The Great Circle of Druids
Clan Petition

Clan Name: Great Circle of Druids
Clan Founders: Euphonix, Arlinn, Decipher
Help File: Members of the Great Circle of Druids are teachers, priests, and judges who command magic bestowed upon them by the gods. The Druids are ritualistic and centered around the influence of nature on all things.

1. Services to the people of Aardwolf.
2. Clan Theme
3. Festivals
4. Clan Ranks
5. Requirements
6. Promotions
7. Demotions
8. Outcasting
9. Decision Making
10. Restrictions
11. General Rules


1. The Great Circle of Druids provides these services to the people of Aardwolf:

1. Serve an intermediary between the common people and the gods.
2. Conduct rituals and host festivals marking the change of seasons.
3.

Perform druidic wedding ceremonies. If the wedding takes place at a druidic festival or if one of the marriage partners is a Druid, the Great Circle will not charge for their service AND will pay the gold portion of the marriage tax.
4.

Teach people how to survive in the lands. (Note: Druids are NOT at beck and call for spell ups and corpse recoveries. We want people to learn to survive themselves without help.)
5. Function as judges in disputes.
6.

Provide a balancing force between the excesses of Good and Evil. For more information on our philosophy or membership guidelines, see our WebPages at clandruid.tripod.com/druidcollege

2. Clan Theme:

We hold great power, and with that power comes an even greater responsibility. The tribe looks to us for guidance and wisdom. Our duty is to them and to Nature, and we will follow that duty even if it costs us all. ---Galeain ip* - Altiem MacDunelmor The word Druidae is of Celtic origin. The Roman writer Pliny the Elder (Gaius Plinius Secundus, 23/24-79 C.E.) believed it to be a cognate with the Greek work drus, meaning "an oak." Dru-wid combines the word roots "oak" and "knowledge" (wid means "to know" or "to see" - as in the Sanskrit vid). The oak (together with the rowan and hazel) was an important sacred tree to the Druids. In the Celtic social system, Druid was a title given to learned men and women possessing "oak knowledge" (or "oak wisdom").
The Druids follow a mainly Celtic mythology centered around the influence of nature on all things. The change in seasons can be related to life stages and are cause for rituals and celebration. There are four main festivals each year that the Druids mark with rituals and public events. Nature is neutral and resists any change toward either extreme of Good or Evil. The Druids will attempt to balance Good and Evil in the Lands through information and intervention. If the Lands are in balance, then no actions will be taken on either side and the Druids will remain silent and unobtrusive. The celebration of nature and neutrality themes is discussed in more detail later in this Section.
The Druids are priests who commanded magic bestowed upon them by the gods. They are the philosophers, judges, educators, historians, doctors, seers, astronomers, and astrologers of society and they commanded respect well beyond that of their own tribe of origin. They are a learned class, which is respected for their wisdom and for their special powers as intermediaries between the tribes and the gods. The Druids are ritualistic and centered around the influence of nature on all things.
Whereas most modern religious rituals are performed in permanent churches, synagogues or temples that have already been set aside and kept pure for religious purposes, Druidic rituals are usually performed outdoors, often in a different place each time. In order for the space Druids use to be consecrated, it must be temporarily 'cut off' from regular space and purified and made holy for religious use. Before that is done, the Priests and the Celebrants must be purified themselves. When Druids enter the Grove, or Nyfed, as it's called in Welsh, they will walk in a circle to define the sacred area. Later the Priests will purify themselves and all present and further cut off the area as sacred space. Druids have found that by linking their energies in these sacred areas, they are able to achieve great feats of divination and healing, even restoring life to the dead. The linking of energies in ritual is a facet that sets the Great Circle of Druids apart from other groups.
The number three show up repeatedly in druidic rituals. For without an odd number there is no middle. There are the Three Kindred: Nature Spirits, Ancestors & Gods who are greeted at the beginning of rituals and thanked at the end. There are three important aspects to druidic worship: Ritual, Sacrifice and Trance. Ceremonies are typically led by the three druids and contain 3 chants. An important goddess of the Druids is Brigit, a triplicity of Goddesses associated with Fire and smithcraft, with poetry, and with motherhood and childbirth. One of the many symbols of the Druids is the Triskele: a rounded spiral with three arms radiating from a central point, turning counter-clockwise. It stands for any one of hundreds of Triads in Celtic literature, but typically is understood as standing for the land, sea, and sky, which composed the foundation of the Celtic cosmology. The number three also shows up with mystic implications in the Arthurian legends.
The patron god of the Great Circle of Druids is Sylvanus. Sylvanus, is a woodland god of nature, and at an earlier date associated with the forest beyond the settlements, the wildwood. He is a technically Roman Deity, but he is often combined with other Celtic Deities of similar attributes as their names have been lost throughout the years. Other gods and goddesses of the Celtic Pantheon will be recognized for different functions and festivals.

Naturality:

Nature is Neutral and resists any change toward either extreme of Good or Evil. The gods have empowered the Druids to balance Good and Evil in the Lands through information and intervention. Imbalance will be considered an affront to Nature and the gods and will not be tolerated. If the Lands are in balance, then no actions will be taken on either side and the Druids will remain silent and unobtrusive. If there is a conclusion that either Good or Evil is too strong, the Druids will oppose the side of strength until balance is reached. Actions may include Pking, raiding and defending clans from raids. These actions require the authorization of all members of the Inner Circle, which consists of the 3 leaders. In terms of personal alignment, all druids are required to maintain a neutral alignment or face the anger of Druids, possible demotion, and expulsion.

3. Festivals:

The Celts were a ritualistic people and celebrated a number of rituals through their year. All festivities began on the previous night, hence the prevalent 'eve' of festivals. The year was tied to seasons and agriculture, and the main divisions of the year were marked by great seasonal, religious celebrations, of which there were eight.
Imbolc- Feb 1. The festival is linked to Brigit, the Earth goddess, who protected women during childbirth. It marks the second half of the winter festival, the coming of the light.
Beltane - May 1. It was celebrated to welcome the summer and the sun, which would ripen the crops. Bonfires (Bel-tane fires) were lit on the top of hills to encourage the sun's warmth. It was also considered a time of danger and power and the faeries are let loose until Samhain (Halloween). Rituals included animal sacrifices and visits to sacred wells, during which no word was spoken and looking back was forbidden.
Lughnasad - Aug 1 (although the festivities lasted for a month). The festival was linked to the harvest, ensuring an abundance of corn, milk, fish and fruit. It was held in honour of the Celtic God, Lugh. The festival was celebrated by sports and athletic contests, giving rise to the great festivals, held throughout Ireland, where men and women sought marriage partners.
Samhain - Nov 1. (Halloween) This festival marks the beginning of winter and the Celtic New Year. It heralds the time when the animals are brought in from the fields and either slaughtered or kept for breeding. The festival was celebrated with markets, fairs and horse races. It was a time of ritual mourning for the death of summer, and like Beltane is a period of great danger, when spirits of the Otherworld can walk on earth.
All of these festivals will be open to the whole MUD and the Druids will host contests and rituals, fitting the current season. Since marriages are especially sanctified on these days, the Druids will offer to conduct a druidic wedding ceremony with the Great Circle giving the gold portion of the marriage tax to the couple. The festivals are an important part of the druidic religion and therefore interference with these rituals and festivals or the people present will be looked on as an act of war against Great Circle of Druids.

4. Clan Ranks: (7 is highest).


Number Male Female Description Maximum Number at rank
1 Leaf Leaf no right to vote any number
2 Branch Branch no right to vote any number
3 Druid Druidess receive clan transporter 15 players (Subject to review)
4 Head Druid Head Druidess   12 players
5 Archdruid Archdruidess   9 players
6 Elderdruid Elderdruidess (High Circle) 6 players
7 Hierophant Hierophant (Inner and High Circles) 3 players

5. Entrance Requirements:


To become a member of the Great Circle of Druids a person must:
Have and maintain a neutral alignment.
Have attained 3-cubed * 3 (81) levels (or remort).

Have demonstrated knowledge of the lands by having completed on average at least 27 * 3 (81) quests or 1 quest per total number of levels attained, whichever is higher.
Demonstrate knowledge of the Druidic tradition.
Must pass an eligibility interview. Must pass 6 interviews by clan members of Druid rank or higher. Must pass 2 interviews by clan leaders. Two no votes by clan members stops the process and the application will require evaluation before proceeding. One no vote by a leader will terminate the application.
Have successfully completed any task set forth by one of the Leaders. This will often include the gathering of information about players of Aardwolf.

6. Promotion:

In the druidic orders, women and men are considered equal, and will rise in accordance with their abilities. The Druids feel that by women and men working together, they will able to achieve the greatest balance and therefore the greatest power in their ceremonies and magic. The Druidic Tradition relies on a hierarchical structure and incorporates the mystical power of the number three. Effort will be taken to try to maintain threes or multiples of three at each rank. If a vacancy occurs at a higher rank, candidates from the next lowest rank will be considered for promotion. The candidate for advancement must demonstrate a firm grasp of the knowledge they have gained, often in the manner of an oral presentation where they state the lore they have learned and what it means to them. A Druid must be more than a mere storehouse of information; they must be able to personally interpret the lore they learn. A meeting of the High Circle (top two ranks) will consider candidates using the following criteria:
History of maintaining neutral alignment.
Demonstration of loyalty and support to fellow druids.
Demonstration of the ability and inclination to carry out the aims of the Druids.
Satisfactory mastery of duties and skills appropriate to their current rank. The rank that one holds in Great Circle of Druids is based upon the structure of a tree. The duties are detailed below.

The first is the Leaf (Guiteraes). A Leaf is expected to absorb as much information as they possibly can. Within this time they begin to order their mind and learn basic control over the body. To move to the next level they must demonstrate an ability to recite what they have learned and tell why it matters. They must also have reached level 81 before being considered for the next rank.
At this point they advance to the Branch (Maghivellwyn). The Branch learns animal lore and plant lore and how to commune with living and non-living things. They will absorb much information from these lessons. At this time they also learn how to commune with the elements and basic healing, combative, defensive, and divining magic. They will need to prove their skills in a contest against Nature to qualify for advancement.
Upon success of the Branch test, the student is now considered a full Druid(ess) (though a druid never stops learning). They are called the Trunk (Llwellyn). At this point they are expected to make their own path to gain knowledge. They study what most fascinates them, sharing whatever lore they gain with others. This stage in druidic training is highly dangerous as they are always experimenting with new magic and new methods for older magic. They are expected to devote some of their time each day for the betterment of both their tribe and Nature. Druids of this level and above may lead rituals and preside at weddings.
At some point, if a druid survives the Trunk level, Nature will call the druid to lead. They become the Root (Themaoddis). They are now called a Head Druid(ess). They are expected to aid and teach other druids and they are aware of what happens both within and without their grove. They are most responsible for the making of the tribal laws. They are the link between both the Otherworld and Nature for other druids.
Sometimes even this is not enough and Sylvanus will call upon the most powerful and wise of druids to lead all the Druids of an area. They are known as the Tree or the World Around the Tree (Aretha) and have the ranks of Archdruid(ess), Elder Druid(ess), and Hierophant. The Elder Druids, and Hierophant druids make up the High Circle of Druids. They are expected identify and solve whatever imbalances are present.

As mentioned in the rankings, there is a limited number positions in ranks 3 and above. A player can elevated to a higher rank, if there is any vacant spot within that rank and he has to proved his worthiness as stated above. As the clan grows, the limited number of positions at rank 3 will be reviewed.
However, during the festivals there is another chance for Druids from rank 3 to 5 to move up one rank if the rank above them is full. One week before a festival, a Druid may challenge a Druid of the next highest rank to a contest. If the challenge is accepted, challenger has to donate at least 1 million gold per rank to cover the cost of the challenge. The challenged Druid nominates the type of contest. It is expected that a sense of comradery and fair play be reflected in the contest set. The contest must approved by one of the Hierophants prior to the festival. These contests are an important part of any festival. At least one Hierophant must be present and as many of the Great Circle as possible are encouraged to attend. If the challenger wins, he switches ranks with the Druid he challenges. A druid may only issue one challenge per festival.
If a Hierophant steps down to Great Druid at his own request, the High Circle will pick a new Leader from the High Circle. The High Circle, at their discretion, may allow all Druids (rank 3 and above) to vote on candidates.

7. Demotion:

A member may be demoted if he or she does any of the following:
Repeated failure to maintain a neutral alignment.
Failure to support fellow druids and carry out the duties of their rank.
Placement of personal agendas ahead of the Druid clan and its goals.
Conducts themselves in a manner inconsistent with the theme of the Druids.
Demonstrates an inability to keep a low profile in matters not concerning the Druid clan.
Being no-channelled or jailed by an Immortal.
Loosing a challenge at a festival to a lower ranked Druid.
In consideration of the limited number of spots available in the upper ranks, inactivity will also be a reason for demotion.
Should a Hierophant do something that could make a demotion necessary, he will be noted by one of the other Hierophants and a time for a meeting of the High circle is set. This will be within 5 days of the misbehaviour. The Hierophant in question has to explain his behaviour until the meeting or at the meeting, and the High Circle (excluding that Hierophant) will vote upon further actions.

8. Outcasting of Members:

A druid may be dropped from the Great Circle of Druids if they do any of the actions that could get them demoted (Item 8) and the incident is considered chronic or serious enough. In such a situation, the High Circle will consult and the Inner circle will vote upon expulsion. As this is an extremely serious matter, an Archdruid(ess) or Great Druid(ess) will be appointed to represent the interests of the druid under consideration. All three leaders must agree to the expulsion. No druid may ever be outcasted without the chance to explain his behaviour. If the member fails to meet the High Circle within 5 days of notification of disciplinary review, their silence may be seen as admittance of guilt and the Inner Circle make take actions as they deem necessary.

9. Decision Making:

Each rank within the Great Circle of Druids has it duties and responsibilities. A Druid may make decisions that fall within their area of responsibility that do not contradict the decisions of those of higher rank. The Druid circle is hierarchical, but it is not despotic. The Druids of higher rank will not interfere in actions of the lower ranks unless asked for or if it affects the higher ranks or the clan as a whole. The Inner Circle (Hierophants) will make the major decisions concerning the Great Circle of Druids. They may at their discretion delegate tasks and decision responsibilities to those of a lower rank. In issues involving serious interactions with other clans or actions to restore balance to the world, they will consult with the High Circle before making a decision. Decisions involving actions to restore Neutrality (raiding, pk, and defending clans against raids) by the Inner Circle must be unanimous.

10. Restrictions:

Druids are only allowed to have a neutral alignment.

11. Any other general rules that will exist in your clan.

If an issue arises that is not specifically covered in this charter, Druids are expected to act in the spirit of the charter.
The rituals of the Great Circle of Druids have to be protected from Outsiders to prevent misuse. Therefor the Circle will not allow non-Druids to enter their sacred land.
The Tax-rate will not exceed 20% unless the clan is broke. The Tax rate will depent on the actual clan account and may even drop to 0%.

Galeain ip is Celtic for 'So be it' (Rather like an Amen)