>>63688543>What are some interesting motivations beyond “reeeeeee muh forests” or pollution?
I've got two kinds of """Evil Druids"""" that I basically treat as... A kind of Background or Sub-class depending on what you're playing. >Dark Druid
Unoriginal name, I know, but a Dark Druid lives to spread 'haunted woods': crooked & gnarled trees, goth dryads, black-furred satyrs, barrow wraiths, slobbering ghouls, werewolves, will-o-wisps, black unicorns, just the whole nine yards..Even Pumpkins. Dark Druids wield a mixture of an overall thematic mastery of "Darkness" and environmental "Spooky'ness", that in some ways is a little hypocritical because they can command both undead, but also """evil""" plants n' so forth. >Primalists
Basically come in two flavors: Volcano Druids who want to see the whole world burn and are always looking for geothermal activity & fault lines to activate so they can terraform lands into super mario lava world levels. And then the other one is Flood Druids who want to flood the world and turn the setting into a blue-apocalypse style cozy water-world setting. If I had to wax poetic; they're both ultimately motivated and moved by a spiritual demand to see the world 'pure' and 'clean': either it be by burning everything or washing everything away to simplify the world.
Primalists don't really make friends with plants, but they do find good company in Elementals and various creatures and monsters that benefit from their eco-terrorist motives: Dragons, Salamanders, certain Dwarves, Fish People, Mermaids and Sirens, etc..
I've mostly just been using them as side/filler villains, I.E: the group that isn't the main concern, but you should really do something about, as they've got a filthy habit of taking advantage of a poor situation and making it worse- them and their little covens n' cults.