Storm King's Thunder
The druids of the Realms venerate nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural
world. That group of gods includes Chauntea, Eldath, Mielikki, Silvanus, as well as Auril, Matar, Talos, and Umberlee, for nature is many-sided and not always kind. Unlike clerics, who typically serve a single deity, druids revere all the gods of the First Circle in their turn, and see them as embodiments of the natural world, which moves in cycles: creation and destruction, waxing
and withering, life and death. Thus, Grumbar isn't just god of the earth to a druid; he is the fertile soil and the rolling hills themselves. Malar isn't just the Beastlord, but the hunger and the hunting instinct of a predatory beast. Although they are most strongly associated with sylvan forests, druids care for all aspects of the land, including frozen mountains, burning deserts, rolling hills, and rough coasts.
Druidic ways are ancient and largely practiced in secret, away from the eyes of the uninitiated. In many lands, the Old Ways of the First Circle have given way to new churches and temples, but druids and their followers still gather to honor the cycles of nature and to ensure the natural balance isn't threatened. People who dwell in or near wild lands do well to learn if a druid circle operates nearby, seeking the circle's blessing before hunting or farming on the lands they protect. The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to the tradition of circles. In a circle, all are equal, and while respect is given to age and accomplishment, the circle reaches decisions as a whole. Those who disagree are free to argue their point, or even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land where the circle
meets, all given equal voice. Numerous circles are found across Faerun, usually made up of no more than a dozen or so druids, plus their allies. They include the High Dance, guarding the Dancing Place in the high valleys of the Thunder Peaks, alongside their fey allies . The Watchers of Sevreld meet in Old Mushroom Grove in the High Forest, northeast
.of Secomber, and the Starwater Circle gathers around their namesake pool in the northern forest of Mir.
The Circle of Swords
Protectors of the Neverwinter Wood, the Circle of Swords drives destructive humanoids like hobgoblins,bugbears, and their kin from the wood, while also safeguarding it against exploitation at the hands of civilized folk and protecting the wood's ancient ruins and sacred sites from looters. In the Druid Circle class feature in the Player's Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest).
The Emerald Enclave
Less a druid circle and more a loose confederation of circles and their allies, the Emerald Enclave is devoted to protecting the redoubt of civilization in the North from destruction. Elsewhere in the world, the Emerald Enclave must pursue a more ba lanced path, but the vast wilderness of the North holds far more danger to people than they pose to it. Founded in the Vilhon Reach over a thousand years ago, the Emerald Enclave has spread across much of Faerfin. Its members include druids, rangers, barbarians, and others who live in the wilderness and know and respect its ways. They wear an article of emerald green clothing as a symbol of their membership, often
bearing the emblem of a stag's head. In the Druid Circle class feature in the Player's Handbook,
Emerald Enclave druids belong to the Circle of the Land and Circle of the Moon in equal measure.
The Moonshae Circles
The Ffolk of the Moonshea Isles venerate the land as the great goddess they call the Earthmother. Their circles gather around sacred pools known as moonwells, their link between the natural world and the goddess, ringed by standing stone circles, raised by their ancient
ancestors. In the Druid Circle class feature in the Player's Handbook, Moonshea druids most often belong to the Circle of the Land (Coast, Forest, and Mountain).
The water of a moonwell, drunk directly from cupped hands, restores ld8 hit points, plus the drinker's Wisdom bonus, if any .. If the drinker has threatened the balance of nature since the last full moon, the water instead deals 1d8 poison damage to the drinker. This damage is also dealt by a corrupted moonwell. Either effect occurs once only per day per drinker. On the nights of the full moon, drinkin·g the water of a moonwell can, at the DM's discretion, have additional effects, such as conferring the benefits of a lesser restoration spell.
Moonwell water placed in a container or taken more than 30 feet away from the well no longer has any of these properties; it is simply water. On the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one of the druids is at least 9th level and the rest a re at least 4th level. At the DM's option, the druids can use a moonwell on such nights to cast different spells.
The Harpers and Druids
Druid circles in the North are often allied with the Harpers, as they have common purpose, with bards and rangers serving as go-betweens. Individual Harpers can usually expect a circle to at least grant them food and shelter, and an opportunity to attend a gathering and speak, if they wish. Still , the Harpers aren't a druidic organization and, despite what some common folk might believe, not every druid or druid circle is allied with, or even friendly toward, the Harpers and their cause. Indeed, some druids consider the Harpers busybodies who threaten the natural balance almost as much as the evils that they fight against.