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Common in Velitrium though steadily declining in the face of Mitra. Popular with humans, Halflings, Elves and some Gnomes. Tolerant of most other faiths.
Minimum age for a human Druid is 23    For a Gnome it is 150.

Like clerics, Druids have spent many, many years in training with other Druids. During this time all their worldly needs are taken care of and their only income is a meager allowance given by their Master. There is no structured hierarchy to support Druids financially, they either live off of gifts from the community, the product of a trade or craft, or they raise their own food and make a living for themselves. Starting money represents accumulated savings and gifts from the Faithful. The new Druid will generally receive a small silver sickle, used for ritually cutting mistletoe, holly and oak leaves, from his or her teacher.
Starting Money = $800

ABILITIES and STATS     Base Cost = 26pts plus type
 Druids are +1 skill bonus in casting Elemental Summoning spells. (5pts)
 Druid characters  must have the  advantage Mnemonic Memory level 1 minimum (30pts) and the disadvantages Illiteracy (they do not receive any bonuses for this), and Sense of Duty (+10pts)
Druids are +1 in reaction situations with Faithful, and all of the `common people' regardless of faith. (5pts)
Druids are -1 to reaction rolls with clerics of Mitra or the Dark Lore and with most government officials. (-5pts)
 Druids  must have the following skills. (11pts total)
      Theology at IQ            Naturalist at IQ
      Druidic Law at IQ         Civil Law at IQ-1
      Druidic History at IQ     Bard at IQ

 Druids may  never use any scrolls, books or written materials. They may  never learn to write or read and they may never commit any of their spells, or religious knowledge to paper personally or through dictation.
Druids learn their spells orally from one Druid to another. They will employ memory aids on occasion, such as knotted strings and the like to assist in learning.

Druids MAY NOT employ axes, flails, swords or any scrolls or written magic items, including Grimoires. (+10pts)

Druids are trained to fill one of three roles in their society.


 Guardian Druids are vowed protect the faithful as well as the creatures of nature that cannot protect themselves, plants, animals etc. Acts of violence against their human followers or wanton cruelty and waste against their animal and plant charges, require action on the part of a Guardian Druid. If possible the activity must be halted or if that is not possible, it must be avenged. Guardian Druids must have strong combat abilities and attack spells, and skills like Tactics, Stealth, Shadowing, Tracking and other skills that will aid in fulfilling their role. Advantages like Combat Reflexes, Toughness, High Pain Threshold, etc. are useful.  They are not obligated to fight, if a peaceful resolution and equitable solution is possible that is considered best. However, Guardian Druids vow to lay down their lives if needed in the defense of their charges. This is a +10pt vow.
Guardians may not cast any Healing spells of any kind.
Guardians gain an additional +1 in casting spells to Summon, Create or Control Elementals. 5 points.
It costs 30points to be a Guardian.


 These Druids serve as the teachers, historians, law givers and judges of their people. They are sworn and obligated to be impartial in all matters, to be accurate and factual and to pass on their knowledge. (This is a +5pt vow). The Historian/Judge, called `Memories'  must have Eidetic Memory level II. (an extra 40pts) The advantage `Intuition' is also valuable, but is not required. They must also have the following skills. Druidic Law at IQ+2, Civil Law at IQ+2, Mitran Law at IQ, Druidic History at IQ+2, General History at IQ+2, at least one History Specialty at IQ, Diplomacy at IQ (40pts total). They must be Honest and Truthful (+15pts) and they get an automatic +2 to Reputation, both with Faithful and any who know what they are. It costs an additional 60pts to be a Memory.

  Healer Druids:

 These Druids care for the health and welfare of their charges. They tend not only the humans, but also animals and plants. The healer Druids, known as `Caretakers' specialize in Healing spells and will have the following skills. Diagnosis IQ+2, Physician IQ+2, Surgery IQ+2, Veterinarian IQ+2, Botany IQ+2 (48pts). A Caretaker must also take a vow of Vegetarianism (+5pts) and "Shall not Kill" (+15pts). A Caretaker is +2 in casting Healing Spells including `Heal Plant' (10pts). Healer Druids may never learn or cast `Resurrection'. Druids do not believe that raising the dead is appropriate, it violates the natural order of things. It costs an extra 33pts to be a Caretaker.

Note: Druids often begin as Guardians and later move on to be Caretakers or Memories.

Non-magical abilities of all Druids  
   Marriage: A Druid can marry two mutually consenting
   members of the Faith. Male and female only!

   Burial: A Druid MUST see to it that all members of the
   Faith receive a proper burial. Note:  The spell “Final Rest” must be used with this rite,
   to assure that the deceased cannot be raised, animated, summoned or otherwise    
   disturbed.  Druids do not have consecrated graveyards.

   Affirmation and Dedication: Acceptance of a new member of
   the Faith at birth, or as an adult.

   Coming of Age Ceremony: Performed on members of the
   Faith, male or female, at age 12 to reaffirm dedication
   to the Powers of Life.

   Initiation: Acceptance of a member of the Faith into
   training for Druid hood.

   Ordination: Elevation of an Initiate to status of

Power of Judgment over the Faithful and Keepers of the Law.
  Memory Druids are obligated to serve as Judges in civil disputes and minor criminal disputes amongst the Faithful. They also act as the Keepers of the Law for their people. It is not uncommon for a Druid to be asked to serve as an Advocate for a member of the Faith in trouble either with the Druids, the Church of Mitra, or the Secular authorities. A Memory Druid should be versed in all these matters.

  NOTE: The Church of Mitra does not object to this as long as it does not affect any members of their faith. The civil authorities do not object to religious matters being so dealt with, but they have gotten bent out of shape over Druids dealing with criminal issues and major civil cases.

            Druidic Spells
Druids are limited to the following Colleges for spell selection.

Earth and appropriate Elemental spells
Water and appropriate Elemental spells
Fire (except fireball and explosive fireball spells)
Shape shifting  (Note: All shape shifting is limited to natural forms, animals, plants, insects, etc...)
Religious (as per pgs 110-111 of GURPS Religion) see list below.
Healing, Caretakers only (Druids may never learn or cast Resurrection.)
Judgment Spells, Memory only

  Sense Emotion
  Aura  (Sen. Emotion)
  Truthsayer  (Aura)
  Compel Truth  (Truthsayer)
  Mind Reading  (Compel Truth)
  Mind Search  (Mind Reading)

OTHER SPELLS  (Available to all Druids)

RELIGIOUS SPELLS (Common to all Druids)
Lead Worship
Final Rest
Summon Spirit

Druidic Clerical Spells  (Found in GURPS Religion pgs 108-112)

Aura:  Works as described

Divination:  Uses Augury as described in sidebar pg 110.

Lead Worship:  Works as described.  Services are centered around a period of  consciousness expanding meditation that is lead by the Druid.  The Faithful become connected with the Whole and a ‘channel’ is opened between the Faithful and Dia with the Druid as the conduit.  Music and chanting are used to set the tone and ease the mind to allow the transition.

Consecrate:  As described,  Druids may not Consecrate weapons (in so far as their faith has no innate enemy to consecrate it against) But, see the section on Other Spells.

Desecrate:  As described

Excommunicated:  As described

Final Rest:  As described. Must be performed on members of the Faithful. May be combined with Lead Worship if members of the Faithful are present to help bury the deceased.  Family members present will give half their available ST.

Oath:  As described

Summon Allied Entity:  This is NOT available to Druids, this is what the Elemental Summoning powers are all about.

Summon Spirit:  This is a special form of the spell Summon Spirit. It may only be used to summon those of the Druidic faith and must be used within three days of the subject's death.  After three days the spirit has entered the natural cycle of reincarnation and cannot be contacted.  On a failure the spirit cannot be summoned again.  Modifiers -3 if the subjects full name is not known.  Prerequisite: Final Rest

Reincarnation:    Brings back to life a dead person.  The essence of the dead person is
transferred to another body, possibly one very different to his former body.
The dead person will be restored in the form of any sentient (or semi-sentient) race at the GM's choice.   The subject of this spell will recall the majority of his prior life but may have vastly
different capabilities, skills and even personality. This spell will only work on those of Druidic Faith and the new individual will be of the same faith.
Druids are VERY reluctant to use this spell except in the most pressing of circumstances, in that it thwarts the natural order of Birth, Death and Rebirth.  
The Subject returns as an individual of age sufficent to handle the memories. In essence the reincarnated person is at least 12 years old (if a human) or a comparable degree of maturity in another race.  This means that the body’s original soul has been evicted to make way for the reincarnated soul.
It makes no difference what state the subject’s body was in after death. Even a totaly disintigrated subject may be reincarnated. However, having the body, or a significant portion there of, adds 1 to the caster’s skill.  Further,the subject cannot  have been dead more then three days.  After three days the soul enters the natural  cycle of reincarnation, memories are lost and the spirit cannot be diverted from it’s course.
(In game terms the GM will take the reincarnated character and redistribute 50% of the characters points into new or different disadvantages and skills (in some cases 50% of the points may go towards just paying the base cost of the new race!). The individual will ‘awaken’ in the new body, under what may be awkward circumstances depending on who or where that body is and was.  (GM’s Discretion!)  Time to Cast: 1 hour     Cost: 200
Prerequisite: Summon Spirit, ALL Religous Spells

Meditation:   Religous Equivilant of Recover Strength

Druidic Theology and Philosophy
  To a Druid all life is viewed as a Balance. Good and evil are but parts of the whole, neither is intrinsically more important than the other. Each has its place and its part to play in the greater scheme of things. The Dark Lore is a necessary counter to the Church of Mitra and both are merely manifestations of Nature.
  Druids rarely take sides except to protect their charges or to redress and correct what is perceived as an imbalance. This Neutrality makes them unpopular with both the Church of Mitra, the followers of the Dark Lore and to a certain extent with the Government. (Thus the negative reaction adjustment.)

        The Druids see the earth as a living entity, all life, all beings, objects and elements are manifestations of the life force of this entity.  Everything, from air, earth, fire and water, to the plants, animals, humans, elves, goblins, demons and godlings are a part of the whole.  This Whole is known as “Dia.” Though the Druids do not personify the Whole, and it is regarded as basically formless and sexless, a female gender is seen as more appropriate than male when describing the Whole.  Dia exists without prejudice or objectives, as humans comprehend them, its existence is its objective.
  Though Dia is seen as the wellspring from which all of the earth flows, it is itself but a small part of an even grander design that encompasses all of the cosmos.  In this grand scheme no one thing is intrinsically more important or valuable than any other thing.  All things are interconnected and interdependent.  The pattern of this design is utterly incomprehensible to mere mortals, though it is believed that of all mortals the Elves have a closer understanding of this design than any others.
  As observed, all things are seen to be interconnected and interdependent.  From this perspective Mitra cannot exist without Blar and Blar cannot be without Mitra.  For there to be Good, there must also exist Evil. The Druids see themselves as gardeners, tending a small plot in the vast landscape that is the Whole.  There is nothing wrong with working for the benefit of the Faithful, though not to the exclusion and detriment of the greater Whole.

  The Druidic hierarchy is very unstructured.  There are no ranks as such, but age, wisdom and experience are respected and generally deferred to. Druids can and do come into conflict at times, but rarely is such conflict violent or fatal, such an action would be detrimental to the Whole.

  Sacred Groves

  Generally the grove is one to five acres in area.  Access is restricted by outer rings of Hawthorne and shielded by bands of Holly and Evergreens.  Towards the center are found larger and larger specimens of Ash and Oak and a few other species.  Somewhere near the center is the Heart of the Grove, the Sacred Tree.  This is usually an Oak, but not always, heavily bedecked with Mistletoe.  Also in the Grove will be found a Spring and a large, flat, Altar Stone ringed with smaller white stones.  The smaller stones form parts of a celestial calendar and also serve as seating for select members of the Faithful during special events. (The rest of the Faithful stand or kneel as appropriate in the service.)

It is common for Druidic groves to be guarded by animals. Usually bears, mountain lions or wolves, though it is not unheard of for a family of skunks to patrol the area either.

 There are seven Druidic Groves in Velitrium. These are major centers of worship, roughly equal to a large Temple of Mitra in importance. The most important of the Groves is in County Minfolin, near the Elves. The Druid in charge of this one is the senior of all in the valley, he is a Memory.

Druidic Sanctity

Sanctity is normal throughout all the land with the following exceptions:

High Sanctity:  In the Sacred Groves.  Casting is at half normal energy cost and Druids regain fatigue at twice normal rate.  If the Druid is touching the Life Tree at the center of the Grove then he or she is in the presence of Very High Sanctity.  Casting has no cost while touching.

Low Sanctity:   The cities, towns and villages are areas of Low Sanctity.  The power of nature has been lessened by the development of man.  Casting requires twice normal energy cost and fatigue is recovered at half normal rate.

No Sanctity:  Inside a temple or shrine dedicated to another religion.  Exception: Jhensari temples are areas of High Sanctity for Druids, but there is no access to Very High Sanctity.

Holy Days :

 April 15:  Druidic Planting Feast
June 21:  Summer Solstice. The longest day.
October 30, 31 and November 1:  Celebration of the harvest

On these days Casting is at half cost and fatigue is recovered at twice the normal rate.  Sanctity levels increase by one across the land, except in areas of no sanctity.

December 21:  Winter Solstice. The shortest day.

  On this day energy costs are doubled and recovery of fatigue is doubled.  Sanctity levels are reduced by one.

Sacred Objects

Unlike Mitraen Clerics, Druids do not have a large panolopy of  robes, symbols, beads and other gewgaws and gimmicks. The few objects that are part of their rituals are as follows.

Silver or Gold Sickle:

  A small sickle used to ritually harvest various leaves, berries and herbs.  Usually the senior most Druids have sickles of gold, though there is no significant difference between one of silver and one of gold.  The sickles cannot be used as weapons, if they are, or for any other profane use, like cutting cheese, they loose their sanctity and must be remade and re-consecrated.

Harvest Cloth:

  Several square feet of clean, unbleached linen used to catch the harvested leaves, berries, etc.  These may not be permitted to fall to the earth.


  A Druid's staff is a very important item.  Made from either oak, ash or holly, the wood must be harvested, seasoned and prepared by the Druid.  It is carved, by the Druid, with representations of various plants and animals.  Artistic skill is unimportant as long as the Druid knows what he or she carved.  The staff is Consecrated, which must be done in a Grove, and if the Druid wishes, it can be prepared as a Sacred Vessel. (per pg105 of GURPS Religion.)  A Druid may have only one staff at a time, though he or she may go through many in a lifetime.  The Staff is the only object that a Druid can use as a Sacred Vessel.  It will also function as per the Magic Enchantment “Staff” spell, serving to extend the Druid's touch.

Silver Ewer:

  Used for gathering water from sacred springs, found in all groves and in a few other places.  Sacred Water is an essential part of a variety of rituals and effects.

Holly Berries and leaves, Oak leaves, acorns, Mistletoe and assorted other herbs and plants, along with pure water, milk, honey and rarely, blood, are the principal components of a variety of spells, devices and effects that Druids have available to them.

“Magical” Items & Effects

Though not magical in the conventional sense, they are perceived as such by the common folk.

Utilizing Healing Grass and making Wound Mud are now Skills available to Druids.  There is no prohibition against teaching others the skill associated with Healing Grass. (The grass is not magical per say, just a manifestation of Nature.)  Wound Mud does require the maker to be a Druid.
  Though there is nothing wrong with a Druid producing these substances to sell, it is forbidden to charge the Faithful (though they are expected to make a gift of some kind in return) and it is forbidden to use the Healing Grass raised in the Grove for such profane purposes as mere profit.

Healing Grass  (MA)

Found naturally, though rarely throughout the Valley, it is cultivated in the Groves for use by the Faithful.
  Tea made from the grass will cure 1d+1 hits from wounds once per day.  The tea must be made from grass picked within the hour.  Once made the tea can be bottled and preserved.  This requires Sacred Water and a Skill roll or Alchemy roll.
  Chewing freshly picked grass and spitting out the blades while swallowing the juice will heal 1d hits once per day.  This does not require any skill roll.
 The grass can be dried and smoked for 1d-1 healing once per day. This requires either a Skill roll or a Naturalist or Agronomy roll.

Wound Mud  (MH)

When applied to the edges of the wound the Mud gives the victim +3 to rolls to prevent infection, or fight off poison.  And, the victim gets two natural recovery rolls per day, each at +1.  The Mud also soothes the wound's pain as long as the victim does not exert himself.
  Each wound requires 1 ounce of Mud which must be replaced daily.  To create a supply of Mud requires two consecutive days, one to gather the ingredients and prepare them, and a second day to allow them to ferment.  On the second day the Druid must invest the Mud with three points of energy and roll vs. IQ.  Success yields 3d ounces of Mud.

Druidism and Lycanthropy

 The druidic philosophy does not hold with lycanthropy as the heinous curse that the Mitraen faith sees it. To the druids it is an affliction if it is unwanted and uncontrollable, but it can be a benefit as well. Through special mnemonic training and discipline a druid, or anyone else with lycanthropy, can learn to control the change and retain control of their actions while changed. It is a MVH skill that requires much practice to learn.
The major disadvantage of lycanthropy, to a druid, is that the ability precludes ever being a Caretaker or Healer, since it is impossible to sustain the vows of vegetarian and ‘shall not kill,’ while in the form of a wolf or bear. It is possible to refrain from slaughtering every living thing you meet, but the innate urge of the predator cannot be denied, only directed.