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===Druid=== Those that live outside of the City and are finely in tune with nature. Because of this they view Überstadt as an abomination. But not all Druids share the same methods for dealing with it. Below are the five most prosperous Druid circles. ====Nature's Enlightened (Neutral Good)==== While more than willing to choke entire blocks of cities with vines, these druids would prefer that city dwellers see Mother Earth's power as something better than the grey, grim walls of civilization. Though they might outright destroy a factory house or refinery, they also purify the air and the water to remind others of just how fine things can be without technology. ====Nature's Sycophants (Lawful Neutral)==== Usually more fair-minded than other sects of druids, these are willing to let civilization exist as long as it gives back. Replant the trees, keep filth out of the water, and use the materials upon the Earth's surface rather than digging into her, and they may let you live. ====The Tranquil (Neutral)==== Live and let die. Rather than destroy cities from the inside, it is better to viciously defend the nature surrounding it. Let no one who has forsaken the Mother Earth till the soil, fell the trees, or hunt the game. Let the cities and towns see the folly of their ways as they starve and stagnate without Mother's bounty. More than a few smaller towns have become ghost towns after being unable to bring in food, fresh water, and materials. ====Nature's Merciless (Chaotic Neutral)==== The predators. No one, not even other druids, are safe from this sect. For them, life is a constant struggle in which only the finest, strongest, and most cunning survive. The city makes living things lazy and weak. Easy to kill. Easy to replace. ====Nature's Cleansers (Neutral Evil)==== The harbingers of decay. To these druids, even a maggot has its purpose: to eat away at dead flesh. They battle urbanization through disease and decay; civilization will die, but the Earth will heal in time, stronger than before.
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