Druids
While the World did come to be through the Music of Creation, from time immemorial it existed as a raw mashup of primal energy, headed by the Dragon Emperors whose influence spanned continents. Eventually these creatures faded into the world, and a new force came to be, the Gods. These deities separated the cosmos, bringing order to such concepts as night and day, heat and cold, and life and death. They placed the elemental alignments into the stars, separating them into the Outer Planes, and the chaotic elemental soup into four separate moons. With this work done, the World was made stable, a perfect place where all elements worked together in neutrality, with the vision to maintain this balance, and not fall to disorder.
It was in this time that a separation occurred, where a certain sect dug into the very lifeblood of the World. Where a Cleric reveres the Gods themselves and draws power from theirs, Druids arose as those that saw the harmony of the World, and swore to protect and maintain it. The world itself is rife with life and magic, the Arcanum the blood that pumps through its body, Nature itself being this body. As time passed, the people of the World began to form new structures called civilizations, and the Druids began to become disparate, concerning over how much they agreed with the concept, and to what extent it destroyed the purity of the World. From this conflict, certain circles formed, and these would tap into individual aspects of the World, either in conflict or harmony with the growing civilization.
Astora became the epicenter of Druidic power, where in the depths of the Rawlinswood, all circles listed below converged, and became their own political force. As such, Astora on the outside may seem a backwater, stunted by their tree hugging overlords caring more for squirrels than the homes of their people. One must venture into the depths of the Rawlinswood to see the true seat of power, the secret epicenter of the Druids. It was here though that the most dread truth was discovered, that the Arcanum was fading, the wonderous and mystic would be slowly decaying into extinction. Someday, the Mystic Age would end, and the Fading Age would come, where all that was once magical would be swallowed by the sands of time. As such, the Druids today are active, each having their own ideas on how to stave off the Fading Age, and what is to blame for the encroaching grey.
Not listed here are the one who believe this Fading Age's inevitability, and feel entropy is the fate of the World. As such, these fringe druids form the secretive Circle of Entropy.
The Circles of the Druids are as follows:
Circle of Dreams. The Dreamings are an amorphous separate world from the waking world. It is made of the dreams and nightmares of all peoples and even creatures when they sleep, entering the world and molding it to their mind's desires. As such it's not quite tangible or stable, but there is power to be had here, and creatures known as the Fey, or fairies that reside in the Dreamings. Druids who join the Circle of Dreams almost universally draw power from the connection between this world and the Twilight Dream, leaving the Dark alone. These upbeat individuals work tirelessly to bring joy and color to the World, mending wounds, balming downtrodden hearts and making dreams come true. Their homes are gleaming, fruitful places, where dreamy wonder skips in the morning light, their words like a summer day.
Circle of the Land. The first and most traditional of all the Circles, the Circle of the Land came about in their stewardship of the natural world as it came about, and found its energy in the form of spells. Known also as the Old Faith, subsections of the Circle, known as Rings, safeguard specific environments and draw their power from it, such as Arctic, Grassland, Swamp or Desert etc. These individuals have the most ancient rites and rituals, having created the Druidic language to better assist in communion with the natural world, with secluded standing stone circles one of their few traces. While the greater Circle is scattered into its Rings, they all consider themselves united across continents, and will come to each other's aid at a moment's notice. Most druids of this Circle live solitary lives, focusing on deepening their personal connection to their terrain, and live within humble means.
Circle of the Moon. While all druids are capable of living within the natural world in the form of animals, there are certain druids who formed the youngest of the Circles, believing that nature must rise up in its resistance to the forces of order and civilization. Members of this Circle are fierce guardians of the wild, haunting the deep parts of the wilderness where they spend their days walking in the skin of the beasts and birds. With the deepest understanding of the Wild Shape, these druids forgo their magic abilities for this capability. They are incredibly territorial, lashing out against any trespassers in their realm, and most stories of druid attacks are of a great bear, or tiger, or other beast attacking loggers, or farmers or other settlers. Only one Circle, the Shepherds, summon wild creatures with such skill and frequency. The most powerful Moon druids take on the powers of the Elemental Moons, taking the form of an elemental.
Circle of the Shepherd. Communion and connection are the bread and butter of a Shepherd druid, where understanding is the end goal. These druids form a personal relationship with the creatures and plants that live around them, even having connection into the realms of Fairie. Sometimes the interest of these parties can come into conflict with the civilized world, but if any druid were to be a moderator between the two, it is this Circle. The focus on protecting, or shepherding creatures that cannot defend themselves, and while of course a wolf must eat a sheep, it's up to the shepherd to moderate the relationship between predator and prey. To assist in this, the great spirits of the wilderness latch themselves to these druids, often in the form of totems. In times of great hazard, a shepherd calls upon the creatures of the wild to come to their aid to protect the druid as they do their work.
Circle of Spores. There is something very important with the natural world; death. When an animal dies, their body becomes the grass, and herbivores eat the grass, which the predator eats. Nothing is truly lost with death, and decay is as much a part of life, as fungi, plants, and other forms of rot are very much of the circle of life. Thus, Spores druids steward the natural cycle of life and death, finding beauty within the mold, mushrooms, worms, and other traditionally disgusting life. While most people turn away in disgust from this phase, these druids find it their sacred duty in its midst. Interestingly, these druids do not see undead as an inherent problem, a companion alongside life and death. The natural cycle is at its healthiest when each segment is vibrant and changing. It's when undead avoid passing into the final rest that they must be destroyed.
Circle of Stars. When the skies where designed, the sun was pulled away to bring about the moons and the stars. These stars form patterns, constellations, that represent a variety of purposes. Some stars are of gods and legendary characters forever memorialized, twelve form the Zodiac, fundamental concepts that lord over a particular month of the year. And further still are the Great Sixteen, which are the gateways to each of the elemental alignment planes, each plane having moved the stars into a shape representative of its identity. Druids of the Stars study the movements of these stars, and often revere the powers that are represented by these stars. Unlike most druids who tend the natural world, taking the form of animals, these have their attention ever upward, even taking on the ethereal form of constellations if they wish. Due to this connection to the wheeling heavens, these druids primarily work as oracles and diviners.
Circle of Wildfire. Destruction is not always an evil; a forest must burn to cleanse the rotten wood and make way for new growth. As such, Wildfire Druids are masters of elemental fire, but are also expert healers, holding creation and destruction with equal measure. These are some of the most active and public of Druid Circles, building relationships on the fringes of communities, often as the knowledgeable hermit a village consults. They believe in conservation and controlled burning, helping people develop agriculture, converse their woodlands, and renew the soil. However, the most extreme of Wildfire druids are among the most dangerous, as they believe that encroaching civilization is the cancer upon the World that must be burned out, and will use their scorching magic to burn towns off the map.
Gatekeepers. A secretive order of Druids that are active wardens against the encroaching threats from beyond the borders of the Material World. Working alongside Twilight Clerics, and Oath of the Watchers Paladins these druids can hail from any circle, united by their common cause. As the World is the harbor of every aspect of reality in equal measure, there are those of the extraplanar variety that seek to sway the balance one way or the other. The worst offenders are the fiends, desiring to harvest souls and spread the corruption of their plane, ruining the World. This also extends to the Fey, Celestials, and anything that doesn't belong in the World. Since portals are required to transit between planes, a leaking one is a threat that it falls upon the Gatekeepers to contain and close. There are many permeant connection gates that are strictly maintained by the Gatekeepers, and are the safest means of extraplanar travel, if the Druids permit it.
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