Wednesday, October 30, 2019

Druids

Just in time for Halloween, here's an article that presents Druids for use in Savage Worlds adventures and campaigns. 

-Nate



Background
Centuries ago, before the soldiers of the Roman Empire or the idea of Christianity had touched the British Isles, there flourished in that isolated region a religion that revered the forces of nature and called on them to provide food for the people and strength in battle. While they did not leaving behind much in the way of written doctrine, what is known about their ways was reported by Roman soldiers who visited the area. They were regarded as being the holy ministers to a savage people, especially when it came to their practice of human sacrifice (see below).


Druidism
Edge: Arcane Background (Druidism)
Requirements: Wild Card, Novice, Druidism d6+, Spirit d6+.
Arcane Skill: Druidism (Spirit).
Power Points: 10
Starting Powers: 2
Backlash: When a druid rolls a critical failure, double 1s, on his Druidism roll, he is automatically Shaken. This can cause a wound if he is already Shaken.
Trappings: Powers used by druids are invoked through ritualistic chanting and the brandishing of some natural talisman, often a sprig from a sacred tree.
Available Powers: Beast Friend, Boost/Lower Trait, Deflection, Dispel, Divination, Elemental Manipulation, Entangle, Environmental Protection, Protection, Smite, Warrior's Gift.




Druid Archetypes
Presented here are stats for typical practitioners of this faith.

Aspirant (Novice)
Those individuals who show some affinity for the ways of the Druids must seek out an existing member, demonstrate one's potential, and then seek further instruction.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Druidism d8, Fighting d6, Healing d8, Notice d4, Persuasion d4, Stealth d4, Survival d8
Pace: 6”, Parry: 5, Toughness: 6
Edges: Arcane Background (Druidism), Beast Bond
Hindrances: All Thumbs
Special Abilities
  • Powers: Beast Friend, Environmental Protection; Power Points: 10
Gear: Clothing, silver sickle (Damage Str + d6), sacred sprig.

Initiate (Seasoned)
Those who learn well from tutelage become assistants to the druids who lead their independent faith communities.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Druidism d10, Fighting d6, Healing d8, Notice d4, Persuasion d4, Stealth d4, Survival d8
Pace: 6”, Parry: 5, Toughness: 6
Edges: Arcane Background (Druidism), Beast Bond, Beast Master, New Power, Power Points; Power Points: 15
Hindrances: All Thumbs
Special Abilities
  • Powers: Beast Friend, Boost/Lower Trait, Divination, Environmental Protection
Gear: Clothing, silver sickle (Damage Str + d6), sacred sprig.

Druid (Veteran)
Once they've proven themselves, full druids eventually set out to become leaders of their own new faith communities.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Druidism d12, Fighting d6, Healing d8, Notice d4, Persuasion d4, Stealth d4, Survival d8
Pace: 6”, Parry: 5, Toughness: 6
Edges: Arcane Background (Druidism), Beast Bond, Beast Master, Channeling, New Power x2, Power Points x2, Woodsman
Hindrances: All Thumbs
Special Abilities
  • Powers: Beast Friend, Boost/Lower Trait, Deflection, Dispel, Divination, Entangle, Environmental Protection, Smite; Power Points: 20
Gear: Clothing, silver sickle (Damage Str + d6), sacred sprig.

Archdruid
The leader of all the druids in a particular region is this powerful individual. Each Archdruid can choose to retire from active leadership, becoming part of the group known as Hierophants (see below).
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Druidism d12+1, Fighting d6, Healing d8, Notice d4, Persuasion d4, Stealth d4, Survival d8
Pace: 6”, Parry: 5, Toughness: 6
Edges: Arcane Background (Druidism), Beast Bond, Beast Master, Channeling, New Power x3, Power Points x3, Power Surge,Woodsman
Hindrances: All Thumbs
Special Abilities
  • Powers: Beast Friend, Boost/Lower Trait, Deflection, Dispel, Divination, Environmental Protection, Protection, Smite; Power Points: 25
Gear: Clothing, silver sickle (Damage Str + d6), sacred sprig.

Hierophant
Those Archdruids who have served their time as leaders in their regions can give up the mantle of power and choose to serve on this shadowy council, which provides guidance to the other Druids in times of need.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Druidism d12+2, Fighting d6, Healing d8, Notice d4, Persuasion d4, Stealth d4, Survival d8
Pace: 6”, Parry: 5, Toughness: 6
Edges: Arcane Background (Druidism), Beast Bond, Beast Master, Channeling, New Power x4, Power Points x4, Power Surge,Soul Drain, Woodsman
Hindrances: All Thumbs
Special Abilities
  • Powers: Beast Friend, Boost/Lower Trait, Deflection, Dispel, Divination, Entangle, Environmental Protection, Protection, Smite, Warrior's Gift; Power Points: 20
Gear: Clothing, silver sickle (Damage Str + d6), sacred sprig.




Ogham
While the Druids were not known to have kept records in book form, it is believed that they sometimes did use marks engraved on sticks to communicate—the language known as Ogham. This had the advantage of using materials that were readily available, even in a wild setting, and they could be destroyed without attracting much suspicion by simply casting them into the fire.


 


Burial Mounds
Important places of worship for the Druids were those locations where they buried their dead. A famous example of this is Newgrange, which hearkens back to the Stone Age. It consists of a long entrance tunnel with a low ceiling that leads to three interior chambers, each of which functioned as a tomb or ossuary. Some legends maintain that burial mounds such as this could be gateways between this world and whatever lies beyond it.




Plot Hooks
Suggested here are a few of the ways in which Druids can be involved in Savage Worlds adventures and campaigns.
  • Given their long conflict with the various denominations of Christianity, Druids tend to keep their activities secret.
  • Common places of worship for them are rings of standing stones and burial mounds.
  • The wave of migration that occurred in the United States after the Civil War, combined with the settlement of the vast western frontier, provided many opportunities for Druids to create new communities.
  • Given their reverence for nature and ability to influence animals, this made these newcomers ideally suited to the professions of farming and ranching.
  • For the Druids the two main holidays are Samhain, which marks the transition into winter, and Beltain, which is observed as spring is leading back into summer. These have been co-opted by the Christian traditions of All Hallows' Eve/All Saints' Day and May Day.
  • It has frequently been claimed that the Druids practiced blood sacrifice in order to appease the forces of nature, thereby gaining fertility for the livestock and crops as well as strength for the warriors who protected them.
  • Indeed, no less than Julius Caesar himself described how they sometimes built human-shaped structures out of wicker-like material, which they then filled with human victims and then burned in colossal, fiery sacrifices.



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