I've always had an unusual interpretation of druids.
Traditionally/historically, they were more like scholars, poets, philosophers, and judges. They did hold nature as holy, and could have been considered priests in some respect.
In AD&D terms, I've sorta left them with a more real-world traditional interpretation. Yes, they're highly connected to nature. However, they serve a higher purpose than simply defending the local flower garden. As beings who worship nature, they are naturally neutral. Nature is truly neutral. There is no good, no evil no order, no chaos in nature. Landslides and tornadoes kill good and evil people alike, chaotic and lawful people (In D&D terms) just the same.
Since druids are concerned with the balance of forces in the world, they naturally gravitate towards nature settings, because that is the only place they can remain uncorrupted by the philosophies of good/evil/chaos/law. Cities are always aligned, as are kingdoms, countries, etc. Only in nature, which is truly neutral, can a druid remain aware of that balance of natural forces.
In other words, a druid who resides in a city will eventually come to a resonance with that land's philosophy/ethos, or will rebel against it, thus becoming non-neutral. He has to stick close to nature in order to preserve his higher, more enlightened understanding of balance in the world.
A druid may leave the forest and travel the land, but he always comes back to his home base. Since he balances universal forces, he's concerned with seeing that there is not too much evil in the land or too much chaos, but also not too much good and not too much law. So he may have any number of reasons for traveling with adventurers.
Beowulf wrote:
Great- for 1st level. But what happens as the PCs advance? A thief won't get too far wandering in the forests! To master their craft, join a Guild & ply their "trade" they need cities- theives go where the people are. A wizard will also desire travel, seeking out arcane wisdom and new spells. A cleric or paladin will heed the call of their churches, crusading for righteous causes and fighting evil wherever the fight takes them. But what will the druid do? Why would s/he go with the party? Sure, you could come up with one-shot's that might motivate the druid, but eventually you'll be grasping at straws. It will take a lot of gymnastic storytelling contortions to continually leaves hooks out there for a guy who's job is to maintain the balance and tend the trees.
There's really no need for one-shot motivations in an ongoing campaign. If the druid decides that there is too much evil in the area, he will side with the good PCs in an effort to balance good with evil. He will fight for the side of law/good, not because he wants to do good, but because good must be enhanced as evil is too dominant in the area. Or perhaps law or order is too dominant, thus he has to commit to the chaotic or lawful goals of the party and/or its sponsors. A good DM will present all sorts of motivation for druids to join the party.
As Mira points out, druids have duties above and beyond just their little sphere of influence. They're a global organiztion, and who knows what motivates them? Their understanding of balance in the world is far beyond everyone else's, so the DM has a lot of room to work with them and be creative.
Some druids will remain in their sacred groves, protecting them. Others will travel the land to learn more about the world and how the natural balance works, perhaps leaving their followers behind to tend the grove. Others may travel the land searching for magic power to achieve their goals, others may travel and teach as part of their goals.
I remember a druid played in one of our campaigns who was very memorable. I've detailed him on various forums in these sorts of discussions. He decided that he was going to flip the tables on civilization. Usually, civilization encroaches into nature...forests are leveled, cities are built. So this druid, understanding that there was no way to totally stop cities from springing up, decided to flip the tables and have nature encroach into civilization. He'd go into cities and do healing with his magic and his herbal/healing NWPs, then educate people as to the magic of nature.
"A simple decoction of ginger root will cure any case of nausea, my dear city dwellers. And nutmeg mixed with fennel seed will cure diarrhea overnight. The herb called holy basil will reduce fevers. Nature provides the means to heal any ailment!"
(And yes, that is all true herbal medicine that's been proven to work for thousands of years, btw!)
So he'd heal people, and help them identify plants and seeds and plant gardens in order to take care of their health. He'd show people the effects of various flowers and plants (ie aromatherapy) on their moods. Lemon to stimulate them mentally, khus to cool them off in the heat, rose to make them more loving, etc.
He also convinced rulers to create nature areas and "parks" where people could sit under shade trees and drink from a fresh water spring, or simply enjoy the colorful and wonderful smelling flowers. He taught them to plant fields and gardens and showed the how nature provided food, and clothing and fresh water.
He became a true advocate for nature, showing people that city life was by its very nature, unnatural (pardon the pun), and thus unhealthy. He brought nature into the city and those cities became in essence an extension of nature in the grand scheme of things.
So there are all sorts of interesting ways to play druids.
Am I the only person who sees this as a near irreconcileably problem with the druid class?
I think so, if you use the word irreconcilable. It's not nearly as easy to have motivation for a druid as it is for a fighter or wizard, but it's definitely do-able. It just takes a bit more work/understanding/creativity is all.
