Robbastard writes "Long a mystery to the civilized world, the rustic Old Faith of the ancient Flan has survived through invaders for untold ages. Even today, it manages to survive and sometimes even flourish in some of the most unlikely places, often driven underground and persecuted by local rulers. But now, some of the secrets of this ancient nature-religion revealed for all to see.
Author: Rob Vest
Druidism in the Flanaess
By Rob Vest (robbastard@hotmail.com)
www.bastard.isonfire.com
Used with Permission. Do not repost without first obtaining prior permission from the author.
History
Druidism, known by laymen as the "Old Faith," is one of the oldest
belief systems of the Flanaess, dating back to the days before the Twin
Cataclysms. Druidism's origins are believed to be found among the ancient
aboriginal Flan tribes of the Sheldomar river valley, where it was subsequently
adopted and adapted by the migrating Oeridians, who spread the Old Faith to
the shores of the Solnor Ocean and beyond. With the rise of civilization,
many people of the Flanaess have abandoned the Old Faith, though the it is
still practiced by many people in rural areas.
The ancient druids held great power among the Flan and Oeridian tribes.
Any major undertaking was doomed to fail without the consent of the druids.
The druids were the ultimate authority when and how wars were to be waged,
crops were to be planted, alliances were to be forged, children were to be
reared. The ancient druids acted not only as priests, but also as teachers,
advisors, and judges. Violence against them was forbidden. Few events took
place in the tribes that the druids didn't have a hand in. Though those
days, for the most part, are long gone, there are few who do not respect (or
fear) the druids.
Theology
Druids believe in the immortality of the soul, which passes at death
from one living being into another. Druidic rituals are usually held in
forest clearings. The oak, holly, and mistletoe are most sacred to druids,
and are often used in spellcasting. Druids are skilled in ancient verse,
natural philosophy, astronomy/ astrology, and religion.
Druids believe in an otherworld, imagined sometimes as deep
underground, and sometimes as mysterious islands in the sea (the later is
very popular with elven druids).
Druids do not worship the deities of nature so much as the force of
Nature. Though the gods are revered, they are simply seen as aspects of a
greater power (ie, though Pelor is the God of the Sun, he is not the Sun
itself, but merely an anthropomorphic manifestation of its power). Those
rare druids that do devote themselves to a single deity usually serve Beory,
the Earth Mother and/or Obad-Hai, the Horned God. In fact, these two
deities are often the most important in any druidic tradition. Other
deities are honored according to the situation, but only those whose
portfolios are concerned with some aspect of the natural world. "If an
animal isn't concerned with it, why would a druid be?" is a popular saying
among non-druids. Though simplified, it is essentially accurate, as gods of
abstract ideals (good, evil, ethics, honor) have no place in the Old Faith.
Some examples of how druids view specific deities:
Al'Akbar |
The demigod of guardianship, faithfulness, and
duty is honored by very few druids. |
Allitur |
Druids have little use for the god of ethics
and propriety. |
Atroa |
The Maiden of Spring is popular among druids,
especially during Growfest. |
Beltar |
This evil goddess of malice, caves, and deep
pits is honored mostly by druids who are evil, or dwell underground. |
Beory |
Mother Earth is honored more than any other deity
by druids. |
Berei |
The goddess of home, family, and agriculture
receives her share of homage, especially during Growfest and
Brewfest. |
Boccob |
The god of arcane magic has few druidic followers. |
Bralm |
The Hive Mother has druidic adherents, especially
among lawful druids and those concerned with insect life. |
Bleredd |
This god of metal, mines, and smiths is honored
by few druids. |
Celestian |
The Far Wanderer has some druidic adherents,
usually those concerned with astrology. |
Cyndor |
The god of time, infinity, and continuity receives
little homage from druids. |
Dalt |
The god of portals has no place in druidism. |
Delleb |
Very few druids pay tribute to the Scholar. |
Ehlonna |
The goddess of forests meadows and woodlands
is very popular among druids. |
Erythnul |
The god of hate, envy, malice, panic, slaughter,
and ugliness has no place in druidism. |
Fharlanghn |
This god often receives homage from traveling
druids. |
Fortubo |
The god of stone, metals, and mountains is honored
by druids (especially dwarven and gnomish druids) who live in
mountainous regions. |
Geshtai |
The goddess of lakes, rivers, and wells is honored
by druids who live near those features. |
Heironeous |
This patron of paladins has no place in druidism. |
Hextor |
The god of war, discord, and massacre receives
no homage from the druids. |
Iuz |
Old Wicked is hated by many druids, especially
those of the Vesve Forest. |
Joramy |
This goddess is honored by druids as the patron
of fire and volcanoes. |
Kord |
Few druids honor this god of athletics, though
he does receive some homage during Lughnasad. |
Llerg |
The god of beasts and strength is honored quite
often, especially by Sueloise druids. |
Merikka |
This agricultural goddess is most revered in
farming communities dedicated to the Old Faith. |
Nerull |
The Reaper is viewed as an aspect of Death.
Some believe Nerull originated as an agricultural dying/ rising
god. |
Obad-Hai |
The Green Man and god of nature is second only
to Beory in the Old Faith. |
Olidammara |
The Laughing Rogue is honored mostly by the Colleges
of the Old Lore, a bardic tradition which sprang from the same
roots as the Old Faith. However, Olidammara is less important
to druids, though he is honored during Brewfest in his Dionysian
aspect as a God of the Vine. |
Pelor |
This solar deity is revered as a manifestation
of the Sun, as is Pholtus. This tends to anger both priesthoods. |
Pholtus |
See Pelor |
Procan |
The god of the sea and weather often receives
homage from druids who live near (and in) the sea. |
Pyremius |
This Suel god of poison and murder also has a
fire aspect, which evil and Suel druids often invoke when burning
wicker men. |
Rao |
The god of peace and reason has no place in druidism. |
Sotillion |
The Summer Queen is most often honored during
Richfest. |
Telchur |
The god of winter is most revered during Needfest. |
Tharizdun |
The Unnamed is despised by even the most evil
of druids. |
Vatun |
The Great God of the North is revered mostly
on the Thillronian Peninsula, usually during Needfest. |
Vecna |
Worship of the Whispered One has no place in
druidism. |
Velnius |
This Oeridian sky god is honored by many druids. |
Wenta |
The Harvest Daughter is most important to druids
during Brewfest. |
Zagyg |
This demigod of humor and eccentricities has
no place in druidism. |
Zilchus |
This god of merchants, wealth, and finance is
useless to druids. |
Regions of Control (Domains)
The Flanaess is divided into nine domains, each under the stewardship
of a Druidic circle, led by a Great Druid. These domains, and their
respective circles are:
Baklunish West |
Tusmit, Zeif, Ekbir, Ket, Dry Steppes, Ull, and
the Paynim lands. The druids living in this domain belong to
the Circle of Bakluni. |
Bitter North |
The Yatil Mountains, Perrenland, the lands of
the Wolf and Tiger Nomads, Blackmoor, the Burneal Forest, and
the Land of Black Ice. The circle in charge of this domain is
known as the Circle of the Northern Reaches. |
Western Nyr Dyv |
High Vale, Veluna, Furyondy, the Vesve Forest,
Verbobonc, Dyvers, Kron Hills, Hardby, Gnarley Forest, Welkwood,
Suss Forest, Celene, Wild Coast, Greyhawk, and the Pomarj. The
druidic organization of this domain is known as the Grey Circle. |
Sheldomar Valley |
Keoland, the Ulek states, the Hold of the Sea
Princes, Yeomanry, Geoff, Sterich, the Jotens, Bissel, Gran March,
the Dim Forest, the Hool Marshes, the Barrier Peaks, the Crystalmist
Mountains, the Valley of the Mage, and part of the Hellfurnaces.
This is home to the Circle of the Sheldomar. |
Empire of Iuz |
The Lands of Iuz, the Horned Lands, the Bandit
Lands, the Shield Lands, the Barrens, Riftcanyon, the Wastes,
the Fellreev Forest, and Tenh. This domain is under the stewardship
of the Circle of Bone. |
Thillronian Peninsula |
The Barbarian lands, Stonehold, Ratik, the Griff
Mountains, and the Rakers. The druids of this domain make up
the Thillronian Circle. |
Old Aerdy West |
Nyrond, Almor, the Urnst states, the Pale, the
Bright Lands, the Cairn Hills, the Abbor-Alz, and the Celadon
Forest. This domain is under the watchful eye of the Circle of
Western Aerdy. |
Old Aerdy East |
The North Kingdom, Ahlissa, Rel Astra, the Sea
Barons, the former Great Kingdom, Onnwall, Idee, Irongate, Sunndi,
the Adri Forest, the Bone March, the Iron Hills, the Menowood,
and the Grandwood Forest. This is home to the Great Circle. |
The Southlands |
The Sea of Dust, the Amedio Jungle, the Olman
Isles, the Vast Swamp, the Tilvanot Peninsula, the Lordship of
the Isles, the Spindrift Islands, and north Hepmonaland. The
eclectic mix of druids from this domain make up the Circle of
the Southlands. |
Advancement
Druids of the Old Faith who finish their training are known as
Aspirants (1st level). Above the Aspirants are the Ovates (2nd level), who engage in record-keeping and minor divinations. Promising Ovates may
then go through the Nine Circles of Initiation (3rd-11th level). Above the
Initiates of the Ninth Circle (11th level) are those who can actually claim
the title of Druid (in the druidic community, druids below 12th level are
referred to by their titles, or as students or practitioners of druidism, or
rarely, as druids with a lower case 'd'). A domain's Druids, Archdruids,
and Great Druid make up a circle's Inner Circle. There are a total of
eighty-one Druids in the Flanaess, nine for each of its nine geographic
regions. Three Archdruids (13th level) reside in each region, and each
region is overseen by a Great Druid (14th level). Above the Great Druids,
there stands the Grand Druid (15th level), who oversees druidic activities
worldwide. Former Grand Druids are said to belong to a cabal of ascended
Hierophants (16th + level), who stand outside the druidic hierarchy as distant,
aloof, and mysterious figures.
Inititiates of the Ninth Circle who wish to receive the title of Druid
must either wait for an opening in the Inner Circle, or issue a Druidic
Challenge to one of the Circle's nine Druids. The Challenge usually
involves ceremonial combat, but in some cases, the participants will agree
on some other type of competition. The Druidic Challenge operates under
prearranged rules. One who violates this rules automatically loses the
Challenge. The combat is always one-on-one, not even allowing participation
by servants or animal companions.
First, the two parties must agree on the time and place of the duel.
Usually Challenges take place at the next Moot. Next, the Challenge
requires a witness, which must be a druid whose rank equals or exceeds the
challenger's. Third, the terms by which the battle will be fought are set
out by mutual agreement. Once agreed upon and witnessed, the terms can not
change. If neither side can agree upon the terms, the witness selects them
and declares the duel an all-out battle until one of the participants
surrenders or becomes incapacitated. Terms may include the size of the
battlefield (anyone leaving its bounds loses), use of weapons, magic items,
shapechanging, and spells, terms of victory (first blood, surrender,
unconsciousness, death), and nature of the Challenge (combat, or rarely some
other competition-footrace, defeating a particular foe, scavenger hunt,
drinking contest, etc). The Challenge is repeated for the offices of
Archdruid and Great Druid. The loser of such combats, if he or she
survives, remains or returns to their previous title in the druidic
hierarchy.
The office of Grand Druid is filled not through trial by combat, but by
a selection process. One of the duties each Grand Druid is expected to
perform is appointing his successor. Being the Grand Druid can be a
stressful job, for one is expected, in theory, to be not only caretaker for
an entire planet, but to also keep harmonious relations between the several
Druidic Circles of his world. Few Grand Druids serve for longer than four
years, sticking around long enough to deal with a crisis or two before
selecting a worthy Great Druid to fill his shoes so he can get on with being
a Hierophant.
Little is known of the Hierophants, other than they occasionally recommend
courses of action to the Grand Druid and/ or the various druidic circles, especially
if more than one domain faces the same threat. It is believed that no Druid ascends to
Hierophant status without first spending a certain amount of time as the Grand Druid, an
experience that seems to serve as the Hierophants' "baptism of fire."
Druids of Renown
Here's a short list of major druids currently active in the Flanaess.
Dallic Clay |
Touv Druid of the Pomarj. Thought to be a Hierophant. |
Earthramus |
Druid of the Gnarley Forest, and former member
of the adventuring band known as the Flamebringers. Thought to
be a Hierophant. |
Goldleaf |
Druid active in the Sheldomar Valley. |
Griffith Adarian |
Powerful druid living in the Adri Forest. |
Immonara |
Archdruidess of the Adri Forest. |
Lewenn |
Count of the County of Ulek, Archdruid of the
Sheldomar Valley, formerly that region's Great Druid. |
Reynard Yargrove |
Great Druidess of the Sheldomar Valley. |
The Moot
The three Archdruids and the Great Druid each have the right to summon
a moot, a gathering of the entire circle. By ancient custom, moots are
called four times a year, and coincide with the four fire-festivals of
Needfest, Growfest, Richfest, and Brewfest. Three of the moots are called
and organized by each of the circle's Archdruids, and one by the Great
Druid. Rarely, an "emergency moot" may be called in addition to the four
traditional moots, but this only happens when one of the Archdruids or the
Great Druid sees something so deeply amiss in the domain that the entire
circle must discuss it as soon as possible. Moots typically last seven
days.
The moot enables the circle to celebrate the changing of the seasons,
gossip and socialize, exchange information on the state of the domain, and
to fight druidic challenges before an audience. Druids at a moot perform
ceremonies to celebrate Nature, offer sacrifices, honor the dead, perform
marriages within the Old Faith, and initiate new druids into the Order.
The climax of any such gathering is the High Council of the Moot, a
closed meeting of the circle's nine Druids, three Archdruids, and Great
Druid where important matters concerning the domain are discussed.
Sometimes an emissary of the Grand Druid, an ambassador from a neighboring
circle, or a Hierophant will attend the High Council. These personages
bring news and greeting, and sometimes requests for help. After the High
Council, the Great Druid (or the Archdruid who called the moot) addresses
the entire moot, answers questions, and takes advice.
While most of the activities that take place at a traditional moot may
be witnessed (or sometimes even participated in) by non-druids celebrating
the festival, initiations and the High Council are always closed to
non-druids. Other activities may be closed as well, but this is usually up
to the organizer of the Moot.
Festivals
These fire-festivals typically last seven days, and correspond to the
four seasonal celebrations practiced by non-druidic peoples throughout the
Flanaess. These festivals begin at sunset on the first day, and are the
best time for sacrifices and divinations. Rituals often take place at stone
circles or other centers of great natural power. Devotions are given in the
Druidic tongue, though are sometimes also translated if laymen are present.
Sacrifices consist of wicker men, blood-letting over cauldrons, and pit
offerings. The Wild Hunt and fairy rades roam the land during these times.
Needfest or Samhain (pronounced SOW-win)
The winter solstice occurs on the fourth day of Samhain.
Traditionally, it is the Feast of the Dead, and beginning of the new year.
Death comes before Birth in the Druidic cycle of life, because before new
growth can occur, there must be room for it. During this time, the boundary
between this world and the Otherworld is weakest, and so passage between the
worlds is smoother, and as they might be listening a little closer it is a
time to remember and respect all those who died during the year. Games,
feasts, and bonfires are held in honor of the dead, and often the fey-folk
hold revels of their own, and invite mortals to join them. At Samhain, all
fires are extinguished and re-kindled from the "need fires" that are lit at
various ritual centers, distributed by runners with torches. This is
considered a favorable time for divinations concerning marriage, luck,
health, and death. During this time, it is said that the Reaper himself
walks the earth. The Wild Hunt is most likely to be encountered during
Samhain. This festival also celebrates the "birth" of the Dying/ Rising
God, usually personified by Obad-Hai, though sometimes it is another male
god such as Phyton, Nerull, or even Olidammara (or perhaps all of these). A
male picked to play the role of the God is announced at this time, and is
usually a local ruler. Other deities honored at this time include Pelor,
Wee Jas, and Telchur.
Growfest or Imbolc (pronounced IM-volk)
The vernal equinox occurs on the fourth day of this festival. The ewes
begin lactating around this time of year, and it is a sign that winter is
coming to an end. Spring flowers are already blooming at this time of year.
Divinations are cast to determine the state of the year's harvest. Imbolc
celebrates the springtime and preparations for the planting season are
begun. Imbolc is sometimes called Candlemas. Imbolc is sacred to the
various fertility goddesses, such as Atroa, Beory, Berei, Merikka, and
Ehlonna, and the rituals on this day tended to center upon the home and
hearth. During this time, the goddess personifies a virgin or maiden aspect
and is the protectress of women in childbirth. Other deities honored at
this time include Lirr and Istus. Fewer human sacrifices take place during
Imbolc.
Richfest or Beltaine (pronounced BEL-tain-yuh) or Cetsamain (pronounced ket-SOW-win)
This is a festival of fertility and life, often the choice time for
marriages. This is the midsummer celebration, and the summer solstice falls
on the fourth day. Fairs, dances, and divination games to determine the
identity of future marriage partners are held at this time of year, and
often there will be a minor baby boom nine months later. The Divine
Marriage, between the Dying/Rising God and the Goddess is said to take
place at this time. The roles of god and goddess are usually taken by
mortals in an elaborate ceremony. The God represents the temporal world,
and the Goddess the spiritual - consequently, the players in this drama are
usually local rulers and female druids and priestesses. The Goddess is
usually considered to be Beory, though other goddesses, such as Sotillion,
Berei, Merikka, Ehlonna, Mhyriss, or even Wee Jas are portrayed. Fey and
elven deities take these roles in sylvan communities.
Also at this time of year, livestock will be driven between two
purifying bonfires as a sort of "blessing" ritual. Other deities honored
during Beltaine are Pelor, Llerg, Joramy, and Pyremius.
During Beltaine, the boundaries between this world and the fey realms
are very close, and many mortals speak of witnessing fairy celebrations.
Fairy rades are more likely to occur at this time of year than any other.
Brewfest or Lughnasad (pronounced LOO-na-shav)
The essential harvest festival, to give thanks to the Earth for Her
bounty. Lughnasad festivals are characterized by athletic competitions.
This festival, the fourth day of which is the vernal equinox, is also called
Lammas, or "loaf-mass", as it celebrates the end of last year's harvest and
the beginning of the current harvest. This is the time when the Dying/Rising God dies, symbolizing the end of summer. In ancient times, the
leader who was to portray the God was sacrificed to insure that next year's
harvest would be bountiful (though proxies were used for all but the most
incompetent and hated rulers). In modern times, criminals usually take on
the role. Aside from Beory and other nature deities, Brewfest is sacred to
Wenta, Berei, Merikka, Llerg, Kord, and Olidammara.
Human Sacrifice
Human sacrifice has been practiced by druids for centuries, and is one
reason why many people fear them. Humanoid sacrifices are usually of the
same race as the majority of participants in the ceremony, druids and
laymen, and are often (but not always) condemned criminals. In some cases,
the sacrifice is a proponent of the Old Faith, and goes willingly. Usually,
they don't. Humanoid (and animal) sacrifices are usually made on high holy
days, such as the four festivals. Methods include burning (sometimes while
alive) in huge wicker men, slitting the jugular over a cauldron (cauldrons
of powerful druids are said to perform as scrying devices when filled with
blood), or throwing the victim into a very deep pit. Unlike evil
priesthoods, most druids do not sacrifice out of cruelty, but because it is
the way of things.
In nations where the sacrifice of sentient beings is outlawed or discouraged,
the rites take place in rural areas far from government influence, or in secret, and
outsiders are forbidden to attend the festivals. Government investigations of
humanoid sacrifice usually end one of three ways:
1) no evidence of wrongdoing is found;
2) some or all of the "cult" leaders are arrested and the Old Faith is stamped out or driven
underground; or
3) the government inspectors are themselves sacrificed!
In one instance that took place in the Pale in 572, the leader of the small peasant community
of Summerlea requested a prominent member of the Church Militant come to the village
to investigate rumors of cult activity in the area. It turned out that the Lord of Summerlea
actually led the druidic "cult," and he had lured the Pholtite to the village to be the Growfest
sacrifice! The Church Militant eventually uncovered the fate of their missing brother, and
Summerlea was razed to the ground.
The frequency of sacrifices and the status of the victim usually
depends on the alignment of the druid. Sacrifices of unwilling druids are
forbidden.
Neutral Good druids rarely conduct human sacrifice, and only during the
four festivals, and only if the victim is both evil and a foe of nature.
Neutral Evil druids practice human sacrifice whenever it is called for.
Nearly any available victim will do, but foes of nature are preferred.
Lawful Neutral druids make sacrifices whenever they are called for, and
usually only sacrifice the condemned, though the actual guilt of the victim
matters little.
Chaotic Neutral druids make occasional sacrifices, and often seem to
choose their victims arbitrarily, but guilt is more important than the
victim's condemned status. Their victims are also more likely to be someone
who wronged them personally.
True Neutral druids tend to sacrifice sentient beings during all four
festivals, and always enemies of nature. The alignment and condemned status
of the victim matters little.
Note: Balance, Druids, Old Faith"