All right, I was thinking, and thought 'Wouldn't it be nice if Team Druid had a weird form of the standing army and economy to back it?', and I toyed around with the concept for a while.
The purpose of the group is to give Nature a say, in both civilian and military terms. So I thought the group would start out with a druid thinking that it's time to organize the Underdark's druids, nature-loving rangers, and the others of the wilds into a force able to project nature's will.
The group would probably be made up mostly of Barbarians, Druids, Clerics (Nautre-Deities only), Rangers, and possibly nature-oriented fighters and rogues (for example, a tribesman who focused less on using primal instinct and more training, or a rogue who is just a stealthy guy in general or some form of rogue that's decent for nature). Arcane users, especially wizards, would find little welcome, but sorcorers or bards may, not sure yet if they'd be considered 'natural' enough.
But the basics of the group:
Civil part: Made up mostly of those willing to do diplomacy and tending to the feilds:
Archdruid: The leader obviously, the choice being done based off of experiance.
Feild Tender: The duty of this group is akin to a farmer.
Rothe Tender: Akin to a herder in duty and sense
Deceased Tender: Hey, someone's gotta deal with all the bodies laying around after the battles, I doubt druids like the idea of corpses rotting to no productive end, the duty would probably include burning corpses, maybe even fertilizer if the group is morbid enough (they say blood makes the grass grow . . .)
Trader of Nature: Chances are we'll need gold to negoiate with city groups, right? So this duty is that of a merchent, probably quarter-master as well.
Nature's Scribe: Deals with Records and the like, even druids should understand the values of lessons (maybe give the barbarian members some literacy training, :P ), sort of like the Clerk's in the Town Hall.
Then there's more Milliant parts, as the society the nature folk may build will obviously have to defend itself.
Nature's General: The leader of the military portion, basically the equivelent of the Sherrif in the Watch or the Warden of the Greycloaks.
Nature's Champion(s): The best of the best of the wilds fighting men, akin to the Watch's Lieutenants.
Nature's Guardians: Akin to Sergeants, mostly combat oriented and leadership of groups.
Nature's Guards (Initiate and Adept): The basic ranks, from guard duty to fighting battles, akin to Watch Privates and Corperals.
Then there's crossed Civil and Military roles:
Nature's Explorer: The duty of the explorer is to explore. Making maps, teaching others the lay of the land, and finding threats to Nature's Balance.
Nature's Tender: A cross of combat and civil, from farming to protecting Rothe.
Nature's Teacher: The duty of teaching both groups the skills needed for the enviorment, and loremaster, so expect sparring, some questing for druidic items, holding training etc.
The base itself would probably be the Shifting Caverns initially, but if a better place is found, that'd be welcome.
If this group ever forms, expect forms of PvP combat against various groups, from rothe killers to Spellguard Agents, as well as PvE combat from local critters to NPC bandits and such, and of course, DM Events.
I guess it's sort of a neo-mycropolis, but I doubt we'll see it being Canal based. If enough people bite, I'll start it off, I doubt we'll get a prelude, so I won't plan for any such things unless we truely are lucky (Though I personally don't see the need of preludes for this group, worse comes worse it starts off as a fragile alliance of nature).
So, questions, comments, concerns, post them here and I'll listen, if your intrested PM me.
I plan on putting a lot of energy into this personally if people are intrested, if not, no worries, just take the time to consider, maybe offer some advice.
Edit: The alignments would need to have some form of nuteral, but we won't have Paladins or (unlikely) Blackguards, so we have little way of telling (IE: NG, Tn, LN, NE, and CN)