Wednesday, September 30, 2026

Druids of Taranis, Part II

Divine Tests
What the thunder brings might not always be just fertile rain.

  1-5. With a great reverberation, the druid takes a -1d3 penalty to all his rolls for the next 1d12 hours, stunned by Taranis's potency. He can perform one of the methods below to end it immediately, whether a deed, a sacrifice, or a high sacrifice, though the god's point has been made, and can lead to a clearing or rain, out of the sky.

  6-11. As storms can cover for a time, so they can knock out magical power too. The druid experiences a loss of spells he has available (50% chance for each one), possibly including his turn ability. Roll 1d8 to determine what deeds he must perform for each one to get them back. 

   [1] View a thunderstorm, even if seen from afar.
   [2] Ride upon a chariot. If not available, then look upon a different spoked wheel. 
   [3] Touch an oak tree that he hasn't touched before.
   [4] Come upon a fire
already burning.

   [5] Sit in judgement of someone.
   [6] See how Taranis wishes him to deal with a conflict, whether by 
cutting off ties or simply cutting off a head.

   [7-8] Make a minor sacrifice, such as wheels (even miniature ones), or bent and broken weapons.


  
12-17. A great tempest erupts within the next 1d6 turns, potentially causing much peril, lasting for the next 3d6 turns. It will be 1/4 mile in diameter per divine test result over 11. Whether it is actual weather or instead a strange rise in hostilities (an equal chance of either), it can be stopped immediately via the sacrifice of a large beast, evil folk, or a criminal, with their head then removed and properly embalmed of course. If not stopped, roll 1d6 each turn to see how those caught up in it, and whom don't have adequate shelter, are affected.
   [1-2] Weather: Ominous thunder. Those outdoors or without shelter are encouraged to find cover.
   Hostilities: Outraged by an overreach. Those lacking power or without allies are encouraged to find cover of their own.

   [3] Weather: With a downpour, become very wet, possibly even soaked. Travel is reduced by 2d4 x10%, all rolls reduced by -1d6 until dried off. 
   Hostilities: In a deluge, be accused or admonished, taking -1d6 to all rolls, within what some might call a 'hostile environment'.

   [4] Weather: Streams and brief rivers arise, leading to elements of one of Sequana's tests (detailed in a few weeks). Those who can't swim or move to higher ground will be swept away within 1d12 rounds, "the clarion of kingdoms doomed and drowned".
   Hostilities: Groups aggregate, causing those affected to be singled out, taking -2d6 to all rolls, as well as -1d3 to saves. The feeling can become akin to dooming and drowning, and can thus also be swept away.

   [5] Weather: High winds make travel impossible. There's a 25% chance of being hit by blowing or falling debris for 3d6 damage. Light structures will be toppled.
   Hostilities: The intensity makes action impossible. There's a 25% chance of being hit by a hostile group of individuals for 3d6 damage. Light mental positions will be overturned.

   [6] Weather; A thunderbolt strikes, causing 6d6 damage to all within the 1d12 x 5' area.
   Hostilities: A ruthless melee erupts, causing all within 1d12 x 5' to take 2d6 damage for the next 1d4 rounds.

  • For example, in an actual storm, one might experience getting soaked one turn, then be stuck by high winds another, hoping to avoid getting hit by lightning. Hostilities follow a similar, albeit more symbolic, pattern. Whatever happens, the insightful may realize that the god of thunder and clash can show that what's aware of these things is unaffected- the sky just is.

   18+ A calamity will befall the land within the next 1d6 days unless a high sacrifice is made, affecting a 1-mile radius per divine test result over 17. At least 2d6 criminals and/or evil folk per divine test result over 17 must be burned, preferably in a large wicker man or men (with 1d4 individuals fitting inside each), and then set alight. Volunteers will do if not enough wicked ones are available. Each has a base 5% chance of escaping the inferno and potentially ruining the sacrifice. Calamities to prevent include (roll 1d4):
   [1] 
Plague
   [2] Famine
   [3] Invasion
   [4] Death (of the druid!) 

What is more, the wicker man has a base 25% chance, plus 5% per divine test result over 18, of animating too, as some sort of blazing, screaming colossus (see Part III for stats).

Gallic Druids
Moreso judges, natural philosophers, and diviners, Gallic druids often serve all of the Gallic divinities, lending their more generalized, polytheistic approach rather than what is specific to a deity, or focusing on plants, animals, and the wilderness. Treat them as other druids in this series, but their guidelines, mysteries, magic side-effects, and/or spells can be used instead of those listed for particular gods and goddesses.

Unwritten Wisdom: Like all druids in Gaul, Gallic druids will not keep or use written records, including scrolls. Still, their prodigious memories and oral tradition allow them to emphasize the importance of metempsychosis (the transmigration of the soul), the tripartite worlds (Albios, Bitus, Dumnos), obeying the gods, and the deep animism of the land, sky, and waters, as well as those who dwell within them, whether mortal or not. 

Unarmed, Unarmored, Unnecessary: Apart from a trusty staff, they bear no weapons, even if they carry functional and ceremonial daggers and sickles. They also wear no armor, not being meant for battle, it is fitting.

Mysteries of the Gallic Druids: Up to once per day per level, they can gain a +4 bonus to a roll made to judge a Gaul, relate natural philosophy, or discern the significance of astral, natural, and visceral phenomena, thanks to their unwritten wisdom. What is more, they are given very high status in Gallic society, much as other druids are, taming the people. Still, they must abide by the highly structured nature of their order themselves.


Gallic Druidry Side-Effects
The Gauls require guidance and alignment with the gods. Roll 1d12 whenever a Gallic druid casts a spell.

1. A Sacrifice: Properly made, one must be given to the gods in order for the magic to work, something that matches the nature of the spell, taking 1d3-1 (0-2) rounds to accomplish. Something is given so that something is given in return.

2. Caste of Judges: The spell will only benefit those who are fulfilling their roles, supporting their family, tribe, or the greater Gauls with their actions, or at least have been doing so within the last 4d6 hours.

3. Natural Philosophy: What is its meaning? If the druid (or his player) can explain how the spell would be appropriate for the particular situation, using the proper herbs, wildlife, weather, landscape, astronomy, and/or spirits, then it will work. If not, it will be only at 50% its usual intensity.

4. Divination for the Spell: As long as the stars align, entrails indicate, clouds drift, or ogham lands correctly, (a base 66% chance, improved to 100% if the Gallic druid uses his mystery), the magic will work right away. If not, then it will take 1d12 rounds to come to pass, which the divination itself might foretell.

5-8. Standard Magic: The magic works without side-effect this time.

10. Gallic Druidry I: Whether with a (roll 1d4) [1] sacrifice, [2] judgement, [3] philosophy, or [4] by means of divination, the druid can gain a 50% bonus to the spell's effect, range, or duration. Which one is needed this time is determined at random.

11. Gallic Druidry II: As above, but which approach is used is the druid's choice. The magic's effect, range, or duration can even be doubled if he still allows for what specific one it is to be chosen at random.

12. Gallic Druidry III: The spell's effect, range, or duration is doubled, and is not expended- it is reborn so that it can be cast again that day. The Gallic druid can also bestow the blessing of one Gallic divinity, just as one of their dedicated druids can with a magical side-effect result of 12. Determine which one it is at random each time this result occurs.


Gallic Druid Spells & Tests
Since they draw spells from all the Gallic deities, roll each day to determine which god or goddess's list they can access. For example, one day a Gallic druid might be able to cast spells from Taranis's list, the next, Sequana's.

Which one they can cast spells from will determine which table they roll on when experiencing a divine test. Being able to cast spells from Esus's list would require rolling on that deity's table too if needed, for instance.


Next week: spells of Taranis, Folk Variations, and a Taranis encounter.