Tenets of Taranis
- Like the storm, espouse conflict as needed, striking thunderously
- Showing the Great Wheel
- Dominating the land with fire
- Enduring like the oak
Druids of Taranis
- Special: He is followed by druids. See Part II for Gallic druid options. Otherwise, simply treat them as clerics that abide by these rules.
- Allowed Weapons: Lance, spear, staff, dagger
- Allowed Armor: None
- Symbols: Thunder, Oak, Spoked Wheel, Fire
- Can Turn: Those who refuse to follow a specific one of Taranis's tenets in the correct manner. If not known, there's a 20% chance of it being the case.
- Emphases: Druids of Taranis can opt to emphasize one of his tenets. Those who do so always use that aspect instead whenever it would be determined at random.
- Mysteries of the Storm: Druids of Taranis have the ability to judge whether someone they speak with has failed to show Taranis the proper reverence. To do so, they need make a Wisdom check, and may even judge them to be wanting despite the check failing. His druids can make up to 1 attempt per day per level, though the ones they judge likely won't get any additional chances. Those who have been very disrespectful have a very good chance of experiencing a divine test, carried out by the druid himself.
1. Thunder-Struck: Something must rumble, whether in weather or antagonism amongst men. If not, then the spell won't work, unless a fittingly bent, broken, or decapitated sacrifice is given, as if it had been rumbled itself.
2. The Wheel Turning: How best to know the cycle? Like the sun, until the spell's target makes a full rotation or an actual wheel is visible, the spell will be at just half power. Uncooperative types may need to be brought around.
3. Burn: Whether upon that which is usually flammable or not, there must be a fire present, even represented as intense bodily irritation if nothing else. The magic won't happen until it is, or unless the druid is particularly ablaze.
[1] thunderous, [2] wheellike, [3] fiery, or [4] oaken.

