URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       The Damn Forum mkIII
  HTML https://thedamnforum.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: The Druids of Nature 
       *****************************************************
       #Post#: 1241--------------------------------------------------
       The Challenge
       By: Dungeon Master Date: August 20, 2025, 5:03 pm
       ---------------------------------------------------------
       [center]The Challenge[/center]
       The traditions of the Order prohibit an inner circle from
       including more than nine druids, three archdruids, and one great
       druid. If a character gains enough experience to achieve
       official druid level but finds no vacancy in the inner circle,
       the only way to advance involves ceremonial combat: the druidic
       challenge.
       The challenge remains one of the oldest druidic traditions. It
       purges the weak and complacent, ensuring that the highest ranks
       of the druidic order remain filled with strong and cunning
       individuals. The masters of the druidic order are not
       politicians, but men and women of action. They believe that the
       challenge, by bringing ambition into the open, allows them to
       bypass some of the worst excesses of hypocrisy and
       behind-the-scenes power plays found in other religions.
       A circle's great druid expects at any time to face a challenge
       from one of the archdruids, while the archdruids keep an eye on
       rising druids. Those of druid rank, in turn, look out for
       ambitious 11th-level initiates. This system puts a constant
       strain on the Order's upper ranks: It's hard to stay on good
       terms with folk who want your job and eventually will challenge
       you to a battle to gain it. As a result, most friendships and
       alliances form among druids of equal level or among characters
       several levels apart.
       All inner circle druids do their best to appear strong, to avoid
       looking like easy targets. Many actively adventure to enhance
       their reputations and gain power through acquiring magical items
       and experience. Others simply try to remain popular among the
       other members of the Order. If an inner circle member takes an
       unpopular or controversial stance, fellow druids may decide to
       encourage the ambitious to aim for that particular target; the
       replacement would likely prove more cordial.
       The challenge operates under prearranged rules: Characters who
       violate the letter of the rules will fail to advance in level,
       just as if they had suffered defeat. Always a one-on-one battle,
       the challenge does not allow even servants or animal companions
       of the combatants to participate.
       First, the two parties must agree upon the time of the duel--if
       they can't agree, it will take place at the next moot. Druids
       consider it impolite to set a challenge outside of a moot,
       although it's still done.
       Second, the challenge needs a witness--a druid whose level
       equals or exceeds the challenger's. Hierophant druids (described
       later in this chapter) work well as witnesses, as do druids or
       archdruids visiting from different circles or from the Grand
       Druid's entourage.
       This individual must witness the terms of the challenge and make
       sure the combatants obey the rules. The great druid of the
       circle always names the witness, even if the challenge involves
       that very leader.
       Third, the terms by which the battle will be fought are set out
       by mutual agreement.
       Once agreed upon and witnessed, the terms may not change. If
       neither side can agree on the terms, the witness selects them
       and proclaims the duel an all-out battle until one druid
       surrenders or becomes incapacitated.
       Terms to discuss include:
       • The size of the battlefield. Until the duel ends, leaving the
       bounds of the area means conceding defeat. Usually the space is
       no more than a dozen yards across to ensure the battle does not
       take too long.
       • Whether to allow weapons, magical items, granted powers, and
       spells. (Note: Nondruidic spells cannot be used.) Most contests
       involve full use of weapons and spells, although many commonly
       disallow magical items. Some memorable duels have permitted only
       granted powers--no spells or weapons. The combatants used only
       the claws and fangs of their different animal forms. A few
       challenges have forbidden all weapons and magic--they became
       simple wrestling matches.
       • Whether to alter the normal battle-oriented conditions of the
       duel. Although rare, methods less stringent than actual combat
       have been honored, especially between two friendly rivals. Such
       unorthodox formats include a race, a scavenger hunt, a
       competition to defeat a particular monster, a drinking contest
       (the first druid to fail three Constitution rolls loses), or
       even a game of hide and seek.
       The challenge begins with the witness's invocation, asking
       Nature (or a druidic deity) to watch over the duel. This means
       that challengers who defeat foes through cheating will find
       themselves unable to gain a level after all, and incumbents who
       cheat automatically lose the level. Once the witness concludes
       the invocation, the druids enter the battlefield from opposite
       ends, and the contest begins.
       Appointment of Acolytes. Great druids, archdruids, and druids
       have the traditional right to select initiates as their
       servants. The number and level of these retainers depend on the
       level and position of the inner circle member. (See the PH, p.
       37, for details.) The chosen initiates are called acolytes.
       Acolytes, chosen from the high-ranking druid's own circle, are
       restricted to serving only certain inner circle members (again,
       based on their experience level). The appointing druid must
       determine which eligible initiates will serve him.
       An inner circle druid usually approaches a favored initiate
       quietly and offers an acolyte position. The initiate then
       decides whether to accept the post. While serving as an acolyte
       holds honor, it also entails a loss of freedom. Therefore, the
       decision depends on factors such as the reputation of the inner
       circle member.
       An acolyte swears an oath of service: to be loyal and obedient,
       to listen and learn, to keep no secrets from one's master, but
       to guard the master's secrets. An acolyte who breaks this oath
       faces the wrath of the high-ranking druid. In addition, unless
       the acolyte can prove the master's commands violated the spirit
       of the druidic ethos, the servant is usually becomes subjected
       to the ban.
       The advantage of serving as an acolyte is that the character
       wins the patronage, and perhaps the friendship, of a powerful
       druid. The position enhances the initiate's prestige in the eyes
       of the entire circle. Furthermore, acolytes injured or wronged
       by an enemy can expect assistance from their master.
       The disadvantage? The character-- always at the beck and call of
       a master—— loses personal freedom. An acolyte fulfills all the
       normal duties of a loyal retainer but, most importantly, acts as
       an emissary and representative of the inner circle druid. As
       high-level druids cannot be everywhere at once, acolytes often
       go on long journeys to do their master's bidding. Whether the
       mission involves finding a reclusive swamp-dwelling initiate to
       notify of the next moot's date and location or delivering a
       stinging ultimatum to a dwarven king to shut down his mines or
       face the circle's wrath, acolytes can expect to visit a lot of
       interesting--though sometimes unpleasant--places. An acolyte's
       term of service lasts until the master's experience level
       changes or until the acolyte advances a level. In the latter
       case, the acolyte leaves service, and the inner circle member
       must select a replacement.
       *****************************************************