Druids of the Wyrmwood Organization in Tapestry | World Anvil
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Druids of the Wyrmwood

The Druids of the Wyrmwood is a belief founded on the communion with the elemental spirits of this world. Druids believe that these spirits are the creators of this world. The elemental planes create the world of Terra and the spirits are the living part of the elements. Spirits are hard to communicate to and many consider them to not even exist and druid spirit talk is simply smoke and mirrors for the origins of their true power.

Structure

The Heirophant is the leader of the druids and is chosen from a council vote of the six Archdruids. Archdruids are in charge of the planar circles, each of which contains six High Druids. High Druids command circles of druids in various regions. Druids will be in charge of a plot of land. Initiates are druids in training.

Public Agenda

  • Worship of the gods of creation and maintain balance.
  • Stop the use of technology and prevent another apocalypse.

History

In the past, druids were very small in number, as the Terran Empire viewed them as an enemy. Druids were indeed against the expansion of the Terran Empire, but they weren't able to oppose the magitechnological might of their armies. Druids believe that the apocalypse was created because the empire held no respect for nature and eventually the world itself buckled from the strain. Some druid circles may terrorize cities if they believe it is causing enough environmental harm.

Demography and Population

Many elves, humans, and orcs. Few saurians and almost no dwarves.

Divine Origins

Spirits vary in type, size, and power. For example, there are water spirits for oceans, lakes, rivers, maybe even ponds, though not every water feature has a water spirit attached to it. Spirits largely have a primal and instinctual personality and can be more of a force of nature than a sentient being. Spirits who are nurtured by druids are much more calm and accepting of other druids, creating places of powers for followers of the religion. Spirits are often selfish and temperamental, and once angered can join forces to create natural disasters. Some spirits by their very nature could be considered evil, creating disease and pestilence. Beware druids that pledge loyalty to spirits such as these. Sometimes spirits become too unruly and wild and druids may be forced to destroy it; a sorrowful occasion that most druids will be burdened with.

Worship

Druids gain their power through communion with the spirits and sacrifice. The most common relation with the spirits is that of time. As a druid spends time around the spirits, improving the environment in which the spirit lives, the spirits recognize the sacrifice of time and reward druids with magical powers. As druids increase their rapport with the elemental spirits of the natural world their magical powers will also increase. For a temporary boost in power druids can sacrifice things besides time to the spirits. The nature of these sacrifices vary by spirit and are localized to the area in which the spirit lives. Cities, industry, and pollution created by civilization sicken and drive away the elemental spirits of nature and weaken the powers of druids, forcing them to live away from cities in simple farms, villages, or other remote areas. The most powerful druids live in remote groves in beautiful natural areas.

Priesthood

Prospective druids are either born into the religion or are someone who seeks out the druids. Once accepted for training a prospective gains the rank of initiate. An initiate will remain at that rank until they are able to commune with the spirits and gain primal power. Once they demonstrate the ability to garner favor with spirits they are granted the rank of druid. Druids will often be given a plot of land by their High Druid to take care of. The amount of freedom a druid is given is based on their higher ups, but they will always be responsible for some land even if they decide to go adventuring.

Granted Divine Powers

Druids use the Primal skill to cast spells. They can cast the following spell types: Attack, Augment, Conjure (nature themed only), Utility.

Sects

The remote nature of the druids requires their organizational structure to be less organized than most religions. Many druids rarely talk to anyone outside of their circle, relying on high druids and arch druids to deal with the politicking of the religion. Circles are generally organized by interest. The Circle of the Land druids concern themselves with elemental spirits and are the most common. Circle of the Land druids will often describe themselves with the element they are most closely tied to, such as Circle of Water, Circle of Earth, Circle of Air, or Circle of Fire.   Druids of the Circle of the Moon are a different breed of druid, focusing more on the animistic spirits and gaining the ability to shapeshift into different animal forms. Superstitious commoners may blame them for lycanthropy but the two are only related in the connection to the moon. Regardless of the circle, all druids do revere all spirits to some degree, so clear delineation isn't possible.
Founding Date
Unknown
Type
Religious, Pantheon
Alternative Names
Druids
Demonym
Druid
Subsidiary Organizations
Permeated Organizations
Deities
Divines

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