Druids
Druids are basically humans that can channel magic
1. Core Values
Druids are not just a single unified group; they are divided into affinity-based sects, each dedicated to a different aspect of magic. These could include:
- Life Druids (Green Affinity) – Healers, farmers, and caretakers of the land.
- Conjuration Druids (Blue Affinity) – Masters of summoning and creating magical entities.
- Necromantic Druids (Black Affinity) – Death-speakers, responsible for guiding souls and maintaining the balance between life and death.
- Elemental Druids (Red Affinity) – Masters of fire, storms, and natural disasters.
- Mystic Druids (White Affinity) – Seekers of deep magical wisdom, diviners, and prophets.
2. Government & Leadership
It is based on theocratic autocracy. The Druids are ruled by the College of Primals and the head of the College is the Synod.
The priesthood is structured yet decentralized, with different regions having autonomy, but all recognizing the authority of the Synod.
Process
Most promotions are done by their new bosses, e.g. An Ephor will appoint Mystes. It needs to be ratified by the Primals, but it's mere formality and usually go through unless the office of the Primals see something really amiss and then report it to the Primal.
Primals are appointed by Synod, and they usually govern over a region and it's lifetime. Ephor and Arch Ephors rule a district, and the difference is usually title, and sometimes the number of districts they have rule.
Whenever a Synod dies, a new Synod is elected by the Primals. Technically, anyone can become a Synod, but it is usually the Primals that become Synods, they are more likely to vote for themselves. It requires two-thirds majority.
- Synod: Elected by the primals
- Primals: Appointed by Synods, usually rule a jurisdiction
- Arch Ephor: Appointed by Primals
- Ephor: Apporinted by Primals
- Mystes: Appointed by Primals, based on the recommendation of the Ephor
- Hierophant: Appointed by Primals, based on the recommendation of the Mystes
Roles
Synods
- Absolute power, usually appoints Primals from the Emphors
- It is the highest governing body of the faith.
Primals
- Head of regions, takes administrative roles.
- A kingdom may contain more than one regions, indicative of how religious the kingdoms are.
- These leaders enforce the laws of the faith and settle disputes within the Druidic order.
- They delegate most of their responsibilities to the Emphors
Emphors
- Head of districts and special departments/ministries.
- Some regions may instead have an Arch Emphors, particularly if the area has a strong magical tradition.
- In short Arch Emphors lead prestigious or coveted districts/ or ministries
Abbots and Abbesses
- Head of temples, handle day to day worship, they settle disputes and pass judgement on cases (this can be overridden by anyone above them)
- Each monastery is led by an Abbot/Abbess, responsible for guiding initiates and overseeing the spiritual affairs of their local region.
Priests, Sages, and Monks
- Priests travel the world, offering guidance, healing, and magical expertise.
- Sages dedicate themselves to studying magic and philosophy, often writing texts that shape magical theory.
- Monks live in seclusion, spending their lives meditating, perfecting their magic, or protecting sacred sites.
Elders
- They are old druids, who don't hold a position directly
- It's a respected class of people with no real position
- They assist the abbot and can even act as the abbot in case there isn't any
5. Initiates and Acolytes
- New recruits begin as acolytes, training under senior Druids.
- Those who pass the trials of wisdom and magical mastery become full-fledged priests, monks or sages.
3. Social Hierarchy
As a theocracy, religious reverence is important, and the more knowledgeable someone is, the higher their ranking. This also corresponds to power level, as more powerful magic users are usually at the top of the hierarchy, with the Primals being considered as the most powerful.
4. Family & Gender Roles
- Gender equality – No rigid gender roles; spiritual affinity and magical strength dictate roles more than gender.
- Communal child-rearing – Children spend most of their time in the monastery learning the way of life till they come of age.
- Marriage as a spiritual bond – Druids may view marriage as a binding of souls, performed through magical rituals.
- Some sects may practice polyamorous or open unions to reflect the fluidity of nature.
5. Religion & Spiritual Beliefs
The Druidic faith would be the most widespread and oldest religion, with its influence stretching across the magical world, even in places where Druids themselves are not politically dominant.
Their religion would emphasize balance, harmony, and the cycle of life, death, and rebirth. Rather than worshiping a single deity, they would revere natural forces, ancestral spirits, and cosmic principles.
Their religion is the most widespread, existing all over the world with practitioner across different kingdoms. There is a small believe that Druids created all other species
Key Tenets of Druidic Faith
- The Great Cycle – All things are part of the cycle of creation and destruction. To disrupt this balance is sacrilege.
- Interconnectedness – Every living thing, from the smallest insect to the grandest empire, is connected. Actions have unseen consequences.
- Sacred Places, Sacred Times – Natural locations hold great power, and certain celestial events (eclipses, solstices) mark sacred moments.
- Stewardship, Not Dominion – Druids are caretakers of the world, not its rulers. They do not own land, but rather protect it.
- Magic as a Divine Language – Magic is not just a tool but a sacred force, meant to be understood and wielded responsibly.
Druidic Monasteries: The Hubs of Their Faith
Since the Druids are spread across the world, they maintain monasteries in nearly every kingdom, serving as centers of learning, spiritual guidance, and diplomacy.
Each monastery functions as:
- A place of worship – Priests lead rituals, prayers, and spiritual ceremonies.
- A school of magic – Many monasteries train initiates in Druidic magic.
- A neutral ground – Diplomats and scholars from other kingdoms may come here to discuss matters of peace.
- A refuge – People fleeing war, injustice, or magical afflictions often seek sanctuary in Druidic monasteries.
Some kingdoms embrace these monasteries, while others tolerate them but keep them under watch, fearing their influence.
6. Economy & Trade
They are usually hermits and rely on very little. This means they can farm their own stuff, but also rely on contributions all over the world and from governments. They are also involved in charities all over the world too.
7. Military & Warfare
Druids are not traditionally a warrior society, but when provoked, they can unleash terrifying natural disasters and magical creatures.
- Elemental warfare – Druids control the environment, summoning storms, earthquakes, and plagues.
- Living fortresses – Their cities are enchanted forests, moving groves, and defensive barriers of thorned vines or treant armies.
- Spirit-based warfare – Necromantic Druids may call upon ancestral spirits to aid in war.
In general, they don't fight wars
8. Views on Other Species
Druidic Influence in Different Kingdoms
The Druidic faith is widespread, but how different societies accept or resist it varies:
- Capital (Humans): Highly integrated into their culture; human kings often seek blessings from the Synod.
- Vampires: Deeply divided; some view Druids as sacred death-speakers, others as enemies of the undead.
- Werewolves: Strong alliance with Druids; werewolves see them as spiritual guides.
- Changelings: Maintain polite relations but remain skeptical, viewing the faith as too dogmatic for their adaptable culture.
- Lighte: Respect the Druids but see them as too mystic—Lighte prefer the scientific side of magic.
- Nag: Many Nag are deeply devoted to the Druidic faith, particularly those attuned to animal spirits.
- Dalk: Dalk respect the discipline of the Druids but have no patience for their philosophical spirituality.
8. Relationship with Other Kingdoms
- Lighte: Mutual respect, as both value magical mastery, though Druids see Lighte as too materialistic.
- Vampires: Deep suspicion—Necromantic Druids might interact with them, but most Druids would see vampires as an unnatural perversion of life.
- Changelings: Wary diplomacy—Changelings’ adaptability is respected, but their mercantile pragmatism clashes with Druidic spiritualism.
- Werewolves: Complicated relationship—Some Druids view werewolves as sacred creatures, others as chaotic and dangerous.
- Humans: Paternalistic attitude—Druids may see humans as short-sighted children who disrupt the natural order. Nevertheless, they've always been mostly allied with humans.
9. Justice & Punishment
It's part of their theocracy
10. Conflicts
Potential Conflicts Within the Faith
Even with its widespread influence, the Druidic faith is not without internal struggles:
- Political Manipulation – Some kingdoms try to influence the Synod’s decisions, using certain monasteries as puppets for their own agendas.
- Corruption in the Monasteries – While Druids are supposed to be selfless, some priests hoard magical knowledge or artifacts, betraying their ideals.
- Radical Factions – Certain sects believe in extreme isolation or even waging war against civilizations they see as destructive.
- Necromantic Controversy – The role of Necromantic Druids remains hotly debated. Some believe they uphold the balance, others see them as perversions of life.
- Intervention vs. Neutrality – Should the Druids intervene in worldly affairs, or remain purely spiritual guides? Some monasteries advocate for direct involvement, while others refuse to take sides.
7. Internal Conflicts
Despite their harmony-driven philosophy, Druids still face deep philosophical and political conflicts:
- Affinity rivalries – Disputes arise between different magic sects. Some may view necromancy as unnatural, while others argue that death is part of life.
- Nature vs. Civilization – Some factions may be extremist, rejecting contact with outsiders, while others embrace diplomacy.
- Control of powerful artifacts – If Druids create immensely powerful magical objects, who gets to wield them?
- Leadership disputes – The election of the Archdruid could lead to power struggles, especially if one affinity gains too much influence.
- Intervention vs. Non-Intervention – Should Druids interfere in the affairs of other kingdoms, or remain neutral observers?
11. Final thoughts
Druid society would be deeply tied to nature, magic, and spiritual philosophy, with a focus on balance, interconnectedness, and magical study. Given their structured magical affinities, their society would likely be organized around these affinities, shaping everything from their government to their daily lives.
12. Notes
Though considered to be a different specie from humans, they are closely aligned to humans, and to a large extent, are considered humans.