The lore team was kind enough to let me know that there is no accepted lore whatsoever on Druidism. So I am posting the original Druidism lore accepted by the MAT, who at the time were over the acceptance and revision of magics and subyptes/archetypes. When a post was made calling for all lore not submitted, we, having submitted our lore through not just the MAT but to various LT several times thought we had nothing to worry about. Anyways here's the lore. Should you choose to accept it.
~ Druidism: A Comprehensive Guide ~
Forenote:: This revision to the original Guide by Arik has been carefully considered to further define and clarify Druidism and it's magic, helping Druids to better understand limitations, speed of progression, and their ability to be creative. The original Guide was a solid foundation, and like all foundations they were meant to be built upon, as we have now done.
Druidism is an ancient form of magic, tied to the most ancient of all Guilds of Aegis, the Druidic Order. Centuries of guarding secret knowledge and protecting nature has been this Order’s calling, bringing balance through healing land and spreading verdure with their unique arts.
Druidism is controlled in such a way, and taught, through a clever process of training that is designed to “indoctrinate” the student into a certain way of thinking, opinion, etc. That is not to say it is always successful, but it is a powerful tool of regulating who has access to these arts.
As with any training, these things occur in stages. The most commonly known one is Dedicancy. This stage is most common because it is the one newcomers enter the Order as. During this time they are given tasks and lectures over a period of time that teach them the Order’s culture, and an appreciation for all things natural.
This process, cleverly designed, to open the mind of the Dedicant to the flow of nature, through meditation, assistance and an understanding of ways. When the Dedicant has finally completed their tasks, and their Guide has deemed them ready, they are instructed to devise and complete their Grand Task, a milestone task for a Dedicant that shows they are ready to take on the full mantle of responsibility of being a Druid.
Upon completing this task the Guide takes the Dedicant to the Attunement Pool, an area within the grove high in natural Druidic Energies, and begins the Attunement Process.
This process involves the Guide invoking an ancient knowledge to forge a connection to Nature within the mind of the Dedicant. One could consider their initial training to be similar to opening a small hole to allow light to pass, and then the attunement process as using the small hole to bore a larger one, creating a ray of light-a connection.
Thus is the way one comes into Druidism.
The Arts:
Druidic Magic is broken down into several subtypes:
Control of Nature Blight Healing
Healing Nature’s Communion
Shapeshifting
Nature’s Communion
This is the starting point of all Druidic abilities. One is connected to the ebbing flow of life around them. They can feel, see, listen, and even speak to nature and creatures that inhabit it. Yet when just attuned, the connection itself is weak. Your abilities just beginning and through training, experience, and meditation, your communion will become stronger and your requests and abilities easier to manage. No Druid can advance in any druid magic subtype more than their current Communion Tier.
Control of Nature
Control of Nature enables the druid to interact with the plants around them. Whether as simple as growing a flower or as difficult as controlling roots and trees to aid you when needed. Each tier here is determined by your Nature’s Communion. It is REQUIRED to be taught this by someone already highly learned in this subtype. Once you are Tier 3 or above in Control of Nature, you can self improve through practice and meditation over time.
Druidic Healing / Herblore