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  The Natural Order v4.0.doc 
  NATURAL ORDER 
  Version 4.0 January 2006 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Designed by 
  Scott Damerow 
   
  Edited by 
  Pale Triad and The Acolytes 
   
   
   
  
   
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  The Natural Order v4.0.doc 
  Description 
  Druids in the Flaness divide the world into regions, which they refer to as "domains".  While 
  traditionally these domains are completely independent of political boundaries, over the years the 
  two have grown together so that there is a correlation between political boundaries and the 
  domains of the druids.  Each domain is the home to a circle of druids.  Members of a circle hold 
  themselves responsible for the well being of the wilderness in their domain. 
  Druids are loosely organized, and often have their own agendas.  At the same time, all druids act 
  in the best interest of the circle they belong to.  Whether a conservative True Neutral druid, or a 
  liberal druid with ties to a specific alignment, every druid acts for the good of the circle. 
  A single Great Druid leads the circle.  Answering to this authority are three Archdruids, nine Druids, 
  and many Initiates.  All druids of a circle know the name of the Great Druid, as this individual has 
  an immediate impact on the lives of all the druids within the circle.  Other than their direct 
  leadership and the Great Druid, many druids act in a cellular system and do not commonly 
  associate with others, except at the Moot. 
  The Moot is a gathering held each year where all druids in a circle are welcomed and free to 
  discuss the happenings in their domain.  Other moots may be called by ranking druids, but the 
  Moot is a special time for all.  Rangers, elves, fey, and sylvan creatures are often invited to attend 
  or protect the Moot, though its time and location are kept secret to others. 
  Culture  
  Many members of the Outer Circle are working-class, and function as gardeners, animal trainers, 
  and farmers.  Others go out into the world as adventurers. 
  Druidic hierarchy has circles corresponding to ranks.  Druids ascend through their own ranks from 
  the Outer Circle to the Middle, and then Inner Circle before challenging another for the title of 
  Druid.  Their organization is very loose, however, and so their formalities are more of a courtesy 
  than a rigid structure. Although a member of the Inner Circle may have authority over a druid of a 
  lower circle, enforcing this is sometimes difficult. 
  Two levels above Druid exist: Archdruid and The Great Druid.  These are the leaders of the Natural 
  Order, and have great personal influence of all goings-on within the Pale. 
  Within the circles there are branches.  These branches are generally specific areas where a druid 
  will specialize in a field of study.  Some befriend animals, some master the elements, some guard 
  plants, and others change their shape.  Many druids choose more than one branch, and only the 
  most determined master them all. 
  Druids address one another as “Initiate of the First Circle”, or “Initiate of the Second Circle”; etc.  
  There are nine circles before one may challenge for the title of Druid.  Outsiders are often confused 
  by the term “circle” used in reference to a druid’s individual progress and the druid’s rank within the 
  Natural Order.  This is merely due to the fact that druids use their own language to address one 
  another.  In this language, there are many terms that translate as “circle” in Common Speech.  
  Most druids quietly tolerate it when an outsider refers to an “Outer Circle Initiate of the Third Circle” 
  as “Druid”. 
  To attain the ranks of Druid, Archdruid, and Great Druid, an individual must challenge the current 
  holder of that position.  The Challenge usually takes place at the Moot, but a special moot may be 
  called in order to accommodate this.  The Great Druid names a witness for the challenge.  The 
  
   
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  competing druids name the terms of the competition, and the witness names the terms if they 
  cannot be agreed upon otherwise.  The winner of the Challenge takes (or retains) the rank in 
  contention, while the loser takes the rank of the challenger.  If the challenger fails, he or she may 
  not challenge again for one year.  [In game terms, the Challenge is a Special Mission requested by 
  the challenging member.  A Pale Triad member will administer the Challenge, and this may be an 
  adventure for more than just the challenging druid.] 
  The Natural Order and other Organizations 
  The Church of the One True Path sees the Natural Order as a hotbed of pagan activity, and 
  distrusts the organization.  Despite this, they know these “heathens” help farmers all over the Pale 
  to grow crops in an otherwise unproductive land.  The Natural Order maintains representatives in 
  virtually every farming village in the Pale, helping farmers while keeping a low profile.  As a result, 
  the Church tolerates this influence rather than running the pagans out of the region. 
  The Druids of the Natural Order are adept at maintaining balance, and this is what allows them to 
  thrive in even intolerant lands.  They walk a fine line of control over the land, improving crops to 
  prevent inefficient or wasteful farming, while demonstrating the ability to shut down farming 
  altogether if things don’t go their way.  They would rather use this long-term strategy than to come 
  to blows over their beliefs. 
  Druids of the Natural Order get along well with most other groups that respect and promote nature.  
  Many of those organizations have druids as members.  Druids in other organizations may or may 
  not participate in the official hierarchy of the Natural Order, and this choice is always left to the 
  individual. 
  Organizations that do not deal with nature directly are barely recognized by the Natural Order.  
  Druids’ reactions to these organizations may seem snobbish or disdainful, but this is really just 
  ambivalence on the part of the druids – they do not spend time on “distractions” that others feel are 
  important. 
  Challenges 
  The circle of druids in the Pale is known as the Natural Order.  These folk seek strength in 
  numbers, and use their affiliation as leverage to influence politics in a region that would otherwise 
  turn a blind eye to the needs of the land and its inhabitants. 
  Traditionally, druids have seen the Pale as a rigid and oppressive state with little concern for 
  Balance. 
  Liberal-minded druids also see that the area is organized and effective in keeping more destructive 
  forces at bay.  They see the area as a prime location to influence the balance between Law and 
  Chaos in the Flanaess, and they argue that the rigid attitudes in the Pale offset the general 
  lawlessness in other regions.   
  Conservatives argue that Balance must be maintained everywhere, and that the Lawfully-aligned 
  Pholtans disrupt this balance.  Indeed, most conservatives view association with any god as a 
  threat, since the gods themselves promote extreme ideals and rigid behavior. 
  It is commonly viewed by both sides that a swing in one direction will eventually lead to a swing in 
  the opposite direction, and members of the Natural Order have a history of biding their time in 
  anticipation of a more balanced Pale. 
  The recent ascendancy of Iuz in the West was seen as a potential solution to the perceived “over-
  
   
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  lawfulness” in the Pale.  Then worse things began to happen.  When it was discovered that the 
  land was devastated by a tide of destruction spearheaded by Iuz, even the most hard-lined 
  conservative druids began to support the Pholtans in their quest to rid the land of this Chaos. 
  Recently, however, several druids were placed on trial by the Theocracy for their role in an 
  incursion of fiends into the Pale in CY 593.  The druids in question were guardians of ancient 
  secret planar gates, now called the Scars of Nerull.  The Church sealed these gates through the 
  power of Pholtus, thereby rendering these druids' guardianship obsolete.  As punishment for their 
  secrecy, these guardian druids were banished from the Pale.  Some of these banished druids still 
  act within the Pale, putting concern for the land above fear for their lives.  All members of the 
  Natural Order have become even more careful about concealing their powers. 
   
  
   
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  Natural Order: Outer Circle 
  Initiates of the Outer Circle are either low-level druids working in common jobs to benefit their 
  community, or allies of the Natural Order who maintain a nominal membership and help to further 
  the cause of druids in the region.  Those druids who are members of this circle often serve their 
  community as gardeners, herbalists, veterinarians, and so on. 
  Requirement 
  • 
  Must be a citizen of the Nyrond Meta-region. 
  • 
  Alignment: True Neutral, Neutral Good, Lawful Neutral, Chaotic Neutral,  
  or Neutral Evil. 
  • 
  Wild Empathy class ability.  
  Costs  
  • 
  One-time cost, 100 gp supporting the community. 
  • 
  Yearly cost, 2 TU receiving training and working for the community. 
  Benefits 
  • 
  +1 circumstance bonus to Survival 
  • 
  +1 circumstance bonus to Knowledge (Nature) 
  • 
  Access to the following animal tricks (all found CV) – 
  Assist Track, Hunt, Stalk, Subdue, Warn 
  • 
  Access to the following mundane items –  
  Any Leafweave Armor (RW), Forestwarden Shroud  (RW), Double Scimitar 
  (A&E), Animal Call (A&E), Hawk’s ointment (A&E), Nature’s Draught (A&E), 
  Forester's Cloak (A&E), Swimmer’s kit(A&E), Hammock (A&E) 
  
   
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  Natural Order: Middle Circle 
  Initiates of the Middle Circle are generally fifth- to eighth-level druids who have attained most of 
  their class powers and signature druid abilities.  They tend to act as liaisons between the Outer 
  and Inner Circles, and have a very active agenda.  They often act as protectors of small 
  geographical areas (a river valley, hills, etc.) or a group of small villages or hamlets. 
  These druids have typically chosen and studied a Branch, and are well-known in their homeland as 
  teachers and guides. 
  Requirement 
  • 
  Must meet all costs and requirements of the Outer Circle 
  • 
  Must not be a worshiper of Pholtus or a member of any “Official” Theocracy of the 
  Pale organization 
  • 
  Wild Shape class ability. 
  • 
  Member of the Outer Circle for 6 months. 
  Costs  
  • 
  Yearly cost, 1 TU receiving additional training and work with the Druid community.  
  Benefits 
  • 
  Maintain all benefits of the Outer Circle 
  • 
  An additional +1 circumstance bonus to Survival (+2 total) 
  • 
  An additional +1 circumstance bonus to Knowledge (Nature) (+2 total) 
  • 
  +2 circumstance bonus to Knowledge (Geography) 
  • 
  +2 circumstance bonus to Knowledge (Local-NMR) 
  • 
  Access to the following animal tricks (all found CV) – 
  Advanced Fighting, Defensive Guarding 
  • 
  -2 penalty to Diplomacy when dealing with devote worshipers of Pholtus in the Pale. 
  
   
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  Natural Order: Inner Circle 
  Initiates of the Inner Circle are typically sixth- to tenth-level druids.  They are personally powerful, 
  and often wield significant political influence as well.  Rulers of any land generally respect or fear 
  these druids for their ability to affect the environment in a far-reaching manner. 
  These druids usually travel less often than Initiates of the Middle Circle, and establish a sanctum 
  for themselves in a remote area of virgin wilderness.  This may not be where the druid lives, but is 
  simply a place of quiet contemplation or escape.  Likewise, it could be a sacred area that the druid 
  is sworn to protect. 
  With this power comes a responsibility to use it for the good of the Land.  Members of the Inner 
  Circle are expected to fight a never ending battle to maintain the well-being of the Land while 
  preserving the balance that is necessary for all things. 
  Requirement 
  • 
  Must meet all costs and requirements of the Middle Circle 
  • 
  Must be able to Wild shape, at least twice a day 
  • 
  Member of the Middle Circle for 6 months.  
  Costs  
  • 
  One Time Cost, 1 TU 
  • 
  Yearly cost, 1 TU receiving additional training. 
  Benefits 
  • 
  Maintain all benefits of the Middle Circle  
  • 
  An additional +2 circumstance bonus to Survival (+4 total) 
  • 
  An additional +2 circumstance bonus to Knowledge (Geography) (+4 total) 
  • 
  An additional +2 circumstance bonus to Knowledge (Loca-NMRl) (+4 total) 
  • 
  An additional +2 circumstance bonus to Knowledge (Nature) (+4 total) 
  • 
  Access to all of the animal tricks, including Trained for a Purpose, found in 
  Complete Adventurer 
  • 
  Access to the following mundane items (all found A&E)- 
  Darkvision Powder, Bark Armor, Wood Armor, Elven Moondrop, Mead Elven 
  • 
  -3 penalty to Diplomacy when dealing with devote worshipers of Pholtus in the Pale. 
  
   
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  Natural Order: Druid 
  Nine beings hold the rank of Druid within the Natural Order.  They are responsible for the initiation 
  of new members into the druidic order.  Whether a new member knows it or not, he or she has had 
  interaction with a Druid at some point, as the presence of the Druids is felt at all levels of the Order. 
  NPC Only 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/The Pale/Natural Order.pdf