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Skip Navigation LinksInhabitants>Mankind>Volkeralten>Machtig>Castes>Druid
SanDora
Machtig
Castes Thegns Druids
Skalds Fertigkeiten Thralls and Slaves
 
 
Druids
The Machtig worship the spirits of nature and the Druids are their only priests. Druids preside over all religious events, ceremonies, and solstices. They have total autonomy subject only to their own hierarchy.
DRUID PERK
STATUS COST
Druid 3
4
5
6
 
The adjoining chart lists costs for the Druid Status Perk.
 
At the head of the order is the Grand Druid, the Father of the Vold, and he has nine Great Druids under him corresponding to the nine Great Clans. The Grand Druid is responsible for maintaining the Balance of nature both in the Vold and among the Machtig themselves; additionally the Grand Druid sanctifies all new Lairds and Oberlairds, crowning them with a crown of leaves and holly water.
 
Further, the Grand Druid is the one person who can overrule the Oberlaird, though in practice this has only been done a handful of times (typically when an Oberlaird was abusing their position to further their own Clan or in matters dealing with the spiritual).
 
DRUIDIC MAGIC
 
Druids practice a powerful form of ritualistic magic that is deeply tied to the natural world, and maintain an air of mystery that occludes much of their activity from non-Druids. They have a tendency to speak in mild riddles or of portents and omens. Since many of the things they speak of later come to pass they are heeded, and it is commonly believed among most Machtig that Druidic Lore is not meant for the common man, so few press them.
 
STANDING STONES
 
Druids have a penchant for raising monoliths and stone circles aligned along esoteric lines for reasons only they know, and they use them extensively as part of their powerful ritualistic magic.
 
DERWYDDA
 
Machtig Druids use the Derwydda Magic System presented on this site. All of the Derwydda Packages are possible, though the Derwyddyc Champion would be very rare. The presented sample Derwydd, Grimnir Norvison, is in fact a Machtig Druid.
 
Druids favor divinatory effects; Clairsentience is almost always the first Spell Skill they learn, followed by Mindscan and Teleport.
 
CLAN AFFILIATION
 
Druids are removed from all Clan affiliation immediately upon being accepted into the order. Druids dwell apart from the Machtig in various areas that are strongly connected to nature, such as forest groves, copses, caves, coves, and of course places where the Druids have erected standing stones.
 
NUMBER OF DRUIDS
 
The exact number of Druids is never really known by non-Druids except the Skalds who could probably get a rough estimate with some effort by going through the heredity records.
 
BECOMING A DRUID
 
The process of becoming a Druid is artificially lengthy, with most Druids being selected or sought out in their early teens and sequestered for a number of years, rarely appearing in public again until their mid-20's. However some Machtig feel the pull of the nature spirits later in life and are either found by a Druid or more rarely seek one out, and these older initiates don't seem to spend as much time training as those inducted in their youth.
 
Regardless, the youngest Druid has a status nearly that of a Reeve and slightly less than a Hoher Skalding in the Vold, but matters of status aside no non-Druid may question them on matters spiritual. Druids do not live among the people, but might stay amongst them for extended periods of time when directed to or by necessity.
 
ROLE
 
Typically, Druids of this rank are responsible for the day to day tasks such as administering to the health of a region, delivering babies, consecrating burials, conducting marriages, and so forth.
 
Elder Druids often make a point by assigning new Druids to be active in Clanholds other than their original Clan.
 
Status (Druid): Must be inducted by the Druids; Real Cost: 3 Points
 
ELDER DRUID
 
The Druids have a complex internal heirarchy, the details of which are not known to outsiders, but there are multiple "circles" that concern themselves with different things each with various ranks.
 
It is known that the number nine has mystic significance to the Druids, dating back to some Prophecy or another no doubt, and this has lead some Skalds to conjecture that there are nine circles, each with nine ranks and each culminating up to the nine Great Druids. The Druids themselves remain silent on the matter.
 
However, the most senior of these inner circles are given greater status within the Druidic ranks and are referred to as Elder Druids among non-Druids. Each Elder Druid has status slightly greater than that of a Reeve or Hoher Skalding, and these are the Druids that have the most seeming independence and interaction with non-Druids.
 
These Elder Druids appear to be largely autonomous beyond some oversight from the Great Druids and are the backbone of the Druidic order.
 
Status (Elder Druid): Must be a Druid and be accepted by other Elder Druids; Real Cost: +1 Point
 
GREAT DRUID
 
At all times there are nine and only nine Great Druids in the Vold, one per Clan. Each Great Druid administers over the Clan they were born to, and are responsible for the spiritual health of that Clan, which includes administration of all places of Druidic significance within that Hold, ensuring that the proper ceremonies are conducted at auspicious occasions such as births, deaths, marriages, and so forth, and ensuring that no dark or inimical forces are allowed to take root within the Hold.
 
STATUS
 
Each Great Druid has status equivalent to that of a Laird. While the Laird is the temporal power, the Great Druid is the spiritual. However the Great Druids are seldom seen, instead directing the actions of Elder Druids and Druids assigned to them via some internal organization.
 
APPEARANCES
 
 Thus when a Great Druid does appear its a matter of some significance. The most common appearances of Great Druids recorded have been in conjunstion with a new Clan Laird rising to power as the Great Druid of that Clan traditionally consecrates them upon their gaining Lairdship in a simple ceremony.
 
On rare occassions a Great Druid has appeared at weddings or birthings and sometimes both for the same couple, and this is always considered to be a sign of some prophesy being involved, for good or ill.
 
INDUCTION
 
When a Great Druid expires or ascends to be the Grand Druid a new one is chosen to take their place by some internal means, but it is known that a new Great Druid must be approved by the other eight (or however many there currently are) Great Druids, for they are known to meet at the most powerful standing stones in the Hold of the would be Great Druid to burn the remains of the old Great Druid and raise the new Great Druid at the same time, in a symbolic observance of the circle of life.
 
In the case of the Great Druid ascending to be the Grand Druid the ceremony is the same, with the incumbent Great Druid being ignited on a pyre but rising from the flames unharmed, symbolically born again as the Grand Druid. This event is attended by the Clan Laird of that Clan, and all the Skalds and Reeves able to make it as it is considered to be a very holy event.
 
Status (Great Druid): Must be an Elder Druid and be accepted by other Great Druids; only one per Clan at a time; Real Cost: +1 Point
 
GRAND DRUID
 
At all times there is but one Grand Druid, chosen from among the nine Great Druids when the previous Grand Druid expires. The bodies of the expired Grand Druids are never seen, and it is commonly believed by the Machtig that they do not die but become one with the nature spirts. Whatever the truth of it, the Druids as usual remain silent on the matter.
 
The Grand Druid is much as a Great Druid save that they are responsible for the Vold in its entirety, but more to the point their charge is ensuring the future of the Machtig.
 
There is no one with a greater status than the Grand Druid among the Machtig; they are the ultimate spiritual leader and guide, the one person that can overrule or crown an Oberlaird, the only person who can issue a command and have all the Machtig set aside their differences and congeal into a single people with but one goal: to enforce the will of the Grand Druid.
 
GRAND EDICTS
 
Of course, this power is rarely used, but there have been occassions when the Grand Druid has appeared and issued an edict which are always obeyed with alacrity and an unswerving dedication by all of the Machtig. A Laird might quibble with an Elder Druid or even a Great Druid over the details of some Druidic edict, but to question the Grand Druid would certainly see a Laird challenged and supplanted by their own people, abashed at their leader's blasphemy.
 
INDIVIDUALITY
 
Each Grand Druid has a name of course, but only the names of a handful have been recorded over the millenia. Most accounts merely refer to "The Grand Druid", giving the impression that the position supercedes the person filling it, and that there has been a single guiding force dating back to the Machtig's arrival in the Vold and beyond.
 
Each Grand Druid is in fact a real and distinct person and there have been a few individuals with a different way of going about things than their predecessors, but neither the Druids nor the general populace seem to register any awareness of the occassional incongruity.
 
Status (Grand Druid): Must be a Great Druid and be voted on by other Great Druids; only one at any given time; Real Cost: +1 Point