Druidic Order

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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.

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.


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.


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.


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.


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)


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.