The Old Faith

Long before the coming of the Higher Races, before the founding of the great kingdoms and the raising of the first temples, the ancient peoples of Warlderia worshipped the powers of the natural world. Their beliefs, customs and ceremonies became known collectively as the Old Faith, a religion so ancient that even its most learned Druids cannot say with certainty when it first arose. Although many of the peoples of Warlderia have since embraced other gods and religions, the Old Faith has never disappeared. It remains particularly strong amongst rural communities, isolated settlements, woodland peoples and those whose lives are closely bound to the changing seasons. In some regions it is the principal religion of the inhabitants, while elsewhere its customs survive alongside newer forms of worship.

The Old Faith is not a single, organised church with a uniform doctrine. Its traditions vary considerably between different peoples and regions, and its followers do not always agree upon the precise nature of the gods they worship. Nevertheless, certain beliefs are shared by almost all who follow its teachings. Central to these is the understanding that all life forms part of the Eternal Circle of Nature.

The sun rises and sets, the moon waxes and wanes, and the seasons follow one another in an endless succession. Spring brings new life, summer nurtures it, autumn gathers its bounty and winter returns it to the earth. Birth, growth, decline and death are not separate events but parts of a single, unbroken cycle. The Druids of the Old Faith have devoted themselves to understanding this cycle since the earliest days of Warlderia. They study the movements of the heavens, the behaviour of animals, the growth of plants and the countless signs through which the natural world reveals its mysteries. Yet the Druids do not consider themselves masters of nature. They are its servants and guardians, charged with preserving the delicate balance upon which all living things depend. They recognise that nature is neither wholly benevolent nor entirely cruel. The wolf that kills the deer, the winter that brings starvation and the storm that destroys a village are as much a part of the natural order as the warmth of spring or the abundance of harvest.

This understanding can make the Druids seem distant, even harsh, to those accustomed to religions that place the welfare of mankind above all other concerns. Nevertheless, their knowledge of the natural world is profound, and their influence extends far beyond the sacred groves and ancient stone circles where they gather. Only the foolish underestimate the Druids of the Old Faith, for they have learned to command powers drawn from the very fabric of the living world.

The Gods of the Old Faith

Unlike the organised religions of many of Warlderia's kingdoms, the Old Faith does not recognise a single, unchanging pantheon worshipped in precisely the same manner by all its followers. Its gods are ancient powers whose influence is revealed through the changing seasons, the fertility of the earth, the passage of the sun and the endless cycle of life and death.

At the heart of the Old Faith stands Beory, the Oerth Mother, the great source of life and the living embodiment of the natural world. To many Druids, Beory is not merely a goddess who rules over the earth, but the earth itself, with its mountains, forests, rivers and plains forming part of her vast being. All living creatures are born of her bounty and, in death, return to her embrace. The Old Faith also teaches that each of the four seasons has a divine steward, whose changing fortunes reflect the Eternal Circle of Nature. The identities and relationships of these gods vary between different peoples and traditions, for the Old Faith has never demanded absolute agreement upon such matters. Amongst the ancient human traditions of Warlderia, the seasonal gods are generally recognised as follows.

Ehlonna, The Spring Maid

Ehlonna represents spring, renewal, fertility and the awakening of life after the hardships of winter. She is associated with young animals, blossoming trees, fresh growth and the first warmth of the returning sun. Her arrival marks the beginning of the growing year, when the earth stirs from its winter sleep and the promise of new life becomes visible once more. Ehlonna is particularly revered by those who tend orchards, raise animals or care for the young. Her followers celebrate the first flowers of spring and regard the birth of healthy offspring as signs of her blessing. Within the seasonal mythology of the Old Faith, Ehlonna is also the maiden who awakens and nurtures the youthful Obad-Hai, preparing him for his passage into the strength and vigour of summer.

Obad-Hai, The Lord of Summer

Obad-Hai, known also as the Stag King, embodies the vitality, strength and abundance of summer. He is the lord of growing forests, wild beasts, fertile fields and the untamed powers of nature. His is the season when life reaches its greatest vigour, when animals raise their young and the land produces its richest growth. Yet Obad-Hai is not simply a benevolent giver of plenty. He also represents the fierce and dangerous aspects of the natural world: the predator pursuing its prey, the stag defending its territory and the relentless struggle for survival. During the height of summer, he is said to lead the Wild Hunt, a great procession of beasts and spirits whose passage through the mortal world is both a blessing and a warning. As summer fades, so too does the strength of the Stag King, and he gradually becomes the aged and contemplative figure known as the Shalm.

Berei and Beory, The Ladies of Autumn

Autumn is the season of harvest, fulfilment and preparation for the coming winter. Amongst many human communities, Berei is honoured as the Lady of Autumn, guardian of the harvest, the household and the stores upon which families depend during the colder months. Her worship is particularly important amongst farming peoples, who offer thanks for the fruits of their labour and seek her blessing upon their homes and winter provisions. Other traditions associate autumn more directly with Beory, recognising the season as the time when the Oerth Mother gathers the abundance of the year back into herself. These differing interpretations are not generally regarded as contradictory by the Druids. Both acknowledge that autumn is a season of gratitude, maturity and preparation, when the gifts of the natural world must be gathered wisely rather than squandered.

Nerull, The Winter King

Nerull is the dark and formidable steward of winter, representing death, decay, cold and the inevitable ending of mortal life. To those unfamiliar with the Old Faith, his inclusion amongst its seasonal gods can seem disturbing. Nerull is feared throughout much of Warlderia, and his name is associated with death and destruction. The Druids, however, recognise that death is an essential part of the Eternal Circle. Without decay, the fallen leaves would never nourish the soil. Without death, there could be no renewal. Winter strips the land of its abundance, but it also prepares the world for the return of spring. The Old Faith does not therefore regard Nerull as a kindly deity, nor does it excuse cruelty committed in his name. Rather, it acknowledges his place within the natural order. He is respected, feared and seldom invoked lightly. In the ancient seasonal legends, Nerull brings the reign of Obad-Hai to its inevitable conclusion, allowing the cycle of death and rebirth to begin anew.

Pelor, The Eternal Sun

Standing apart from the four seasonal stewards is Pelor, the Sun Father, whose light governs the passage of the year. The Druids regard the sun as one of the great ordering powers of nature. Its daily rising and setting mark the passage of time, while its changing strength brings the seasons into being. Pelor's warmth nourishes the earth, awakens dormant life and sustains the countless creatures that depend upon the sun. In the mythology of the Old Faith, Pelor watches over the Eternal Circle, ensuring that no season endures forever and that winter must eventually yield to spring. He is particularly honoured at the solstices and equinoxes, when the changing relationship between light and darkness is most clearly revealed.

Selûne, The Lady of the Moon

Selûne is the Lady of the Moon, whose silver light governs the quieter rhythms of the natural world. Where Pelor rules the passage of the sun, Selûne watches over the changing moon, the movement of the tides and the creatures that stir beneath the night sky. The Druids regard her waxing and waning as another expression of the Eternal Circle, a reminder that darkness and light, disappearance and return, are inseparable parts of nature. She is especially honoured during the full and new moons, when Druids gather to perform divinations, observe sacred rites and seek guidance beneath the stars. Although benevolent, Selûne is not regarded as a goddess who banishes all darkness, for the night and its creatures have their rightful place in the natural order.

More informationabout Selûne — The Lady of the Moon.

The Many Faces of the Old Faith

Although these gods occupy important places within the oldest human traditions, their worship is by no means universal amongst followers of the Old Faith. Different peoples recognise other nature deities, spirits and divine powers, while some Druids place greater emphasis upon Beory and the Eternal Circle than upon the individual gods themselves. Such differences are generally tolerated, provided that the fundamental principles of the Old Faith are respected. The Druids maintain that no single people can claim complete understanding of the natural world. Just as a forest contains many different trees, so the Old Faith accommodates many traditions beneath the greater order of nature. What matters is not the name by which a divine power is known, but whether its worship preserves the Balance and acknowledges the Eternal Circle. For this reason, the Old Faith has survived the rise and fall of kingdoms, the coming of new peoples and the spread of other religions. Its ceremonies may change, its gods may be honoured under different names, and its traditions may differ from one region to another.

But the seasons continue to turn, and the Eternal Circle remains unbroken.

The Beliefs of the Old Faith

The Old Faith is concerned less with the temporal affairs of kingdoms and rulers than with the eternal truths of the natural world. Its Druids do not seek to govern mankind, establish great empires or impose a single religious doctrine upon all peoples. Instead, they devote their lives to understanding the forces that sustain the world and preserving the delicate balance between them. To the followers of the Old Faith, nature is neither wholly good nor evil. It is a vast and ancient order in which every living thing has its place. The smallest insect, the mightiest oak, the hunting wolf and the dying stag are all bound together within the same great cycle.

The Druids believe that civilisation has a tendency to separate people from these truths. Kings imagine that their authority is permanent, merchants accumulate wealth as though it might endure forever, and ordinary people often regard death, hardship and decay as unnatural intrusions upon their lives. Yet kingdoms fall, wealth passes into other hands, and even the greatest cities eventually crumble beneath the passage of time. The natural world endures. Four fundamental principles lie at the heart of the teachings of the Old Faith.

The Eternal Circle

The central belief of the Old Faith is that all existence forms part of the Eternal Circle of Nature. Spring gives way to summer, summer fades into autumn, and autumn descends into winter. Yet winter is not the end, for beneath the frozen earth the seeds of new life await the returning warmth. The moon waxes and wanes, rivers rise and fall, and the sun follows its appointed course across the heavens. So too does every living creature pass through birth, growth, maturity, decline and death. To the Druids, death is not the destruction of life but its transformation. The fallen tree nourishes the soil, the dead animal sustains scavengers and insects, and the decaying leaves of autumn enrich the earth from which new growth will emerge. Nothing is truly wasted within the natural order.

This belief shapes the attitude of the Old Faith towards mortality. Druids do not generally fear death as an unnatural evil, although they may grieve deeply for those who die. Rather, they regard it as the final obligation that every living creature must fulfil. The deliberate disruption of this cycle is therefore considered amongst the gravest offences against nature. Undeath is particularly abhorrent to most Druids, for it traps the dead outside the natural order, denying the body its return to the earth and disturbing the proper passage between life and death. For this reason, the followers of the Old Faith have often been amongst the most determined enemies of Necromancers and those who raise the dead into unnatural servitude. The Druids see the same eternal pattern reflected in the heavens. The sun rises and sets, the moon waxes and wanes, and the stars return with the turning of the year. These celestial rhythms are as much a part of the Eternal Circle as the birth and death of living things.

All Things in Balance

For the Eternal Circle to continue, all things must exist in Balance. The Druids recognise that nature is not a peaceful garden in which every creature lives without conflict. It is a world of competition, struggle and constant change. The wolf must kill to survive, just as the deer must graze upon living plants. The hawk takes the mouse, the spider catches the fly, and the great trees of the forest compete for sunlight and nourishment. Such acts are neither crimes nor expressions of evil. They are simply part of the natural order. Even the harshest seasons serve a purpose. Winter brings death and hardship, but it also allows the land to rest. Floods may destroy settlements while renewing the fertility of the river valleys. Forest fires consume ancient trees but can create the conditions in which new growth flourishes. The Druids do not therefore seek to eliminate every danger or prevent every death.

Their responsibility is to ensure that no single force overwhelms the others and threatens the continued existence of the whole. This can lead them into conflict with those who regard the interests of mankind as paramount. A Druid may oppose the draining of a marsh, even when doing so would provide valuable farmland. Another might forbid the hunting of wolves, despite complaints that the animals have taken livestock. Equally, Druids may support the controlled clearing of woodland or the hunting of animals whose numbers have grown dangerously large. Their decisions are guided not by sentiment but by what they believe necessary to preserve the Balance. This does not mean that Druids are indifferent to suffering. Many are accomplished healers and protectors of their communities. Nevertheless, they recognise that compassion towards one creature must sometimes be weighed against the needs of the wider natural world.

To preserve the Balance is not always to preserve the peace.

Symbolism Through Nature

The Druids believe that the natural world is filled with signs, patterns and meanings that reveal something of the greater order of existence. Animals, plants, stones, rivers and the movements of the heavens all possess symbolic significance. Their behaviour may offer warnings, guidance or insight to those sufficiently knowledgeable to interpret them. An owl calling at an unusual hour, the sudden appearance of a white stag, the flowering of a tree out of season or the movement of birds before a storm may all be regarded as omens. The Druids do not believe that every unusual occurrence is necessarily a divine message. Indeed, distinguishing a genuine omen from an ordinary event is considered one of the more difficult arts of their calling. Such knowledge requires years of observation, patience and instruction.

Druidic divination consequently differs from that practised by many priests and Wizards. Rather than appealing directly to divine servants for answers, Druids frequently seek understanding through the careful observation of natural phenomena. They may study the ripples formed when a stone is dropped into still water, the patterns of falling leaves, the flight of birds or the behaviour of an animal released during a sacred ceremony. Certain creatures are particularly associated with wisdom and prophecy. Ravens, owls, serpents and stags occupy important places within many traditions, although their precise meanings vary between regions.

Some Druids maintain animals specifically for use in divination, believing that their instincts make them sensitive to changes in the natural and spiritual worlds that remain hidden from ordinary perception. Amongst the most mysterious sources of such knowledge are the Elemental Weirds, strange beings associated with the fundamental elements of nature. These creatures are greatly revered for their prophetic abilities, and powerful Druids sometimes undertake dangerous journeys to seek their counsel.

The Power of Four

The number four possesses particular significance within the Old Faith, representing the fundamental divisions through which the natural world maintains its order. There are four seasons: spring, summer, autumn and winter. There are four elements: earth, air, fire and water. The traditional family is represented through four roles: mother, father, daughter and son, symbolising continuity between generations and the renewal of life. These correspondences appear repeatedly within Druidic teachings, ceremonies and sacred architecture.

Some stone circles are aligned with the four principal directions, while ritual fires may be placed at four points around a sacred gathering. Offerings are sometimes made in groups of four, and certain ceremonies require participants to complete four circuits of a holy place. The elements themselves are regarded as essential expressions of the natural world.

Earth represents endurance, fertility, growth and the final resting place of mortal remains.

Air represents breath, freedom, movement and the unseen forces that pass between all living things.

Fire represents warmth, transformation, destruction and renewal.

Water represents healing, cleansing, fertility and the passage of life.

None is inherently superior to the others, and each possesses both beneficial and destructive qualities. Earth may nourish crops or bury a settlement beneath a landslide. Air carries the breath of life but also the violence of storms. Fire warms the hearth yet consumes the forest. Water sustains every living creature but may also drown the unwary. The Druids teach that wisdom comes from recognising these opposing qualities and understanding that each element must remain in proper relationship with the others. The number four is consequently woven into many of the oldest ceremonies of the Faith, particularly those performed at the solstices and equinoxes.

The Duties of the Druids

These principles are not merely matters of religious contemplation. They shape the everyday responsibilities of the Druidic orders. Druids serve as guardians of sacred places, interpreters of omens, healers, teachers and advisers to communities whose lives depend upon the natural world. They oversee ceremonies marking the changing seasons, bless fields and livestock, tend sacred groves and intervene when they believe the Balance has been disturbed. Some spend their lives amongst settled communities, becoming familiar figures whose advice is sought in matters ranging from planting and harvesting to illness and burial. Others withdraw into remote forests, mountains or marshlands, living in solitude while studying the mysteries of nature. A few become wanderers, travelling across Warlderia to investigate disturbances in the natural order or carry messages between distant Druidic circles.

Although their methods and temperaments vary considerably, all are expected to place the preservation of the Eternal Circle above personal ambition. This duty may demand considerable sacrifice. The Druids believe that those who draw upon the powers of nature must also accept responsibility for protecting the world from which those powers arise. For some, that responsibility is fulfilled through a lifetime of quiet service. For others, it may demand their lives.

The Old Faith teaches that no creature, however mighty, stands apart from the Eternal Circle. Not even the Druids themselves.

Legends of the Old Faith

Long before the peoples of Warlderia recorded their histories in books, the Druids preserved their knowledge through stories, songs and sacred recitations. Many of these traditions are believed to be older than the first human kingdoms, having passed from one generation to another through countless centuries. The legends of the Old Faith are not regarded simply as accounts of events in the distant past. They are expressions of the eternal truths upon which the natural world depends. Their meanings are often symbolic, and different Druidic orders may interpret the same story in different ways. Some are recited during the great seasonal festivals, while others are taught only to initiates who have reached the appropriate level of understanding. Amongst the oldest and most widely known are the legends of the First Dance of Beory and Obad-Hai and the Summer Tree.

The First Dance of Beory

In the beginning, before the forests grew and the rivers flowed, the world was a barren wilderness of stone and dust. There were mountains without trees, valleys without rivers and plains upon which nothing living stirred. The winds swept endlessly across the empty land, carrying only dust and the bitter cold of a world that had never known the warmth of life. From the very substance of this lifeless earth arose Beory, the Oerth Mother.

She looked upon the desolate world and saw not its emptiness, but what it might become. Within the silent stones she perceived the promise of mountains clothed in forests, rivers flowing towards distant seas and living creatures moving beneath the heavens. And Beory rejoiced. So great was her joy that she began to dance upon the barren earth. She danced across the mountains and through the valleys, over the empty plains and along the shores of seas that had not yet known living things. Her footsteps shook the young world, and the mountains trembled beneath her. But the earth was still cruel and broken, covered with sharp stones and jagged rocks.

As Beory danced, the stones cut her bare feet, and drops of her blood fell upon the lifeless ground. Where her blood touched the earth, the barren dust darkened and became fertile soil. Far above the world, Pelor, the Sun Father, watched the goddess dancing. He saw her beauty and the joy with which she moved across the desolate land, and his heart was filled with love. Pelor turned his face fully towards Beory, and for the first time the world was bathed in the golden warmth of the sun. Where Beory's blood had fallen, and where Pelor's light touched the earth, life began. First came the smallest green shoots, pushing their way through the darkened soil. Then grasses spread across the plains, mosses clothed the stones and trees raised their branches towards the heavens.

Flowers opened beneath the sunlight, and the empty valleys filled with growing things. As Beory continued her dance, the waters began to flow. Springs rose from the earth, streams gathered into rivers and the rivers carried their waters towards the seas. Living creatures appeared amongst the new forests and grasslands. Insects stirred beneath the leaves, fish moved through the waters and birds rose into the air. The world that had once been silent became filled with the sounds of life. And still Beory danced.

At last, weary from her labours, the goddess rested upon the earth she had awakened. Her blood had given life to the soil, and Pelor's warmth had brought forth the living world. From that day onwards, all growing things have depended upon the gifts of the Oerth Mother and the light of the Sun Father. The Druids teach that this first union of earth and sunlight established the foundation of the Eternal Circle. The blood of Beory remains within the soil, nourishing the roots of every tree and the smallest blade of grass. The light of Pelor continues to awaken life each spring, just as it did when the world was young. For this reason, the shedding of blood upon sacred ground has particular significance within certain traditions of the Old Faith. Blood represents life returned to the earth, although the Druids distinguish carefully between willing sacrifice and the senseless spilling of innocent blood. The legend is traditionally recited at the beginning of spring, when the first new growth appears after winter. In some regions, worshippers perform a slow ceremonial dance around a sacred tree or standing stone, representing Beory's passage across the barren world. The ceremony ends at sunrise, when the assembled faithful turn towards the returning light of Pelor.

Obad-Hai and the Summer Tree

Of all the legends of the Old Faith, few are considered more important than the story of Obad-Hai and the Summer Tree. It is the great tale of the changing seasons, explaining why summer must yield to winter and why death cannot prevent the return of life. The Druids maintain that the story is repeated not merely in memory but in the living world itself, for its events are reflected in the passage of every year. At the beginning of spring, when the first green shoots emerge from the earth, Obad-Hai is born anew.

He comes into the world as a young boy, filled with energy and curiosity, running barefoot through the awakening forests and meadows. The birds sing at his passing, and the creatures of the woodland emerge from their winter shelters. The young god knows neither fear nor sorrow, for the world is new to him and the promise of life lies everywhere. As spring advances, Ehlonna, the Spring Maid, comes to him. She teaches him the ways of the growing world, showing him the flowering trees, the nesting birds and the creatures bringing forth their young. Under her guidance, Obad-Hai grows in wisdom and strength. At the threshold of summer, Ehlonna leads him beneath the branches of the great Summer Tree, where he passes from youth into manhood.

There he receives the antlers of the stag and becomes the Stag King, lord of the summer season. His strength is now at its greatest. The forests flourish beneath his rule, the fields grow heavy with grain and the creatures of the wild raise their young. Obad-Hai ranges across the living world, accompanied by the beasts and spirits of the woodland. At times he leads the Wild Hunt, a great procession of creatures whose passing shakes the forests and fills the night with the sound of horns. The Druids teach that the Stag King embodies both the abundance and the ferocity of summer. He is the strength of the growing oak, the fury of the charging boar and the courage of the stag defending its herd. Yet even at the height of his power, the Eternal Circle continues to turn. As the days shorten and autumn approaches, the strength of Obad-Hai begins to fade. His hair becomes grey, his movements slower and his great antlers heavy upon his brow.

The Stag King gradually becomes the Shalm, the aged lord of the declining year. He no longer leads the Wild Hunt, but wanders quietly through the forests, listening to the wind amongst the falling leaves. The fruits of summer ripen, the harvest is gathered and the living world prepares for the coming cold. At last, when the year draws towards its final days, Nerull, the Winter King, comes to claim his appointed place. The Druids describe him as a dark and terrible figure, bearing the cold of the grave and the silence of the winter earth. He finds the aged Obad-Hai beneath the Summer Tree. There is no struggle between them, for both understand the law of the Eternal Circle. Obad-Hai bows his head, and Nerull strikes him down with a single blow. The Winter King then hangs the body of the fallen god from the branches of the Summer Tree, where it remains for seven days and seven nights. During this time, the world mourns. The trees stand bare, the animals seek shelter and the earth lies cold beneath the winter sky. The Druids teach that these seven days represent the deepest stillness of winter, when the living world seems closest to death.

Yet the Eternal Circle has not been broken. At the appointed time, Pelor turns his face towards the Summer Tree. The Sun Father cuts down the body of Obad-Hai and carries it to the earth, where he buries the fallen god within the embrace of Beory, the Oerth Mother.  There the body rests beneath the frozen soil. Then Ehlonna comes to the grave. She kneels upon the cold earth and weeps for the fallen Stag King, and her tears fall upon the place where he lies. From the grave, nourished by Beory and watered by Ehlonna's tears, a small green shoot emerges. The shoot grows into a sapling, and upon its branches appears a single fruit. As the sun grows stronger, the fruit ripens. At last it falls to the ground and splits open. From within emerges a young boy, laughing beneath the returning sunlight. Obad-Hai has been born again. And so the Eternal Circle begins anew.

The Meaning of the Summer Tree

The story of Obad-Hai is central to the seasonal ceremonies of the Old Faith. To the Druids, it demonstrates that even the gods must submit to the natural order. Strength inevitably gives way to weakness, youth to age and life to death. Yet death is not the final triumph of Nerull, for his reign is temporary and must eventually yield to the returning warmth of Pelor and the renewal brought by Ehlonna. The Summer Tree itself is one of the most important symbols of the Old Faith. It represents the living world, whose branches reach towards the heavens while its roots descend into the earth. Its annual cycle of growth, fruitfulness and dormancy mirrors the fate of Obad-Hai. In some regions, a particular ancient oak is designated as the Summer Tree for the local Druidic community.

During the summer solstice, its branches are decorated with leaves, flowers and the antlers of deer. At the winter solstice, these decorations are removed, and the Druids gather beneath its bare branches to commemorate the death of the Stag King. Certain traditions perform a symbolic enactment of the legend, with chosen members of the community representing Obad-Hai, Ehlonna, Nerull and Pelor. The ceremonies can be solemn and unsettling, particularly those marking the death of the year. Yet they invariably conclude with the promise of renewal. For the Druids, the lesson is simple and eternal: The Stag King must die so that the Stag King may live again.

Places of Power

The followers of the Old Faith have little use for the magnificent temples, gilded altars and imposing religious buildings favoured by many of Warlderia's organised religions. To the Druids, the natural world is itself the greatest of all temples, and no structure raised by mortal hands can equal the sanctity of a place where the powers of nature are particularly strong. The most important ceremonies of the Old Faith are therefore conducted beneath the open sky, amongst ancient trees, upon lonely hilltops or within circles of standing stones whose origins have often been forgotten. Such places are not chosen merely for their beauty or isolation. The Druids believe that certain locations possess an unusual connection to the forces that sustain the natural world. These may be places where the boundaries between the mortal realm and other planes of existence are unusually thin, where powerful elemental influences converge or where the accumulated observances of countless generations have strengthened the spiritual character of the land.

These locations are known collectively as Places of Power. Some have been revered for thousands of years, while others are discovered only when an unusual natural phenomenon reveals their significance. A spring whose waters never freeze, a grove where the trees remain green throughout winter or a hilltop repeatedly struck by lightning may all attract the attention of the Druidic orders. Once recognised, such places are carefully tended and protected. The Druids seldom seek to dominate or reshape them. Instead, they attempt to preserve their natural character, making only those alterations necessary to permit worship, protect the site or strengthen its existing powers. Amongst the most important Places of Power are the elemental sanctuaries, megalithic circles and sacred groves.

Elemental Weirds

Amongst the strangest beings revered by the Old Faith are the mysterious Elemental Weirds, powerful creatures whose existence is bound to the fundamental elements of nature. The Druids believe that these beings are either manifestations of Beory's will or reflections of the Oerth Mother's consciousness, given form through earth, air, fire and water. Others maintain that the Weirds are independent spirits of extraordinary antiquity, possessing knowledge gathered over ages beyond mortal comprehension. Whatever their true origins, their prophetic abilities are widely respected. Elemental Weirds are not gods, nor are they ordinary elemental creatures. They are mysterious oracles whose understanding of the world is shaped by the element to which they belong. Their pronouncements are often cryptic, and those who seek their counsel must be prepared to interpret answers that may appear obscure or contradictory.

Air Weirds are associated with exploration, distant places and the revelation of things concealed. They are most often encountered upon windswept plains, high mountains or other places where the movement of air is particularly strong. Those seeking knowledge of distant lands, lost travellers or journeys yet to be undertaken may seek their counsel.

Earth Weirds possess knowledge of death, fate and the hidden things of the world. They dwell within pools of soft earth, mud or clay, often in remote valleys or deep beneath the ground. Their prophecies frequently concern matters that have been buried, forgotten or are approaching their inevitable conclusion.

Fire Weirds are guardians of ancient lore and sources of guidance to those suffering hardship or seeking understanding. Their essences are bound to pools of fire, molten stone or other places of intense elemental heat. They are said to possess knowledge of transformation, destruction and the wisdom that may arise from suffering.

Water Weirds are associated with healing, hope and renewal. They dwell within exceptionally pure springs and pools, often in secluded locations far from ordinary settlements. Their counsel is particularly sought by those suffering illness, grief or uncertainty about the future.

The Druids regard encounters with these beings as matters of considerable spiritual importance. Even powerful members of the Old Faith may undertake long and dangerous journeys to seek the wisdom of an Elemental Weird. Such expeditions are rarely made lightly, for the answers given are not always comforting, and the Weirds themselves may be indifferent to the desires of those who approach them.

Megalithic Circles

The great Megalithic Circles are amongst the most recognisable and enduring sacred places of the Old Faith. Their enormous standing stones are found throughout Warlderia, sometimes upon prominent hilltops, sometimes in secluded valleys or upon broad stretches of open grassland. Many are so ancient that their builders are unknown, and even the oldest surviving Druidic traditions offer little certainty concerning their origins. Some circles consist of only a handful of stones, while others form vast complexes extending across considerable distances. The Druids distinguish between several forms of megalithic monument.

A Menhir is a solitary standing stone, often raised to mark a sacred location, commemorate an important event or identify a place of unusual natural power.

A Trilithon consists of two upright stones supporting a third horizontal stone, forming a great stone doorway. Such structures frequently possess particular ceremonial significance and may sometimes serve as entrances to the mysterious Ways of the World.

A Dolmen is a chamber formed from large upright stones supporting a massive capstone. Dolmens are sometimes associated with burial, ancestral remembrance or ceremonies concerned with death and renewal.

The arrangement of stones within a sacred complex varies considerably. Circles are common, but spirals, avenues and other patterns are also found. Many are aligned with the rising or setting sun at particular times of year, especially the solstices and equinoxes. Others appear to reflect the movements of the moon or the positions of certain stars. The Druids maintain that such arrangements are seldom accidental.

The stones themselves may possess unusual properties. Some are believed to strengthen Druidic magic, while others serve as markers between the mortal world and places beyond ordinary perception. Certain circles are said to become active only at particular times of year, when the changing relationship between the heavens and the earth allows ancient powers to manifest. For this reason, visitors are generally discouraged from disturbing standing stones, even when their purpose is no longer understood. The destruction or deliberate desecration of a megalithic sanctuary is regarded as a grave offence against the Old Faith.

Amongst the greatest of these monuments are the Stones of Cerne, in the March of Harmonias, whose enormous spiral and mysterious Invisible Labyrinth have made them one of the most sacred sites in Warlderia. The recent restoration of Cerne, following its desecration during the humanoid occupation, has consequently become a matter of profound importance to the Druidic orders.

Sacred Groves

Although the great megalithic circles are the most impressive monuments of the Old Faith, Sacred Groves are considerably more numerous and form the foundation of everyday Druidic worship. These are areas of woodland set aside for religious observance, contemplation and the protection of the natural world. Some consist of only a few ancient trees surrounding a spring or clearing. Others encompass substantial stretches of forest, carefully tended by generations of Druids. The oak is particularly revered, representing endurance, strength and the continuity of life through the changing seasons. Yet oak trees are not the only trees regarded as sacred.

Different Druidic traditions favour particular species according to their symbolic associations. The great deklo and the fruit-bearing usk are honoured in certain regions, while other peoples maintain groves of ash, beech, yew or trees native to their own lands. The selection of trees is rarely arbitrary. Each species possesses meanings associated with its appearance, growth, usefulness or place within the natural world. Some represent wisdom or protection, others fertility, healing, endurance or death. A sacred grove is generally distinguished from ordinary woodland by its careful preservation and the presence of a recognised Druidic guardian. Paths may be maintained between the trees, and simple clearings prepared for ceremonies. Standing stones, carved wooden posts or natural altars may mark places of particular significance. The Druids usually discourage unnecessary construction within their groves. Buildings are kept to a minimum, and many ceremonies are conducted entirely beneath the branches of the living trees.

Animals inhabiting a sacred grove are normally protected from hunting, although the Druids may permit limited culling when necessary to preserve the Balance. The gathering of timber, herbs and other natural materials is similarly regulated. Sacred groves frequently serve as places of healing, instruction and refuge. Travellers may seek shelter beneath their trees, while local communities approach the resident Druids for advice concerning crops, livestock, illness or unusual natural events. In some regions, the grove is the principal religious centre of the surrounding countryside, its guardian Druid occupying a position of considerable influence. The deliberate destruction of a sacred grove is regarded as an especially grievous act. The burning of ancient trees, poisoning of sacred springs or slaughter of protected animals may provoke a response from the Druidic orders far beyond the immediate community. The Druids possess long memories, and there are places in Warlderia where the destruction of a sacred grove has never been forgiven.

The Ways of the World

Amongst the greatest secrets of the Old Faith are the mysterious Ways of the World, ancient pathways through which powerful Druids may travel enormous distances without crossing the intervening lands. The Ways are not ordinary roads, nor are they passages excavated beneath the earth. They exist within a strange region of the Ethereal Plane, where distance and direction do not always correspond to those of the mortal world.

A journey that might require weeks of travel across Warlderia can sometimes be completed by walking only a few miles within the Ways. Access is restricted to those possessing the necessary knowledge, and the secrets of their use are guarded carefully by the senior Druidic orders. The entrances are usually found between the great upright stones of a Trilithon within a megalithic sanctuary. To an ordinary observer, such a structure appears to be nothing more than an ancient stone doorway, open to the countryside beyond.

Yet under the proper circumstances, and with the correct knowledge, the space between the stones becomes an entrance to another realm. Each gateway is guarded by a Fey spirit, bound to the place by ancient agreements whose origins are often forgotten. These guardians possess widely differing temperaments. Some are courteous and helpful, while others are mischievous, suspicious or openly hostile to strangers. Even Druids familiar with the Ways must negotiate with the guardian before passage is granted. The price demanded is not always material. A Fey guardian might request a song, an interesting piece of gossip, a freshly picked flower or the telling of a story it has never heard before.

Others demand stranger offerings, and there are gateways whose guardians are notorious for imposing difficult or seemingly unreasonable conditions. The Druids regard these bargains as an essential part of travelling the Ways, rather than an inconvenience to be overcome. To attempt to force passage is considered both dangerous and deeply disrespectful.

Within the Ways

The appearance of the Ways changes considerably, influenced by the seasons and the unpredictable character of the natural world. At times, travellers may find themselves crossing narrow stone bridges between islands rising from an endless sea of mist. Elsewhere, the pathways resemble twisting caverns, ancient forest tracks or raised causeways winding through seemingly limitless marshland. A route familiar in summer may appear entirely different during winter, although its ultimate destination remains unchanged.

There is no ordinary sun within the Ways, and the passage of time can be difficult to judge. The most reliable landmarks are the ancient Menhirs standing at the crossroads. These stones bear inscriptions in the secret Druidic language, identifying routes and offering guidance to those who understand their markings. To outsiders, the inscriptions appear to be little more than weathered scratches or meaningless carvings. The Druids maintain that the Menhirs are essential to safe navigation, for those who leave the recognised pathways may become hopelessly lost.

The Dangers of the Ways

Despite their usefulness, the Ways of the World are far from safe. Their remoteness and unusual nature have allowed certain creatures to establish themselves within the passages, some of which are profoundly hostile to travellers. Amongst the most feared are the hideous Vargouilles, unnatural flying creatures that entered the Ways centuries ago and have since multiplied. The Druids regard these beings as parasites upon the natural order and have repeatedly attempted to eradicate them. Such efforts have met with little lasting success.

The absence of sunlight within the Ways makes the creatures particularly dangerous, for the supernatural transformation inflicted by their bite may continue unchecked in the perpetual gloom. Their terrible screams can also leave travellers helpless, making an encounter especially dangerous upon the narrow bridges and causeways found throughout the realm. For this reason, Druidic expeditions sometimes include an Old Lore Bard, whose songs and counter-melodies may offer protection against the creatures' unnatural cries. Other dangers are less easily understood.

Paths may shift without warning, Fey guardians may refuse passage, and travellers occasionally encounter strange beings whose presence within the Ways cannot be readily explained. There are stories of Druids who entered the Ways and never emerged, although whether they perished, became lost or passed into some still more distant realm remains unknown. The senior Druids consequently discourage unnecessary journeys. The Ways are a privilege and a responsibility, not a convenience to be used carelessly. Nevertheless, they remain one of the most extraordinary secrets of the Old Faith, allowing its most powerful servants to maintain contact across the immense distances of Warlderia. Through these ancient pathways, the Druidic orders preserve a unity that would otherwise be difficult to sustain. And somewhere within their shifting passages, it is said, there are gateways that have remained unopened for centuries, leading to places whose names have been forgotten even by the wisest Druids.

Groves, Circles and Gatherings

Although the Old Faith maintains an established hierarchy, its everyday organisation rests upon local sanctuaries and the Druids who tend them. Sacred groves, standing stones, holy springs and other Places of Power form a network of religious communities extending across the boundaries of kingdoms and peoples. Some serve prosperous farming districts, while others lie deep within wilderness, known only to scattered settlements and the initiated members of the Faith.

These communities differ considerably in size and character. A remote sanctuary may have only a single Druid and an Ovate, while an important megalithic site might support several Druids, numerous initiates and a substantial community of attendants and pilgrims.

The Keepers of Sacred Places

A Druid entrusted with a sanctuary is commonly known as its Keeper, although local titles vary. This is a responsibility rather than a separate rank within the hierarchy. A Keeper oversees religious observances, protects the sacred ground and watches for disturbances in the surrounding natural world. Their duties extend beyond the boundaries of the sanctuary itself. A grove depends upon the streams that water its trees, the creatures that inhabit its woodland and the conduct of neighbouring communities. Its Keeper must therefore understand the wider landscape and maintain relations with those who share it. Some Keepers become familiar figures amongst local people, advising upon planting, grazing, hunting and the gathering of timber. Others remain withdrawn, communicating through apprentices or receiving visitors only at appointed times. Both approaches are accepted, provided that the Keeper fulfils their obligations to the Faith and preserves the Balance.

The Local Circles

The Druids of neighbouring sanctuaries commonly associate within a local Circle, whose territory follows a shared landscape such as a forest, river valley, mountain district or stretch of coastline. Such boundaries may be considerably older than the kingdoms through which they pass. These territorial Circles are distinct from the Nine Circles of Initiation. The former unite Druids through shared responsibilities to a particular region; the latter mark an individual’s progress through the teachings and mysteries of the Faith.

Members of a local Circle exchange news, coordinate ceremonies and assist one another when a threat exceeds the resources of a single sanctuary. A poisoned river, spreading blight or the desecration of sacred ground may require several Keepers to act together. Circles also arrange the instruction of apprentices, allowing promising initiates to study beneath different teachers. Local affairs are generally discussed amongst the Keepers concerned. One respected Druid may be recognised as their speaker or convenor, but this position does not confer the rank of Archdruid. Matters beyond the Circle’s authority are referred to the Archdruid responsible for the territory and, where necessary, to the regional Great Druid.

Moots and Seasonal Gatherings

The Druids conduct much of their collective business at gatherings known as moots. These are commonly held at the solstices and equinoxes, when religious observance brings the scattered members of the Faith together. A local moot may involve only a few Keepers and their apprentices. Larger gatherings can draw representatives from many Circles, together with pilgrims, attendants and communities whose families have honoured the meeting place for generations. Moots provide opportunities to exchange news, present initiates, settle disputes and agree upon common undertakings. Damaged sanctuaries may appeal for assistance, teachers may accept new students, and travellers may report disturbances encountered in distant lands. Formal challenges for the senior offices of the Faith may also take place at these gatherings, according to the established customs of the hierarchy. Not every part of a moot is open to all who attend. Seasonal feasts and public ceremonies may welcome the wider community, while the deliberations of the Druids and the instruction of initiates are conducted in private. Certain rites are witnessed only by those admitted to the appropriate Circle of Initiation.

The Wider Community

The life of a sanctuary depends upon many people who never enter the Druidic ranks. Herbalists, hunters, shepherds, gardeners and other followers contribute knowledge and labour, while neighbouring households may provide food, clothing and shelter. Some sanctuaries maintain recognised wardens who patrol sacred boundaries, guide visitors and report signs of danger. Messengers carry news between groves, while custodians preserve paths, tend ceremonial grounds and prepare for the seasonal gatherings. Old Lore Bards may attend important moots, preserving traditions through song and recitation. Such service carries honour amongst the faithful. A person need not command Druidic magic to spend a lifetime protecting a sacred place or preserving the customs of the Old Faith.

Cooperation and Disagreement

Shared membership does not ensure agreement. One Circle may maintain close relations with farming communities, while another restricts settlement near its sanctuaries. Keepers may dispute the hunting of particular animals, the clearing of woodland or the obligations owed to dangerous creatures whose presence threatens nearby settlements. These disagreements are usually brought before a moot or referred to an Archdruid. The senior hierarchy provides a means of resolving disputes that might otherwise divide neighbouring sanctuaries, although even a respected judgement can leave resentment.

Nevertheless, the obligations of the Faith remain strong. A travelling Druid who approaches an unfamiliar grove with proper respect can generally expect a hearing, while a sanctuary facing grave danger may call upon others for assistance. Through these relationships, the scattered servants of the Old Faith maintain their fellowship across the lands of Warlderia.

The Hierarchy of the Old Faith

Although the Old Faith possesses no centralised church comparable to those of many other religions, its Druidic orders maintain an ancient and carefully observed hierarchy. This structure provides continuity between distant communities, preserves the accumulated knowledge of the Faith and ensures that its most sacred traditions are entrusted only to those considered worthy of understanding them. The authority of the Druids does not rest upon wealth, noble birth or the favour of kings. It is earned through years of study, service, initiation and the demonstration of wisdom. A Druid who has spent decades tending a remote woodland grove may command greater respect amongst the faithful than a powerful nobleman, while a young initiate of considerable magical ability may still be expected to defer to an elderly teacher whose understanding of the natural world is far greater. The hierarchy is divided into several recognised ranks, beginning with the Ovates and progressing through the Nine Circles of Initiation to the Druids, Archdruids, Great Druids and ultimately the Grand Druid.

The Ovates

Those who first enter the service of the Old Faith are known as Ovates. Ovates are students and assistants, undertaking the practical duties necessary for the maintenance of sacred groves, stone circles and other places of worship. Their responsibilities include tending plants, caring for animals, gathering herbs, preparing ceremonial materials and assisting senior Druids during religious observances. Much of their early instruction concerns the ordinary workings of the natural world. They learn to recognise plants and animals, understand the changing seasons, interpret the weather and appreciate the relationships between living creatures and their surroundings. Only gradually are they introduced to the deeper mysteries of the Faith.

An Ovate may spend several years in this position, although the length of service varies according to individual ability and the judgement of their teachers. Not all Ovates eventually become Druids. Some choose to remain in the service of a particular sanctuary, becoming respected herbalists, healers, animal keepers or guardians of sacred places. Others discover that the demands of the Druidic calling are greater than they are willing to accept. Those considered ready to advance must undergo their first formal initiation.

The Nine Circles of Initiation

Beyond the rank of Ovate lie the Nine Circles of Initiation, through which aspiring Druids must progress. Each Circle represents a deeper understanding of the Old Faith and carries additional responsibilities, privileges and access to sacred knowledge. Advancement is not determined simply by age or the ability to command powerful magic. An initiate must demonstrate wisdom, self-discipline, knowledge of Druidic traditions and a genuine understanding of the Eternal Circle. The trials vary between different Druidic orders, but all are intended to test qualities considered essential to the calling.

An initiate might be required to survive alone in the wilderness, identify the meaning of an unusual omen, restore a damaged grove or resolve a dispute between a community and the natural world. Other trials are more mysterious, involving fasting, prolonged meditation, ritual journeys or encounters with beings whose wisdom exceeds that of ordinary mortals. The higher Circles are particularly demanding. Those approaching the Ninth Circle may be required to demonstrate their understanding of the relationship between life and death, the nature of Balance or the mysteries of the elemental powers.

Certain trials are conducted at sacred megalithic sites, where ancient enchantments are believed to reveal qualities that cannot be measured through ordinary examination. Upon entering the Circles, many initiates adopt a name associated with an animal, plant or natural phenomenon that holds particular significance for them. Thus, an initiate might become known as Dorendel the Hawthorn, Jolene the Hare or Bran of the Winter Oak. Such names are not merely decorative. They represent the initiate's developing understanding of their own place within the natural order. Some retain these names throughout their lives, while others adopt new titles following particularly important spiritual experiences.

The Druids

Those who successfully complete the Nine Circles may be recognised formally as Druids of the Old Faith. This rank carries considerable responsibility. A Druid may be entrusted with the guardianship of a sacred grove, a megalithic circle or another Place of Power. Others are appointed to serve particular communities, travelling between settlements to conduct ceremonies, offer guidance and ensure that the principles of the Faith are respected. The duties of a Druid are varied. They may oversee seasonal festivals, bless fields and livestock, tend the sick, protect sacred woodland or investigate disturbances in the natural order. Some become teachers, instructing Ovates and initiates in the traditions of the Faith. Others devote themselves to the study of ancient lore or the preservation of particularly important sanctuaries.

Although all Druids are expected to uphold the fundamental principles of the Old Faith, considerable freedom is allowed in how they fulfil their responsibilities. One may live amongst farmers and villagers, becoming a familiar and approachable figure. Another may dwell alone in a remote forest, seldom encountering anyone beyond the animals under their protection. Both may be regarded as equally worthy servants of the Faith. Druids responsible for particular sanctuaries exercise considerable authority within their appointed domains, although they remain answerable to the senior members of their regional orders.

The Archdruids

Above the ordinary Druids stand the Archdruids, senior members of the Faith entrusted with overseeing substantial territories, important sanctuaries and the activities of other Druids. There are traditionally three Archdruids serving beneath each Great Druid. Their responsibilities vary according to the needs of their region, but generally include the supervision of sacred sites, the settlement of disputes between Druidic communities and the preservation of the more advanced teachings of the Faith. Archdruids also play an important role in the initiation of senior candidates, particularly those approaching the highest Circles. Many possess exceptional magical abilities and considerable knowledge of the natural and spiritual worlds.

They are frequently called upon when disturbances threaten the Balance across a wide area, or when matters arise that exceed the authority of an individual Druid. The rank is one of great honour, but also considerable obligation. An Archdruid may be required to leave a beloved grove or sanctuary in order to undertake duties elsewhere, sometimes remaining absent for years.

The Nine Great Druids

The Old Faith traditionally divides Warlderia into nine great geographical regions, each overseen by a single Great Druid. These regions are not necessarily aligned with the political boundaries of kingdoms and empires. Indeed, their divisions are believed to be considerably older than many of the nations that now occupy them. A Great Druid is responsible for the spiritual welfare of the Faith throughout their appointed region. They oversee the work of the Archdruids, maintain contact between important sanctuaries and intervene in disputes or disturbances of particular significance. Their authority is considerable, although it is exercised principally through religious tradition and the respect of their fellow Druids rather than through any secular power.

The Great Druids meet only rarely, for the distances separating their territories are enormous and their responsibilities frequently prevent prolonged absence. When circumstances demand it, however, they may gather at one of the great sacred sites to consider matters affecting the Old Faith as a whole. The secret Ways of the World provide an important means of maintaining communication between these distant leaders. Without such pathways, the unity of the Druidic orders would be far more difficult to preserve.

The Grand Druid

At the summit of the hierarchy stands the Grand Druid, the supreme spiritual authority of the Old Faith in Warlderia. The Grand Druid is not a monarch, nor does the position carry the trappings of secular rulership. Its authority arises from the ancient traditions of the Faith and the recognition that its holder possesses exceptional wisdom, knowledge and understanding of the natural world. The Grand Druid is responsible for preserving the unity of the Old Faith, safeguarding its most sacred mysteries and intervening when events threaten the Balance on a scale beyond the authority of the Great Druids. The holder of this office is seldom encountered by ordinary followers. Indeed, there are many amongst the faithful who could not name the current Grand Druid, although they would recognise the authority of the position. It is said that the Grand Druid possesses knowledge of sacred places and ancient powers unknown even to the Great Druids. Some traditions maintain that the Grand Druid can communicate directly with Beory through dreams, visions and manifestations of the natural world. Whether such claims are literally true is known only to those who have held the office.

The Hierophants

Separate from the ordinary hierarchy are those exceptional Druids who bear the title of Hierophant. A Hierophant is not necessarily superior in rank to a Great Druid or Archdruid. Rather, the title recognises a Druid who has been entrusted with particularly profound mysteries of the Old Faith. Hierophants are usually individuals of great age, wisdom and spiritual accomplishment, whose understanding extends beyond the ordinary teachings of the Nine Circles. Some are guardians of ancient sanctuaries, while others devote themselves to the study of the elemental powers, the boundaries between worlds or the deepest mysteries of the Eternal Circle. Their authority is therefore primarily spiritual and ceremonial. A Hierophant may command extraordinary respect amongst the faithful without exercising direct administrative control over an entire region.

Such individuals are rare, and their advice is frequently sought by Archdruids and Great Druids alike. Amongst the most respected living Hierophants is Maelgwyn Oakheart, who presides over the restoration of the Stones of Cerne in the March of Harmonias. Maelgwyn's knowledge of the ancient stones and their mysteries has made him central to the effort to restore the sanctuary following its desecration during the humanoid occupation. The terrible sacrifices already demanded by that restoration have placed an enormous burden upon him, yet he remains determined that Cerne shall once again become one of the greatest holy places of the Old Faith.

Advancement Through Challenge

The highest offices of the Old Faith are not hereditary, nor are they filled through ordinary appointment. The ranks of Archdruid, Great Druid and Grand Druid are traditionally determined through formal challenges. Such challenges may take place only upon the solstices and equinoxes, the four great turning points of the year. A challenger may seek only the rank immediately above their own, and must demonstrate that they possess the wisdom, ability and understanding necessary to assume its responsibilities. The incumbent determines the nature of the challenge, although ancient custom requires that both participants face the same essential test or danger. These contests need not involve combat.

Some are tests of knowledge, involving riddles, ancient lore or the interpretation of difficult omens. Others may require feats of endurance, races through dangerous terrain, contests of strategy or trials of magical ability. Wrestling while transformed into animal form is a particularly ancient tradition, although such contests are far from universal. The purpose is not simply to establish which participant is stronger. The Druids maintain that true leadership requires wisdom, adaptability and an understanding of when strength should be exercised and when restraint is the better course. Should the challenger succeed, they assume the higher office, while the defeated incumbent returns to the challenger's former rank. The successful challenger cannot be challenged again during the same season. Although such reversals of fortune may appear humiliating to outsiders, the Druids regard them as an essential expression of the Eternal Circle. No position is permanent, and even the wisest leader must eventually yield to another.

The Choosing of a New Grand Druid

The death of a senior Druid while holding an office determined by challenge presents a special difficulty. In such circumstances, the Druid of the next higher rank establishes a suitable contest, and all eligible claimants must compete for the vacant position. The death of the Grand Druid is an altogether more solemn matter. According to the oldest traditions, Beory herself determines the challenge by which a successor shall be chosen. Her will is revealed through visions, omens and divinations interpreted by the assembled Great Druids. The nature of such a challenge cannot be predicted. It may require the claimants to undertake a journey, restore a place of great spiritual importance, resolve a disturbance in the natural order or demonstrate their understanding of some profound mystery. There are legends of challenges lasting many months, during which the candidates travelled across distant lands or entered realms beyond the mortal world. Whatever form the trial takes, its result is accepted as the judgement of the Oerth Mother. The successful candidate becomes Grand Druid, taking responsibility for the preservation of the Old Faith until the Eternal Circle turns once more and another is called to take their place.

For the Druids, leadership is not a possession to be guarded, but a duty held only for as long as one remains worthy of it.

The Old Faith in Warlderia Today

Although the Old Faith is amongst the most ancient religions of Warlderia, it is by no means a dying one. Its influence remains widespread, particularly amongst rural communities, isolated settlements and those peoples whose lives are closely connected to the natural world. In many regions, the Old Faith exists alongside newer religions without serious conflict. A farmer might offer prayers to Pelor for a favourable growing season, seek the blessing of a Druid upon his fields and attend the temple of another deity when circumstances demand it. Such practices are not generally regarded as contradictory, for the Old Faith has never insisted that its followers reject every other form of worship. The Druids themselves are usually more concerned with the preservation of the Balance than with the religious loyalties of ordinary people.

The Faith of the Common People

For most followers, the Old Faith is expressed through customs and observances rather than elaborate religious doctrine. The planting of crops, the birth of children, the gathering of the harvest and the burial of the dead are all occasions upon which the blessings of the natural powers may be sought. Small offerings of grain, flowers, milk or fruit are commonly left at sacred trees, springs and standing stones. In some communities, particular days are set aside for the blessing of livestock or the lighting of ceremonial fires. The four great turning points of the year, the two solstices and two equinoxes, are especially important. These festivals are often accompanied by feasting, dancing, music and the renewal of communal obligations. Their precise customs vary considerably between regions, reflecting the ancient traditions of the peoples who celebrate them.

The Druids usually preside over the more solemn religious observances, although many festivities are organised by the communities themselves. In isolated settlements, the local Druid may be the only religious authority regularly encountered by the inhabitants. Such individuals frequently serve as healers, advisers, teachers and mediators, their influence arising from familiarity and trust rather than any formal political power.

The Old Faith and the Higher Races

The Old Faith predates the arrival of the Higher Races in Warlderia, having first arisen amongst the ancient human peoples who inhabited the land. The coming of Elves, Dwarves and other peoples brought new religions, traditions and understandings of the divine. In many places these gradually displaced the older beliefs, particularly within the growing towns and kingdoms. Nevertheless, the Old Faith proved remarkably resilient. Its emphasis upon the natural world allowed it to accommodate different traditions, while its ceremonies remained closely associated with the agricultural and seasonal rhythms upon which ordinary communities depended.

Although its oldest institutions remain predominantly human, the Faith is not restricted to mankind. Members of other races have occasionally entered the Druidic orders, and some communities have incorporated elements of the Old Faith into their own religious practices. Relations with Elven peoples are often cordial, particularly where both traditions share a concern for the preservation of ancient woodland and the protection of the natural world. This does not mean that the Druids and Elves invariably agree. The Druids recognise decay, predation and natural destruction as essential elements of the Balance, and may therefore oppose attempts to preserve a woodland in an unchanging state or protect every creature from the ordinary hardships of existence. Such differences seldom prevent cooperation, but they illustrate the distinctive philosophy of the Old Faith.

Druids and the Affairs of Kingdoms

The Druids have traditionally sought to remain apart from the ambitions and rivalries of kings. Their authority does not depend upon the survival of any particular kingdom, and they regard the boundaries drawn upon maps as temporary arrangements imposed upon a world that existed long before them. Nevertheless, the Old Faith cannot remain entirely indifferent to the actions of rulers. The destruction of ancient woodland, poisoning of rivers, reckless exploitation of the land or desecration of sacred places may bring a kingdom into direct conflict with the Druidic orders. In such circumstances, Druids may petition rulers, organise resistance or employ their considerable magical powers to protect the threatened land.

They are not necessarily opposed to agriculture, mining, settlement or the ordinary activities of civilisation. Rather, they seek to ensure that such activities do not inflict lasting damage upon the natural order. Some rulers maintain friendly relations with the Druids, recognising their knowledge and influence amongst rural communities. Others regard them with suspicion, particularly when their religious authority interferes with plans for expansion or economic development. The Druids, for their part, have long memories. A king who protects a sacred grove may be remembered with gratitude for generations, while one who orders its destruction may earn the hostility of the Old Faith long after his kingdom has ceased to exist.

The Old Faith and the Higher Wars

The great conflicts that reshaped Warlderia brought enormous suffering to the followers of the Old Faith. Forests were burned, rivers polluted and ancient sanctuaries destroyed as armies crossed the land. Sacred groves that had been tended for centuries were cut down for timber, while standing stones were toppled or deliberately desecrated. Many Druids were killed defending the places entrusted to their care. Others abandoned their sanctuaries and withdrew into remote wilderness, preserving their traditions until conditions allowed them to return.

The Old Faith did not emerge from these upheavals unchanged. Some Druidic communities became more suspicious of outsiders, while others concluded that the preservation of the Balance required a greater willingness to intervene in the affairs of the wider world. These differing attitudes remain a source of disagreement amongst the orders. Nevertheless, the Faith survived. Its most sacred knowledge continued to pass between generations, and the ancient ceremonies were maintained wherever followers could gather safely. The restoration of ruined sanctuaries has since become an important undertaking for Druids throughout Warlderia.

The Restoration of Cerne

Nowhere is this determination more clearly demonstrated than at the Stones of Cerne, in the March of Harmonias. Once amongst the greatest holy places of the Old Faith, Cerne suffered terrible desecration during the humanoid occupation. Its liberation has brought Druids and pilgrims from across Warlderia, determined to restore the ancient stones and renew the ceremonies interrupted by the invaders. Under the guidance of Hierophant Maelgwyn Oakheart, the work has become an undertaking of enormous spiritual importance.

The restoration has already demanded the lives of at least twelve Druids, whose sacrifices are remembered with great reverence by the faithful. Yet the ceremonies continue, and thousands of pilgrims now gather around the ancient sanctuary. To many followers of the Old Faith, Cerne has become a symbol of the Eternal Circle itself. The sanctuary was desecrated, its groves destroyed and its guardians driven away. Yet new trees are growing, the stones are being raised and the faithful have returned. What was broken is being restored.

The Future of the Old Faith

The Old Faith has endured for countless generations, surviving the rise and fall of kingdoms, the arrival of new peoples and the devastation of war. Its followers do not expect the world to remain unchanged. Indeed, change is at the very heart of their beliefs. Forests grow and fall, rivers alter their courses, civilisations rise and disappear, and even the greatest of mortal achievements must eventually surrender to time. The Druids do not seek to prevent this. Their purpose is to ensure that the Eternal Circle continues, that life follows death and that no force, however powerful, destroys the Balance upon which the world depends. They may be few in number compared with the worshippers of the great organised religions, but their influence remains considerable, and their knowledge of the natural world is surpassed by few. In the deepest forests, upon lonely hilltops and amongst the ancient standing stones, their ceremonies continue much as they have for thousands of years.

For kingdoms may rise and fall, but the earth endures, the seasons turn, and the Old Faith remains.