Archdruid

The tile of Archdruid was bestowed upon certain powerful druids that took on additional responsibilities within their given druidic circle.

"Even in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature...we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it."

- The archdruid Safhran.

Activities
Archdruids were different in that they strived to maintain the balance of nature with regards to the moral and ethical perspectives of others. They spent much of their time traveling across their lands, to fully understand the creatures, people, and magical power that resided within. They did not often socialize or work with residents of towns and cities unless their domain came under threat.

Each druidic circle could only maintain three separate archdruids. Such was the case in the Cloak Wood forest circa the mid–14 century DR.

Powers
They were exceptionally powerful shapeshifters and could take on the form of powerful beasts or elementals numerous, or even unlimited times each day.

Relationships
Archdruids were considered higher-ranking than other druids, but not held in as high esteem as great druids.

Notable Archdruids

 * Arundel, village leader of Kuldahar.
 * Halsin, the head of the Emerald Grove on the Sword Coast.
 * Wyllow, a moon elf that was manipulated into becoming master of her own domain within Undermountain.
 * X'ahni'din the Weaver, a drow merchant of the Wandering Emporium.