The Verimhe Order Organization in Tales of Cevantia | World Anvil

The Verimhe Order

The Order

  The Verimhe Order--often simply called the Order can be thought of as a federation of regional priesthoods that form a loosely organized worldwide faith, all of whose members worship Nature and follow a similar ethical philosophy. Druids divide up their world into regions, here called domains. A domain is a well-defined geographic area bounded by mountain ranges, rivers, seas, or deserts-- druids normally divide a good-sized continent into three or four domains. Druidic regions do not rely on national borders, or on racial or ethnic groups; a domain can encompass several countries, races, and peoples.  

The Circles

  All druids dwelling within the bounds of a domain are organized into a circle. Circles typically are named for the geographic area their domain occupies, but sometimes they bear other names, harking back to their founders or the gods the druids worship (if they worship deities rather than Nature itself). The members of a circle hold themselves responsible for the well-being of the wilderness and the continuation of the orderly cycles of Nature within their domain. This doesn't mean a circle remains unconcerned about what occurs in other domains-- forming circles is just the druidic order's way of recognizing that those druids who live in a particular region can best serve to protect it, and should therefore hold formal responsibility for the domain.   Circles operate within a very loose structure. They use no large temples or abbeys, for rarely do more than a few druids live together. When they do, their dwelling places are usually less than ostentatious: small cottages or huts of the style of local hunters or farmers. All druids within the circle acknowledge a single Great Druid as their leader and recognize this figure's moral authority. The Great Druid gives the circle's members great freedom compared to most other religious leaders. The druids adhere to a rather informal hierarchical structure and require their initiates to hold true to the basic ethos of the druidic order and respect higher-ranking druids.   All druids, from the humblest initiate to the Grand Druid, may freely follow their own interpretation of druidic beliefs and act however they believe best serves Nature.  

Circles and Branches

  A given circle normally covers a domain vast enough to include members from several, but usually not all, branches. A domain with a temperate climate might contain a circle composed of forest, swamp, and mountain druids. In contrast, a circle in a tropical domain with flat terrain would consist of jungle, plains, desert, and swamp druids. All druids should possess an equivalent number of advantages and disadvantages regardless of branch. However, equality is never guaranteed. In most fantasy worlds, the forest druids exercise the most influence. Due to the resources of the woodlands and humanity's desire to clear them for use as farms, forest druids often consider their problems the most pressing. The Order's priorities frequently reflect this stance; circles dominated by forest druids try to make sure that a member of that branch ends up as Grand Druid, the leader of the druidic order. As jungle druids and swamp druids share many of the forest druids' concerns, they often become allies. A well-balanced druid sees each branch as part of a single tree, all equally important. Unfortunately, though, not all druids have this vision. Members of the informal forest-plains-swamp-jungle coalition sometimes look down upon desert and arctic druids due to the relative infertility of their habitats. Sometimes druids fall too deeply in love with their own particular part of the world--forest druids who see trees as the be-all and end-all of Nature may hold arctic, desert, and gray druids to be inferior. The victims of such prejudice, in turn, can come to resent the forest branch. Great druids from the few circles dominated by arctic or desert druids often ally to try to keep a forest druid from becoming Grand Druid-- although more often than not, they fail.  

Great Druids

As stated earlier, the great druid leads a circle. Like other inner circle members, the great druid usually has won the position through the challenge and has to maintain the ascendancy by defeating other challengers. However, some great druids become so respected (or feared!) that subordinate archdruids forgo challenging them, instead preferring to enter the service of the Grand Druid or wait until the Great Druid advances in level.  

The Ban

  The Great Druid can impose a strong, nonviolent sanction upon those who have offended the circle. All must shun someone placed under the ban; no druid in the circle will aid, speak to, or associate with the target of the ban. When an entire town or village suffers the ban, no druid may enter that area or speak to or aid any resident. Some druidic allies volunteer to follow the custom of the ban as well. For instance, a clan of sprites or centaurs on good terms with a circle may receive word of a ban and choose to honor it.   The great druid has the right to pronounce a ban on any druid in the circle. A ban also can cover nondruids, whole communities, or druids visiting from other domains (except the Grand Druid and personal servants), to demonstrate the circle's displeasure.   To pronounce the ban, the great druid stands up during a moot and announces to the group the reasons to impose the ban. Then the subject of the ban--if present--answers the accusations before the assembly. Finally, the High Council of the Moot votes on the matter openly, usually at sunset. If a majority of the council votes in favor of the ban, it passes. If not, the great druid should start keeping an eye on the circle's archdruids--the opposition to the ban likely reflects an impending challenge.   A ban generally lasts 10 summers. However, the inner circle can vote to lift a ban early or (once the time is up) to extend it. The shunning does not extend outside the domain, so banned druids usually choose to go into exile--the result the great druid probably intended in the first place.  

The Grand Druid

  Above all others within the Order stands the figure of the Grand Druid, the highest-level druid in the world.  

Duties of the Grand Druid

First and foremost, the Grand Druid acts as a politician, responsible for keeping harmony between the great druids of each domain and between the various druidic branches. The Grand Druid also rallies the circles against the rare global threat to Nature or the cosmic balance. This always proves a difficult task, as many circles fiercely cherish their autonomy, believing each one should remain self-sufficient and not meddle in other domains' affairs. Few circles willingly send contingents off to aid other circles unless they feel absolutely certain that the threat will menace their own domain as well. To make matters worse, the inflated pride of many circles prevents them from accepting help from "foreign" druids. As a result, often only one thing can convince the Order a threat warrants a combined effort: the destruction of an entire circle. Fortunately, such occurrences are few and far between. The Grand Druid and entourage spend most of their time visiting different regions and speaking to the great druids, archdruids, druids, and, rarely, lowly initiates. In particular, this leader serves as a diplomat and peacemaker, who mediates disputes between druids of neighboring circles. Normally the circles act with autonomy. However, if a circle appears in great disarray--for instance, an enemy has killed most of its members or forced them into hiding--the Grand Druid may try to rally the circle or recruit aid from other domains. If a circle has been effectively destroyed, the Grand Druid might decide to rebuild it from scratch.
Type
Druidic Circle
Alternative Names
The Circle
Leader Title