Druids

The Druids of Darisia are a small and secretive group. A small enclave of the Druids resides on the northern edge of the Encroaching Desert, just south of the capital of Elloria, Tisbah. The camp moves about depending on conditions in the desert, sometimes being deep into the waste and crouching at the foot of the gate on other days.

Druidic teachings originate with the elves of Darisia. A band of humans who somehow managed to gain the trust of the elven people spent much time learning their ways as best they could in their much shorter lifespans.

Eventually this group came to realize the futility of trying to be completely elven and moved away, that they might integrate what they learned with their own natures and not offend the elves who had been so kind to them. In such a way did the Druids come to find their home on the edge of the desert in a new nation that was just forming under a spirit of freedom from oppression.

Though Elloria has changed much since those early days, and is now ruled by the Holy Order of the Stars, the Druids have managed to maintain their somewhat sancrosanct position at the fringe of Ellorian society.

Philosophy


Druids believe that the constructs of humankind hold little value. In particular, Druids shun the human pursuit of wealth and family. Instead, Druids hold that the Wyrld itself is the only thing that holds innate value. Druids spend their time trying to "become one" with the Wyrld and the nature that surrounds them.

Reincarnation is one of the central tenets of Druid life. The Order of Circles, as the Druids are sometimes called, does not believe that reincarnation follows any sort of merit or karma, believing such ideas to be artificial constructs. Instead, they believe that one is reincarnated in the form that is an expression of one's soul at the moment of death. Most Druids pursue lives that they believe will cause them to be reincarnated as animals, plants, or other things close to the earth. Some even believe there is a chance to come back as the soil itself, or the driving wind.

The somewhat jumbled philosophy of Druids leads to persons who usually loathe violence, but can be startlingly brutal upon occasion when it fits their greater philosophy. Similar dichotomies exist on the subjects of money, earthly rulers, and self-sacrifice.

Organization


Druids have a strict hierarchy, with higher ranking members ruling over lower. Higher ranking members are usually wise, and their philosophy usually causes them to put the needs of each individual ahead of any petty desires, but occasionally a member is coerced into doing something they do not desire to do.

The Pale Druid, current leader of the order, rarely if ever leaves the Druid camp at Tisbah, though he sometimes journies into the desert alone, as do many Druids. The right hand men of the Pale Druid, called Archdruids, are accepted as speaking for him and are quite powerful in their own right.

Advancement through the ranks of the Druids is through proof of ability. At the highest levels this includes ritual combat with another Druid of proven ability. The outcome and manner of such rituals is always strange. Sometimes the loser is demoted and sometimes not. Sometimes the battle is to first touch, other times to submission, and sometimes even to the death. As always, outsiders have little understanding of why or how the method and outcome are determined.

The thoughtful nature, political indifference, and noted talent with Elementalism are all responsible for the curious power that the Druid order wields throughout Darisia in pursuing its goals. Younger members are often dispatched to find new trainees, often orphans, as well as other matters of importance.

There are rumors that other Druid orders exist outside of Darisia, and speculation as to the relations between these various posited orders runs rampant among those who think on such things, from fiercely competitive to symbiotic and helpful.


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