It's been a hot minute since we've dug deep into AD&D1e, but Jon's recent streams got me going again.
Certain classes, as I mentioned in past inquiries, have elements to them that are not appreciated or even noticed but nonetheless. The sub-classes in particular have things like institutional organization baked directly into their rules for advancement at high level.
Let's take a look at them, starting with the Druid.
A Well Ordered Neutrality
Page 21 of the Player's Handbook lays out the organization for Druidry.
The Great Druid (L14) is the supreme power and authority of the faith in a given region. He is attended by nine Initiates of the 9th Circle (L11).
Below him are three Archdruids (L13). Each of them has three attendants, Initiates of either the 6th (L8), 7th (L9), or 8th (L10) Circle; which Circle the attendents come from is determined by seniority.
Below them are nine Druids (L12). Each of them has three attendents, Initiates of the 1st (L3) to 5th (L7) Circle, again determined by seniority.
This is in addition to any Henchmen or Hirelings of either the Name Level Druids or those of their attendents. Furthermore, one can presume some degree of positive relations between the priests of Druidry and those who are trained by them are not of their order (Rangers and Bards).
This means that we have a Minimum Viable Organization. While there can be more Initiates (as well as Aspirants (L1) and Ovates (L2)) than described above, these are the minimum necessary for Druidry to have a functional institution within a given region. That's 45 Initiates and 13 Druids, for a minimum number of 58 personnel. We can build out from there as required.
Where Your Man Fits In The Pecking Order
This is a religious organization that is as much modelled on wolves as on men, especially given the requirement to win at ritual single combat to advance past 11th level. As there can be far more Initiates than the initial 45, it can be presumed that Initiates greater than this are rotated in and out of attending directly to a Druid. It can also be presumed that "attending to a Druid" may also count as seeking a Tutor for Training purposes.
Your man, if he is of this class, is part of a well-organized sect or cult. He can expect to be dispatched by his superiors from time to time, and as Druidry adheres to Authority Equals Asskicking it is unwise to disobey when ordered. Your man is part of a classic Mystery Cult, and leveling up involves confronting those mysteries and mastering the wisdom to be found therein.
You can also infer that a region dominated by Druidry is going to show that domination in how the denizens behave, what is built (as well as how and why), and what is done in that area.
You can also see how badly Halflings get shafted due to their NPC-only access and the low level limit (L6) therein; Halfing Druids are Affirmative Action hires tolerated due to using them as easy liasons to Halfling communities. Half-Elves, on the other hand, thrive in Druidry (Unlimited) and have a means to one-up their Elf relations in being part of the natural world.
No other race in the PHB is allowed to be Druids.
Therefore you can presume that your man isn't going to be as autonomous as a Cleric, and definitely not as much as a Thief, Magic-User or Illusionist. Only Bards, Assassins, and Monks are as constrained and ordered as Druids; even Paladins and Rangers have greater organizational and individual autonomy. (Meanwhile, Fighter are going "What are you talking about?")
How This Plays Out
On the other hand, there is a difference in constraint over what to do vs. how to do it- and Druidry implies that it leaves the latter open to significant discretion, a pragmiatic streak that manifests on a regular basis. So long as the tenets of the faith are maintained, and the objectives are achieved, how it is done is open to interpretation. Therefore, while your place in the pack may be sticky you can--and with hard work, will--improve until you reach the upper ranks.
How you do what the seniors tell you to do is yours to figure out and advancement into the upper ranks is not impossible- but you are going to earn every step along the way and prove your ongoing worth by defending what you hold. This is very much a case of there being Bold Druids and Old Druids, but never any Bold, Old Druids. This class has its high Ability Score requirements for a reason; you need them to survive and thrive- and thanks to what high-level spells and shapeshifting allows, those Druids that take and hold the senior ranks tend to die of absolute old age more often than not.
Oh, and I recommend making nice with the Rangers as well as mentoring anyone that could make it as a Bard. Druids, moreso than many, are in a position to play the Long Game in a manner that only Elves are otherwise able to do. That young man you mentor today could become King a generation from now, especially if you put a suitable mate in his hands for doing as you guided him to do.
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