ++/=/--
Endurance: ++/=/--
Agility: ++/=/--
Mana: ++/=/--
Luck: ++/=/--
Artifact: ++/=/--


*Circle Parameter Bonuses are Determined by the Circle Joined and explained in detail on the Circle Page