Wednesday, April 15, 2026

Priestesses of Saule, Part II

Divine Tests
The sun may be reflected in things, but not always pleasantly.

  1-6What must be done? The priestess suffers a -1d4 penalty to her rolls for the next 1d12 hours unless she is engaged in some activity that's generally related to one of her emphasis approach divine test requirements (see below), whether it's fulfilled or not. Afterwards, she can do other things without such disadvantage.

  • For example, an animist priestess of Saule may take a -2 penalty for the next 8 hours when she's not attempting to commune with the spirits, seeking a new sacred grove, in a new, sunny place, or while facing a certain direction.

  7-11: The sun sets and the priestess loses access to some of her spells and/or turn ability (a 50% chance for each one) until she does something notable to regain them individually. She must complete one of her matching emphasis approach divine test requirements fully (see below), for they are more difficult for her to achieve than her usual magic or lesser tests, and must be specifically accomplished.

  • If the priestess focused on paganism, then she might have to acquire a valued ritual tool, bring 2 pairs of fighting lovers together (and stay together), care for 4 very sick tribe members, and cheer up 2 morose ones so she can turn and use 3 of her spells again.

  12-17: Alas, the priestess may have spent too much time in the sun. She is changed for the next 1d12 days, becoming more obviously animist-, pagan-, or folk magic-changed. As a result, three of her ability scores are reduced by 1d3, one is improved by 1d3, and the test will be obvious to others. What is more, her power also waxes and wanes meanwhile depending on the time of day and year, gaining a bonus or penalty to all her rolls while this test is in effect: -1 at night, +1 around midday, -1 when overcast, +1 when clear above, -1 if in winter, +1 if in summer.

  • For a folk magic priestess, she might become more sparkling, losing 2 Intelligence, 1 Wisdom, and 3 Dexterity, but gain 2 Constitution, being represented by having bits of gold, amber, and fire in her body. Only the most dedicated to such sunny things would appreciate it. Her power would vary with the intensity of the sun as well, enjoying as much as +3 to her rolls during midday, with the sun high and clear in summer, down to -3 if in the dark of winter with not a star in sight- all for the next 4 days.

   18+ The moon turns upon the priestess, lasting for 1d3 days per divine test result over 17. What occurs depends on her emphasis approach. And for every divine test result over 18, increase the listed penalties by 1. For repeated instances of this test, other forces and cults may turn upon her too, adjusting what occurs as well. As for her part, the solar light may shine brighter, and may burn too- all cremated equally.
      Animist - Some spirits become hostile to the priestess, causing her a 50% chance of suffering a -1d3 penalty to all rolls upon entering and remaining in a place, -3d3 if the moon is visible.
      Paganism - She comes into conflict with the cult of Meness. Normally amicable, the moon god's faithful and priests now will be hostile, working against her interests in rival ways, with a -1d3 penalty to interactive rolls at least. The pagan priestess will also suffer a -1d3 penalty to her spell rolls while it lasts. Both are tripled when one can see the moon.
      Folk Magic - Upheaval, the priestess or one of her tribe members undergo social woes. Though some might blame Ragana (detailed in a few weeks), it could be that simple lunacy is what is ascendant. Consequently, all in the tribe will be prone to deep bereavement and horrid quarreling, having to save vs. death/ make a Will save DC 10 to avoid doing so, with the save DC increasing by 6 if the moon is in view.

  • A folk magic priestess experiencing a divine test result of 20 would have to endure unpleasant drama in her village for 6 days, with heated debates only being stopped with saves with a -2 penalty, -6 more if the moon looms overhead. If this test happened again, a Warrior Cult of the Black Sword (detailed in the next series in the near future) might be in the area, causing similar tumult, even if they choose not to start slaying everyone yet.


Emphasis Approach Divine Test Requirements
  I. Attune with the Sun (Animism)
     Make a Charisma check with a -5 penalty* to negotiate with challenging local spirits while attuning at a new sacred grove (alka) or (roll d4)...
      1. In a new place, but familiar land under the sun, at a certain time of day: dawn, noon, or dusk.
      2In a new place, but familiar land under the sun, while facing a certain direction.
      3In an unfamiliar land under the sun, while facing a certain direction.
      4In an unfamiliar land under the sun, at a certain time of day: dawn, noon, or dusk.
   *Animists can add their level to their roll. If they fail, they may retry the following hour.

  II. Espouse Sunny Ways (Paganism)
    Support more intense solar philosophy by (roll 1d4)...
      1. Using a horse, chariot, hammer, or large disc symbol that's well-gilded or even made of gold (hard to come by), by dancing in a dark realm, or visiting a new sacred grove (alka)- determined at random each time this result is rolled.
      2Get 1d3 Baltic couples or those of similar folk who are at odds to reconcile, unless one of those are moon types that have been infidelitous.
      3Providing comfort, help, and health to 2d3 very ill Balts or similar others (1d3 if they're orphans).
      4Spread light, love, or clarity to 2d3 morose, heartbroken, or deluded ones.
   
 III. Draw Upon Sunny Things (Folk Magic)
   Acquire very special sunny components, such as a (roll 1d4)...
      1. Group of at least 2d3 other Baltic or similar folk that's around that aren't usually sunny, but have been made to be so recently.
      2. Gold, amber, or other sunny, valuable substance, in a quantity equaling at least 1d4 x100 gps- to then be expended.
      3. A unique flower, wheel, woven thing, ribbon, honey, small token, or fire- that has a notably sunny origin or history.
      4. Otherwise unknown tale, saying, or song- determined at random each time this result is rolled.

Baltic Counterparts of Proto Indo-European Divinities
Great deities amongst the Balts, they can be used as is or be modified to match the guidelines of other Baltic deities in this series, applying their emphases to animist, pagan, and folk magic approaches like that of the other gods and goddesses.

   Deivas: like Dyeus Phater (link), though taking a less active role in mortal affairs.

   Žemyna (Lithuanian) or Zemes Māte (Latvian): akin to Dheghom Mehter (link), but having more to do with agriculture, thanks to the Balts being more settled.

   Perkūnas: like Perkwunos (link), though assuming a more prominent role and dealing with the chaotic, but somewhat less nefarious Velnias rather than the abominable NgWhi.

   Aušrinė (Lithuanian) and Auseklis (Latvian) (link): very similar to Hewsos, she emphasizes yet more harmony and love.


Folk Variations
Saule herself has some sisters amongst related peoples. As a result, the guidelines, magical side-effects, divine tests, and spells of them can be traded with hers. 

  • Aine: Gaelic, associated with sovereignty too.
  • Sól / Sunna / Sunne: Norse / Germanic, also chased by the wolf Sköll.
  • Sulis: Celtic, she includes much of healing waters as well.
For example, a priestess of Aine could swap the allowed weapons and some spells with those of Saule, and vice versa.

Next week: spells of Saule and a Saule encounter
 RPG srd Old School 1st ed AD&D Sun Goddess Baltic Cleric Domains Priest Spheres PDF