NNDRUIDISM IN THE FLANAESSNN

     Originally published on Canonfire!, I've decided to publish this treatise on druidism in my campaign on Bastard Greyhawk, as it'll be easier to keep it current.  The article as originally published on Canonfire! can be found here.  Sources for the information presented here include my own campaign notes, The Player's Handbook (1E, 2E, and 3E), The Complete Druid's Handbook, the Living Greyhawk Gazetteer, the Celts Campaign Sourcebook, The Book of Vile Darkness, The Quintessential Druid, The Druids by Stuart Piggot, The Golden Bough by Sir James George Frazer, Deities and Demigods (1E and 3E), Legends and Lore, The Wicker Man, and several other gaming and historical sources.  Other interesting druidic links include Galahad_Knight's Druid FAQ on the WotC message boards.

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 quickly 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.  There are also many derivitive versions of the Old Faith, the best examples being the Old Kerk of Perrenland, the Harvest Church of the Gran March, and the Temple of Change of Highfolk..  Though such belief systems are similar to the Old Faith, and share many of its goals, they should not be considered the same as druidism, and their priests should not be considered druids.
     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 multiclass as priests of 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.
    Though the Old Faith originated among the human races, representatives from most major humanoid races can be found amongst the druidic hierarchy.  However, community-wide practice of the Old Faith is rare among those races with older traditions, such as elves, dwarves, and gnomes.  Many non-human druids also incorporate their traditional racial deities into Old Faith theology and rituals.  For example, in place of Beory in her role as Earth Mother, an orcish druid might venerate Luthic, a dwarven druid Berronar, a drow druid Lolth, and a halfling druid Sheela Peryroyl or Yondalla.
     Some examples of how druids view specific deities:
 

DEITY NAME ROLE IN DRUIDISM
Aerdrie Faenya This elven goddes of the air, weather, avians, rain, and fertility is usually only honored by elven druids.
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.
Arvoreen This halfling god of protection is rarely venerated, even by halfling druids.
Atroa The Maiden of Spring is popular among druids, especially during Growfest.
Azor'alq The Son of Light is not venerated by the druids.
Baervan Wildwanderer This gnomish god of forests, nature, and travel is often venerated by gnomish druids, usually considered the equivalent of Obad-Hai or Fharlanghn.
Baravar Cloakshadow The gnomish god of illusions, protection, deception, and hatred of goblinoids is sometimes called upon by gnomish druids.
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.
Berronar Truesilver This dwarven goddess of safety, truth, home, and healing is sometimes seen by dwarven druids as the equivalent of Beory, though many dwarven druids view Ulaa in this light.
Bleredd This god of metal, mines, and smiths is honored by few druids.
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.
Brandobaris This god of halfling thieves is not even venerated by halfling druids.
Celestian The Far Wanderer has some druidic adherents, usually those concerned with astrology.
Charmalaine The Lucky Ghost is not honored, even among halfling druids.
Clangeddin Silverbeard The Father of Battle has no place in druidism, even among dwarves.
Corellon Larethian Corellon is popular among elven and fey druids, but few other members of the Old faith pay him homage.
Cyndor The god of time, infinity, and continuity receives little homage from druids.
Cyrrollalee This halfling goddess of friendship, trust, and home is honored by only a few halfling druids.
Daern This hero-goddess of defense and fortifications is honored by few druids.
Dalt The god of portals has no place in druidism.
Daoud This hero-god of humility, clarity, and immediacy has no place in the druidic tradition.
Delleb Very few druids pay tribute to the Scholar.
Dumathoin The dwarven god of mining and exploration is honored by some dwarven druids.
Earth Dragon, the Druids of the Pomarj pay homage to this local deity.
Ehlonna The goddess of forests, meadows, and woodlands is very popular among druids.
Erevan Ilesere This elven trickster god is sometimes called upon by elven and fey 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.
Flandal Steelskin The gnome god of mining, smithing, and fitness receives occasional homage from gnomish druids.
Fortubo The god of stone, metals, and mountains is honored by druids (especially dwarven and gnomish druids) who live in mountainous regions.
Gadhelyn The Lord of the Wildwood is seen as the elven equivalent of Obad-Hai, especially among grugach druids.
Gaerdal Ironhand The gnomish god of protection, vigilence, and combat is honored only by a handful of gnomish druids.
Garl Glittergold The chief gnomish deity is rarely honored by non-gnomish druids.
Gendwar Argrim This dwarven hero-deity of fatalism and obsession is not honored in the Old Faith.
Geshtai The goddess of lakes, rivers, and wells is honored by druids who live near those features.
Gruumsh The chief god of the orcs receives some homage from orcish and half-orcish druids.
Hanali Celanil The elven goddess of love, romance, beauty, the fine arts, and artists, while widely honored by elven Old Lore bards, is seldom honored by elven druids.
Heironeous This patron of paladins has no place in druidism.
Hextor The god of war, discord, and massacre receives no homage from the druids.
Incabulos As god of plagues, sickness, famine, drought, and disasters, Incabulos is viewed by druids as part of the natural order.
Istus The Lady of Fate is sometimes honored by druids attempting divinations.  Istus is also honored during Imbolc.
Iuz Old Wicked is hated by many druids, especially those of the Vesve Forest.
Jascar This Suel god of hills and mountains is widely honored by druids dwelling in such terrain, including dwarven and gnomish druids.
Johydee The Hidden Empress has little place in the Old Faith.
Joramy This goddess is honored by druids as the patron of fire and volcanos.
Kelanen The Prince of Swords is sometimes invoked by martial druids of true neutral alignment especially concerned with preserving the balance between good, evil, chaos, and law.
Keoghtom The Pulse of the Living Land is highly honored by Old Lore bards, and is commonly revered in druidic circles as well.
Kord Few druids regularly honor this god of athletics.  He does receive some homage during Lughnasad, and a number of druids will invoke the Brawler during a Druidic Challenge.
Kuroth The Master Thief has little place in druidism.
Kurell The god of jealousy, revenge, and theft is not honored by druids.
Kyuss The Bone Master, hero-god of creation and mastery of undead, is hated even by evil druids.
Labelas Enoreth The elven god of time, longevity, and history receives some homage, but only from elven, fey,  and half-elven druids.
Lendor The suel god of time, tedium, patience, and study receives little homage from druids.
Lirr This goddess of prose, poetry, literacy, and art is highly revered by the colleges of the Old Lore, and also receives homage from some druids, especially during Imbolc.
Llerg The god of beasts and strength is honored quite often, especially by Sueloise druids.
Lolth The Demon Queen of Spiders is honored only among druids chiefly concerned with arachnid life, usually drow.
Luthic The orc mother-goddess often takes the place of Beory among druids of orcish blood.
Lydia This goddess of music, knowledge, and daylight is honored in both the Old Faith and the Old Lore.
Mayaheine This demigoddess of protection, justice, and valor has little place in druidism.
Merikka This agricultural goddess is most revered in farming communities dedicated to the Old Faith.
Moradin The Soul Forger is honored only by dwarven druids.
Mouqol This Baklunish god of trade and commerce is useless to druids.
Muamman Duathal This dwarven god of expatriates, urban dwarves, travelers, and exiles is rarely honored in the Old Faith, even by dwarven druids. 
Murlynd The White Paladin has no place in druidism.
Myhriss The goddess of love, romance, and beauty receives little homage from druids.
Nazarn The Gladiator is occasionally invoked by druids of orcish blood engaging in a Druidic Challenge.
Nerull The Reaper is viewed as an aspect of Death.  Some believe Nerull originated as an agricultural dying/ rising god.
Norebo The god of luck, gambling, and risks has little place in druidism.
Obad-Hai The Green Man and god of nature is second only to Beory in the Old Faith. Obad-Hai is associated with the Wild Hunt more than any other deity.
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.
Orcus The Demon Prince of the Undead is hated even by evil druids.
Osprem The goddess of sea voyages, ships, and sailors receives some homage from sea-oriented druids.
Pelor This solar deity is revered as a manifestation of the Sun, as is Pholtus.  This tends to anger both priesthoods.
Phaulkon The god of air, wind, clouds, and birds is honored by many druids.
Pholtus The Blinding light plays a role similar to that of Pelor in druidic theology.
Phyton This controversial god of nature, beauty, and farming receives occasional homage from druids.  As an agricultural deity, Phyton is sometimes regarded as a dying/ rising god.  However, Phyton is probably despised by more druids than revered.
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.
Ralishaz The Unlooked For has little place in druidism.
Rao The god of peace and reason has no place in druidism.
Raxivort This god of rats and bats is sometimes honored by druids concerned with such animals, and receives much homage from xvart and wererat druids.
Rillifane Rallathil The elven god of nature is highly revered by druids of elven and fey blood.
Roykyn The gnomish hero-goddess of cruelty has little place in druidism.
Rudd This demigoddess of chance, good luck, and skill has little place in druidism.
Saint Cuthbert The Cudgel has little place in druidism.
Segojan Earthcaller The gnomish god of the earth and nature is very popular with gnomish druids.
Sehanine Moonbow This elven goddess of mysticism, dreams, far journeys, death, full moons, and trancendence is only honored by druids of fey or elven blood.
Semuanya The chief god of lizard men plays a very large role in the theology of lizard man druids.
Sheela Peryroyl The halfling goddess of nature, agriculture, and weather is very popular with halfling druids.
Solonor Thelandria This elven god of wilderness survival and the hunt is popular with elven, half-elven, and fey druids. These druids usually regard Solonor as leader of the Wild Hunt, rather than Obad-Hai.
Sotillon The Summer Queen is most often honored during Richfest.
Stern Alia This Oeridian demigoddess of Oeridian culture, law, and motherhood receives some homage from druids in Oeridian lands.
Syrul The goddess of deceit, lies, and treachery has no place in druidism.
Telchur The god of winter is most revered during Needfest.
Tharizdun The Unnamed is despised by even the most evil of druids.
Trithereon The Summoner has little place in druidism.
Tsolorandril The Ethereal Walker has little place in druidism.
Ulaa This goddess of hills, mountains, and gemstones is very popular with gnomish and dwarven druids, as well as druids dwelling in hilly regions or mountains.  Often takes on Beory's role in the theology of such druids.
Urdlen The Crawler Below has little place in druidism.
Vathris The Transfixed has no place in druidism.
Vatun The Great God of the North is revered mostly on the Thillronian Penninsula, usually during Needfest. In Stonehold, Ratik, and among the Suel barbarians, Vatun, rather than Obad-Hai, leads the Wild Hunt.
Vecna Worship of the Whispered One has no place in druidism.
Velnius This Oeridian sky god is honored by many druids.
Vergadain The dwarven god of wealth and luck has no place in druidism.
Wastri The hopping prophet receives homage from few druids, usually evil ones concerned with amphibian life.
Wee Jas This Suel goddess of magic, death, vanity, and law receives some homage from druids.
Wenta The Harvest Daughter is most important to druids during Brewfest.
Xan Yae This Baklunish goddess of twilight, shadows, stealth, and mental prowess is rarely honored in the Old Faith.
Xerbo The god of the sea, sailing, money, and business is honored by some sea-oriented druids, though Procan is far more popular.
Ye'Cind This elven demigod of music and magical songs is popular among elven Old Lore bards, and is occasionally honored by elven druids.
Yeenoghu The Demon Lord of Gnolls is sometimes honored by gnoll and flind druids.
Yondalla This halfling goddess is highly revered by halfling druids, and even sometimes by non-halfling members of the Old Faith.
Zagyg This demigod of humor and eccentricities has no place in druidism.
Zilchus This god of merchants, wealth, and finance is useless to druids.
Zodal The god of mercy, hope, and benevolence has no place in druidism.
Zuoken This Baklunish demigod of physical and mental mastery has little place in druidism.

Regions of Control (Domains)

     The Flanaess is divided into nine domains, each under the stewardship of a Druidic circle, led by a Great Druid.  The Druidic Circle that a druid belongs to often determines his Terrian Adaptation.  The Druidic Domains of the Flanaess, and their respective circles, are:
 

DOMAIN
LOCATION
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 Penninsula 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 Penninsula, 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 myterious 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 of the Flanaess.
 

NAME
DESCRIPTION
Aegwareth Elder Hierophant Druid, former inhabitant of White Plume Mountain.  Slain by Keraptis -824 CY.
Briallen the Heatherdown Old Faith advisor to Duke Owen of Geoff.
Dallic Clay Touv Druid of the Pomarj.  Thought to be a Hierophant.
Derwyth Half-elven druidic sage of the Drachensgrabs.
Elisig ap Gell Powerful half-orc druid of Geoff.
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.
Kiron Thir "High" Druid of the Suss Forest.  Thought to be at least of Druid rank, and may possibly even be a Hierophant.
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.
Treehelm Human druid of the Dreadwood.

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 Hiereophant 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.  Sacrificial offerings vary from carved wooden totems to live animals and sentient beings.  Sacrificial methods 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 honour 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.  Sacrifices are made to honor and placate the dead.  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.  Childbirths are common at this time of year, due to the popularity marriages during Richfest.  Coming-of-age ceremonies are also common.  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, and those that do occur take place in order to insure the prosperity of the community and its inhabitants.

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 Sotillon, 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.  Sacrifices are made to honor the Divine Marriage, to bless the livestock, and to honor and placate the fey folk.

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), throwing the victim into a very deep pit, impalement, or drowning (which is most common among sea-oriented druids).  Unlike evil priesthoods, most druids do not sacrifice out of cruelty, but because it is the way of things.
     In places like Furyondy and Veluna, humanoid sacrifice practiced openly only in the more isolated rural areas where there is little government influence.  In nations where the practice is outlawed or discouraged, the rites take place 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 inspector(s) 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.

Druidic Sacrifical Elements

    The main criteria for sacrifical victim are that the creature must be alive and have an Intelligence score of at least 3.  The druid leading the sacrifical ceremony (the celebrant) makes a Knowledge (religion or nature) check modified by the following factors:

SACRIFICE ELEMENT
KNOWLEDGE (RELIGION OR NATURE) MODIFIER
Conducted in a ceremony lasting at least one hour
+1
Conducted in the vicinity of standing stones
+2
Conducted during Needfest, Growfest, Richfest, or Brewfest
+2
Conducted in public (such as in a community center)
+1
Conducted before more than 10 followers
+1
Conducted before over 100 followers
+1
Sacrifice has 1-5 HD/Levels
+1
Sacrifice has 6-10 HD/Levels
+2
Sacrifice has 11-15 HD/Levels
+3
Sacrifice has 16+ HD/ Levels
+4
Sacrifice is genuinely willing
+3
Sacrifice is genuinely guilty of crimes against nature (such as destruction of woodlands, slaying a dryad, etc)
+2
Sacrifice is a priest of a deity anathema to the Old Faith (Tharizdun, Iuz, Kyuss, and Orcus) or a priest of a deity whose church persecutes the Old Faith (Pholtus in the Pale)
+1

Druidic Sacrifical Rewards

    The reward earned by the performance of a living sacrifice, if a personal reward, may be bestowed upon anyone of the celebrant's choosing who witnessed the sacrifice.  Typically the reward is bestowed where it will most benefit Nature, the Balance, Druidism, or the community most, in that order.
 

CHECK RESULT
EFFECT
15
Aid upon the celebrant for 24 hours.
 15
Bull's Strength upon the celebrant for 24 hours.
15
Cat's Grace upon the celebrant for 24 hours.
15
Endurance upon the celebrant for 24 hours.
20
Divine Favor (cast at 20th level) upon the celebrant for 24 hours.
20
Protection from Elements upon the celebrant for 24 hours.
20
Bless upon those witnessing the ceremony (one individual per HD of the victim) for 24 hours.
25

25

25

30

30

30

30

30

30

35

35

35


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