Description[]
The Druids like to portray themselves as priests of nature and the saviors of Elysium. Most do not agree with this description, but what is certain is that they have found a way to coerce the beasts of Elysium to do their bidding. However, meddling with the forces of nature is dangerous and it is only a matter of time before the Druid is lured into helping the beasts in their war against humankind. When such beasts attack human settlements, they are backed by the power of the Druid. Helping the beasts is surely an act of evil, but no one can deny that leading the animals is a great feat of magic as the beasts of Elysium have strong souls and are not easily swayed.
Influencing nature requires collecting magical herbs and using them in mystic rituals. Ultimately the Druid may even win the support of powerful beings of legend that can only be contacted through communion with the most ancient forests where the Soul of the Wild runs deep. Most beasts are stronger than humans, but they are usually lacking in ranged attacks and siege abilities.
Abilities:
- The Druid collects herbs from forests and jungles.
- The Druid can use herbs to perform rituals.
- The Druid and all animals under his command are stealthy in forests.
Starting Resources[]
Units
Territory
- 1 Hut
- 2 Farms
Recruitment List[]
Basic Recruitment[]
Image | # | Name | ||
---|---|---|---|---|
5 | Barechested Slingers | 50 | ||
5 | Barechested Swordsmen | 50 | ||
5 | Barechested Warriors | 50 | ||
3 | Beast Cavalries | 50 | 5 |
Special Recruitment[]
Image | # | Name | Notes | ||
---|---|---|---|---|---|
4 | Boar Warriors | 50 | 10 | ||
1 | Chieftain | 40 + d10 | Leader | ||
1 | Druid's Apprentice | 55 + d20 |
Promotes to Druid → Elder Druid | ||
1 | Hornblower | 25 + d10 | |||
1 | Vergobret | 30 + d10 | Leader |
In addition to these units, the Druid will receive special recruitment offers from the Wizard Offers list if he owns a library.
Summons[]
Image | # | Name | Ritual | Notes |
---|---|---|---|---|
1 | Amphiptere | Summon Mythic Beasts | ||
? | Bears | Major Animal Summoning | ||
? (1) | Bears | Minor Animal Summoning | ||
1 | Beholder | Call Legendary Beings | Leader | |
4d6 | Boars | Call Legendary Beings | Mass Summoning² | |
? | Boars | Major Animal Summoning | Mass Summoning¹ | |
? (1-4) | Boars | Minor Animal Summoning | ||
? (1) | Camels | Minor Animal Summoning | ||
1 | Chimaera | Call Legendary Beings | ||
1 | Cockatrice | Call Legendary Beings | ||
? (1-10) | Deer | Minor Animal Summoning | ||
? (1) | Dogs | Minor Animal Summoning | ||
? (2) | Donkeys | Minor Animal Summoning | ||
1 | Ent | Call Legendary Beings | ||
? (1-6) | Fire Ants | Minor Animal Summoning | ||
1 | Giant Ant | Minor Animal Summoning | ||
1 | Giant Mantis | Minor Animal Summoning | ||
1 | Giant Moose | Call Legendary Beings | ||
? (3-6) | Giant Rats | Minor Animal Summoning | ||
? (1-9) | Goats | Minor Animal Summoning | ||
d6 | Great Boars | Call Legendary Beings | Mass Summoning² | |
? | Great Boars | Major Animal Summoning | Mass Summoning¹ | |
? (1) | Great Boars | Minor Animal Summoning | ||
1 | Gryphon | Call Legendary Beings | ||
1 | Heart of the Forest | Heart of the Forest | Stationary | |
1 | Horned God | Call Legendary Beings | Leader | |
? (1) | Horses | Minor Animal Summoning | ||
d4 | Leogryphs | Summon Mythic Beasts | ||
1 | Messenger Crows | Messenger Crows | Stupid | |
1 | Monster Boar | Summon Mythic Beasts | ||
2 | Monster Boars | Call Legendary Beings | Mass Summoning² | |
? (1) | Moose | Minor Animal Summoning | ||
? (1-5) | Murders of Crows | Minor Animal Summoning | ||
1 | Rabbit Familiar | Minor Animal Summoning | ||
? (3-27) | Rabbits | Minor Animal Summoning | ||
? (10-16) | Rats | Minor Animal Summoning | ||
1 | Roc | Call Legendary Beings | ||
1 | Sacred Moose | Summon Mythic Beasts | ||
? | Scorpions | Minor Animal Summoning | ||
? | Serpents | Major Animal Summoning | ||
? (1-2) | Serpents | Minor Animal Summoning | ||
? (5) | Small Spiders | Minor Animal Summoning | ||
? (1-4) | Snakes | Minor Animal Summoning | ||
1 | Snake Familiar | Minor Animal Summoning | ||
1 | Tree of Crows | Plant Forest Guardians | Stationary | |
2d3 | Venus Traps | Plant Forest Guardians | Stationary | |
? | Wolves | Major Animal Summoning | ||
? (1-4) | Minor Animal Summoning | |||
? | Woodmen | Major Animal Summoning | ||
d2 | Woodmen | Plant Forest Guardians | ||
d2 | Wyverns | Summon Mythic Beasts | ||
1 | Beholder | Call Primal Being | Leader | |
1 | Ent | Call Primal Being | ||
1 | God of the Seasons | Call Primal Being | Leader | |
1 | Hammer God | Call Primal Being | Leader | |
1 | Hooded Spirit | Call Primal Being | Leader | |
1 | Horned God | Call Primal Being | Leader | |
1 | Rams-Headed Serpent | Call Primal Being | Leader | |
1 | Thrice Horned Boar | Call Primal Being | Leader |
The exact numbers for the Animal Summoning spells are unknown (if you know them please edit this page) and vary by terrain. Likewise, which animals can appear is governed by terrain type as well.
Spawns[]
Image | # | Name | Spawned by | Notes |
---|---|---|---|---|
? | Forest Shepherds | Shepherds of the Wood |
All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).
Druid Rituals (ToDo: Move to Druidic Rituals page)[]
Numbers specified for dice rolls use exploded/open ended die:
Ritual Level | Ritual Name | Cost | Description | Effect |
---|---|---|---|---|
Lesser Ritual of Mastery | This ritual grants the caster a new first level ritual | |||
Ritual of Mastery | This ritual grants the caster a new second level ritual. If the caster is currently unable to cast second level rituals, it will be leveled up as well. | |||
Greater Ritual of Mastery | This ritual grants the caster a new third level ritual. If the caster is currently unable to cast third level rituals, it will be leveled up as well. | |||
1 | Minor Animal Summoning | 15 Herbs | This rituals summons and takes control of a small pack of animals that are native to the current location. Casting it in a forest may yield a few deer or maybe a bear while casting it in a desert may result in a bunch of scorpions. Casting the spell in an ancient forest usually gives a better result than casting it in an ordinary forest. | TODO |
1 | Messenger Crows | 15 Herbs | The Druid summons a murder of crows that will move around randomly, gathering information and claiming lands. The crows are quite aggressive and will sometimes attack travelers. They are stealthy and will ambush anyone moving into their location. | Summons one Messenger Crows |
1 | Plant Forest Guardians | 15 Herbs, 3 AP | This ritual can only be cast in wooded areas and will create some guardians that are suitable for defending it. The ritual does not require many resources, but it takes a long time to perform. | Summons one of the following groups randomly:
|
2 | Major Animal Summoning | 75 Herbs | This rituals summons and takes control of a pack of mighty beasts that are native to the current location. Casting it in a forest may yield a few moose while casting it in a jungle may result in an elephant. Casting the spell in an ancient forest usually gives a better result than casting it in an ordinary forest. | TODO |
2 | Summon Mythic Beasts | 100 Herbs | This ritual summons and takes control of one or more mythic beasts. The ritual can only be performed in an ancient forest. | Summons one of the following groups randomly:
|
2 | Heart of the Forest | 150 Herbs | Every ancient forest has a heart that is connected to the larger forest that surrounds it. With this ritual the Druid takes control of heart of the forest. The ancient forest will then begin to spread the Druid's influence and exert control over all forests in the vicinity, bringing them under his rule. It will also be able to defend itself with nature magic if any hostile units should enter. | Summons one Heart of the Forest if there are none on the Ancient Forest already. |
2 | Lord of the Wild | 100 Herbs | This is an enchantment that the Druid can cast on an ancient forest. When the enchantment is active, groups of animals will appear in any nearby forests that are owned by the Druid. These animals will be bound to serve the Druid. | Creates Lord of the Wild enchantment on the Ancient Forest. |
3 | Call Legendary Beings | 600 Herbs | This ritual summons and takes control of one or more of the most powerful beasts in that have ever roamed Elysium. The ritual can only be performed in an ancient forest." | Summons one of the following groups randomly:
|
3 | Shepherds of the Wood | 300 Herbs | By performing this ritual in an ancient forest, the Druid calls the Shepherd of the Wood that used to tend the forests in ancient times. The Shepherds will grow in number over time and they will usually roam around in the vicinity of the forests, eliminating any enemies they encounter. | Creates Shepherds of the Wood enchantment on the target location. |
3 | Faery Paths | 100 Herbs | The Druid will travel using the Faery Paths that bind the ancient forests together. The journey take almost no time and Druid can take an entire army with him, but it is only possible to travel to another ancient forest. | Player chooses the target Ancient Forest to travel to with the commander who performed the ritual and any units they command. |
3 | Call Primal Being | 1000 Herbs | The druid calls on one of the beings that roamed Elysium at the dawn of time. Now such beasts have disappeared from Elysium and can only be called from the Primal Plane. The Druid creates a temporary gate to the Primal Plane in an Ancient Forest allowing the beast to pass over into Elysium. | Summons one of the following groups randomly:
|