The Druid is a versatile class, capable in combat and of casting divine spells. They gain divine magic from being at one with nature,
or from one of several patron gods of the wild. Unlike the cleric, druids do not have special powers against undead and cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings. Druids work very well with animals, and can try to improve a wild creature's attitude the same way they would improve an NPC with diplomacy. Druids gain a greater control of their body and at higher levels they can change appearance at will, become immune to natural poisons and even stop aging.
Druids were common among the elves and lizardfolk and among other races and nations worshipers of Aluria were often druids as well. The elven hierarchy was very strict and very contained. Elven druids tended to be the more traditional D&D/Hierarchical druids with one and only one organization. Outside of religious orders of Aluria, gnomes, halflings, and humans often had little to no hierarchy and tended to operate as loners, hermits, tribal shamans, etc who would pass on their knowledge just to chosen successors. The lizardfolk have an ancient but largely defunct relationship with the elves, so their version of Druidism is a little bit of both: small, independent circles of druids tied deeply to certain localities.
Druids are most common on the mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.
Like many other aspects of life on Sidhe-Praxen, the state of Druids and Druidism among the elves is unknown.
Druids and The Alexandrian Church:
The Church views druids skeptically and warily, but does not consider them heterodox or heretical. Druidic rituals and beliefs are a sizable plurality of halfling and wild gnome worship, and at least one of those constituencies the church is interested in chasing. Druidism, then, is sort of grandfathered in as a marginal exception to the Church's otherwise pretty firm and uncompromising hold on divine power. The church and druids don't always even agree on what each other are: some among the Church posit that druids are blessed with Alexandria's grace on account of their passion or love of nature and some druids suggest that they tap into a power deeper and older than Alexandria. Since only one of the two faiths is evangelical, the two blocs aren't really in direct competition with each other.
Druids are generally less interested in ritual and orthodoxy and more interested in ethos and action. It's no coincidence that the Goodly Races that still cling to druidism are the most displaced and vulnerable to nature; they're the ones furthest removed from church reach and infrastructure. Due to the unmistakable and powerful divine magic that druids wield, theological debate about their power and beliefs is infrequent. It's believed that some heresies may have begun with druids or followers of druids, but as they exist mostly outside of civilized society and in small numbers (which are slow to recruit and train new druids) they are not seen as a threat to the Church's power and authority.