Druid
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Druids are a race of people who all live together in a large colony. There are eight villages within the Colony's territory and eight outposts by the edge of it. They have a ninth village in the center of the Territory where the Chief lives. The Druid's society is very strict and punnishing for outliers. Half-druids and their parents are frowned upon, the First Chief even going as far as to put a curse on the whole nation causing the mother of any half-druid to die before the child grows up, often from sickness. Even if the child's druid heretige comes from their father's side, this curse will still affect the mother. The exception is if two half druids have a child, neither parent is cursed to die.
There are ten elements of druids:
- Fire: creates and controls fire. Fire created and controlled is considered magical.
- Water: creates and controls water. Can control other liquids around them. Created and controlled material is considered magical.
- Terra: creates and controls plants. Created plants are magical, but controlled existing plants still count as physical.
- Lightning: creates and controls Lighning. Magic is stronger during storms. Lightning created and controlled are considered magical.
- Earth: Creates and controls rocks, mud, and dirt. Created earth is magical while controled is physical.
- Wind: Controls the flow of the air. Controlled wind is considered magical.
- Dark: Uses the power of basic dark magic. Cannot preform complext dark spells.
- Light: Uses the power of basic light magic. Cannot preform complex light spells.
- Arcane: basic druid magic with no element. Cannot be paired with an element.
- Curse: Uses a complex variation of dark magic that can change physical and magical properties of an object or entity. Cannot manipulate raw dark magic.
Druids are very biologically close to humans