Druidic Order
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic order, though some individuals are so isolated that they have never seen any high-ranking members of the order or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid. Circles operate within a very loose structure. They use no large temples or abbeys, for rarely do more than a few druids live together. When they do, their dwelling places are usually less than ostentatious: small cottages or huts of the style of local hunters or farmers. All druids within the circle acknowledge a single Great Druid as their leader and recognize this figure's moral authority. The Great Druid gives the circle's members great freedom compared to most other religious leaders. The druids adhere to a rather informal hierarchical structure and require their initiates to hold true to the basic ethos of the druidic order and respect higher-ranking druids.
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. This is the most common circle within the Order and may include different aspects of the Land.Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.Circle of Twilight
The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek outlands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.Circle of Waves
Druids of the circle of waves channel the primal energies of the ocean. They harness the mystical restorative properties of the sea, and command the raw power of the tides. These druids go even further than a typical druid to protect the underwater wildlife. The sea is precious to them and they will do anything to defend it. This circle gathers on the water surface at night, reading the stars for signs of things to come. These druids while often aquatic races choose to travel the seas in the shapes of beasts surrounding them.Circle of the Seedling
Druids of the circle of the seedling delve more completely into the ancient rituals and hidden knowledge of plant magic. These druids meet together in their plant Wild Shape, sharing their wisdom and ancient secrets with each other in Druidic, while appearing to just be a bunch of shrubs and trees.Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.Great Druid
As stated earlier, the great druid leads a circle. Like other inner circle members, the great druid usually has won the position through the challenge and has to maintain the ascendancy by defeating other challengers. However, some great druids become so respected (or feared!) that subordinate archdruids forgo challenging them, instead preferring to enter the service of the Grand Druid or wait until the Great Druid advances in level.The Ban
The Great Druid can impose a strong, nonviolent sanction upon those who have offended the circle. All must shun someone placed under the ban; no druid in the circle will aid, speak to, or associate with the target of the ban. When an entire town or village suffers the ban, no druid may enter that area or speak to or aid any resident. Some druidic allies volunteer to follow the custom of the ban as well. For instance, a clan of sprites or centaurs on good terms with a circle may receive word of a ban and choose to honor it. The great druid has the right to pronounce a ban on any druid in the circle. A ban also can cover non-druids, whole communities, or druids visiting from other domains (except the Grand Druid and personal servants), to demonstrate the circle's displeasure. To pronounce the ban, the great druid stands up during a moot and announces to the group the reasons to impose the ban. Then the subject of the ban--if present--answers the accusations before the assembly. Finally, the High Council of the Moot votes on the matter openly, usually at sunset. If a majority of the council votes in favor of the ban, it passes. If not, the great druid should start keeping an eye on the circle's archdruids--the opposition to the ban likely reflects an impending challenge. A ban generally lasts 10 summers. However, the inner circle can vote to lift a ban early or (once the time is up) to extend it. The shunning does not extend outside the domain, so banned druids usually choose to go into exile--the result the great druid probably intended in the first place.Structure
- The Grand Druid - Leader of the Order across all of Delrind
- Council of the Grand Druid - Archdruids that work and consult for the Grand Druid
- The Great Druid - Leader of a Circle
- Archdruid - Grandmaster of the Order
- Hierophant - Master of the Order
- Druid of the Center or Druid - Craftsman of the Order
- Initiate of the Inner Circles or Inner Intiate - Journeyman of the Order
- Initiate of the Outer Circles or Outer Intiate - Apprentice of the Order
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