Wednesday, October 21, 2026

Druidesses of Sequana, Part II

 Divine Tests
The river courses, but who knows what will happen down by it?

  1-5. Blockages prevent flows. The druidess takes a -1d3 penalty to all her rolls for the next 1d12 hours. She can reduce it sooner by 1 for every person she helps or heals. 

  6-11. While a watery run may be set, one might have to move around obstacles within it. The druidess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d8 to determine what tasks she must engage in to get them back, one after another. Roll 1d8.

   [1] Stand within a river.

   [2] Bathe within a river.
   [3] Provide divination for another. If a spell isn't available, foretell for them more mundanely.
   [4] Heal another's head or torso, or otherwise relieve their 
fear.

   [5] Heal another's arms or hands, or otherwise relieve their anger.

   [6] Heal another's legs, feet, or other lower body parts, or otherwise relieve their sadness.

   [7] Ride upon a boat that's shaped like a duck, or at least make another feel joyful.
   [8] Give an offering, whether food, valuables, a pet, or something well-made in likeness of a body part that needs healing, cast into a river.

  12-17. The closest waterway floods, perhaps filled with too many votive offerings to Sequana. It rises 1' every 1d6 turns, peaking after 4d6 hours. Those who don't reach higher ground in time might be swept away. The waters will recede after 1 day per divine test result over 11 (1-5 days), so one might need to remain on higher ground for a while. Sequana's druidesses will have to use their magical requirements that require touching the river with care (a Dexterity check). And any who might attempt to cross bridges in their chariots should be wary during that time as well. Too much flowing can cause harm, which might lead to even more votive offerings left for Sequana.

   18+ Just where does the current go? Becoming more well-formed and at one with the flow, the druidess gains +1 Charisma with regards to comeliness, as well as now being able to ease the pain of a 1/4 acre of land and/or body of water, a beast, a man, a woman, or child with a touch, reducing any of their penalties and harm by 25%. She may do so up to once per day when standing in a river, plus once more per day for each time she experiences this test, along with another increase in her comeliness. She will be drawn to remain there for 1d3 days per divine test result over 17, and even have a 5% chance per day that she will decide to travel nowhere else from now on. The druidess will thus retire from adventuring and public life, only being with her close family and the waterways, acting as a minor river goddess. Once that happens, she will be able to merge with the current, fully safe and sustained as needed, especially if invaders come calling.

Additional Gallic Divinities
Two already detailed, Epona (link) and Cernunnos (in Volume II), they can be used as is, or adjusted as needed. 

Additional Gallic deities include:
  • Artio: bears, wilderness, hunting
  • Belenus: sun, healing, light, fire
  • Belisama: fire, water, crafts, wisdom- a Gaulish version of Brigid (see Volume II)
  • Borvo, Glanis, and Divona: heat, water, healing springs
  • Camulus: boar, ram, defensive war
  • Grannus: light, healing, thermal springs
  • Lugus: skill, war, harvest, oaths, sovereignty, the harvest- a Gaulish version of Lugh (see Volume II)
  • Nantosuelta: home, prosperity, hearth, nature
  • Nemetona: sacred groves
  • Sucellos: wine, agriculture, prosperity, hammers, the underworld
Until they can be detailed more thoroughly, substitute the concepts of the Gallic deities above with another god or goddess that is described in this series, keeping the latter's framework, but altering the details.

For example, while a magical side-effect for Sequana might call for a river, healing, or ducks, the magic of Belisama could call for fire, water, crafts, or wisdom instead. Use them in lieu of the others.

Long-Term Healing

Using a Cure Blindness, Cure Disease, or similar spell is a wonderfully convenient way to remove much of life's ills. For those seeking a more gritty, realistic approach, such magic may end up being not always as effective, and thereby require care over multiple sessions. Depending on the one administering it, such events need not be unpleasant, though they might be expensive. Still, the proper druidess can make even that concern drift away. See also Part III for whom her other patients might be.

In addition to magical side-effects, a druidess of Sequana (or any other healing deity) can use the following guidelines.
  • The base chance of a healing spell working for the next 1d12 days is 10% per the druidess's level.
    That particular affliction or injury may return though after that time.
  • The base chance of a healing spell working indefinitely is 5% per the druidess's level.
    That particular affliction or injury will not return- it is cured. The patient may still be afflicted by another exposure or injury of the same type though.
  • Using only herbs, meditation, and/or other mundane methods, rather than spells, reduces the chances of temporary and permanent healing to 2% and 1% per level respectively.
  • 20% chance of the patient feeling worse the next day, suffering double any penalties he would have had if he had not been healed, but then can recover within 1d12 hours once the purgative effect transpires.
  • The chances of the patient being disturbed over the costs: 75% minus (the druidess's level x 5).
For example, a 5th level druidess of Sequana attempts Cure Disease on her patient. In addition to any magical side-effects, the spell has a base 50% chance of removing it for at least the next 1d12 days, 25% chance permanently. The patient might still contract it again on a separate occasion though. In any case, the patient has a 50% chance of getting bothered over how much of an offering the druidess might require for her services. All these results can be modified below, especially if the druidess is quite nice to be around.

Modifiers:
  • +10% per each session attempted after the first (up to 1 per every 1d6 days)
  • The druidess's reaction adjustment bonus for having a high Charisma (e.g. +25% if her Charisma is 16)
  • +5% if done near a river, +5% if water that is less than 4d6 hours removed from a river is used at an inland location, or +10% if done in or on a river- all doubled if it involves the actual river that is named for the goddess
  • +5% if the patient weeps- most heroic Gauls would not do so in public
  • +5% if the druidess offers helpful dietary advice and the patient abides by it
  • +20% if done in a duck-shaped vessel
  • +25% if the ailment had already been resolved for 1d12 days, but has somehow returned (per the differences in the 10% vs. 5% chances per level, above)
Continuing the example, if this was her second session working on the same patient for the same illness (+10%), and if she was able to apply some river water that was still fresh less than 8 hours later (+5%), then her chances would increase to 65% and 40% respectively. And since druidesses are often quite eye-catching, her chances would likely be even higher.


Next week: Sequana spells, her folk variations, and an encounter.