Druids are those that specialize in nature. They are priests and priestesses that serve Habbakuk, Chislev, or Zeboim, all gods of nature. A druid must choose one of the three gods, and does not receive a Medallion of Faith from their chosen god.
Dwarves[]
Some races tend to become druids more often than others. Hill Dwarves tend not to be druids, but those that do live in isolation and hardly ever go adventuring. Klar Dwarves are the only mountain dwarves that become druids. They have a connection with the "living earth" as they call it, that they can learn about all the creatures of Krynn. As with other dwarves, a Gully Dwarf druid is usually rare. They can have a dire rate as a companion, and only have a limited amount of spells.
Elves[]
The Kagonesti Elves has many of their traditions and everyday life centered around druidry. Their druids follow the teachings of The Mother of Forests, the Blue Phoenix, Quen Illumini, the World Tree, and Astra. Their druids are usually the lore-keepers and will tend to adventure in the wilderness. Both the Qualinesti Elves and the Silvanesti Elves are usually not druids. Usually those that have lived among the Kagonesti, or live on the fringes of civilization might become druids.
Kender[]
Kender have a special empathy for animals, and a connection with nature, preferring to reside in forests and woodlands. They see the ideology of druidry as a celebration of the arts, life, ritual, poetry, and music. A few afflicted kender have become druids in the Desolation, and use it to help their tribe and speed up the Desolation's healing process.
Minotaurs[]
The only time Minotaurs are druids are usually when they are outcasts among their people. They live a life of a hermit, typically near volcanoes, and have a symbol of Sargas.
Glyphs[]
Druids have many glyphs.
- Chair Sign - For ruling of Istar
- Desert's Edge - Unknown.
- Leopard - Unknown.
- No Wind Sign - There won't be wind.
- Sixth Day of Lunitari - Unknown.
- Springjaw Sign - Danger.
- Third Day of Solinari Sign - Three feet deep.
- Tine Sign - Where water can be found.
- Tower Sign - Tower of High Sorcery.
References[]
- Races of Ansalon, pp. 31, 38, 44, 63, 70, 79, 143, 146
- Holy Orders of the Stars
- Dragonlance Campaign Setting, p. 46
- The Dark Queen, pp. 136, 219