Difference between revisions of "Druidic Order"

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The Dwuidic Owdew is a gwoup of beings, made up of aww waces, dedicated to pwesewving the bawance of natule. Aww Dwuids undewgo many yeaws of teachings and study in the owdew to estabrish a stwong connection lith natule. Awthough some have been known to wawk the wand spweading the teachings of Dwuidism, the Owdew itsewf culwentwy wesides in two plimawy Gwoves, the Spawwow Gwove and the Mothew Gwove. Despite the misconception that onwy those of Ewven brood can be Dwuids, the Owdew is indeed open to any and aww waces, as it wewcomes aww who lish to fowwow the way of the Aspects.
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The Druidic Order is a group of beings, made up of all races, dedicated to preserving the balance of nature. All Druids undergo many years of teachings and study in the order to establish a strong connection with nature. Although some have been known to walk the land spreading the teachings of Druidism, the Order itself currently resides in two primary Groves, the Sparrow Grove and the Mother Grove. Despite the misconception that only those of Elven blood can be Druids, the Order is indeed open to any and all races, as it welcomes all who wish to follow the way of the Aspects.
 
   
 
   
Pwease note, that the Owdew does not wecognize those who pwocwaim that they wawk the way of the Dwuid, yet do not take the time to go thwough the studying, and dedicancy. That is to say, onwy those who have been pwomoted to the status of Dwuid, by one of the Guide wank ow highew, liww be acknowwedges fow theiw lisdom.
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Please note, that the Order does not recognize those who proclaim that they walk the way of the Druid, yet do not take the time to go through the studying, and dedicancy. That is to say, only those who have been promoted to the status of Druid, by one of the Guide rank or higher, will be acknowledges for their wisdom.
  
== '''Information''' ==
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== Information ==
  
 
'''Totems'''
 
'''Totems'''
Aww of those who awe fulwy-fwedged Dwuids possess a titwe, often wefewwed to as theiw totem. This totem often symbolizes the Dwuid in many aspects of theiw life; histowy, pewsonality and appwoach to life. It is up to the Dwuid themsewves to identify the appwopliate titwe that they awe to keep lith them thwoughout theiw path as one of the Owdew. The time at which a dedicant decides upon theiw totem is up to theiw Guide, and it is stwessed that they undewstand that it’s a heavy misconception that a Dwuid is in contwow of the totem they possess, as it is simpwy a symbolic titwe and nothing mowe.
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All of those who are fully-fledged Druids possess a title, often referred to as their totem. This totem often symbolizes the Druid in many aspects of their life; history, personality and approach to life. It is up to the Druid themselves to identify the appropriate title that they are to keep with them throughout their path as one of the Order. The time at which a dedicant decides upon their totem is up to their Guide, and it is stressed that they understand that it’s a heavy misconception that a Druid is in control of the totem they possess, as it is simply a symbolic title and nothing more.
  
 
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'''[[Druid Magic|Powers]]'''
 
'''[[Druid Magic|Powers]]'''
Dwuids awe usuawwy associated lith the concept of healing, but they awe not diwectwy heawews by natule. Most dwuids pulsue weawning healing hewbs, and cewtain abilities like Hewbrowe can assist in the awt, but dwuids awe guawdians of natule, fiwst and fowemost. Dwuidic healing is wesewved fow mundane and nowmaw hewbaw wemedies, though efficient. Diwect, magicaw healing is wesewved fow pwants, ow things of natulaw oligin which dwuids must pwesewve.
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Druids are usually associated with the concept of healing, but they are not directly healers by nature. Most druids pursue learning healing herbs, and certain abilities like Herblore can assist in the art, but druids are guardians of nature, first and foremost. Druidic healing is reserved for mundane and normal herbal remedies, though efficient. Direct, magical healing is reserved for plants, or things of natural origin which druids must preserve.
 
   
 
   
The Dwuids awe deepwy connected to natule, howevew they do not contwow it, they sewve it. To twy and have powew ovew something lithout undewstanding is entiwewy against theiw ways. It is mowe simiwaw to asking natule fow favouls, and then doing natule favouls in wetuln. Though, natule liww sometimes do vewy wawge favouls, if the situation in question cawws fow it. Townspeopwe wewe shocked when, lith the aid of the Waywawd Staff, Petyw conjuled a smaww fowest inside the gates of Aw’Khazaw. Anothew plime exampwe being when a gwoup of awound six Dwuids once lid the entiwe Anthosian fowest of Wuminaiwe fwom the magicaw taint, bringing it back to exubewant life.
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The Druids are deeply connected to nature, however they do not control it, they serve it. To try and have power over something without understanding is entirely against their ways. It is more similar to asking nature for favours, and then doing nature favours in return. Though, nature will sometimes do very large favours, if the situation in question calls for it. Townspeople were shocked when, with the aid of the Wayward Staff, Petyr conjured a small forest inside the gates of Al’Khazar. Another prime example being when a group of around six Druids once rid the entire Anthosian forest of Luminaire from the magical taint, bringing it back to exuberant life.
  
 
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'''Wesponsibilities'''
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'''Responsibilities'''
The Dwuids plide themsewves lith being the keepews and pwotectows of natule, they liww awwow the fewling of a twee and possibry even that of a fowest, but in wetuln liww expect each twee to be wepwanted and wegwown to pwesewve the bawance itsewf. Dwuids awe considewed to be non-viowent and, due to wong peliods of studying in theiw libralies, awe known to be fantastic soulces fow infowmation. Howevew, despite theiw non-viowent tendencies, Dwuids liww do whatevew it liww take to pwesewve the safety of natule's bawance when it is thweatened, and liww wesowt to combat if the situation demands it.
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The Druids pride themselves with being the keepers and protectors of nature, they will allow the felling of a tree and possibly even that of a forest, but in return will expect each tree to be replanted and regrown to preserve the balance itself. Druids are considered to be non-violent and, due to long periods of studying in their libraries, are known to be fantastic sources for information. However, despite their non-violent tendencies, Druids will do whatever it will take to preserve the safety of nature's balance when it is threatened, and will resort to combat if the situation demands it.
 
   
 
   
The Owdew awso has had, and stiww does howd, cwose connections lith the many sowts of Ewven govewnment and it is known that, in the past, some have Plincewy titwes lithin the Ewven counciw. Wecentwy, some have wose to even highew positions.
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The Order also has had, and still does hold, close connections with the many sorts of Elven government and it is known that, in the past, some have Princely titles within the Elven council. Recently, some have rose to even higher positions.
  
 
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'''Inactive Dwuids Fwom Befowe the Wefowm'''
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'''Inactive Druids From Before the Reform'''
Aww Dwuids that wewe initiated befowe the wefowms and went inactive onwy to suddenwy wetuln to activity liww be seen, in the eyes of the Owdew, as stiww at the wevew of Dedicant. These Dwuids must often again pwove theiw dedication to the Owdew and to the Aspects and must be we-attuned to natule.
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All Druids that were initiated before the reforms and went inactive only to suddenly return to activity will be seen, in the eyes of the Order, as still at the level of Dedicant. These Druids must often again prove their dedication to the Order and to the Aspects and must be re-attuned to nature.
  
== '''Hierarchy''' ==
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== Hierarchy ==
  
 
'''Demi-Aspect'''
 
'''Demi-Aspect'''
Demi-Aspects awe Dwuids that have passed on fwom this wowwd to enjoy etewnaw west lith the Aspects themsewves. One of the highest honouls the Owdew can bestow, these Dwuids awe wevewed as the highest exampwe that a Dwuid could wook towawds. They awe sometimes wefewwed to as the saints of the Owdew.
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Demi-Aspects are Druids that have passed on from this world to enjoy eternal rest with the Aspects themselves. One of the highest honours the Order can bestow, these Druids are revered as the highest example that a Druid could look towards. They are sometimes referred to as the saints of the Order.
  
 
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'''Notabre Dwuids'''
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'''Notable Druids'''
Notabre Dwuids awe the histolicawwy famous membews of the Owdew, those that have made the most outstanding impact upon the Owdew by guiding it thwough difficult times, ow othew such gweat feats. They awe considewed Hiewophants who have been given gweatew wecognition fow theiw substantiaw impact.
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Notable Druids are the historically famous members of the Order, those that have made the most outstanding impact upon the Order by guiding it through difficult times, or other such great feats. They are considered Hierophants who have been given greater recognition for their substantial impact.
  
 
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'''Hiewophant'''
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'''Hierophant'''
  
Hiewophants awe wetiwed Dwuids who have pweviouswy hewd impowtant wowes lithin the Owdew and wewe voted to be wowthy of the titwe. Hiewophants awe most often wetiwed Awchdwuids, howevew on wawe occasions a Dwuid was neithew an Awchdwuid now a Guide but pwayed a significant wowe in the Owdew may be bestowed the titwe. Since they awe wetiwed, Hiewophants do not have any twue wesponsibilities, othew than what they have set fow themsewves, awthought they often act as advisews to the Awchdwuids. They awe abre to be cawwed to sway a vote one way ow anothew, acting as tie breakews ow simpwy, voting upon a mattew they deem impowtant.
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Hierophants are retired Druids who have previously held important roles within the Order and were voted to be worthy of the title. Hierophants are most often retired Archdruids, however on rare occasions a Druid was neither an Archdruid nor a Guide but played a significant role in the Order may be bestowed the title. Since they are retired, Hierophants do not have any true responsibilities, other than what they have set for themselves, althought they often act as advisers to the Archdruids. They are able to be called to sway a vote one way or another, acting as tie breakers or simply, voting upon a matter they deem important.
 
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'''Awchdwuid'''
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'''Archdruid'''
  
Awchdwuids awe heads of the innew wowkings of the Owdew as a whowe. In addition to the wesponsibilities of a Guide, Awchdwuids awe wesponsibre fow maintaining and managing the Owdew. This incwudes ensuling that the amount of membews does not dlindwe, up-keeping the gwove they inhabit, maintaining wewations lith othew factions and nations, as weww as punishing those in the Owdew who have done some wwongs, among a valiety of othew things, incwuding the ovewseeing of the Guides as they teach, if needed. Awchdwuids awe seen as the managews of the Owdew, as lithout them it would faww apawt and it’s pulpose would be wost. Awchdwuids may caww fow a moot, ow a shun, and awe membews of the Innew Ciwcwe, having a vote in making the decisions fow the Owdew and, in some cases, making of executive decisions
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Archdruids are heads of the inner workings of the Order as a whole. In addition to the responsibilities of a Guide, Archdruids are responsible for maintaining and managing the Order. This includes ensuring that the amount of members does not dwindle, up-keeping the grove they inhabit, maintaining relations with other factions and nations, as well as punishing those in the Order who have done some wrongs, among a variety of other things, including the overseeing of the Guides as they teach, if needed. Archdruids are seen as the managers of the Order, as without them it would fall apart and it’s purpose would be lost. Archdruids may call for a moot, or a shun, and are members of the Inner Circle, having a vote in making the decisions for the Order and, in some cases, making of executive decisions
 
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'''Dwuid Guide'''
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'''Druid Guide'''
Guides awe Dwuids who pway the wowe of teachews lithin the Owdew. Theiw wesponsibre fow guiding Dedicants and assisting them in theiw joulney to Dwuidism. Guides do this by teaching and instwucting the Dedicants, as weww as by giving them tasks and tliaws to test, and devewop, theiw abilities so that they awe pwepawed fow attunement. Guides do not onwy teach Dedicants, howevew, as a Guide may awso assist Dwuids who awe stiww seawching fow theiw wowe lithin the Owdew. A Dwuid is officiawwy made into a Guide when nominated, and voted fow, lithin a moot. The Dwuid Guide is a membew of the Innew Ciwcwe and has a vote in the decision makings of the Owdew.
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Guides are Druids who play the role of teachers within the Order. Their responsible for guiding Dedicants and assisting them in their journey to Druidism. Guides do this by teaching and instructing the Dedicants, as well as by giving them tasks and trials to test, and develop, their abilities so that they are prepared for attunement. Guides do not only teach Dedicants, however, as a Guide may also assist Druids who are still searching for their role within the Order. A Druid is officially made into a Guide when nominated, and voted for, within a moot. The Druid Guide is a member of the Inner Circle and has a vote in the decision makings of the Order.
 
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'''Dwuid'''
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'''Druid'''
Dwuids awe the standawd and fundamentaw position lithin the Owdew, a Dwuid is a sewvant of the Aspects as weww as a pwotectow of both the Owdew and natule itsewf. A Dwuid’s tasks awe broad and numewous, tending to the lide wange of bawance issues in the natulaw wowwd. A Dwuid who dispways an exceptionaw dedication may be nominated fow the wowe of Guide if they so lish to take it on.
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Druids are the standard and fundamental position within the Order, a Druid is a servant of the Aspects as well as a protector of both the Order and nature itself. A Druid’s tasks are broad and numerous, tending to the wide range of balance issues in the natural world. A Druid who displays an exceptional dedication may be nominated for the role of Guide if they so wish to take it on.
 
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'''Dedicant'''
 
'''Dedicant'''
Dedicants awe the initiate wevew of the Owdew, Dedicants awe the main twunk of the Owdew. Dedicants, in theiw study, and pwepawation to become an attuned Dwuid, awe often given tasks and tliaws to pwove theiw commitment, and integlity so that theiw chawactew, stwengths and weaknesses might be judged. Awthough an associate, a Dedicant isn’t twuly considewed a membew of the Owdew untiw theiw attunement lith the Aspects, mawking theiw fiwst steps as a Dwuid. Undew nowmaw ciwcumstances, a Guide can undewtake a maximum of five dedicants, Awchdwuids howevew pwace pewsonaw limits on themsewves. Dedicancy is limited to those onwy at the age of sixteen and above, eighteen being the advised time to stawt and no Dedicant undew the age of twenty liww be attuned.
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Dedicants are the initiate level of the Order, Dedicants are the main trunk of the Order. Dedicants, in their study, and preparation to become an attuned Druid, are often given tasks and trials to prove their commitment, and integrity so that their character, strengths and weaknesses might be judged. Although an associate, a Dedicant isn’t truly considered a member of the Order until their attunement with the Aspects, marking their first steps as a Druid. Under normal circumstances, a Guide can undertake a maximum of five dedicants, Archdruids however place personal limits on themselves. Dedicancy is limited to those only at the age of sixteen and above, eighteen being the advised time to start and no Dedicant under the age of twenty will be attuned.
  
 
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'''Wost Dwuid'''
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'''Lost Druid'''
Wost Dwuids awe given to those who have disappeawed lithout a twace, ow expwanation. They have not weft the Owdew, now have they given an excuse pliow to theiw wong absence. If, ow when, they wetuln they may be punished depending on the excuse and the wength, of said absence.
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Lost Druids are given to those who have disappeared without a trace, or explanation. They have not left the Order, nor have they given an excuse prior to their long absence. If, or when, they return they may be punished depending on the excuse and the length, of said absence.
 
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'''Shuns'''
 
'''Shuns'''
Shuns awe individuaw whom have taken actions that thweaten the pwotection, ow the peace, of the Owdew. Any Awchdwuid may caww fow a shun lithout a need fow a pubric vote, but it takes a pubric vote to caww fow a Kiww On Sight shun (Noted as KOS). No Dwuid of the Owdew may speak lith a shun whatsoevew wess they lish facing the fault themsewves, if a shun speaks to a Dwuid the Dwuid should say “Much wind pours from your mouth” and simpwy wawk off. If the shun pewsists, the Dwuid should eithew ignowe them, ow instwuct them that defensive action liww be taken if they continue; that action should be cawlied out if they do not heed the wawning.
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Shuns are individual whom have taken actions that threaten the protection, or the peace, of the Order. Any Archdruid may call for a shun without a need for a public vote, but it takes a public vote to call for a Kill On Sight shun (Noted as KOS). No Druid of the Order may speak with a shun whatsoever less they wish facing the fault themselves, if a shun speaks to a Druid the Druid should say “Much wind pours from your mouth” and simply walk off. If the shun persists, the Druid should either ignore them, or instruct them that defensive action will be taken if they continue; that action should be carried out if they do not heed the warning.
  
== '''The Druid Code''' ==
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== The Druid Code ==
  
As cweated by Apowwan in the wake of the Age of Poow Judgement
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As created by Apollan in the wake of the Age of Poor Judgement
Wevised and westowed by Towtoise Dwuid Muiwdiw and Hawe Dwuid Taynuew
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Revised and restored by Tortoise Druid Muildir and Hare Druid Taynuel
  
'''Section A: Dwuid Conduct'''
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'''Section A: Druid Conduct'''
'''Genewaw Conduct'''
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'''General Conduct'''
A.) Wespect and wove youl brothews and sistews, no mattew theiw twansgwessions, lith the exception of dwuids who bring hawm and dangew to theiw kin. Such dwuids fowsake theiw brothews and sistews and desewve no such cawe.
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A.) Respect and love your brothers and sisters, no matter their transgressions, with the exception of druids who bring harm and danger to their kin. Such druids forsake their brothers and sisters and deserve no such care.
B.) Defend youl brothews and sistews in times of dangew as you would defend youlsewf, no mattew theiw cowow ow cweed. We awe aww chiwdwen of the Aspects, and as such we should be weady to take up awms fow oul famiwy.
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B.) Defend your brothers and sisters in times of danger as you would defend yourself, no matter their color or creed. We are all children of the Aspects, and as such we should be ready to take up arms for our family.
C.) No mattew the consequences, a dwuid must awways speak the twuth. When we awe caught in a lie, twust is wost, and lith it wespect. Without each, we cannot hope to gwow stwong as a famiwy.
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C.) No matter the consequences, a druid must always speak the truth. When we are caught in a lie, trust is lost, and with it respect. Without each, we cannot hope to grow strong as a family.
D.) A dwuid must nevew show favolitism lith any one gwoup. The bawance is brind to the squabbres of the descendents, and to sewve it best we must be accepting of aww that need oul hewp.
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D.) A druid must never show favoritism with any one group. The balance is blind to the squabbles of the descendents, and to serve it best we must be accepting of all that need our help.
E.) A dwuid may act as an advisow, but a dwuid at the head of a nation is destined fow split woyawties and favolitism. Such can nevew be pewmitted lithout wepewcussion.
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E.) A druid may act as an advisor, but a druid at the head of a nation is destined for split loyalties and favoritism. Such can never be permitted without repercussion.
F.) In the event that a majow conflict alises between dwuids that cannot be sowved by the invowved pawties, the event should be brought befowe a neutwaw awchdwuid ow hiewophant to aid in sowving the diwemma.
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F.) In the event that a major conflict arises between druids that cannot be solved by the involved parties, the event should be brought before a neutral archdruid or hierophant to aid in solving the dilemma.
G.) Onwy a guide ow awchdwuid of an affected ciwcwe may make decisions that affect that ciwcwe.
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G.) Only a guide or archdruid of an affected circle may make decisions that affect that circle.
H.) Any dwuid bewow that wank ow fwom a sepawate ciwcwe has no autholity ovew that ciwcwe.
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H.) Any druid below that rank or from a separate circle has no authority over that circle.
I.) Shuns awe Owdew-lide. In the case of a shun, a wepwesentative of each ciwcwe must be pwesent fow the shunning so that aww ciwcwes awe awawe of the weasoning behind the shun.
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I.) Shuns are Order-wide. In the case of a shun, a representative of each circle must be present for the shunning so that all circles are aware of the reasoning behind the shun.
J.) In wegawds to decisions that affect the Owdew as a whowe, a meeting must be cawwed between the awchdwuids and guides of aww ciwcwes to make a decision.
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J.) In regards to decisions that affect the Order as a whole, a meeting must be called between the archdruids and guides of all circles to make a decision.
K.) In the event of an emewgency whewe no awchdwuids ow guides of any ciwcwe awe avaiwabre, a hiewophant may be cawwed upon fow a split-second decision. This may onwy occul if no awchdwuid ow guide is avaiwabre.
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K.) In the event of an emergency where no archdruids or guides of any circle are available, a hierophant may be called upon for a split-second decision. This may only occur if no archdruid or guide is available.
W.) In the event that a hiewophant's decision is found to be damaging to a ciwcwe ow the Owdew as a whowe, it may be wevoked by an awchdwuid.
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L.) In the event that a hierophant's decision is found to be damaging to a circle or the Order as a whole, it may be revoked by an archdruid.
M.) A dwuid must nevew use ovewwy cliticaw ow insulting wanguage when wefewling to ow speaking to theiw brothews and sistews. As an exampwe, a dwuid can say theiw actions awe stupid, but it is not okay to caww the dwuid stupid.
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M.) A druid must never use overly critical or insulting language when referring to or speaking to their brothers and sisters. As an example, a druid can say their actions are stupid, but it is not okay to call the druid stupid.
N.) When cliticizing a fewwow dwuid fow theiw actions, avoid being ovewwy hawsh. We awe aww descendents, and we awe aww vewy capabre of making mistakes. Untiw we stop breathing, howevew, they awe not iwwedeemabre.
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N.) When criticizing a fellow druid for their actions, avoid being overly harsh. We are all descendents, and we are all very capable of making mistakes. Until we stop breathing, however, they are not irredeemable.
O.) A dwuid should nevew take fwom theiw brothews and sistews lithout pewmission. Stealing damages the bonds of twust wequiwed fow stwong, heawthy wewationships between dwuids to fowm.
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O.) A druid should never take from their brothers and sisters without permission. Stealing damages the bonds of trust required for strong, healthy relationships between druids to form.
P.) A dwuid should nevew intentionawwy cause damage to any pwopewty of anothew dwuid ow the Owdew.
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P.) A druid should never intentionally cause damage to any property of another druid or the Order.
Q.) A dwuid must cawwy themsewf in a matule, wespectabre mannew at aww times. Wemembew that you wepwesent the entiwe Owdew in aww intewactions. Youl actions wefwect on dwuids as a whowe.
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Q.) A druid must carry themself in a mature, respectable manner at all times. Remember that you represent the entire Order in all interactions. Your actions reflect on druids as a whole.
W.) A dwuid must nevew boast of theiw achievements ow theiw stwength, now should they evew seek powew fow powew's sake. Absowute powew cowwupts absowutewy.
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R.) A druid must never boast of their achievements or their strength, nor should they ever seek power for power's sake. Absolute power corrupts absolutely.
S.) A dwuid must nevew use theiw gifts in such a way as to show off theiw capabilities pulewy fow the sake of sholing off.
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S.) A druid must never use their gifts in such a way as to show off their capabilities purely for the sake of showing off.
T.) If a dwuid is caught misusing theiw gifts, it should be immediatewy wepowted to an awchdwuid ow hiewophant fow a pwopew investigation of the mattew.
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T.) If a druid is caught misusing their gifts, it should be immediately reported to an archdruid or hierophant for a proper investigation of the matter.
U.) When an awchdwuid makes a decision, aww dwuids of the ciwcwe should do aww in theiw powew to heed the awchdwuid's wowd. Have faith in the judgement of the awchdwuids you have chosen.
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U.) When an archdruid makes a decision, all druids of the circle should do all in their power to heed the archdruid's word. Have faith in the judgement of the archdruids you have chosen.
V.) If a guide ow awchdwuid feews that a decision made by an awchdwuid was not in the best intewest of theiw ciwcwe, they may chawwenge the decision if at weast one thiwd of the active population of the ciwcwe is in agweement. In such a case, a neutwaw ewdew should be cawwed fowth to hewp wesowve the mattew. If a neutwaw ewdew is unavaiwabre, a neutwaw awchdwuid may be substituted.
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V.) If a guide or archdruid feels that a decision made by an archdruid was not in the best interest of their circle, they may challenge the decision if at least one third of the active population of the circle is in agreement. In such a case, a neutral elder should be called forth to help resolve the matter. If a neutral elder is unavailable, a neutral archdruid may be substituted.
  
  
'''Conduct Awound Shunned'''
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'''Conduct Around Shunned'''
A.) When a shunned pewson entews the gwove immediatewy instwuct them to weave. If they do not weave instwuct them once that you liww fowcibry wemove them if they do not weave. If they stiww stay a Dwuid is fwee to use any means possibre to wemove a shunned fwom the gwove and the sulwounding awea.
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A.) When a shunned person enters the grove immediately instruct them to leave. If they do not leave instruct them once that you will forcibly remove them if they do not leave. If they still stay a Druid is free to use any means possible to remove a shunned from the grove and the surrounding area.
B.) When a shunned pewson lith a KOS designation entews the gwove immediatewy instwuct them that they liww be kiww if in the next ten seconds if they do not weave. When the ten seconds has expiwed a Dwuid is fwee to swain any non-obeying shunned.
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B.) When a shunned person with a KOS designation enters the grove immediately instruct them that they will be kill if in the next ten seconds if they do not leave. When the ten seconds has expired a Druid is free to slain any non-obeying shunned.
C.) When you see a shunned pewson (even lith a KOS designation) somewhewe othew than a gwove, continue on youl way and do not twy to make contact.
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C.) When you see a shunned person (even with a KOS designation) somewhere other than a grove, continue on your way and do not try to make contact.
D.) If a shunned tlies to make contact lith you somewhewe outside a gwove simpwy wepwy lith the phase "Much wind pours from your mouth" and move on. If they twy to speak lith you again wepeat the phase. If they twy a thiwd time infowm they that if they twy to speak to you again you liww wepwy lith viowent fowce.
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D.) If a shunned tries to make contact with you somewhere outside a grove simply reply with the phase "Much wind pours from your mouth" and move on. If they try to speak with you again repeat the phase. If they try a third time inform they that if they try to speak to you again you will reply with violent force.
E.) If a shunned lith a KOS designation tlies to contact you somewhewe othew than a gwove, infowm them that they ten seconds to move away fwom the pwesent wocation befowe viowent fowce is used.
+
E.) If a shunned with a KOS designation tries to contact you somewhere other than a grove, inform them that they ten seconds to move away from the present location before violent force is used.
F.) If at any time a shunned becomes aggwessive ow viowent, wefew to Section A, Subsection 1, Wine W of the Dwuidic Code.
+
F.) If at any time a shunned becomes aggressive or violent, refer to Section A, Subsection 1, Line L of the Druidic Code.
  
'''Section B: Initiation and Wanking Up'''
+
'''Section B: Initiation and Ranking Up'''
1.)Outsidew to Dedicant
+
1.)Outsider to Dedicant
A.) Compwete a extensive intewview lith a Guide.
+
A.) Complete a extensive interview with a Guide.
B.) Wecite the Dedicant's Vow.
+
B.) Recite the Dedicant's Vow.
2.) Dedicant to Dwuid
+
2.) Dedicant to Druid
A.) Stay a membew fow at weast two Ewven weeks. If seen as unweady by the guide ow highew, shaww stay untiw the guide deems you weady.
+
A.) Stay a member for at least two Elven weeks. If seen as unready by the guide or higher, shall stay until the guide deems you ready.
B.) Compwete a vawying amount of Dwuidic Tliaws assigned successfulwy.
+
B.) Complete a varying amount of Druidic Trials assigned successfully.
C.) Compwete a Gwand Task.
+
C.) Complete a Grand Task.
D.) Choose cawefulwy what totem you liww go undew. This can onwy be changed once aftew becoming officiaw.
+
D.) Choose carefully what totem you will go under. This can only be changed once after becoming official.
E.) Become attuned in the cewemony pewfowmed by an Awch Dwuid.
+
E.) Become attuned in the ceremony performed by an Arch Druid.
3.) Dwuid to Guide
+
3.) Druid to Guide
A.) Stay a membew fow foulEwven weeks (being a Dedicant does not count). If seen as unweady by an awch ow highew, be patient and gain lisdom.
+
A.) Stay a member for fourElven weeks (being a Dedicant does not count). If seen as unready by an arch or higher, be patient and gain wisdom.
B.) Once deemed as weady, take twaining undewneath the Head Teachew as an appwentice, and watch how they awe to Dedicants, how they assign tasks, how they handwe the gwove, etc.
+
B.) Once deemed as ready, take training underneath the Head Teacher as an apprentice, and watch how they are to Dedicants, how they assign tasks, how they handle the grove, etc.
C.) Study up on the subject, as weww as how to pewfowm an attunement cewemony, what the tasks entaiw, what the intewviews fow Dedicants awe meant to have, as weww as othew things youl Head Teachew suggests you weawn.
+
C.) Study up on the subject, as well as how to perform an attunement ceremony, what the tasks entail, what the interviews for Dedicants are meant to have, as well as other things your Head Teacher suggests you learn.
D.) Pwactice giving a few Dedicants tasks undew the supewvision of youl Head Teachew.
+
D.) Practice giving a few Dedicants tasks under the supervision of your Head Teacher.
E.) Once you and youl Head Teachew both feew that you awe weady, the teachew liww discuss lith an Awch Dwuid and you shaww begin youl guideship.
+
E.) Once you and your Head Teacher both feel that you are ready, the teacher will discuss with an Arch Druid and you shall begin your guideship.
  
 
'''Section C: Punishments'''
 
'''Section C: Punishments'''
1.) The punishment fow breaking a wule depends on pewson, sevelity, the wule broken and pwevious twack wecowd.
+
1.) The punishment for breaking a rule depends on person, severity, the rule broken and previous track record.
2.) The punishment fow breaking a wule incwudes but is not limited to a wawning, pwobation, a shun, a KOS (kiww on sight) designation and banishment fwom Anthos ((sewvew ban)).
+
2.) The punishment for breaking a rule includes but is not limited to a warning, probation, a shun, a KOS (kill on sight) designation and banishment from Anthos ((server ban)).
  
'''Section D: Cwauses'''
+
'''Section D: Clauses'''
1.) Aww wules awe subject to change.
+
1.) All rules are subject to change.
2.) Section B, Subsection 1, Wine C is optionaw if the Dedicant does not pwan on becoming a Dwuid.
+
2.) Section B, Subsection 1, Line C is optional if the Dedicant does not plan on becoming a Druid.
  
== '''Advancing Through the Ranks''' ==
+
== Advancing Through the Ranks ==
  
To become a Dedicant, one must appwoach one of the Guide wevew ow highew. The Guide liww most likewy ask questions about one's backgwound and othew infowmation. If the Guide thinks that you awe "appropriate" fow the job, they shaww have you wecite The Dedicant's Vow.
+
To become a Dedicant, one must approach one of the Guide level or higher. The Guide will most likely ask questions about one's background and other information. If the Guide thinks that you are "appropriate" for the job, they shall have you recite The Dedicant's Vow.
To become a Dwuid, one must stay a faithful membew of the owdew untiw deemed weady. Aftew this, thwee things must be done: The Dedicant must wlite a poem, compwete a Gwand Task, and compwete a Dwuidic Tliaw. The poem liww be wead in fwont of a Counciw of Guides. The Gwand Task is any Dwuidic pwoject of faiwwy wawge scawe. This pwoject must be appwoved befowehand. Thewe awe valious tliaws, none of which awe weveawed befowe time.
+
To become a Druid, one must stay a faithful member of the order until deemed ready. After this, three things must be done: The Dedicant must write a poem, complete a Grand Task, and complete a Druidic Trial. The poem will be read in front of a Council of Guides. The Grand Task is any Druidic project of fairly large scale. This project must be approved beforehand. There are various trials, none of which are revealed before time.
At any given time, lith the discussion of the Awch Dwuids, a Dedicant may be booted fwom the ciwcwe they awe in, and do not have to expwain themsewves to the young student. Be awawe that this liww onwy be done lith a good cause, and the Dedicant should meditate on what has caused this, giving him/hew theiw answew.
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At any given time, with the discussion of the Arch Druids, a Dedicant may be booted from the circle they are in, and do not have to explain themselves to the young student. Be aware that this will only be done with a good cause, and the Dedicant should meditate on what has caused this, giving him/her their answer.
  
'''Past Gwand Tasks'''
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'''Past Grand Tasks'''
- The Wenovation of the Waulelin Gwove - Compwete - Dedicant Dewtawo
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- The Renovation of the Laurelin Grove - Complete - Dedicant Deltaro
- Woad to New Gwove - Compwete - Dedicant Aeaiwa (lith the hewp of Mahten)
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- Road to New Grove - Complete - Dedicant Aeaira (with the help of Mahten)
- Assessing the Cowwuption - Finished Wong Ago - Petyw, Dwuid of the Sawmon
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- Assessing the Corruption - Finished Long Ago - Petyr, Druid of the Salmon
- Pwanting of twee's in the weawm of fwame - Compwete - Dedicant Fabewnight
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- Planting of tree's in the realm of flame - Complete - Dedicant Fabelnight
- Cweating a fwoating Gwove - Compwete - Dedicant Siwlion
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- Creating a floating Grove - Complete - Dedicant Sillion
- Pwotecting the Gem of Faeyin's Soul - Compwete - Dedicant Alik
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- Protecting the Gem of Faeyin's Soul - Complete - Dedicant Arik
  
== '''Druidic Literature''' ==
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== Druidic Literature ==
  
This section is a cowwection of aww the wowks of litewatule, fiction and non-fiction cweated by Dwuids themsewves ow theiw fliends. They covew a wange of topics, such as wowe, poems and wecipes. Some awe manuaws ow compiwations of sayings. Aww books of the Innew Wibrawy tawk about Dwuids, awe wlitten by Dwuids, ow concewn Dwuids and theiw ways... ow they incwude mushwooms. Books wemaining in the Outew Wibrawy awe eithew outdated wowks invowving Dwuids, ow do not pewtain to Dwuidism at aww, but have been deemed wowks gweat enough to be pwesented in oul Wibrawy.
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This section is a collection of all the works of literature, fiction and non-fiction created by Druids themselves or their friends. They cover a range of topics, such as lore, poems and recipes. Some are manuals or compilations of sayings. All books of the Inner Library talk about Druids, are written by Druids, or concern Druids and their ways... or they include mushrooms. Books remaining in the Outer Library are either outdated works involving Druids, or do not pertain to Druidism at all, but have been deemed works great enough to be presented in our Library.
  
((Fowwoling this link liww wead you to the Dwuids' Fowum Wibrawy, which sewves awso as oul in-game Wibrawy. Hewe, thewe awe diffewent sections, lithin an Innew and Outew Wibrawy, hosting a valiety of books. [http://grove.conforums.com/ Here!] ))
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((Following this link will lead you to the Druids' Forum Library, which serves also as our in-game Library. Here, there are different sections, within an Inner and Outer Library, hosting a variety of books. [http://grove.conforums.com/ Here!] ))
  
Heed this wawning! Aww who attempt copy, seww, ow distlibute Dwuid mateliaw ow awe found to possess said mateliaw, liww be found guiwty of pwagialism. Unwess pwopew autholities awe contacted immediatewy, you liww be punished to the fulw extent of waw! Punishments may incwude, but awe not limited to, suffocation via mushwooms, swave wabow in the wheat fiewds, being thwown fwom the Gwand Twee ow sudden appeawance of twees in one's twousews.
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Heed this warning! All who attempt copy, sell, or distribute Druid material or are found to possess said material, will be found guilty of plagiarism. Unless proper authorities are contacted immediately, you will be punished to the full extent of law! Punishments may include, but are not limited to, suffocation via mushrooms, slave labor in the wheat fields, being thrown from the Grand Tree or sudden appearance of trees in one's trousers.
  
== '''Druidic History''' ==
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== Druidic History ==
  
The Dwuids have a vewy immaculate and weww documented histowy, accessibre hewe: [[Druidic History]].
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The Druids have a very immaculate and well documented history, accessible here: [[Druidic History]].
  
== '''Historical Locations''' ==
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== Historical Locations ==
  
- The Waulelin Gwove (Aegis)
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- The Laurelin Grove (Aegis)
- The Ewandliew Gwove - (Asulon Mothew Gwove)
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- The Elandriel Grove - (Asulon Mother Grove)
- The Skwavia Gwove (Asulon)
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- The Skravia Grove (Asulon)
- The Menowcwess Gwove (Asulon)
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- The Menorcress Grove (Asulon)
- The Menowcwess Natule's Bounty shop (Asulon)
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- The Menorcress Nature's Bounty shop (Asulon)
- The Sanctuawy Dwuid Fawms (Asulon)
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- The Sanctuary Druid Farms (Asulon)
- The Sanctuawy Natule's Bounty shop (Asulon)
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- The Sanctuary Nature's Bounty shop (Asulon)
- The Nowmandow Natule's Bounty shop (Asulon)
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- The Normandor Nature's Bounty shop (Asulon)
- The Wuminaiwe Gwove (Anthos Mothew Gwove)
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- The Luminaire Grove (Anthos Mother Grove)
- The Equinox Gwove (Anthos)
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- The Equinox Grove (Anthos)
- The Wandeling Gwove (Anthos - Samuew the Tultwe at Cwoud Tempwe Docks)
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- The Wandering Grove (Anthos - Samuel the Turtle at Cloud Temple Docks)
- The Wuminaiwe Natule's Bounty shop (Anthos)
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- The Luminaire Nature's Bounty shop (Anthos)
- The Cwoss Woads Gwove (Anthos)
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- The Cross Roads Grove (Anthos)
- The Weanniew Gwove (Anthos)
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- The Leanniel Grove (Anthos)
- The Awkon Gwove (The Flinge)
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- The Arkon Grove (The Fringe)
- The Thawes Gwove (Thawes)
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- The Thales Grove (Thales)
- The Fiandlia Gwove (Athewa)
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- The Fiandria Grove (Athera)
- The Caliphate Gwove (Vaiwow)
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- The Caliphate Grove (Vailor)
- The Fathew Gwove (Vaiwow)
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- The Father Grove (Vailor)
- The Uwguan Gwove (Vaiwow)
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- The Urguan Grove (Vailor)
- The Savannah Gwove (Axios)
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- The Savannah Grove (Axios)
- The Gwove of the Heiwophant (Axios)
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- The Grove of the Heirophant (Axios)
- The Wandeling Gwove (Axios)
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- The Wandering Grove (Axios)
- The Spawwow Gwove (Atwas)
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- The Sparrow Grove (Atlas)
- The Mothew Gwove (Atwas)
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- The Mother Grove (Atlas)
  
== '''Joining!''' ==
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== Joining! ==
  
  
Intewested in oul Owdew, one of the wawgest and owdest guiwds on the sewvew? Joining is easy! The Dwuids awe awways wooking fow new membews of any wace to caww brothew and sistew. Simpwy find a Dwuid of Guide ow Awchdwuid wank and ask to join, and you liww be given a showt intewview. How do you find a Dwuid of this wank? You can eithew ask awound in-chawactew, ow visit one of oul Gwove(s). You can awso go to oul Guiwd's fowum page [http://www.lordofthecraft.net/topic/102575-the-druidic-order/ Here!] to view culwent membews of the Owdew and to find Minecwaft name of those you can contact if intewested in weawning about ow joining the Owdew.
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Interested in our Order, one of the largest and oldest guilds on the server? Joining is easy! The Druids are always looking for new members of any race to call brother and sister. Simply find a Druid of Guide or Archdruid rank and ask to join, and you will be given a short interview. How do you find a Druid of this rank? You can either ask around in-character, or visit one of our Grove(s). You can also go to our Guild's forum page [http://www.lordofthecraft.net/topic/102575-the-druidic-order/ Here!] to view current members of the Order and to find Minecraft name of those you can contact if interested in learning about or joining the Order.
  
 
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[[Category:Magic]]
 
[[Category:Magic]]
 
[[Category:Deity Magic]]
 
[[Category:Deity Magic]]

Revision as of 06:59, 13 May 2020

The Druidic Order is a group of beings, made up of all races, dedicated to preserving the balance of nature. All Druids undergo many years of teachings and study in the order to establish a strong connection with nature. Although some have been known to walk the land spreading the teachings of Druidism, the Order itself currently resides in two primary Groves, the Sparrow Grove and the Mother Grove. Despite the misconception that only those of Elven blood can be Druids, the Order is indeed open to any and all races, as it welcomes all who wish to follow the way of the Aspects.

Please note, that the Order does not recognize those who proclaim that they walk the way of the Druid, yet do not take the time to go through the studying, and dedicancy. That is to say, only those who have been promoted to the status of Druid, by one of the Guide rank or higher, will be acknowledges for their wisdom.

Information

Totems All of those who are fully-fledged Druids possess a title, often referred to as their totem. This totem often symbolizes the Druid in many aspects of their life; history, personality and approach to life. It is up to the Druid themselves to identify the appropriate title that they are to keep with them throughout their path as one of the Order. The time at which a dedicant decides upon their totem is up to their Guide, and it is stressed that they understand that it’s a heavy misconception that a Druid is in control of the totem they possess, as it is simply a symbolic title and nothing more.


Powers Druids are usually associated with the concept of healing, but they are not directly healers by nature. Most druids pursue learning healing herbs, and certain abilities like Herblore can assist in the art, but druids are guardians of nature, first and foremost. Druidic healing is reserved for mundane and normal herbal remedies, though efficient. Direct, magical healing is reserved for plants, or things of natural origin which druids must preserve.

The Druids are deeply connected to nature, however they do not control it, they serve it. To try and have power over something without understanding is entirely against their ways. It is more similar to asking nature for favours, and then doing nature favours in return. Though, nature will sometimes do very large favours, if the situation in question calls for it. Townspeople were shocked when, with the aid of the Wayward Staff, Petyr conjured a small forest inside the gates of Al’Khazar. Another prime example being when a group of around six Druids once rid the entire Anthosian forest of Luminaire from the magical taint, bringing it back to exuberant life.


Responsibilities The Druids pride themselves with being the keepers and protectors of nature, they will allow the felling of a tree and possibly even that of a forest, but in return will expect each tree to be replanted and regrown to preserve the balance itself. Druids are considered to be non-violent and, due to long periods of studying in their libraries, are known to be fantastic sources for information. However, despite their non-violent tendencies, Druids will do whatever it will take to preserve the safety of nature's balance when it is threatened, and will resort to combat if the situation demands it.

The Order also has had, and still does hold, close connections with the many sorts of Elven government and it is known that, in the past, some have Princely titles within the Elven council. Recently, some have rose to even higher positions.


Inactive Druids From Before the Reform All Druids that were initiated before the reforms and went inactive only to suddenly return to activity will be seen, in the eyes of the Order, as still at the level of Dedicant. These Druids must often again prove their dedication to the Order and to the Aspects and must be re-attuned to nature.

Hierarchy

Demi-Aspect Demi-Aspects are Druids that have passed on from this world to enjoy eternal rest with the Aspects themselves. One of the highest honours the Order can bestow, these Druids are revered as the highest example that a Druid could look towards. They are sometimes referred to as the saints of the Order.



Notable Druids Notable Druids are the historically famous members of the Order, those that have made the most outstanding impact upon the Order by guiding it through difficult times, or other such great feats. They are considered Hierophants who have been given greater recognition for their substantial impact.



Hierophant

Hierophants are retired Druids who have previously held important roles within the Order and were voted to be worthy of the title. Hierophants are most often retired Archdruids, however on rare occasions a Druid was neither an Archdruid nor a Guide but played a significant role in the Order may be bestowed the title. Since they are retired, Hierophants do not have any true responsibilities, other than what they have set for themselves, althought they often act as advisers to the Archdruids. They are able to be called to sway a vote one way or another, acting as tie breakers or simply, voting upon a matter they deem important.



Archdruid

Archdruids are heads of the inner workings of the Order as a whole. In addition to the responsibilities of a Guide, Archdruids are responsible for maintaining and managing the Order. This includes ensuring that the amount of members does not dwindle, up-keeping the grove they inhabit, maintaining relations with other factions and nations, as well as punishing those in the Order who have done some wrongs, among a variety of other things, including the overseeing of the Guides as they teach, if needed. Archdruids are seen as the managers of the Order, as without them it would fall apart and it’s purpose would be lost. Archdruids may call for a moot, or a shun, and are members of the Inner Circle, having a vote in making the decisions for the Order and, in some cases, making of executive decisions



Druid Guide Guides are Druids who play the role of teachers within the Order. Their responsible for guiding Dedicants and assisting them in their journey to Druidism. Guides do this by teaching and instructing the Dedicants, as well as by giving them tasks and trials to test, and develop, their abilities so that they are prepared for attunement. Guides do not only teach Dedicants, however, as a Guide may also assist Druids who are still searching for their role within the Order. A Druid is officially made into a Guide when nominated, and voted for, within a moot. The Druid Guide is a member of the Inner Circle and has a vote in the decision makings of the Order.



Druid Druids are the standard and fundamental position within the Order, a Druid is a servant of the Aspects as well as a protector of both the Order and nature itself. A Druid’s tasks are broad and numerous, tending to the wide range of balance issues in the natural world. A Druid who displays an exceptional dedication may be nominated for the role of Guide if they so wish to take it on.



Dedicant Dedicants are the initiate level of the Order, Dedicants are the main trunk of the Order. Dedicants, in their study, and preparation to become an attuned Druid, are often given tasks and trials to prove their commitment, and integrity so that their character, strengths and weaknesses might be judged. Although an associate, a Dedicant isn’t truly considered a member of the Order until their attunement with the Aspects, marking their first steps as a Druid. Under normal circumstances, a Guide can undertake a maximum of five dedicants, Archdruids however place personal limits on themselves. Dedicancy is limited to those only at the age of sixteen and above, eighteen being the advised time to start and no Dedicant under the age of twenty will be attuned.



Lost Druid Lost Druids are given to those who have disappeared without a trace, or explanation. They have not left the Order, nor have they given an excuse prior to their long absence. If, or when, they return they may be punished depending on the excuse and the length, of said absence.



Shuns Shuns are individual whom have taken actions that threaten the protection, or the peace, of the Order. Any Archdruid may call for a shun without a need for a public vote, but it takes a public vote to call for a Kill On Sight shun (Noted as KOS). No Druid of the Order may speak with a shun whatsoever less they wish facing the fault themselves, if a shun speaks to a Druid the Druid should say “Much wind pours from your mouth” and simply walk off. If the shun persists, the Druid should either ignore them, or instruct them that defensive action will be taken if they continue; that action should be carried out if they do not heed the warning.

The Druid Code

As created by Apollan in the wake of the Age of Poor Judgement Revised and restored by Tortoise Druid Muildir and Hare Druid Taynuel

Section A: Druid Conduct General Conduct A.) Respect and love your brothers and sisters, no matter their transgressions, with the exception of druids who bring harm and danger to their kin. Such druids forsake their brothers and sisters and deserve no such care. B.) Defend your brothers and sisters in times of danger as you would defend yourself, no matter their color or creed. We are all children of the Aspects, and as such we should be ready to take up arms for our family. C.) No matter the consequences, a druid must always speak the truth. When we are caught in a lie, trust is lost, and with it respect. Without each, we cannot hope to grow strong as a family. D.) A druid must never show favoritism with any one group. The balance is blind to the squabbles of the descendents, and to serve it best we must be accepting of all that need our help. E.) A druid may act as an advisor, but a druid at the head of a nation is destined for split loyalties and favoritism. Such can never be permitted without repercussion. F.) In the event that a major conflict arises between druids that cannot be solved by the involved parties, the event should be brought before a neutral archdruid or hierophant to aid in solving the dilemma. G.) Only a guide or archdruid of an affected circle may make decisions that affect that circle. H.) Any druid below that rank or from a separate circle has no authority over that circle. I.) Shuns are Order-wide. In the case of a shun, a representative of each circle must be present for the shunning so that all circles are aware of the reasoning behind the shun. J.) In regards to decisions that affect the Order as a whole, a meeting must be called between the archdruids and guides of all circles to make a decision. K.) In the event of an emergency where no archdruids or guides of any circle are available, a hierophant may be called upon for a split-second decision. This may only occur if no archdruid or guide is available. L.) In the event that a hierophant's decision is found to be damaging to a circle or the Order as a whole, it may be revoked by an archdruid. M.) A druid must never use overly critical or insulting language when referring to or speaking to their brothers and sisters. As an example, a druid can say their actions are stupid, but it is not okay to call the druid stupid. N.) When criticizing a fellow druid for their actions, avoid being overly harsh. We are all descendents, and we are all very capable of making mistakes. Until we stop breathing, however, they are not irredeemable. O.) A druid should never take from their brothers and sisters without permission. Stealing damages the bonds of trust required for strong, healthy relationships between druids to form. P.) A druid should never intentionally cause damage to any property of another druid or the Order. Q.) A druid must carry themself in a mature, respectable manner at all times. Remember that you represent the entire Order in all interactions. Your actions reflect on druids as a whole. R.) A druid must never boast of their achievements or their strength, nor should they ever seek power for power's sake. Absolute power corrupts absolutely. S.) A druid must never use their gifts in such a way as to show off their capabilities purely for the sake of showing off. T.) If a druid is caught misusing their gifts, it should be immediately reported to an archdruid or hierophant for a proper investigation of the matter. U.) When an archdruid makes a decision, all druids of the circle should do all in their power to heed the archdruid's word. Have faith in the judgement of the archdruids you have chosen. V.) If a guide or archdruid feels that a decision made by an archdruid was not in the best interest of their circle, they may challenge the decision if at least one third of the active population of the circle is in agreement. In such a case, a neutral elder should be called forth to help resolve the matter. If a neutral elder is unavailable, a neutral archdruid may be substituted.


Conduct Around Shunned A.) When a shunned person enters the grove immediately instruct them to leave. If they do not leave instruct them once that you will forcibly remove them if they do not leave. If they still stay a Druid is free to use any means possible to remove a shunned from the grove and the surrounding area. B.) When a shunned person with a KOS designation enters the grove immediately instruct them that they will be kill if in the next ten seconds if they do not leave. When the ten seconds has expired a Druid is free to slain any non-obeying shunned. C.) When you see a shunned person (even with a KOS designation) somewhere other than a grove, continue on your way and do not try to make contact. D.) If a shunned tries to make contact with you somewhere outside a grove simply reply with the phase "Much wind pours from your mouth" and move on. If they try to speak with you again repeat the phase. If they try a third time inform they that if they try to speak to you again you will reply with violent force. E.) If a shunned with a KOS designation tries to contact you somewhere other than a grove, inform them that they ten seconds to move away from the present location before violent force is used. F.) If at any time a shunned becomes aggressive or violent, refer to Section A, Subsection 1, Line L of the Druidic Code.

Section B: Initiation and Ranking Up 1.)Outsider to Dedicant A.) Complete a extensive interview with a Guide. B.) Recite the Dedicant's Vow. 2.) Dedicant to Druid A.) Stay a member for at least two Elven weeks. If seen as unready by the guide or higher, shall stay until the guide deems you ready. B.) Complete a varying amount of Druidic Trials assigned successfully. C.) Complete a Grand Task. D.) Choose carefully what totem you will go under. This can only be changed once after becoming official. E.) Become attuned in the ceremony performed by an Arch Druid. 3.) Druid to Guide A.) Stay a member for fourElven weeks (being a Dedicant does not count). If seen as unready by an arch or higher, be patient and gain wisdom. B.) Once deemed as ready, take training underneath the Head Teacher as an apprentice, and watch how they are to Dedicants, how they assign tasks, how they handle the grove, etc. C.) Study up on the subject, as well as how to perform an attunement ceremony, what the tasks entail, what the interviews for Dedicants are meant to have, as well as other things your Head Teacher suggests you learn. D.) Practice giving a few Dedicants tasks under the supervision of your Head Teacher. E.) Once you and your Head Teacher both feel that you are ready, the teacher will discuss with an Arch Druid and you shall begin your guideship.

Section C: Punishments 1.) The punishment for breaking a rule depends on person, severity, the rule broken and previous track record. 2.) The punishment for breaking a rule includes but is not limited to a warning, probation, a shun, a KOS (kill on sight) designation and banishment from Anthos ((server ban)).

Section D: Clauses 1.) All rules are subject to change. 2.) Section B, Subsection 1, Line C is optional if the Dedicant does not plan on becoming a Druid.

Advancing Through the Ranks

To become a Dedicant, one must approach one of the Guide level or higher. The Guide will most likely ask questions about one's background and other information. If the Guide thinks that you are "appropriate" for the job, they shall have you recite The Dedicant's Vow. To become a Druid, one must stay a faithful member of the order until deemed ready. After this, three things must be done: The Dedicant must write a poem, complete a Grand Task, and complete a Druidic Trial. The poem will be read in front of a Council of Guides. The Grand Task is any Druidic project of fairly large scale. This project must be approved beforehand. There are various trials, none of which are revealed before time. At any given time, with the discussion of the Arch Druids, a Dedicant may be booted from the circle they are in, and do not have to explain themselves to the young student. Be aware that this will only be done with a good cause, and the Dedicant should meditate on what has caused this, giving him/her their answer.

Past Grand Tasks - The Renovation of the Laurelin Grove - Complete - Dedicant Deltaro - Road to New Grove - Complete - Dedicant Aeaira (with the help of Mahten) - Assessing the Corruption - Finished Long Ago - Petyr, Druid of the Salmon - Planting of tree's in the realm of flame - Complete - Dedicant Fabelnight - Creating a floating Grove - Complete - Dedicant Sillion - Protecting the Gem of Faeyin's Soul - Complete - Dedicant Arik

Druidic Literature

This section is a collection of all the works of literature, fiction and non-fiction created by Druids themselves or their friends. They cover a range of topics, such as lore, poems and recipes. Some are manuals or compilations of sayings. All books of the Inner Library talk about Druids, are written by Druids, or concern Druids and their ways... or they include mushrooms. Books remaining in the Outer Library are either outdated works involving Druids, or do not pertain to Druidism at all, but have been deemed works great enough to be presented in our Library.

((Following this link will lead you to the Druids' Forum Library, which serves also as our in-game Library. Here, there are different sections, within an Inner and Outer Library, hosting a variety of books. Here! ))

Heed this warning! All who attempt copy, sell, or distribute Druid material or are found to possess said material, will be found guilty of plagiarism. Unless proper authorities are contacted immediately, you will be punished to the full extent of law! Punishments may include, but are not limited to, suffocation via mushrooms, slave labor in the wheat fields, being thrown from the Grand Tree or sudden appearance of trees in one's trousers.

Druidic History

The Druids have a very immaculate and well documented history, accessible here: Druidic History.

Historical Locations

- The Laurelin Grove (Aegis) - The Elandriel Grove - (Asulon Mother Grove) - The Skravia Grove (Asulon) - The Menorcress Grove (Asulon) - The Menorcress Nature's Bounty shop (Asulon) - The Sanctuary Druid Farms (Asulon) - The Sanctuary Nature's Bounty shop (Asulon) - The Normandor Nature's Bounty shop (Asulon) - The Luminaire Grove (Anthos Mother Grove) - The Equinox Grove (Anthos) - The Wandering Grove (Anthos - Samuel the Turtle at Cloud Temple Docks) - The Luminaire Nature's Bounty shop (Anthos) - The Cross Roads Grove (Anthos) - The Leanniel Grove (Anthos) - The Arkon Grove (The Fringe) - The Thales Grove (Thales) - The Fiandria Grove (Athera) - The Caliphate Grove (Vailor) - The Father Grove (Vailor) - The Urguan Grove (Vailor) - The Savannah Grove (Axios) - The Grove of the Heirophant (Axios) - The Wandering Grove (Axios) - The Sparrow Grove (Atlas) - The Mother Grove (Atlas)

Joining!

Interested in our Order, one of the largest and oldest guilds on the server? Joining is easy! The Druids are always looking for new members of any race to call brother and sister. Simply find a Druid of Guide or Archdruid rank and ask to join, and you will be given a short interview. How do you find a Druid of this rank? You can either ask around in-character, or visit one of our Grove(s). You can also go to our Guild's forum page Here! to view current members of the Order and to find Minecraft name of those you can contact if interested in learning about or joining the Order.

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