Druidic Order

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The Druids

The Druids are a group dedicated to preserving the balance of nature. All Druids undergo years of learning and studying in order to establish a strong link with nature. Although some are known to walk the land spreading the teachings of Druidism, the Order resides and works out of Druid Groves. Despite the misconception that only Elves can be Druids, the Order is open to all races, as it welcomes all who wish to follow the way of the Aspects. The Druids do not recognize those who proclaim to walk the way of the Druid yet do not take the time to go through the studying. 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 acknowledged for their wisdom.


Information

Totems As is apparent above, all of those who are full-fledged druids possess a title, which is referred to as a totem. This totem represents their history, their personality, and their approach to life. It is up to the Druid to identify themselves with an appropriate title. The time at which a Dedicant becomes a Druid is up to both those higher in the order and the Dedicant themselves.

Powers It is well known that Druids are some of the best healers in the land, yet the true extent of their powers is unknown. Druids have been known to bring people back from the brink of death and restore sight to the blind. The Druids are deeply connected to nature, yet they do not control nature, they serve it. To try to have power over something without understanding is against their ways. The Druids will ask Nature for favors, and then will do Nature favors in return. Sometimes, Nature will do very large favors, if the situation 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 six Druids once rid the entire, dead, Anthosian forest of Malinor from a 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 chopping down of a tree, possibly even the removal of a forest, but in return they expect each tree to be replanted elsewhere. Druids are 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 takes to preserve the safety of nature when it is threatened, and will resort to fighting if the situation demands it.

The Druids use their prowess in healing to their advantage, and are often approached when an individual is ill or injured. The Order also has had association with Malinor, and in the past has had close connections with the Elven goverment, including having certain Druids hold seats in the Elven Council.

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. Druid Artifacts The Druids have a number of sacred relics each with there own back story and properties. These include the First Staff, First Sapling and First Seed, all of which were lost in the transition to Asulon. Over the years, the Druids have reclaimed and obtained new artifacts such as the Aspect Stones, the Last Sapling of Laurelin, and the Snow Druids' Stone. Nature's Bounty Nature's Bounty is a chain of shops run solely by the Druidic Order. They sell a variety of items, mostly things that grow in nature such as leaves, plants and trees. as well as non-meat food. They had a number of location all over Asulon, including a shop in Normandor, a shop in Menorcress, and a shop outside the Human road near the Cloud Temple. Efforts to reestablish Nature's Bounty have been performed, but later abandoned due to the constant move saw throughout Anthos.

Hierarchy

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

Notable Druids Notable Druids are the historically famous members of the Order that have guided it through difficult times, and propelled it into the future.

Hierophant Hierophants are retired Druids who previously held important roles in the Order and were voted to be worthy of the title. Hierophants are most often Arch or Elder Druids, although on rare occasions a Druid who was neither 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 set for themselves, although they often act as advisers to the Arch and Elder Druids. If a decision or vote made by the Inner Circle is split, a Hierophant may be called to sway the vote one way or the other or perhaps act as the tie breaking vote. Hierophants are often known to spend long periods of time meditating to become closer to the Aspects, and to spread the word of Druidism to all who might listen.

Archdruid Archdruids are the 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 as well as keeping its Druid guides and Dedicants in check. This includes ensuring that the amount of members in the Order do not dwindle, up-keeping the Mother Grove, maintaining relations with other factions/nations, as well as punishing those in the Order who have done some wrong, among a variety of other things. Archdruids are seen as the “managers” of the Order, as without them it would fall apart and its purpose would be lost. Archdruids may call for a moot or a shun. Archdruids are members of the Inner Circle and have a vote in making decisions on the Order as a whole.

Druid Guide Druid Guides are Druids who play the role of teachers in the Order. Guides have the responsibility of “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 to be attuned. Guides do not only teach Dedicants, however, as a Guide may also assist Druids who are still searching for their role in the Order. A Druid is made into a Guide if the Archdruid(s) deem him or her worthy of the position. The Guide Druid is a member of the Inner Circle and has a vote in making decisions on the Order as a whole.

Druid The standard and fundamental position in 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 exceptional dedication may be invited to proceed to the role of Druid Guide in the order if he or she chooses to take it.

Dedicant The initiate level of the Druids, 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 is not truly a member of the Order until he or she becomes attuned with nature and the Aspects, marking his or her first steps as a Druid.

Lost Druid This is the rank for Druids who have disappeared without a trace or explanation. They have not left the Order nor did they give a excuses for their long absences. If or when they return they might be punished depending on the excuse and length of absence.

Shuns When an individual takes actions that threatens the protection or peace of the Order, an Archdruid may call for a shun. No Druid of the Order is permitted to 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." 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

Section A: Druid Conduct General Conduct A.) Never insult a fellow brother or sister in any way ((OOC or IC)). B.) Never kill a brother or sister ((for fun, etc)). C.) Never steal from the order or from a brother or sister. D.) Don't destroy property of the order. E.) If you are below the rank of guide, it is not your place to make decisions that affect the order as a whole. F.) All Druids must conduct themselves in a mature and upright manner ((OOC & IC)). G.) Never criticize a brother or sister in an overly negative way. ((OOC or IC)). H.) Calm the heck down! I.) Always immediately contact a higher ranking Druid if you have a problem. J.) Stay active ((on the forum.)) K.) Never criticize someone ((OOC for actions done IC or vise versa.)) L.) A Druid may use violent force if they or other Druids are in danger, it is self defense, or if it is in defense of nature or the balance.

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.


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)


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 an 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.