Druidic guild/circle discussion

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Druidic guild/circle discussion

Post  Elgate on Fri Feb 14, 2014 8:55 am

As we're getting more and more druid players, I thought it best to get some solid lore on the druid organization of the land. Before I do so, I'm just going to point out that no player need feel they have to make their druid join the circle/ guild. Even in DnD lore, many druids decided to avoid the politics that would come from joining the circle and go solo, but of course then they loose the benefits the circle can offer: Strength, organization, training. And of course, the druidic circle may not make it easy for freelance druids, preferring that these lone wolves follow their methods and teachings.  Plus, druids can be surprisingly territorial.

Using the Druid Handbook (Which is 2e, but other than a few outdated rules and stats, fits quite well with 3.5e RP wise and is also the book that I was told Arg-reg used for ideas).

And this is what Playnwn.com says about it:
The Druid Circle of the North

Composed of druids, the local grove are a secretive bunch who travel unimpeded through this region, but rarely visit the various centers of population. It is said they participate in ceremonies among the trees often by the light of the moon. Little more is known of the group, but rumors - some quite strange - abound.


What the Arg-reg player's hand book says:
The Spirits of the Wild move in the world. Some might identify with certain of the Animal Totems, or even the more obscure River Spirits, Mountain Spirits, etc.. These in concert are the voice of nature – and the call that the Druid answers. The spirits bestow on the Druid certain powers which vary as the Druid grows in enlightenment. The pain of the land is clear, but the source of that pain is perhaps not so obvious. The druid has been drawn here by the very cry of the land.
Somewhere here is a terrible imbalance which needs tending. The land may lead the druid to the source quickly or slowly, the way itself may be dangerous and the druid must tread with caution.

The land is in need, and the land is warded first by the Temple of Deeproot. By seeking the confidence of the High Priest there, the druid might hope to serve the land at the High Priests' pleasure. A druid does not need to associate with this Temple nor this Deity – but Deeproot is one of the most 'nature' oriented of the civilized gods (a group which the druids generally view to be mischievous and powerful spirits which have cultivated civilization, while the nature spirits have fostered the wilds). Balance must be maintained, there is a place and time for all things, none must overturn the balance. The druid will seek to bring or keep the people in harmony with the balance. In some ways, the druid will conclude that the civilized gods have lead the people astray – urge many to return to a more simple life; one in harmony with nature and the nature spirits.

Dwarf Druids – rare in the extreme, some few dwarves do hear the call of nature (so to speak) and serve her as a druid. Often outcasts or loners even among their own clan, these dwarves are as dedicated to their craft as any. Whether oath bound to intermediate between the clan and the wilds, or actively defending the wilds, these are most tenacious in their service.

Elf Druids – as common as cones on a pine, elven druids seek to know natures secrets and serve to protect them. These druids are often travelers, scholars, and vagabond types.

Gnome Druids – these are wiley and stealthy in the extreme; bringing the gnomish proclivity forsubterfuge to the usual bag or tricks the druid may use. These druids are often travelers, scholars, and vagabond types.

Human Druids – scattered sparsely throughout the wilderness in and bordering the Thousand Kingdoms, human druids often go unnoticed there. They freely travel the Acerian Tradeway, keeping low profiles and meddling only rarely.

Half Orc Druids – rare but not unheard of, the outcast half-orc can find solace among solitude of the wilds. This, more than any druid, is seen only when they want to be seen, and are known to travel along the fringes of barbarian lands including those north of Dohral.


Druidic Branch: Forest

Druids come from all sorts of environments, artic, jungle, sea, and so on. Circles tend to take on the nature of the most dominant or numerous type of druid in the region. With this in mind the Circle of Argentum Regio (currently unnamed, and just reffered to as the 'circle' by locals) will likely be a 'forest circle', as many of the druids here will be forest orientated druids. Not that you can't be another type of druid- Goodaloop could be an ideal god druid of the sea, maybe a druid of the mountains has come down south. However, this simply means that if your non-forest druid were to join the circle, they may find themselves being over looked or at a disadvantage.

In DnD, a circle would grant branch orientated benefits to druids of the same branch. So Forest druids in a Forest circle would get spells that would aid them in their daily life. However, a spell to help the trees grow is not so useful for a Sea Druid.

In Arg-reg it's more likely to be a matter of politics. If a Mountain Druid requires aid and a Forest druid requires aid, in protecting their lands, then the circle is more likely to respond to the forest druid. If in a gathering, a Plains druid discusses problems from their mindset and from their experiences, the Forest druids of the group may dismiss them with a tutter. Of course a druid who choose to protect miles of grass wouldn't understand the beauty, majesty and liveliness of a forest.


On the note of branches, I don't see why people couldn't RP themselves of, say, a Swamp Druid of the Illfaw Fen, or a Grey Druid of the caves and underdark. Only, you won't get the spells and powers associated with such a 'kit' as you would in PnP DnD. It'd simply be for RP purposes.

Druidic Domain (territories)

These are the lands and regions the circle would consider under their protection. Note, just because the circle is of the forest branch, does not necessarily mean that they won't take non-forest regions under their protection.

From what I can tell, Esrogoth and Urzhnark Thrh'h are definitely under druidic protection. The lands of the Eastern Citadel (Urzhnark ?????) may also be under druidic protection, and I have seen a powerful PC druids claim to be wardens of Tivook province as well. However, Tivook and Illfaw Fen both have alarming presences of undead and outsiders- so if these lands are supposedly withing the domain of the circle, then the circles claim to them is being challenged.

Humfoodale and Kragfell may likely also be under druidic protection, as well as some of the lands to the north of the current server areas (especially the area north of esrogoth).

Domains don't have to fit within the politics of the civilisations of the land- it could well be the druidic order also claims territory outside of the dwarven kingdoms and political influence of Dohral.

As for names, circles tend to take the name of the region or possibly a god. This circle might be the Argentum or Silver Circle, or the Circle of Deeproot, for example, or maybe the Howling Circle. Or, going from Playnwn.com, 'Circle of the North' (Which might be a bit confusing for any circle further north of it, if there is one).

Circle Structure and Temperament

Circles aren't like other religious organisations, with very clear cut rules and doctrine. The three rules of druidism tend to come down to: Revere nature, walk the balance (Have a neutral alignment) and do not share druidic secrets (Literally this would be do not teach other people the druidic language in which we speak our secrets to each other, but currently Arg-reg doesn't have a druidic language.). Now the first two are judged by nature- if you break them, nature stops lending you it's power. You stop being a druid.

So really, the druidic circle can only focus on the third rule and have other general guidelines.

Judging by what it says in the Arg-Reg player's pdf, the circle's attitude towards the land is reclusive. The druids of the region prefer not to be meddlers, prefering to stick to nature alone and deal with nature alone. The politics or the land and the problems of civilization don't bother them. (This is the popular view of druids, but it is true that some circle are more actively involved, and most circles see their purpose as mediating between nature and people, especially rural areas, and helping farms.)

They seem to come across as a passive bunch- caring deeply for the area they've taken under their protection, but not passionate enough to seek out all the ills and wrongs in the land. Unless they are, but are struggling- how else do you explain the sickness of the land and the unnatural beings present?

Although not meddlers, this doesn't mean they're not zealous. Some of the more powerful druids in the realm have a strict dogma they follow, and may impose upon others (Such as the old druid and killing no animals).

There are stone circles and gathering points, but it seems rare that the druids of the region gather, and some do so reluctantly. This implies that the circle of the area doesn't demand much from the druids within it's domain, letting them act independently to the point that some druids dislike being told what to do by any others. The poor state of some of the stone circles appears to underline the regional druidic attitude towards being restricted by an order.

The order also appears to be quite religious, especially devout to Deeproot, and it's implied the High Priest of Deeproot is either part of the druidic order or thought very highly of by it.

The now dormant Order of the Stone Fist, an order of monks of Deeproot, also seemed associated with the circle at one point.

This suggests that druids are more likely to take an active part in splinter groups or other factions- such as the temple or monkhood of Deeproot, while taking a more independent role towards the circle.


Druidic Ranking

Note: Original DnD levels only went up to twenty. Thus you were considered on of the most powerful druids in the area if you reach 20, while in NwN, obviously that title would go to someone of 30+. So the druidic rankings of DnD, depending on DnD leveling system, don't quite translate properly to NwN.  Here, I will still loosely use the lvl 20 hierarchy- but druid levels only.

Multiclassing leads to a few difficulties within druidism. Many 'true' druids look down on others who split their time between different practices and paths. Your position as a 'druid' will be judged by your druidic powers only. That's not to say you can't convince them otherwise, but if you only have 10 level druid and 35 levels of other classes, then you will have a very slim chance of being taken seriously or gaining rank within the circle.

Initiates
Druids with 10 ,or below, druid levels (11 in DnD) are considered initiates by most druidic circles (and not really 'druids', not yet). Normally these initiates would still be being taught by a mentor and would be trusted with a small area of rural land, not the proper wilds.

In Arg-Reg it's still heavily encouraged that a low level druid seek out a mentor and understand that they're not quite ready yet to be responsible for the entire land. However, with the Circle allowing such independence to the druids within it's area, there is nothing stopping you calling yourself a druid or tackling your druidic obligations alone. However, you won't be given any position of power or responsibility by the circle- so you may find yourself stepping on another druids toes- one who doesn't want some ignorant upstart messing up their woods.

Druids

11  druid levels. You could now hypothetically attempt to gain a position on the order (the 1st out of 9 ranks), take on mentors, and be responsible for larger areas of wilderness.
The ranks of the outer circle go like this:
12=2nd
13 =3rd
14=4th
15=5th
16=6th
17=7th
18=8th
19=9th

You can have any amount of druids or any rank and sometimes, if it's felt a druid is not ready yet, a higher level may remain at a lower rank. The ranks are more to ensure that the druid is taking on only as much responsibility as they can handle, and not give an important task to a druid who is not ready yet. (this is my intepretation, to allow for more players to join in with circle buisness, as the handbook seems to suggest that actually, these ranks hold only 1 druid each, and you have to fight to climb up the ladder. We could go for this interpretation, or the more flexible one I suggested- what ever feels best)

Archdruid
At lvl 20+, you can now attempt to become an Archdruid. Most circles only have three Archdruids, which are ruled over by a Great druid.
Archdruids should concern themselves with more than the nature within their local domain. They don't just manage the population of animals or the health of the wilds, or ensure relations with civilization are maintained. They also must ensure the balance of good and evil, law and chaos, the energies of their domain are maintained. This can make Archdruids appear to be fickle- one year they'll help the paladinic order suppress the goblin horde, and another they'll side with the goblins. Why? Because one side must never grow too strong.

They have to look at the grander picture, stop thinking and acting as individuals and act as an agent of the balance and nature. It's no easy task.

They also get the more mundane buisness of organising the order, dealing with druidic buisness and gathering everyone together for the official meetings: The Moot.

The Moot normally happens 4 times a year, for each season, and is a time of gossip, news sharing, mingling and celebration for Druids. Also for other druidic rites of passage: honouring those who had died in the time between, marrying those who had fallen in love, initiating the young druids into the 1st rank of the order. The Arg-reg Circle may not call these as often, due to how they currently allow their druids a lot more freedom and independence and generally just leave them to get on with things. Non druids may also be invited to attend these events: Friends of nature, sylvan folk, lycans, and of course the local animals. And also bards, who druids are fond of.

(This is my interpretation of how the circle works with the '9 ranks' and the '9 druids' as the handbook confuses me on those a little- it seems to imply that many iniates get initiated into the 1st rank 'Mootly', but there are only 9 druids (and 3 archdruids + 1 great druid) in the inner circle. I'm taking this to mean the 9 ranks of druids form the outer circle, and an Archdruid picks 3 druids from any rank who they feel holds potential, to become an inner circle member).

The moot also has the more serious side of the inner circle meeting, with the great druid, the 3 archdruids and the 9 druids chosen by them. These hold more serious discussions about the state of the land and the order, and also allow audience for messengers of other circles (or the very honoured non druid) who wish to relay a message or request.

I like to think the High Priest of Deeproot is a Archdruid, but no idea what class he actually is (Cleric?) and if he would divide his time between temple buisness and circle buisness like that.

Great Druid
At lvl 30+

The great druid is the head of the local circle. His word is law in the druidic order. He can impose a ban upon a person, place or thing- any druid or friend of the circle obeys this ban, shunning the thing banned. If you have been banned by the circle, you will receive no help, no aid and no sympathy. A banned person could be left to die, a banned city abandoned to it's attackers. The druidic circle avoids being actively violent towards things if possible, prefering not to act on bias in such a way (although it will act violently in the favour of nature or the balance. But a ban is more to do with opinion than need), but that doesn't stop them from watching something go up in flames.


I've always thought the great druid in arg-reg is the Old druid /old bear. It would also explain the druidic order's attitude- circles react to how they view and see the Great Druid. A popular active great druid will inspire an active, integrated order. A reclusive unpopular great druid inspires less motivation and coopertation. (And the Old Druid is a reclusive old grump who bites people.)

Acolyte

These can be of any level, but not members of the inner circle. These are personal 'students' of inner circle members- in return for gaining the power and influence of being that inner circle member's acolyte, the acolyte obeys and swears loyalty to that druid- to put them before themselves, to never keep secrets from, but always keep secrets for, and to obey any order that does not conflict with the druid ethos (Eg, killing a person? Not a problem. Destroying a tree? Egads no!)

Heirophant
lvl 40 druid (I'd say has to be pure druid too, but to be honest, I'm not even sure if this is even a playable rank. I'd say it should be NPC only.)

Heirophants respect the druid order, but are above it. Free agents, they have enough power and wisdom to know what to do without the support or guidance of the circle. Even the Grand druid, the druid in charge of all the circles of the world, don't quite see the bigger picture that Heirophants do. Heirophants plan ahead and beyond- they consider the balance of the world and plane in it's entity. They can watch empires fall and rise, venture to other planes and realms, manipulate the happenings of the world.

These are the wisest of the wise.

But can you always trust them...?

Druidic Politics

So, how does one gain a higher rank? For the outer circle, just prove yourself. For the inner circle, Either you prove yourself worthy and fill a vacancy, or you challenge and defeat a member of the rank above. Supposedly this is to prevent people playing politics and favourites, using influence and favour to gain rank, and only letting the strongest climb. However that doesn't stop druids from more underhanded means. Perhaps you may give favour to a druid or two of a lower ranking, encouraging them to challenge a druid who you dislike and want out of power. Also, as the challange needs another druid (of equal or higher rank to the challenger) to witness the challenge and ensure it follows the rules, there's nothing to stop the witness from a little... false testimony- although, as the Great Druid names the witness, such deceit either needs luck to pick the right witness or for the great druid to be on in the ruse.  

And of course, another druid could meet an unfortunate accident.

As mentioned before, multiclass druids are also discriminated upon by the order, as they're not considered as devoted to nature's path. However, if DM approved (Something along the lines of proving the character is over all a druid, despite multiclassing), a multiclass druid could consider some/all of their nondruidic levels as well (So a lvl 19 druid, 4 monk or the like could be considered for arch druid).
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Re: Druidic guild/circle discussion

Post  Elgate on Thu Mar 13, 2014 9:09 am

Sorry for pressing this guys- mostly it's that I've spent so much time reading the druid's handbook, I've got a very set idea of how the circle works, and rather than push my idea of the circle onto everyone, I'd like to have some feed back from the builders, dms and players on what they think the circle of Arg-reg should be like.

Okay, so, the only time I've seen the 'existing' circle called was in Dekkar/shar's event (Dekkar was doing the main event, Shar did the mini circle event, if I remember correctly- Link here to IC posts on it: [You must be registered and logged in to see this link.]

From what I can see here, the Old Druid is the great druid. There -are- other druids, but I remember maybe about 7 others? There should be 12 others aside from the great druid (3 Arch Druids, 9 Inner druids- maybe we can call them High druids).

So, there is an existing circle, but it's in complete, and seems some what in active. Judging by the fact certain druidic places are in disrepair or are inactive, I'd say the circle has been suffering for a while. In the player PDF for arg reg, it implied that the land was sick and calling druids to it- so, yeah. It looks like the existing circle isn't doing very well.

According to the Druid handbook, usually the Grand druid (the druid of the world basically) should be stepping in at this point, and sending druids to complete the circle, and/or, appoint a New Great druid to take better care. Either this world doesn't have a Grand druid, the grand druid is busy, or the druid PC's that have come to/grown up in Arg-reg have secretly been manipulated there by the Grand Druid's will.

Currently, me and Hatcatsu are wanting to make the druid's circle- as in make it accessible to players. I'm fairly certain trying to make an entirely new circle IC, would result in some druid territory battles, and the official circles in and around Arg-reg ignoring the up start druids who thought they could over throw an existing circle. Druid's are all about tradition and the Order of the circle, and it's just not done- you can't have young upstarts thinking they can go and make their own circle because they disagree with the current one (unless you're making a shadow circle *coughcough*).


What I would be grateful for, is if a DM could set up some events for the druid chars on the server to do with the circle.

Currently, Grace and Dru are the druid's at a high enough level to start climbing the ranks. However Grace is a multiclass druid and in disfavor with the Great Druid, which would make the circle prejudiced against her. Before, she had Fen backing her up, but now she's on her own. Hypothetically, this could mean the circle can just ignore her challenges (a challenge being how a druid climbs the rank). Dru is a fast growing, but new druid. He can climb the ranks, but seems to have an ill opinion of the circle and unorthodox methods (He wants to go straight into challenging the upper ranks, when normally, it's good practice to start at the beginning- heck, you should be initiated first, but initiations don't seem to be happening as they should, because the circle is not doing it's duty properly).

To give you an idea of how a challenge works:
2.E Druid Handbook wrote:The Challenge. The traditions of the Order prohibit an inner circle from
including more than nine druids, three archdruids, and one great druid. If a character
gains enough experience to achieve official druid level but finds no vacancy in the
inner circle, the only way to advance involves ceremonial combat: the druidic
challenge.
The challenge remains one of the oldest druidic traditions. It purges the weak and
complacent, ensuring that the highest ranks of the druidic order remain filled with
strong and cunning individuals. The masters of the druidic order are not politicians,
but men and women of action. They believe that the challenge, by bringing ambition
into the open, allows them to by-pass some of the worst excesses of hypocrisy and
behind-the-scenes power plays found in other religions.
A circle's great druid expects at any time to face a challenge from one of the
archdruids, while the archdruids keep an eye on rising druids. Those of druid rank, in
turn, look out for ambitious 11th-level initiates. This system puts a constant strain on
the Order's upper ranks: It's hard to stay on good terms with folk who want your job
and eventually will challenge you to a battle to gain it. As a result, most friendships
and alliances form among druids of equal level or among characters several levels
apart.
All inner circle druids do their best to appear strong, to avoid looking like easy
targets. Many actively adventure to enhance their reputations and gain power through
acquiring magical items and experience. Others simply try to remain popular among
the other members of the Order. If an inner circle member takes an unpopular or
controversial stance, fellow druids may decide to encourage the ambitious to aim for
that particular target; the replacement would likely prove more cordial.

The challenge operates under prearranged rules: Characters who violate the letter
of the rules will fail to advance in level, just as if they had suffered defeat. Always a
one-on-one battle, the challenge does not allow even servants or animal companions
of the combatants to participate.
First, the two parties must agree upon the time of the duel--if they can't agree, it
will take place at the next moot. Druids consider it impolite to set a challenge outside of a moot, although it's still done.
Second, the challenge needs a witness--a druid whose level equals or exceeds the
challenger's. Hierophant druids (described later in this chapter) work well as
witnesses, as do druids or archdruids visiting from different circles or from the Grand
Druid's entourage. This individual must witness the terms of the challenge and make
sure the combatants obey the rules. The great druid of the circle always names the
witness, even if the challenge involves that very leader.
Third, the terms by which the battle will be fought are set out by mutual
agreement. Once agreed upon and witnessed, the terms may not change. If neither
side can agree on the terms, the witness selects them and proclaims the duel an all-out
battle until one druid surrenders or becomes incapacitated.
Terms to discuss include:
-- The size of the battlefield. Until the duel ends, leaving the bounds of the area
means conceding defeat. Usually the space is no more than a dozen yards
across, to ensure the battle does not take too long.
?? Whether to allow weapons, magical items, granted powers, and spells. (Note:
Nondruidic spells cannot be used.) Most contests involve full use of weapons
and spells, although many commonly disallow magical items. Some
memorable duels have permitted only granted powers--no spells or weapons.
The combatants used only the claws and fangs of their different animal forms.
A few challenges have forbidden all weapons and magic--they became simple
wrestling matches.
?? Whether to alter the normal battle-oriented conditions of the duel. Although
rare, methods less stringent than actual combat have been honored, especially
between two friendly rivals. Such unorthodox formats include a race, a
scavenger hunt, a competition to defeat a particular monster, a drinking
contest (the first druid to fail three Constitution rolls loses), or even a game of
hide and seek.
The challenge begins with the witness's invocation, asking Nature (or a druidic
deity) to watch over the duel. This means that challengers who defeat foes through
cheating will find themselves unable to gain a level after all, and incumbents who
cheat automatically lose the level. Once the witness concludes the invocation, the
druids enter the battlefield from opposite ends, and the contest begins.

So, at some point a Moot should be called- either this happens once a year, as an annual gathering of the circle and other druids (to discuss the years events and plans for the future, and to deal with things like weddings, initiations, funerals, celebrations and the like) or because someone called for it. (If there is not an Annual meeting, Grace would have sent out a request for the Moot to be called- where she plans to state her dissatisfaction of the circles activeness and claim her right to earn her place among the circle.

Technically, if there is a vacancy, and no one claims it or is strong enough to fill it, then they almost -need- to allow Grace and Dru in. And judging by the number in the last event, there should be quite a few vacancies. Grace and Dru are aiming to become Arch druids, so if their is a vacancy there, or a weak member, they have a good chance of getting it. Grace may face problems due to her being lvl 17 druid, 18 shifter, as even though in total she's certainly strong enough to be a circle member, ODA has suggested that the circle would want lvl 20+ druids only for the inner circle and technically Grace is lvl 17. Dru should be fine.


Sorry for the info dump. Basically, Hacatsu and I plan to start a druid guild, which will be the Druid circle. ODA and Erin think it's a good idea if the Old Druid ICly remains the head of the circle, so no one player has too much power, even if only symbolic, while the three arch druids OOCly are in control of the guild, with one member being elected to be the guild master, so there's no need to keep requesting a DM to do guild changes because we have a PC who can do that.

That means, hypothetically, we want to end up with something like this:
Old Druid
Grace, Dru, (Either an NPC or Vacancy- currently we have no other Druid high enough lvl to be an Arch druid)
9 other druids (Either NPCs, vacancies, or any 20+ druid char. And if Grace can be an Arch druid as a multiclass druid, I imagine that multiclass druids (at least with 10 druid levels and RPed sufficiently druidy) can be an Inner circle member)
A whole bunch of outer circle druids, ranging from lvl 10 up (technically you're not a true druid before level 10)

Also, friends of nature are welcome at druid events, they just won't be involved in the serious business discussions, that only include the Inner circle.

Sorry for the huge size of these posts. Druids have so much lore @.@.
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Re: Druidic guild/circle discussion

Post  Hacatsu on Thu Mar 13, 2014 10:14 am

Druidic lore FTW! I loved reading it, and looking forward to finally see this Druid Circle move. Question: any information or lore about druids that I get from forums or the wiki, can I use it IC? Like, if the character somehow learned all of that?
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Druid Deities- Clergy

Post  Animayhem on Thu Mar 13, 2014 10:59 am

A helpful guide would be the gods of Faerun as there are several that druids follow.

Faerûnian Pantheon- though druids may follow other gods, these gods accept Druid like clerics.
Also there ar variants in the spelling of god's names and maybe not all the gods listed are playable here.


Auril
Alignment: Neutral Evil
Portfolio: Cold, Winter
Allowed Domains: Air, Evil, Water
Clergy Alignments: CN, LN, NE - Druids Allowed

Chauntea
Alignment: Neutral Good
Portfolio: Agriculture, Cultivated Plants, Farmers, Gardeners, Summer
Allowed Domains: Animal, Earth, Good, Plant, Protection
Clergy Alignments: LG, NG, CG, TN - Druids Allowed - Paladins Allowed

Eldath
Alignment: Neutral Good
Portfolio: Quiet Places, Springs, Pools, Peace, Waterfalls
Allowed Domains: Good, Plant, Protection, Water
Clergy Alignments: CG, CN, NG - Druids Allowed
 
Gwaeron Windstrom
Alignment: Neutral Good
Portfolio: Tracking, Rangers of the North
Allowed Domains: Animal, Good, Knowledge, Plant, Travel
Clergy Alignments: LG, NG, CG - Druids Allowed - Paladins Allowed


Ibrandul
Alignment: Chaotic Neutral
Portfolio: Caverns, Dungeons, The Underdark, Skulks
Allowed Domains: (Earth), (Trickery)
Clergy Alignments: TN, CN, NE, CE - Druids Allowed
 
Lurue
Alignment: Chaotic Good
Portfolio: Talking Beasts, Intelligent Nonhumanoid Creatures
Allowed Domains: Animal, Good, Healing
Clergy Alignments: CG, CN, NG - Druids Allowed

Malar
Alignment: Chaotic Evil
Portfolio: Bloodlust, Evil Lycanthropes, Hunters, Marauding Beasts and Monsters, Stalking
Allowed Domains: Animal, Evil, Strength
Clergy Alignments: CE, CN, NE - Druids Allowed


Mielikki
Alignment: Neutral Good
Portfolio: Autumn, Dryads, Forest Creatures, Forests, Rangers
Allowed Domains: Animal, Good, Plant, Travel
Clergy Alignments: LG, NG, CG - Druids Allowed - Paladins Allowed

Nobanion
Alignment: Lawful Good
Portfolio: Royalty, Lions and Feline Beasts, Good Beasts
Allowed Domains: Good, Animal
Clergy Alignments: LG, LN, NG - Druids Allowed - Paladins Allowed
 
Shiallia
Alignment: Neutral Good
Portfolio: Woodland Glades, Woodland Fertility, The High Forest, Neverwinter Wood
Allowed Domains: Animal, Good, Plant
Clergy Alignments: CG, LG, NG - Druids Allowed - Paladins Allowed


Silvanus
Alignment: Neutral
Portfolio: Wild Nature, Druids
Allowed Domains: Animal, Plant, Protection, Water
Clergy Alignments: CN, LN, TN, NE, NG - Druids Allowed


Talona
Alignment: Chaotic Evil
Portfolio: Disease, Poison
Allowed Domains: Destruction, Evil
Clergy Alignments: CE, CN, NE - Druids Allowed

Talos
Alignment: Chaotic Evil
Portfolio: Storms, Destruction, Rebellion, Conflagrations, Earthquakes, Vortices
Allowed Domains: Destruction, Evil, Fire
Clergy Alignments: CE, CN, NE - Druids Allowed

Ubtao
Alignment: Neutral
Portfolio: Creation, Jungles, Chult, The Chultans, Dinosaurs
Allowed Domains: Plant, Protection
Clergy Alignments: CN, TN, NE, NG, LN - Druids Allowed

Ulutiu
Alignment: Lawful Neutral
Portfolio: Glaciers, Polar Environments, Arctic Dwellers
Allowed Domains: Animal, Protection
Clergy Alignments: LG, LN, LE - Druids Allowed

Umberlee
Alignment: Chaotic Evil
Portfolio: Oceans, Currents, Waves, Sea Winds
Allowed Domains: Destruction, Evil, Water
Clergy Alignments: CE, CN, NE - Druids Allowed

Uthgar
Alignment: Chaotic Neutral
Portfolio: Uthgardt Barbarian Tribes, Physical Strength
Allowed Domains: Animal, Strength, War
Clergy Alignments: CG, CN, CE, TN, NG - Druids Allowed
 

Thard Harr
Alignment: Chaotic Good
Portfolio: Wild dwarves, Jungle Survival, Hunting
Allowed Domains: Animal, Good, Plant
Clergy Alignments: CG, CN, NG - Druids Allowed


Elven Pantheon

Aerdrie Faenya
Alignment: Chaotic Good
Portfolio: Air, Weather, Avians, Rain, Fertility
Allowed Domains: Air, Animal, Good
Clergy Alignments: CG, CN, NG - Druids Allowed

Angharradh
Alignment: Chaotic Good
Portfolio: Spring, Fertility, Planting, Birth, Defense, Wisdom
Allowed Domains: Good, Knowledge, Plant, Protection
Clergy Alignments: NG, CG, CN - Druids Allowed


Deep Sashelas
Alignment: Chaotic Good
Portfolio: Oceans, Sea Elves, Creation, Knowledge, Underwater Beauty, Water Magic
Allowed Domains: Good, Knowledge, Water
Clergy Alignments: CG, CN, NG - Druids Allowed


Fenmarel Mestarine
Alignment: Chaotic Neutral
Portfolio: Feral Elves, Outcasts, Scapegoats, Isolation
Allowed Domains: Animal, Plant, Travel
Clergy Alignments: CG, CN, CE - Druids Allowed

Rillifane Rallathil
Alignment: Chaotic Good
Portfolio: Woodlands, Nature, Wild Elves, Druids
Allowed Domains: Good, Plant, Protection
Clergy Alignments: CG, CN, NG - Druids Allowed

Solonor Thelandira
Alignment: Chaotic Good
Portfolio: Archery, Hunting, Wilderness Survival
Allowed Domains: Good, Plant, War
Clergy Alignments: CG, CN, NG - Druids Allowed

Gnome Pantheon

Baervan Wildwanderer
Alignment: Neutral Good
Portfolio: Travel, Nature, Forest Gnomes
Allowed Domains: Animal, Good, Plant, Travel
Clergy Alignments: LG, NG, CG - Druids Allowed - Paladins Allowed

Callarduran Smoothhands
Alignment: Neutral
Portfolio: Stone, The Underdark, Mining, The Svirfneblin
Allowed Domains: Earth, (Protection)
Clergy Alignments: NG, TN, LN, CN, NE - Druids Allowed

Segojan Earthcaller
Alignment: Neutral Good
Portfolio: Earth, Nature, The Dead
Allowed Domains: Good, Earth
Clergy Alignments: CG, LG, NG - Druids Allowed - Paladins Allowed


Halfling Pantheon
   
Sheela Peryroyl
Alignment: Neutral
Portfolio: Nature, Agriculture, Weather, Song, Dance, Beauty, Romantic Love
Allowed Domains: Air, Plant
Clergy Alignments: CN, TN, NE, NG, LN - Druids Allowed


Mulhorandi Pantheon

Anhur
Alignment: Chaotic Good
Portfolio: War, Conflict, Physical Prowess, Thunder, Rain
Allowed Domains: Good, Strength, War
Clergy Alignments: NG, CG, CN - Druids Allowed

Isis: Alignment
Neutral Good
Portfolio: Weather, Rivers, Agriculture, Love, Marriage, Good Magic
Allowed Domains: Good, Magic, Water
Clergy Alignments: LG, NG, CG - Druids Allowed - Paladins Allowed


Osiris
Alignment: Lawful Good
Portfolio: Vegetation, Death, The Dead, Justice, Harvest
Allowed Domains: Good, Plant, Death
Clergy Alignments: LG, LN, NG - Druids Allowed - Paladins Allowed

Sebek
Alignment: Neutral Evil
Portfolio: River Hazards, Crocodiles, Werecrocodiles, Wetlands
Allowed Domains: Animal, Evil, Water
Clergy Alignments: CN, LN, NE - Druids Allowed
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Re: Druidic guild/circle discussion

Post  Elgate on Thu Mar 13, 2014 11:09 am

Ah, well, The Player PDF states that Druids of Arg-Reg see gods as spirits of the land. Hang on:

Dohral Player PDF wrote:The Spirits of the Wild move in the world. Some
might identify with certain of the Animal Totems,
or even the more obscure River Spirits, Mountain
Spirits, etc.. These in concert are the voice of
nature – and the call that the Druid answers. The
spirits bestow on the Druid certain powers which
vary as the Druid grows in enlightenment.
The pain of the land is clear, but the source of
that pain is perhaps not so obvious. The druid has
been drawn here by the very cry of the land.
Somewhere here is a terrible imbalance which
needs tending. The land may lead the druid to the
source quickly or slowly, the way itself may be
dangerous and the druid must tread with caution.
The land is in need, and the land is warded first
by the Temple of Deeproot. By seeking the
confidence of the High Priest there, the druid
might hope to serve the land at the High Priests'
pleasure. A druid does not need to associate with
this Temple nor this Deity – but Deeproot is one of
the most 'nature' oriented of the civilized gods (a
group which the druids generally view to be
mischievous and powerful spirits which have
cultivated civilization, while the nature spirits have
fostered the wilds). Balance must be maintained,
there is a place and time for all things, none must
overturn the balance. The druid will seek to bring
or keep the people in harmony with the balance. In
some ways, the druid will conclude that the
civilized gods have lead the people astray – urge
many to return to a more simple life; one in
harmony with nature and the nature spirits.
Dwarf Druids – rare in the extreme, some few
dwarves do hear the call of nature (so to speak)
and serve her as a druid. Often outcasts or loners
even among their own clan, these dwarves are as
dedicated to their craft as any. Whether oath bound
to intermediate between the clan and the wilds, or
actively defending the wilds, these are most
tenacious in their service.
Elf Druids – as common as cones on a pine, elven
druids seek to know natures secrets and serve to
protect them. These druids are often travelers,
scholars, and vagabond types.
Gnome Druids – these are wiley and stealthy in
the extreme; bringing the gnomish proclivity for
subterfuge to the usual bag or tricks the druid may
use. These druids are often travelers, scholars, and
vagabond types.
Human Druids –scattered sparsely throughout
the wilderness in and bordering the Thousand
Kingdoms, human druids often go unnoticed there.
They freely travel the Acerian Tradeway, keeping
low profiles and meddling only rarely.
Half+ Orc Druids – rare but not unheard of, the
outcast half-orc can find solace among solitude of
the wilds. This, more than any druid, is seen only
when they want to be seen, and are known to
travel along the fringes of barbarian lands
including those north of Dohral.
Other Druids – consult your DM.

And here's a link to the Druid Handbook: [You must be registered and logged in to see this link.]
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Re: Druidic guild/circle discussion

Post  Elgate on Thu Mar 13, 2014 11:15 am

In arg-reg Nature based deities can be:

Deeproot- Forest
Popular, as most druids are forest druids

Nagealai- Animals/moon/night/wilds
Lesser known, but Druids would probably here of her

Shadranzi- Plains
In Dohral, Shadranzi is mostly associated with grain, as grasslands are uncommon, but Shadranzi can be considered both a nature diety and a domestic deity.
Also, many druids prefer to act as mediators between nature and people, mostly focusing on helping farmers and more rural settlements, so Shadranzi would be beneficial to their goals.

Goodaloop- Sea
Not as popular as a patron deity among druids, as most come from land based races- but perhaps more aquatic druids prefer Goodaloop.

Cherol- Animals/hunting/wilds
Cherol is probably popular among the more predatory/agressive (can't think of a better term, sorry) druids, who respect the hunt and the animals whose lives are given to the cycle.
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Re: Druidic guild/circle discussion

Post  Elgate on Thu Mar 13, 2014 11:33 am

Sorry for mutiple posts, jumping round a bit:

As for does you char know this lore:

Nature will likely 'inspire' or 'guide' more natural lore and feelings- such as the thoughts on gods, the balance, what feels right, what feels wrong. So as you char progresses in druid levels (AND HAS LORE POINTS) you will probably figure such things out.

As for the mechanisms of the druidic circle... hmm.

I've RPed that Grace has had interaction with the druids of the land, and this has been seen in some events, such as the one I linked to, as well as the fact she has had two mentors- one who grew bored of her when she was young, and Fen. As such, I RP that Grace has some understanding of how the circle works (or should work), but isn't fully certain on many points. Grace does have reasonably high lore as well, to back up her knowledge ICly.

If you RP your druid as being a loner, who avoids other druids and the bindings of the druid circle, and has been a loner since the start of their druidic journey, then they may not know anything about the circle- then again, birds may chatter about the local druidic gossip- such as which druid beat who in a challenge, who the new initiates are, how fun the last moot was...

I'd say, go by your lore skill IG. If it's low, your char likely wasn't paying attention to the wildlife gossip. If it's high, then your druid char is probably astute enough to put things together from what they've heard and seen- even if they aren't part of the circle.

Remember though that druids are notoriously secretive about druidic business. Really, they should have their own language, so they can speak in code to each other (Penalty of teaching this to a non druid is a ban, and likely your friend going missing- maybe dead, maybe kept captive or indoctrinated).

As a fellow druid, you may here of these things. But the Moot discussions between inner circle members is for inner circle members only. Lower druids get told things when they need to know.

Things like druidic rituals, language, hidden communities and druidic settlements, the location of the Moot (for the inner circle- the celebrations surrounding the moot tend to be more open to people, and include non druids), these are all secret.

Groves are a bit iffy. Depends on the steward- they may wish to keep the grove a secret, or they may feel people will benefit from the strong connection to nature the grove offers, and simply keeps a close eye on visitors. (It's generally a bad idea to anger a grove, so even bad guys should think twice about it- and there's not much else they can do with a grove).
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Re: Druidic guild/circle discussion

Post  Hacatsu on Thu Mar 13, 2014 12:01 pm

Well... Dru has a lore of 27, does that help? And, how much of a help?
( ) Nothing
( ) A bit
( ) It does help
( ) Considerable help
( ) Yeah, I think you were supposed to know a lot of things already...
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Re: Druidic guild/circle discussion

Post  Elgate on Thu Mar 13, 2014 12:14 pm

Hmm, going by DC roles, 60+ is Masterful, 50+ Amazing, 40+ is damn good, 30+ is skilled, 20+ is good, and anything below is 'better than nothing, but not all that impressive'.

Grace has 40 Lore, which I consider pretty good. 27 should be enough to know more than the basics? So 'it does help?'

here's a DnD take (Remember they have a limit of 20 levels, so what they consider impressive is only above average for NwN)
Very easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching guard (Listen)
Tough (15) Rig a wagon wheel to fall off (Disable Device)
Challenging (20) Swim in stormy water (Swim)
Formidable (25) Open an average lock (Open Lock)
Heroic (30) Leap across a 30-foot chasm (Jump)
Nearly impossible (40) Track a squad of orcs across hard ground after 24 hours of rainfall (Survival)

So, if you double-ish the DC, you get the NwN equivalent? Maybe not quite doubled, as lvl 40 is supposed to be 'OMG EPIC', but maybe times by 1.5?
So, 0, 7, 15, 22, 30, 37, 45, 60?
So, 27, depending on your roll from 1-20, is anywhere between tough and heroic? So pretty good I'd say?
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Re: Druidic guild/circle discussion

Post  Hacatsu on Thu Mar 13, 2014 12:42 pm

Awesome enough! Very Happy
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Re: Druidic guild/circle discussion

Post  GM_ODA on Sat Mar 15, 2014 4:42 am

Animayhem wrote:A helpful guide would be the gods of Faerun as there are several that druids follow. ...

Friends,
This is an excellent thread. KUDOS to you all.

Animayhem: No, sorry, not totally helpful. This is not the Faerun, this is not the Forgotten Realms. The FR pantheon is not used here and this is rather a good bit of noise in the channel as such.

Note - the 'non-human' deities such as the elven or dwarven pantheons were published originally as setting-generic pantheons for those non-humans cultures, and were later incorporated into use with FR. As for Osiris - that's a RL Ancient Egyptian deity and not used here (nor is any other RL mythic god used here).

Please stick to the cannon AR deities as posted as we don't want to confuse others.

ALL: The Druid Circle in the region of AR seems largely vacant of members. But for the old Druid (whom those well-traveled PCs have found) there seems to be few if any Druids in the vicinity. This despite the clear signs of a strong Druidic presence in the region in times long past.

Those who travel to the Moot may be able to learn more of the region's history from those more learned Druids. This might be an excellent DM Event (one that should be held regularly).

Be well. Game on.
GM_ODA


Last edited by GM_ODA on Sat Mar 15, 2014 5:29 am; edited 1 time in total (Reason for editing : read the rest of the thread had more to add but wanted the quote in my thread so did that first)
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Re: Druidic guild/circle discussion

Post  Animayhem on Sat Mar 15, 2014 11:49 am

GM_ODA wrote:
Animayhem wrote:A helpful guide would be the gods of Faerun as there are several that druids follow. ...

Friends,
This is an excellent thread. KUDOS to you all.

Animayhem: No, sorry, not totally helpful. This is not the Faerun, this is not the Forgotten Realms. The FR pantheon is not used here and this is rather a good bit of noise in the channel as such.

Note - the 'non-human' deities such as the elven or dwarven pantheons were published originally as setting-generic pantheons for those non-humans cultures, and were later incorporated into use with FR. As for Osiris - that's a RL Ancient Egyptian deity and not used here (nor is any other RL mythic god used here).

Please stick to the cannon AR deities as posted as we don't want to confuse others.

ALL: The Druid Circle in the region of AR seems largely vacant of members. But for the old Druid (whom those well-traveled PCs have found) there seems to be few if any Druids in the vicinity. This despite the clear signs of a strong Druidic presence in the region in times long past.

Those who travel to the Moot may be able to learn more of the region's history from those more learned Druids. This might be an excellent DM Event (one that should be held regularly).

Be well. Game on.
GM_ODA

Ok thanx for clarification
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Re: Druidic guild/circle discussion

Post  Elgate on Sun Mar 16, 2014 3:03 pm

Was asked to post some info on the shadow's circle. Again, this may not be how it's like in Arg-reg, but this is the standard DnD lore:

Druid Handbook wrote:A secret society of druids within the larger druidic order, the Shadow Circle accepts members who see Nature as a hostile, cleansing force that ensures the survival of the fittest. According to their philosophy, civilization--especially the building of towns and cities--has weakened humankind and many demihuman races.
Ethos
This doesn't mean that the shadow circle is all about no civilisation. Most of them don't mind farming lifestyles, or hunter gatherers- those who work and labour for their living. None of this economy buisness where fat rich men can do nothing and profit.

That is not nature! Nature is individuals and families proving they're worthy or survival. Civilization lets the weak and the dumb survive, where as nature would have killed them off, and strengthened the gene pool.

This doesn't mean the druids of the shadow circle are evil- most are true neutral, but have a strong stance on what nature wishes.

An example given is this:
A shadow circle may help slaves rise up against their oppressors. This isn't out of the goodness of their own hearts, or a sense of social justice, as it may be the case with paladins. Rather, the Shadow circle knows the slaves are eager to rebel, and use that to take down the city, after which they encourage the slaves and the survivors to live with nature, as farmers, or hunters or the like.

This tends to be the method of the shadow circle- rather than work beside or for a group of people, like the normal circle might, they prefer to manipulate people to act out their goals, without even realizing they're doing so. Supporting and protecting evil lycanthropes and encouraging their hostile nature, so that they spread the curse and force people to be closer to nature through the lycan spirit.

Membership and Hierarchy
The shadow circle works just like the normal circle- except challenges are far more bloody and may even end in death. However they're far more secretive. They don't neccesarily hate the normal druid circle- after all, they're fellow druids- they're just not firm enough. However, the Circle is not so keen on the shadow circle, often seeing them as harmful towards the druidic cause and goal of harmony. As such, the shadow members are often part of both circles, but keep their identity secret, leading double lives. They do sow discord among the main circle, but this is to help harden those members and cause friction, supporting natural selection and hopefully converting members to the shadows.

Very rarely, if the main circle faces terrible events and are angered, the entire circle ends up becoming part of the shadow circle- meaning there is only the shadow circle. This really only happens when the druids of the land feel there is no other choice than to protect nature by waging war on the civilizations around them.

Shadow members either shape shift into, or wear masks representing, predators. They take on code names and guard their identity fiercely- this way, if one member is discovered, or a mole enters their midst, they remain safe.
Great druid/archdruid= Shadowmaster
A great druid or archdruid can become a shadow master- leader of the shadow circle. If there are multiple druids aiming for this position- fight (often to the death) or yield and accept your place as subservient. A shadow master has utmost authority over it's circle. They have the right to know the identities of their peons.

inner circle (same- just harsher)

Initiates/outer circle= Sameish- the higher levels who don't earn a rank in the inner circle end up being deadly assassins and servants of the inner circle.

Shadow clave= moot

Moots typically happen on full moons. Shadowclaves on new ones. They discuss buisness, preform the same rituals (with added darker undertones) and punish/execute prisoners taken over the season/year. This isn't necessarily evil- normal druids might kill those who harm nature as well, but due to their own morals and principles. The Shadow circle just sees more benefit in making an event out of the execution, and reminding those present of the cost of betrayal is.

Want to join or talk with them?
You don't find the shadow circle. The shadow circle finds you.

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