This guild is unlike any other within TERRIS. Druids believe in the spirit and harmony to the land. They are prone to spending much of their time in the woodlands of the world. Druids learn the healing arts of the land; they are able to call upon the mighty power of the green to aid and protect them in times of trouble. Druids wield a mighty totem that provides them with much of their power. Don’t join this Guild if you want to heal or resurrect blindly. The guild considers all life too be sacred and has an ethic detailed in the charter.
“I bid you welcome to the way of the druids. We are a simple people, who look to share the glories of nature with all the races of the world. Be of no doubt that we believe in protecting the forest life and the weak. We channel the ways of herbal magic and the strong spell craft that flow through the soul of the land.”
Upon completing the quest to join, you will receive a Necklace of Nature and the following skills:
Dodging, Naturalism Spell Use, Herbalism, Spiritual Karma, Stealth
The Guild of Druids is a guild that respects all things that are part of the spirit of the Creator, Deori. Druids revere life, death, creation, destruction, nature, adventurers, and all things between and beyond. The Charter or Ethos of Druids is centered around four major Cornerstones that are the foundation of the Druid’s path, though it must be realized that our abilities, skills, and lives as we walk with the land are not contained to only these Cornerstones. Our potential as a guild and as Druids is limitless, for so is true Balance. One should only seek to join the Druids Guild if they are ready to commit to what is outlined here in this Charter.
Outside of Heroes and Immortals, Druids carry much of the land’s responsibility on their shoulders. This is because Druids seek to become one with all things. This cannot be achieved easily and takes years of dedication, practice, and commitment. Druids must learn to take all things in stride and look at the land with an objective eye, for we realize, unlike many other mortals, the necessity of a diverse, multifaceted natural world, and see the far-reaching and sometimes unpredictable consequences of every action. The responsibility of a Druid is such that the balance of all things must not be disrupted.
Druids serve the realm. It is very plain and simple. We were put on this realm to serve. But with that comes the idea that in order to serve we cannot abuse what we are given. Druids must be careful in all actions we take. Druids cannot use their gifts to serve themselves. This is not a guild of selfish acts, but a guild in which things are freely given to help better the land. With service comes the following The duty of serving the realm is ruled by one principle: Seek to cause no harm.
To become one with all things, Druids must respect all things, and understand the natural order of the realm. The nature of the realm is not compassionate. It can be nurturing to a certain extent, but at the end of the day if you lack the physical or the mental strength to survive, you will perish and be left behind. That is how Creation is managed, and it is the Balance in action. We respect all things because each of us has a distinct purpose and a path to travel in life. There is a need in the realm for death, a need for those who choose to kill. A need for Dread, whose Incarnate brought Time to this realm. It is not for us to try to change the nature of others or to dictate what is right or wrong. The only central principle Druids must grasp is: We respect all things.
Druids are constantly learning. One thing that Druids spend a lot of time learning is about the realm itself. We consider ourselves to be master explorers of the realm, for the realm itself is our life, what we live for. We spend our mortal lives serving the realm and must know its inner-most workings inside out and backwards, i.e. the land’s inhabitants, landscapes, deities, and every other subject one could possibly imagine. Another thing that Druids focus on is ourselves. Without knowing ourselves, we cannot attempt to help the lands and serve the Balance and the realm. We are a very reflective people, and take our steps using caution. Dedication to studying such a diverse realm is one of the top priorities for a Druid. Without being armed with knowledge, Druids have no hope to serve the realms.
With that said, please just remember to use your gifts and abilities
- Resurrections may NOT be given to anyone who died while hunting for Personal Gain, a.k.a experience. Anyone who died by naturally encountering monsters while questing or adventuring may be given a resurrection.
- You may only bless two pieces of a person’s armour. If they already have two pieces blessed, you may not bless any more. Two pieces, per person, period.
- The staff of the woodlands may not be used on anyone but yourself.
- The Druid Totem may not be used to teleport back and forth to quests
- Hunting Parties are defined as such: There must be at least two hunters in the group and you may not heal them until they have cleared a room and are taking a “break” in battle. You may not follow around someone who is hunting so that you may gain experience. Many of us often group up with hunters who are our friends, merely to have company while they hunt, but to gain experience while doing so is explicitly against the rules.
- When opening the troll lair, remember not to leave until the lair closes behind the party. You hold the power on this one- do not allow a small warrior to go in alone if you do not think he can hold his own against the trolls. Make sure he knows the lair well enough to realize he needs a ring to recall out. If he needs to kill the Troll King, make sure he has a key, that he is flying, etcetera. All parties going into the lair must know what they are getting themselves into, because we will not open the lair a second time for the unprepared.
- It is highly unethical to ask anyone to get an item for you if they have to kill a creature to attain it. Should you need an item that cannot be attained without the slaughter of a creature, ask a GO, GM, or Patron how you may acquire said item.