Animists are unique characters in that they, of all guilds, shun violence utterly. They regard it as neither a means to an end, nor as a necessary evil in counteracting the forces of chaos. Animists are pacifists who will heal the needy (whether the needy be good, or bad). They will attempt to diffuse wars and act as diplomats between quarrelling parties. The Animists, like the Thieves, enjoy long periods in Avalon history as a single guild encompassing the entire profession. Their exact whereabouts is uncertain, but the centre of their power is said to emanate from the northern greenwood forest, deep in the domain of the god of life. Traditionally the animists have attracted those fearful of battle, those against violence and those wishing to heal rather than harm. Animists are skilled in the arts of the spirits, in healing and herbalism, and in the naturalism of the woodland. They are one of the oldest and most respected guilds in Avalon.
In more recent times the Guild of Druids opened its doors and under the fledgling leadership of Lamothe grew quickly into a definitive and seemingly permanent offshoot of the mother guild. It is seldom in the history of the land that a guild borne of an older institution endures beyond the ephemeral interest of some founding individuals but the Druids has much promise to buck this trend. It is based in the western forests, by the ocean and in the shadow of Gaurthang fortress. Its tenets are similar to the Animists, its role in the land likewise one of altruism and aid, renowned as suppliers of equipment, shelter and advice for the young. Again, like the animists, they are strongly tied to forest lore and a love for the natural world.