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Druids are witches and wizards that have deep roots to their Celtic ancestors. They are not a different "species", but instead simply practice a different way of life than modern wizardkind. Due to centuries of separation though, there are some very real differences between Druids and modern wizardkind. We will accept full blood and half blood druids for this claim. Anything less than half is too diluted to have the druid skills.

WHAT MAKES DRUIDS DIFFERENT?

Druids are, upon first impression, just witches and wizards that do things differently. But, it's far deeper then that. If you make a Druid, these are things you will automatically have.

  • Nature affinity - Druids like nature, yeah. But it's way more than that. Druids are naturally in tune with nature. They can feel a storm before it reaches their shores, they can feel an earthquake before it hits, they can smell the rain before the first drop falls from the sky. They just know and understand nature like a sixth sense.
  • Animal affinity - Druids are basically a part of nature. So, they have developed a magical symbiotic relationship with all creatures. Creatures, magical and non-magical, do not see Druids at threats. In fact, they will immediately recognize a Druid as something good, and special. This can be as simple as a dog that isn't fond of people warming up to them immediately. But it can also be as deep as a Druid being able to step into a dragon den and the dragon not caring. The chance of a creature, ANY creature, not liking a Druid is virtually impossible.
  • Magical Conduits - When you make a Druid you will automatically have three magical conduits (for free, yes). You will start with: A wand, a staff, and a wooden instrument of your choosing. These are the three most common magical conduits used by Druids. You can refer to the Magic section, under Culture, below for why those three.
  • Animagi - Druids have one of the highest populations of animagi in the world. Because of their nature and animal affinity, they are naturally driven to become Animagus. Druids are exempt from the age restriction and member restriction for Animagi (Meaning you can have Druid animagus under 17, and you can have a Druid animagus even if you already have 2).


On the other end though, they do have some restrictions.

  • Druids can't use/own muggle technology on Hy-Brasil. (Nope, You can't bring tech there.)
  • Druids don't practice any dark art. If you want to make a "Dark Druid" you can, but you will be forfeiting your right to enter Hy-Brasil and other played Druids will probably shun you on sight.
  • Druids, logically, may have other special abilities/demi-human status but we don't approve them often at Alohomora. The general answer to demi-human status (such as part/full vampire, werewolf, etc) will be no (some exceptions may be given though). They can still be paired with special abilities (clairvoyant, legilimens/occlumens) though, except for animal affinity (cause they already have their own version of animal affinity).

LAWS

Druids follow the basic Ministry laws. (example, no magic in front of muggles, don't kill, etc). In addition though, Druids have the authority to govern themselves. They have their own leaders, rules, etc. Ministry Aurors do not have any authority on Hy-Brasil, instead, Druids enforce their own laws, and laws relevant to them from the Ministry. Rarely will the Ministry interfere with Druid business unless absolutely necessary. Some laws that are different/enforced on Hy-Brasil are:

1. Underage Magic: Druid children do not have the trace. Druid children have their own form of schooling. Their schooling in general is rather unconventional for most European Wizardkind. As such, underage Druid children are allowed to use magic.

2. No Non-magical People: Druids are very VERY strict. If you don't have magic, you can't enter Hy-Brasil. Hy-Brasil actually has extremely powerful enchantments that repel non-magical beings. Even animals.

3. No unauthorized visitors: The Druid leaders are very strict on the comings and goings of Hy-Brasil. While residents can come and go as they wish, non residents require special approvals (think of it like a Visa you have to apply for before you enter a country) before they are granted access.

4. No dark arts: The Druids do not, absolutely do NOT, tolerate dark magic of any kind. Even simple jinxes. They do not learn it, they don't allow it on the island from non-residents. No way. They will excuse a few mistakes (with strict punishments, cause kids don't always know better), but if an adult is caught performing dark arts it can result in banishment from Hy-Brasil. (Basically, dark druids can exist, they just better hope they never get caught, or they were banished and cast out of druid society).

CULTURE

Hy-Brasil

Hy-brasil

Hy-Brasil Map

Their island sanctuary is more than just an island. Hy-Brasil is one of a kind. It's an island formed entirely out of magic. Magic is in the air, in the roots, in the very stones and water. If you took a magic sensing device, it would completely overload, unable to handle just how potent the magic is. It's so intense that non-magical life can't even exist (regular animals, plants, even non-magical beings.) on Hy-Brasil. The island itself is like walking into a fairy tale. There are no roads of any kind, instead all the paths are old but well kept cobblestone (though there aren't many paths in general! You'll only see them around homes or in town). The island is almost entirely forest, and there is only one "city" if you can even call it that. The city, known as Bouddica's Grace, acts as the "airport". There is a small port for any ships (this is also where all portkeys to the Island are bound. So when you come to visit, you'll land at the port.), a customs office (basically to ensure you are authorized to come to Hy-Brasil, and a few shops. That's it. No government buildings, nothing. The druids themselves build their homes in the forest. These homes are usually generation homes (several generations of the family living together.) Most of the houses are on their own as well, with only a few druid homes built near another. In essence, they are cottages in the woods, and you gotta really search to find them all if you don't know your way around Hy-Brasil. Druids have built their homes into the environment, so you have a variety on what their homes look like. Some will be like hobbit holes, burried into the earth, or built into huge trees, built in the trees, caves, etc.

Hy-Brasil has one of the most unique magical environments in existence. Because of how magically potent the place is, on top of the barrier that surrounds the island, it's actually entirely non-magic free. The island is absolutely teaming with magical life. You can't walk more then ten steps without spotting a fairy, a niffler, a kneazle, etc. It's even more dramatic then that though. There are a huge variety of even extremely dangerous magical creatures (even a few dragons). It's completely normal for you to find a dragon in your front yard in the morning!

The plant life on Hy-Brasil is quite impressive. Because of how much magic radiates from the land remedies made from Hy-Brasil flora are some of the most powerful in the world. All the trees are of wand quality (so much so that Hy-Brasil has a bit of a bowtruckle infestation problem.). The Druids, in recent years, have been able to make quite a profit exporting their herbal remedies and wood around the world.

Language

Inhabitants of Hy-Brasil speak their own unique language, known as "Brasilic", which is rooted in common Brittonic, an ancient celtic language that many modern celtic languages come from. It resembles modern Welsh and Gaelic (as they share the same roots), but it's developed into a completely independent language over the past 2000 years. They all speak English as well, but you'll rarely hear them speak in English on Hy-Brasil unless a Non-Druid is part of the conversation.

Druids commonly know the languages of other magical beings as well, far more often then other wizards. So don't be surprised if a Druid can speak mermish, or goblin.

The People

Their ancestors have faced extreme hardships. As such, the people of Hy-Brasil are an extremely proud, and resilient people. They do not waver when facing an obstacle. On the other hand though, they do not like change. They are wary of strangers and don't trust non-druids easily. They are very anti-muggle though, and will never welcome a non-magical person into their society.

The Druids hold fast to ancient traditions, and beliefs. They live in total harmony with all life on Hy-Brasil. They have many festivals and feasts to welcome the changing seasons, to celebrate births, marriages, etc. The Druids in general never hesitate to have a feast. They love to gather together and celebrate.

Religion

Druids are very religious/spiritual. They are raised in the Old Faith, in which they believe everything has a spirit. They also believe that death is simply a new journey. It's a time of mourning, but also great rejoicing as you move on to Otherworld (the home of deities and the dead). They also believe that their ancestors can still communicate with them through nature and creatures. As such, they worship the world around them. All of their holidays and festivals are known of their countless offerings to their ancestors and the world they are blessed to live in.

Druids believe in dark gods (or evil spirits). In fact, they greatly fear them, and can be very superstitious. The dark gods are beings of darkness that seek nothing else but destruction. They may refer to negative emotions (such as greed), evil acts (such as murder) as the influence of dark gods. They also believe that the dark arts are the magic of dark gods. As such, Druids have extreme issues when it comes to anything dark arts related. Even dark creatures/beings like Acromantulas (though a few live on their island...), dementors, vampires, etc (Just refer to HERE for tons of magical beings/creatures that are considered dark.) The greatest taboo in their religion is a druid practicing the dark arts. They will banish Druids that do this. Likewise, they have serious issues with non-Druids that cast dark art spells, even just a simple hex. In their religion, the dark arts will corrupt you and bend you to the will of the dark gods.  Druids believe that those corrupted by the dark gods will be eaten by their deities once they reach Otherworld (Basically, when they die, they think the gods will eat you, so your soul won't live in Otherworld).

Genetics

Originally descended from the Celts, the Druids are a genetically and geographically isolated people. While a few outsiders have been welcomed into the Druid community over the millennia, the rates of genetic and phenotypic variation are far lower than those found in other magical and non-magical communities.

Druids resemble their closest relatives (British/Irish/Scotts/Welsh). They are typically pale, with light colored eyes, and have an outrageously high red head population. So high in fact that there are easily more red haired Druids than any other hair color.

In recent years however, there have been converts to the Druid way of life. This has introduced new ethnic diversity to the people, though they are still a minority on Hy-Brasil. This diversity is more common among Druids and their descendants that don't live on Hy-Brasil full time.

Generally speaking, you can be of druid descent but not a practicer of their religion or lifestyle. But, it's been shown that Druid-blood thins out very quickly. Offspring of druids can lose their druid skills (animal and nature affinity) if they are 25% or less druid (so they only retain it if one parent is a druid. They lose it if the grandparent is the full blood druid).

Festivals/Rituals

The Druids love their festivities. They have many holidays. These holidays are all very similar. Dancing, feasting, offerings to nature and their ancestors, etc. To an outsider the festivals may even come across as identical to each other. The have many official festivals, but they will also celebrate any sort of life change. Births, turning 17, marriages, even deaths.

The main festivals the Druids celebrate are: Imbolc (February 2) – Beginning of Spring, Ostara (March 19-22) - Spring Equinox, Beltane (May 1) – Beginning of summer, Litha (June 19-23) – Summer solstice, Lughnasadh (August 1) – Beginning of fall/harvest, Mabon (September 21-24) – Fall Equinox, Samhain (November 1) – Beginning of winter, and Yule (December 20-23) – Winder Solstice

There is one additional holiday, though it’s more of a time of mourning. January is simply known as “The time of Passing”. During this month the Druid people take time to ponder on the trials of their ancestors, mourn their loses, and give thanks for their courage. It is a somber month, in which they do not hold any other celebrations (you can’t even get married in Hy-Brasil in January). This time of mourning is broken on Imbolc. Any events that happen in January that would warrant a celebration (like a birth, coming of age, etc), is held off until February. Many consider January an unlucky month to be born.

February, understandably, is one of their biggest celebration months. While they only have one festival (Imbolc), because they delay all potential festivities from January, the month in general can be jam packed with numerous feasts. Lets just say if you ever want to party hard, visit Hy-Brasil in February because something will literally be going on every single night.

Druids also perform special rituals for things. Such as a birth, they will make an offering to the gods to bless the baby. Same for coming of age (17), death, etc. Druids do perform animal sacrifices during these rituals (much to the Ministry's displeasure).

Magic

The Druid people are, of course, witches and wizards. They can perform all normal magic. They just prefer to practice magic differently. For Druids, they respect and worship magic just like nature. It's as much a part of them as nature is. Because of this, they believe that modern witches and wizards are lazy, and forget how truly beautiful and wonderful magic can be. Druids do use wands, but that's not necessarily their main tool. They use a wide variety of magical conduits. It depends entirely on their purpose. You will almost never see a Druid using a wand when doing potion work. For healing they prefer to use natural remedies found on the island, only resorting to actual magic if it's life threatening. Nature and elemental magic is strongest with a staff, in their opinion. Wandless magic is also very common. In general, you may see wands, but Druids don't limit themselves.

Education

Druids do not attend Hogwarts. Instead, they teach their children in a more "informal" setting. They do have designated teachers, and meet in small groups of similar aged kids, but their schooling is out in the woods, surrounded by nature. They learn magic by experience. They read the stars. They learn the names of creatures, etc. They do NOT teach their children anything non-magical ("what's a computer?")  unless it's a necessity ("That giant thing in the sky is called a Plane."). Most of their non-magical education comes from visitors and their families/friends that spent time off Hy-Brasil.

Druid children aren't behind their Hogwarts educated peers, however. In fact, some say they are well ahead. They begin magical education at the age of five on the island. Druid children do not have the trace, and are free to perform magic before becoming adults. So while their UK peers are learning to read and write, Druid children are already learning their first formal spells.

Druids, understandably, all share a common advanced knowledge of herbology, magical creatures, and herbal remedies. They are surrounded by these three topics from birth, so they are learning all about these topics before they can walk. So, to no surprise, some of the greatest herbologists, potioneers, and magizoologists in the world are Druids.

In recent years, education has been a triggering discussion with Druids. In 2000, Minister Kingsley backed the Department of Education in enforcing education rules and requirements for Druids. As such, they require Druid children to participate in the OWL and NEWT exams at Hogwarts each Spring. While this has been a way for Druid children to get to know other magical kids their age, it thoroughly upset the Druids to be forced to send their children 15-18 year old children to Hogwarts each Spring. They stay in Hogsmeade April and May, and return to Hy-Brasil the beginning of June. Druid children don't take "classes" during this time. They are there only to participate in the exams.

Government

As is explained below, Druids have the ability to enforce their own laws, and Ministry laws, on Hy-Brasil. They even maintain their own government. The leader of the Druids is chosen by the ancestors, known as the "High Druid". The current High Druid is Fae Iona Cloudbreaker. Below the High Druid, is the Druid Council, which is made up of 10 individuals, who are likewise chosen. Druids believe that their ancestors will help guide them, and so each summer, during the festival Litha (Summer Solstice), their leaders will gather and perform fire rituals. They will then release 10 magical fireflies into the festival. Whoever these 10 fireflies land on, are the new Council. Thus the council can change every year. Quite often, the fireflies will land on existing council members. They will rarely land on individuals under the age of 16, though it does happen from time to time(so no big worries of too young council members!). The High Druid is selected only upon death. When a High Druid passes away, the body is cremated, and a Golden Snidget is released into the night. Whoever the Golden Snidget lands on is the next High Druid (this process can take some time. The shortest recorded time for the bird to find a new High Druid was seconds, and the longest was 3 months. At which time, it landed on the crib on a baby born only hours before.) Again, while young selections are rare, it does happen from time to time. Druids don't argue the choices, as they believe the ancestors chose them for a reason.

The High Druid and council create and maintain order. They are in charge of approving visitors to their island, ruling over crimes, etc.

An added layer to this though is how these laws are enforced. Druids have their own appointed officers, which they call "Guardians". Guardians are basically the Aurors of Hy-Brasil. They enforce the will of the High Druid and Druid Council and protect Hy-Brasil. Among the Guardians is the High Guardian, who leads the Guardians as a whole.

The High Druid and Council will appoint a Druid Advisor for the Ministry, as they see fit. This advisor is basically in charge of being the voice of the Druids at the Ministry. They will oversee all Druid to Ministry relations, and ensure the Ministry doesn't try to overstep their bounds. They will also ensure that any important information is relayed back to the High Druid and council. This position was created to satisfy Kingsley's Ministry while he was Minister.

HISTORY

Modern Druids are descendants of druids that escaped the Roman massacre around 60 AD. The Roman Empire had invaded Britannia, and was trying to force the Celtic people into submission. The Romans knew that as long as the Druids were around the Celts would never submit. Druids were religious and spiritual leaders. While many were human, some were, indeed, witches and wizards.

When the Roman Empire attacked the Druids, most were killed and most their ritual/sacred sites destroyed. But, a brave few escaped and went into hiding. These few survivors, through decades of hard work, eventually created a sanctuary where the Romans would never find them. This sanctuary is an island known as Hy-Brasil. There are many legends about the island and it's often called the "phantom island". These stories come the few non-magical adventurers that spotted the island when the enchantments were still weak. Now-a-days, the island is completely iron tight, repelling all non-magical beings.

The Druids have attempts to re-assimilate with other Wizardkind through out history, but all these attempts have failed. They fell prey to numerous, and extremely brutal, witch hunts. The druids, helpful by nature, were not prepared for how brutal humanity could be. Back in ancient times, they were respected members of society. But now? It was an incredibly cruel fate to realize the people you used to love had turned against you. The reaction of other wizard kind only solidified their mistrust of outsiders. Instead of trying to help them this "Ministry of Magic" told them to just go into hiding like they were. The Druids followed the advise, retreating to their island paradise. Thus their distrust of non-magical beings, and even other wizardkind, was solidified.

There have been many conflicts between the Ministry of Magic and Druids over the centuries. By the 1800's, the Ministry and Druids finally entered into a truce. Druids were citizens of the Ministry. They would follow Ministry rules and laws. In return, the Ministry would let Druids govern themselves. In essence, a nation within a nation (There are several examples of this in modern society, if you want to better understand how this sort of relationship functions.). Druids also, somewhat reluctantly, started to permit other wizardkind to visit their own, though they still maintained the right to control their borders. Prior to the 1800's Druids had never permitted non-Druids to set foot on Hy-Brasil. Despite the treaty, Druids still butt heads often with the Ministry, depending on those in authority. For example, the Druids were actually very unhappy with Minister Kingsley as he pushed heavily against their laws and leaders. Kingsley's reign as Minister was widely considered one of inclusion by wizardkind... Unless you talk to a Druid. During Kingsley's time as Minister the Ministry passed a law requiring Druid children to participate in Ministry controlled OWL and NEWT exams. Many felt this was the Ministry's first step in trying to control their children and education. In addition the Ministry attempted to force the trace on Druid children (didn't pass, thankfully, but there were riots.), abolist the Druid's ban on non-magical beings/end the requirements of authorization to enter Hy-Brasil(also didn't pass.), permit Aurors to have authority to enforce the laws on Hy-Brasil (oh yeah, that one almost caused a full on revolt), and tried to regulate what magical creatures could and couldn't be kept on Hy-Brasil (yeah, that caused an uproar not just with Druids but also all magizoologists.). In general, while Kingsley was Minister the Ministry attempted to change a great many Druid laws under the guise of "unifying" the Druids with Ministry society. Unfortunately, this actually made the Druids close their borders to all visitors except a few trusted outsiders (mostly magizoologists that sided with them) from 2000 to 2005. The relationship between the Ministry and Druids has been very strained ever since.

Druids have become quite frustrated with the frequent Minister changes in the last few years. The constant leadership changes has made it difficult for Druids because they're constantly having to educate the new Minister on their customs and laws, and deal with any immediate attempts to change their laws. It's not necessarily the Minister themselves that attempt to pass these changes, but in fact the various departments that  re-attempt to get a change every time a new Minister is elected. (Without fail, the Department of Magical Education tries to pass the trace law every time a new Minister takes office...)

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