The Stewards of the Circle, the Guardians of the Circle

Started by Thomas_Not_very_wise, January 30, 2009, 03:49:04 AM

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Thomas_Not_very_wise

Greetings and well met my earth loving denizens of EFU:A, I am here to tell you about a faction which has roots in the history of Ymph, and came from the underdark itself.

The Stewards of the Circle are a Group of druids who have well, gathered together. beyond this, is a dark web of betrayal, plot, and fear that the druids experience. Within the Circle, not only do you get to experience information that very well might have destroyed Sanctuary (We kinda placed Giants near Ysinoide), but allows you to interact with numerous DM's who are eagerly looking forward to active members of the Stewards. No doubt they look forward to this faction rising again.

The purpose of the Stewards is to maintain the Balance and keep the secrets of there circle. However, the Isle is dangerous, as is the Underdark, so within the Circle are an Elite group of Warriors known as the Guardians. Each and everyday, they gather near the druids to take heed of their wisdom, and protect them to the very death.

SWEET! How can I join? With no PC members at the moment to my knowledge (This will soon change) you will have to app for it and hope a DM gets to you and inducts you into the Circle.

What classes can join?

Any Class, though explaining why a wizard or Paladin would join might be difficult.



Since this is so awesome, why is the faction empty?

Well, Most people don't understand druids very well, well, thanks to Metropakt, this issue is solved.
QuoteDruids

Druids live a life that is both very simple, and very complex at the same time. Generally, they have two main objectives : Uphold the Balance, and Protect Nature. The main crux of the druidic Oath is based on these two tenets.

Generally, druidic circles form and govern over a specific area of land - in our module, it would most likely be Sanctuary and it's surroundings.

Upholding the Balance

Druids believe that the forces of Good, Evil, Law, and Chaos are all equally relevant to the functioning of the cosmos. When any of these grows more powerful than it's opposing force, the druids will carefully consider the situation, and if deemed necessary, they will aid the 'losing' force to the extent that balance is somewhat restored.

For example, if Lawfulness is bordering on tyranny, and individualism is being threatened on a mass scale, they will work to promote chaos until a balance is somewhat restored, and vice versa. If Evil is growing in great power and threatening to overwhelm good, they will aid the forces of good until such a time as things are more evenly balances, and vice versa.

Thus, a druid who willfully neglects to pay attention to the Balance, or who works to swing things in an even more lopsided direction, could lose druid powers.

For example, the nearby lands are dominated by an ultra lawful cabal of rulers, who are oppressing all and sundry in the area. If a druid then works to maintain the status quo by enforcing the laws, or say, joining forces with the ruling powers, they would lose druid powers. If they did the exact same actions in an area fraught with anarchy, they would be maintaining the balance, as per their oaths.

Protecting Nature

Druids are charged with being the defenders of Nature, and swear to protect nature when they become a druid. This does not necessarily mean slaying people out hunting for food, or clearing wildlands to grow crops. While certain, more psychotic druids, may very well take this stance, it is not the norm.

Generally, druids oppose damaging the natural world for unnatural reasons. Hunting for food is natural. Hunting for skins to sell and make a fat profit trading them is not. Clearing land to grow crops is natural. Razing the land as an act of war is not.

Likewise, with animals, druids will broker no callous harm being done to them. Thus, they will oppose casual slaughter, torture, or any unnatural act forced upon an animal (such as being forced to fight in cage event, or even taken out of it's environment to serve as prowling attack creature in an estate). This extends to their own animal companions, who are considered equal beings to the druid, and often their closest friends. A druid who callously subjects their dearest companions to grievous wounds on a regular basis would be considered cruel, at best.

As such, a druid who neglects to protect the natural world, or does something to actively harm it, will no longer be considered a druid.

Other oaths

- Druids may not wear metal armor or shield, or brandish non-druidic metal weaponry (exception is druids of Mielikki)

- Druids may not take up permanent residence in a city, castle, temple, etc, as this is considered a concession to the unnatural world. (In EFU, Mycopolis is land on the outskirts claimed by druids as their own, and thus is fine. A druid who lives at the Last Stand would be in danger of losing their druidic status.

- A druid may not teach the secrets of the druidic Order and/or their own Circle, to any non-druid.

- Violation of a ban imposed by the ranking druids in an area may result in loss of druidic status. A 'ban' is generally achieved when all members of the local druidic circle meet to discuss an issue, and then vote on whether a ban should implimented. For example, if a local druid has slaughtered a village callously because the harbored hunters, the Circle may meet and vote on whether or not to place a ban on said druid. Likewise, a druidic circle my ban an entire area (such as a city) and any druid that willfully enters the city, while aware of the ban, may lose druidic status.

Other notes

Druids, when they take their Oath, are to respect the traditional structure of druidic society.

Briefly, this is structured as such:

There is one Grand Druid who leads -all- druids everywhere in the world.

Druidic circles form to oversee a particular area (ie, Sanctuary and environs).

These circles choose a 'Great Druid' to be in charge of overseeing druidly interests in their chosen lands. This is usually done by a series of challenges among the Circle, with the winner becoming the Great Druid of the area.

The Great Druid does not exercise anything near absolute control over the other druids. They generally are in charge of calling moots to decide on issues, or to issue general edicts and things for local druids to focus on (such as keeping an eye out for over-hunting in the area). Issues such as band and edicts, are often voted on by the entire Circle, with majority decision being the verdict.

The Great Druid can be challenged by another druid at any time.

Thus, even if a druid is a loner who refuses to partake of the Circle's meetings, the druidic fellowship is expected to be respected by all who have taken druidic oaths. If a lone druid disagrees with the edicts of a certain Great Druid and the Circle, they may challenge the Great Druid for the right to lead. If they simply break edicts and bans and the like, they may lose druidic status - but they must be aware of the edicts in order to lose status. This does not mean that a druid can simply claim ignorance - once a ban or edict is decided, the decision should be made accessible to all druids, and failure of a lone druid to pay attention to the Circle's decisions is their own fault.

For example, if the Circle decides to put a ban on entering the city, and plainly states it in accessible druidic writings on rocks near the Circle's home, a druid who enters the city a week later, having not bothered to keep track of the Circle's actions, may lose status. On the flip-side, if a decision is made behind closed doors, and kept within the Circle entirely with no effort to proclaim it, a druid who breaks it can not be held accountable.

Also, if the edict or ban is in direct violation of basic druidic Oaths, the druids of the area may ignore it until a new Great Druid can be selected. For example, if the Great Druid orders all druids to move to the city and take jobs in the government, this can be ignored with no penalty.


Please take note that Druids won't murder you for hunting Rothe, Cats, or the like. There's plenty on the Isle, don't get mad over it.

Please, join this faction, it's plenty fun!

Pup

Stewards of the --ARK--
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

Calavera

OH yes! the Wards of Ae....oh wait. right. The SteWards of the Circle. Well hrm. yes. tempting it is. yes. tempting.

Thomas_Not_very_wise

The Ark is a Secret area! Please do not mention this <_>

Daemonic Daz

I highly encourage players of new and old to consider making a nature based character. I had so much fun in this faction and I intend to return to it one day, if you like conflict, plots and smiting capitalists then this is the faction for you.

Pup

Chill, Thomas.  The faction name is listed IG in the Journal entry "Joining DM Factions."
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

Thomas_Not_very_wise

Oh, I never read journals anymore.  <_>

Equinox

Stewards need love. make a druid. druids pwn.

MisterPAIN

Non-Ark druids > Ark druids imo.

Calavera

i would so join, but i feel like i have done too much druiding on EfU. Even so, i am playing a ranger, GAH!

Well, maybe...

putrid_plum

This faction is so fun, I would say to anyone who wants to try a druid/ranger/barbarian/cleric that is naturish to go for this faction!

I also encourage stargazers! <_<

Thomas_Not_very_wise

We're a growing faction, hop on board! We have several people waiting to join, as it stands.

Kotenku

Playing a character in the Ark was one of the best times I've had on EfU.

Random_White_Guy

You just liked seeing the floating shark turn into a floating prostitute and thought you killed her.

I miss that poor Goblin :(

Nostalgia aside though, Yes.

Its a great faction.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Thomas_Not_very_wise

There are several quests in the works, For the Druids, and a potentially new system for druids to get around.

This faction in no way will get in the way of a primary goal, in fact, you can use the faction to better your own goals.

I've been moving posts from the Underdark Steward Forums to the Ymph Forums, so it's possible to view posts from our past members, and the epicness of everyone in it!