Lighthouse for the Blind
“A spirit took me in, when neither of my parents would
accept me. Athas provides for those who care for it. We
live in a desert simply because no–one cares for the land.”
―Sutura, half‐elven druid
Athasian druids are the protectors of Athas’ dying
landscape. Patient and often unforgiving, they try to
preserve and reclaim the barren lands that surround the
Tyr region. Well armed with spells and abilities from the
Spirits of the Land, they work to bolster Athas’ failing
Often, druids prefer to remain hidden, observing the
behavior of creatures and people before passing
judgment. Travelers to an oasis are often unaware they
are being observed; wanton destruction of the oasis will
find themselves under the full fury of the druid and his
Making a Druid
Druids cast divine spells through the powers granted
them by a spirit of the land. A druid develops a special
relationship with the land’s spirit. As a druid travels the
tablelands, she is recognized by the spirit of the land as a
friend. The spirit grants the druid’s spells, while the druid
protects the land and reinforces the spirit. In addition to
spells, druids receive special abilities as they gain in
knowledge and power.
Races: Druids come from all races common in the
Tablelands, although some have more natural talent than
others. Half‐elves, with their natural affinity for animals,
make good druids. Their often‐lonely existence also lends
itself well to a lone druid caring for a piece of Athas.
Pterrans are often druids, as it follows their Life Path, the
Path of the Druid. Aarakocra, muls and Thri‐kreen are
also good candidates for druids. Halflings druids often
hold a position of respect and authority among their tribe.
Halfling druids are rarely found outside of the Forest
Ridge, though. Half‐giants, with their slow wits, make
poor druids. Of the savage races, tareks sometimes have
druids in their numbers, but rarely do other creatures
have the patience or ability to care for a particular piece of
Druids get along well with most of the races of the
Tablelands, provided they respect the natural order of the
land. Creatures that kill without need or destroy out of
sheer pleasure will find an enemy in the druid.
Alignment: Druids understand the harsh cycle of life
and death, of predator and prey, and so one component of
their alignment must be neutral. Good druids will tend to
help the people they protect, if they serve as protector of a
village. They will leave visitors alone, letting them refill
their water pouches at no cost, provided there is no abuse.
Neutral druids will put the concerns of their guarded
lands first, and will not hesitate to punish those that break
any rules the druid has determined. Evil druids often rule
by fear; some people of the Tablelands prefer the justice of
the druid to that of the city‐states, even though the druid
may be harsh and cruel. The evil druid will often make
the villagers work for their protection, helping to plant
trees or shrubs, or repair any damage done by a Tyr–
storm. Evil druids that guard an oasis or similar
geological feature will demand a toll or gift of small bands
for the use of their land.
Class Skills: Hide and Move Silently are class skills
for Athasian druids. Diplomacy is a cross‐class skill for
Weapon and Armor Proficiency: Druids are proficient
with the alak and the blowgun, in addition to the
proficiencies given in the Player’s Handbook.
Athasian Animal Companions: Any of the following
are appropriate for an Athasian druid to select as an
animal companion at 1st level: lesser boneclaw (ToA 15),
carru, dire rat, eagle, erdlu (page 295), jankx (ToA 159),
jhakar (ToA 160), kes’trekel (ToA 160), kivit (ToA 161), owl,
silt spawn1 (ToA 125), snake (Small or Medium viper).
Druids of sufficiently high level can also choose the
following animal companions, applying the indicated
adjustment to the druid’s level (in parentheses) to
determine the companion’s characteristics and special
4th level or Higher (Level –3)
Carru, bull 6HD (ToA 151)
Jhakar, Medium 6HD (ToA 189)
Kluzd (ToA 162)
Lizard, monitor (ToA 165)
Rasclinn (ToA 168)
Athasian shark2 (ToA 169)
Snake, Large viper
7th level or Higher (Level –6)
Crodlu, heavy warmount†
Kalin (ToA 82)
Kluzd, 7HD (ToA 189)
Lirr (ToA 163)
Pterrax (ToA 171)
Snake, Huge viper
Takis (ToA 173)
10th level or Higher (Level –9)
Cha’thrang (ToA 152)
Hatori (ToA 158)
Athasian shark, Huge2 (ToA 190)
Snake, giant constrictor
13th level or Higher (Level –12)
Lirr, large 11HD (ToA 190)
Ruktoi1 (ToA 112)
Athasian sloth (ToA 172)
16th level or Higher (Level –15)
Dire Athasian shark2 (ToA 190)
Hatori, Gargantuan 17HD (ToA 189)
Silt Horror, white1 (ToA 123)
Slimahacc (ToA 171)
† New creature described in Chapter 12
1 Available only in a silt environment, such as the Sea
2 Available only in an aquatic environment, such as
the Last Sea.
Nature’s Speech (Ex): At 4th level you become able to
speak with animals everywhere, as if under the effects of
the speak with animals spell. This ability replaces the resist
nature’s lure ability a standard druid receives.
Playing a Druid
You are a humanoid servant devoted to Athas and all
of its elements equally. As a guardian, tender, warrior,
and sometimes assassin, you further the cause of nature
and help to make Athas verdant again.
You, like nature itself is neutral. You see the balance of
all things. You know that every living creature is part of
the food chain, and birth and death are the natural order
of life. This is one of the reasons druids harbor such
intense hatred for the defilers. Their magic of decay lies
outside the normal cycle of life. Matter should not be
destroyed, but converted to a form that will eventually
return to the earth. Defiling magic destroys that which
should never be destroyed, and its practice is an
abomination to druids.
A druid is an individual who has devoted themselves
to the balance of nature on Athas, and in particular
someone who has sought out or been chosen by one of the
few living spirits left in the barren land, protecting and
nurturing them and the natural balance they represent.
Individual druids do not necessarily recognize one
another as kin or as brothers in a religion; each conducts
their affairs as they see fit in their quest to restore the
balance of nature and protect their spirit’s lands. Most
druids recognize the various spirits as a manifestation of
Athas itself, though some few more primitive or uncultured individuals or groups may believe the spirit to
be a god and treat it as such.
Druids get along with most classes, though they
despise wizards. Magic is the cause of Athas’ current
state, so say the druids, and while they may tolerate
preservers for a short while, defilers are slain on sight.
Templars are usually not welcomed by druids, as the
templar is responsible for a city that encroaches on nature,
and templars serve the sorcerer‐kings, Athas’ most
powerful magic users. Elemental clerics are well received
by druids, as they often share the same goals. Druids are
usually at odds with paraelemental clerics, though. The
paraelement proliferation on Athas is usually at the land’s
expense, destroying what the druid tries to accomplish.
Rangers are probably the druid’s best allies. They
often share the same goals, and the druid may even call
upon the ranger for help in controlling a species that has
become problematic or detrimental to an area. However,
the ranger and the druid may sometimes be at odds, if the
ranger is determined to eradicate his favored enemy
while the druid seeks to protect that particular species.
Your ability to summon creatures and to turn into
them is your primary weapons. Consider using them to
aid your companions in flanking maneuvers, or better yet
to harass enemy spellcasters (many of whom are easy to
hit), especially if they are defilers. Few foes are prepared
for an opponent who can call such potent beings to
service, so youʹve also got the advantage of surprise.
Though somewhat skilled at both combat and
spellcasting, you are more suited to guerrilla warfare—
tracking enemies to their lair ambushing them while they
sleep, or engaging in other sue surreptitious tactics. With
woodland stride and trackless step, you can usually
escape through the wilderness before your enemies know
what hit them.
You profit most from remaining a druid thought your
advancement, so that your animal companion and wild
shape continue to improve as you gain levels. If you do
multiclass, a level of barbarian is an excellent choice; the
benefits it grants to combat and movement regardless of
when you take that 1st level.
During their time of wandering, a young druid learns
about the world, its ecology, the balance of nature and the
ways of its creatures. After a few years of peregrination,
most druids decide to settle in order to watch over a
specific patch of land lands, watching over them and
protecting them, and straighten their bond with a Spirit of
the Land. Such druids become grove masters (see page
Druids on Athas
“The druids are no longer hunted in force by the sorcererkings.
The kings believe there simply aren’t enough left to
threaten them. But the templars, and even some elves I
know, have been well rewarded for delivering the heads of
―Jurgan, Urikite earth cleric
Perhaps the only thing rarer to see in Athas than a
wizard is a druid. After centuries of persecution, they
were forced to either die in the hands of the agents of the
sorcerer‐monarchs, or to watch their beloved land wither
and die before their eyes.
Because of that, druids are usually loners and avert to
social interaction. They live off the land, within the land,
and they have sacrificed their entire lives for the land,
very little besides it occupies the mind of a druid.
A druid adventures to learn about Athas, to protect
nature, and to further his own aims. Druids usually spend
their days in contemplation of nature, and tending their
lands; one may watch over a particular stretch of open
desert, another may protect a belt of scrub grass within it,
while still another might watch over a small oasis that
borders on both, always hidden and always watching.
The Athasian druid is a wanderer who hunts down a
powerful defiler that has despoiled the wastes, or a
visionary who tends the land and teaches the local
population how to live in harmony with their
surroundings. The Athasian druid fights for an almost
lost cause, and it matters not if that cause is revenge
himself against those who destroyed his land and friends
or a ceaseless desire to bring green and hope to Athas.
Druids very rarely become famous, since they usually
avoid social interaction combined the fact that it might
put their lives at risk since usually sorcerer‐kings and
defiler usually put a reward for the head of a notorious or
troublesome druid. A legend claim that Mearedes the
druidess came to the island of Shault when its forest was
all but dead and she managed to nurture it back to its
Ever since the Eradication, a n anti‐druidic jihad led
by sorcerer‐kings more than 1,500 years ago, no specific
druidic organization exists, although some form
temporary alliances with Veiled Alliance members from
time to time.
Legends say that the druids who remained after the
Eradication gathered on a high mesa somewhere in the
northern Tablelands. It was there they decided that they
should scatter to the most remote reaches and farthest
regions of Athas, there to bide their time, waiting for the
day when they were powerful enough to challenge the
sorcerer‐kings again. This was a long time ago, and the
druids have yet to return to the cities of the defilers. Some
say that they will never return and that their seclusion
and isolation have destroyed whatever power they once
wielded as a circle. Others say that the druid’s long wait is
indicative of their cunning, and that their plan is to insure
that the next confrontation with the kings won’t end in
Druids are natural loners, and usually avoid social
interactions unless they have to. In such cases, those who
are directly benefited from the druid’s work of tending
the land begin two steps nearer helpful, while defilers and
evil paraelemental clerics begin two steps nearer hostile.
Characters with ranks in Knowledge (nature) can
research druids to learn more about them. When a
character makes a skill check, read or paraphrase the
following, including the information from lower DCs.
DC 10: Druids devote themselves to the land, drawing
off their power straight from Athas itself.
DC 15: Druids from a mystical connection to
mysterious beings known as Spirits of the Land. They
hate all defilers and those who abuse the land.
DC 20: Druids are masters of the forces of nature,
being able to transform into the creatures that dwell in
their lands, and some even learn to counter the
destruction of defilement.