Druidry (Celtic Tradition) (Magic Vegas)

This describes a Tradition of Magic Vegas
v60e Chapter 3 continued
==Views==
Once practiced from Turkey to Spain and England, the magical tradition of central Europe left little record of itself, perhaps on purpose. The paucity of attestation about Celtic religion, with most coming from biased Romans instead of Celts themselves, yields both challenge and opportunity when designing a tradition. Irish and Welsh tales present their characters more as heroes and magicians than gods, but even if they aren’t path gods, they attest to what sort of magic the paths comprise. Toutates is a title, not a name, referring to tribal protector/progenitor gods such as Esus, so these are Patrons instead of path gods. Taranis is the god of lightning and thunder (represented by a wheel), sometimes depicted as riding a horse to trample a dragon. Defeating the dragon is a classic symbol of bringing order from chaos, and it proves his battle prowess too. Lugh and his consort Rosmerta are the gods of craft, merchants, travel, and abundance. The deity of healing has many names, always associated with a well, spring, or lake, sometimes as a divine couple instead of an individual god. Given the importance of horses, Epona isn’t the ruler of the gods but rather the goddess of rulers, who in Celtic culture could not persist in leadership if their wives were unsatisfied. The Morrigan is a triune goddess from the Irish stories who seems more godlike than the other characters by her manipulation of them to instigate war, and she’s the closest thing to evil among the path gods, a tester by kindliest interpretation.
The portfolio of the horned god isn’t clear from attestation, except for his association with the forest and its creatures. Even his name is dubious, for although the Celts learned literacy from the Romans, druids refused to record their lore in the foreign way. That makes the path of Cernunnos a good place to indulge creative license. 
Sucellus is the god of agriculture and brewing spirits and might also be the “green man” of the forest, but his consort’s portfolio is a little less clear beyond her association with beehives, ravens, and fertility, but it could include Earth. Celtic mythology attests only one Otherworld, idyllic and bountiful, sometimes called Arcadia or just “the Otherworld” because there’s only one, but sometimes subdivided into Upper and Lower. That makes sense for a world with Walk Through Earth ever in effect. Though unattested except perhaps as Avalon, the world of Sirona is also habitable (if a bit disconcerting), and the Summer and Winter courts are fit for brief sojourn. 
Germany and Scandinavia were eventually Christianized too, but the Celts got a double whammy, their religion suppressed by the Roman Empire even before the Roman Church. In Gaul, the method was insidious, supplanting local gods with Roman gods whom they resembled, but in the subsequent conquest of Britain, druids were suppressed by force. Refugees escaped to Arcadia to carry on, using Obscurity to hide their gates, while their tradition dwindled with every passing generation among their kin who stayed behind, cunning men and wise women preserving such fragments of magic as they could under the persecution of witch trials. Ireland held out to a degree, for Christianization was incomplete at the time of Norman conquest, whereafter keeping the old ways became a means of protest (at least until the Anglican church, when Catholicism became the protest). Given its importance to their survival, druids are less prone than Babylonians to commercialize Obscurity. 
The Otherworld colonies prospered, and their culture evolved slowly because the druids remained in charge, the starting population was small, and the environment of Arcadia presented too few challenges to drive innovation, such that the powers that be resorted to managed warfare to maintain tribal identities. They were aware of progress on Mide (Midgard) and dreaded the effect that gunpowder could have on their civilization and dreaded conflict with Mide even more, but in the face of official paranoia some malcontents returned, at a time when nobody would have believed real druids still existed, accepting exile to abet and prosper from empire. All over the world, thanks to colonialism, there’s an audience descended from druids hungry to connect to their roots, and the druids of Mide have a golden opportunity to recruit neo-pagans, but the druids of Arcadia quake at the prospect. 
==Symbols==
*Ogham script, cauldron, herbs, mineral water, sickle, standing stones, torc, offerings thrown in water. Language: Gaelic (or Celtic languages preserved in the Otherworld like Brittonic or Gaulish). Weapons: Axe, bow, dagger, hammer, shield/buckler, spear/javelin, swords and staves of various length. Countermagic: Geometric designs (knotwork). Magic Vegas Embassy: Excalibur. Mark: Cryptic (Odious Personal Habit or Obsession with secrets and privacy). 
==Allies== 
* All manner of fairies ranging from small variant Nymphs like the brownie and leprechaun, to Monsters like trolls and potent shapeshifting Djinn like the púca. Divination: Dactylomancy/Sortilege. Patrons: Toutates, the Matrons (triune mother goddess), Tuatha de Danann. Totems: Boar, Bull, Hare, Hawk, Horse, Raven, Salmon, Snake, Stag, Swan, Wolf. 
==Path of Cernunnos== 
* Channeling (Horned Lord), Cold, Command Beast (Sylvan Predator), Create Gate (Winter Court), Divination (Oneiromancy), Dream Visitor, Dreamwalk, Endure Elements (also heat DR), Fertility, Firecalm, Gentle Beast (Sylvan), Heal Plant, Hallucination, Hide Path, Hunter's Blessing, Ice slick, Perfection of the Soul, Planar Visit (Winter Court), Purify Air, Seek Beast (Game), Seek Pass, Seek Plant, Skinchange (Stag/Wolf), Slumber (Voluntary), Snow Shoes, Speak with Beast (Sylvan), Summon Beast (Sylvan), Walk through Plants, Weatherworking (Snow/Blizzard – mistletoe). Symbol: Antlers. Portfolio: Wildness. Mark: Treehugger (Sense of Duty to nature or a preference for wild places). World: A winter wonderland whose chill causes no harm to visitors, but instead they’ll die of dehydration as they sleep. 
==Path of Epona== 
* Channeling (Epona), Command Beast (Horse), Create Gate (Summer Court), Gentle Beast (Horse), Gift of Tongues, Grace, Halt Aging, Hasten Mount, Hawk Vision, Journeyman's Blessing (Governance), Liar's Charm, Lure, Lust, Perfect Appearance, Perfect Control, Planar Visit (Summer Court), Seek Beast (Horse), Speak with Beast (Horse), Stroke of Luck, Suggestion, Summon Beast (Horse), Tirelessness, Unbearable Pleasure (sex), Vigil, Vigor, Virility, Vision of Luck, Weatherworking (Fair). Symbol: Horseshoe or bridle. Portfolio: Sovereignty, horses. Mark: Competitive (could be Jealousy, Obsession with winning, or Show-Off). World: Every word is persuasive, every place fascinating, every human hale and handsome, but none know respite from carnal desire. 
==Path of Grannus and Sirona== 
* Channeling (Lady of the Lake), Create Gate (Avalon), Current, Divination (Augury/Crystal-Gazing/Lycanomancy), Dose, Gentle Beast (Snake), History, Hold Breath, Journeyman's Blessing (Health­care/Prophecy), Planar Visit (Avalon), Purify Water, Read Memories, Regeneration, Remove Contagion, Resist Pressure, Scry, Seek Beast (Fish), Seek Water, Soothe, Speak with Beast (Snake), Succor, Swim, Vision of Luck, Vitality, Water Vision, Wisdom (only to mitigate Afflictions). Symbol: Egg. Portfolio: Healing, Visions, Water. Mark: Truth (actual Truthfulness or just Easy to Read, or perhaps Curious to discover truth). World: A place of healing, with no secrets, where water is as comfortable as air (except for talking). 
==Path of Lugh and Rosmerta== 
* Cadence, Channeling (Lugh/Rosmerta), Clean, Command Beast of Burden, Create Gate (Crucible), Fertility, Fix Glitch, Fuel, Gambler's Token, Heat, Journeyman's Blessing (Craft/Transport), Know Fault, Love Charm, Loyal Item, Magelock, Measurement, Planar Visit (Crucible), Preserve Food, Repair, Reshape, Skinchange (Swan), Smooth Ride, Stroke of Luck, Summon Beast of Burden, Transmutation of Metals, Vision of Luck, Vitality, Weapon Blessing, Windfall. Symbol: Cornucopia. Portfolio: Commerce, Craft, Prosperity. Mark: Hospitality (could be represented by a Code of Honor, Compulsive Behavior, or Sense of Duty to guests). World: Unattested because it’s half-molten and deadly from the extreme heat. 
	==Path of the Morrigan== * Apportation, Blight, Channeling (Morrigan), Cloud Memory, Command Beast (Raven), Command Bodies of the Dead, Create Gate (Spite), Death Vision, Dream Shackles, Evil Eye, Garble, Gremlins, Guise, Impotence, Mage-Stealth, Night Vision, Obscurity, Phantom, Planar Visit (Spite), Rotting Death, Seek Beast (Raven), Silence, Skinchange (Totemic), Spasm, Speak with Beast (Raven), Steal Energy, Stop Healing, Will Lock. Symbol: Crow. Portfolio: Causing war and discord, with all the bad stuff it brings (including elements of Aging, Death, Fate, Night, and Tricks). Mark: Cruelty/Vindictiveness (such as Bloodlust, Callous, Sadism, or Trickster). World: Unattested because it’s silent and dead (though the dead stir). 
==Path of Sucellus and Nantosuelta== 
* Borrow Skill (Agricultural/Art/Domestic/Naturalist), Calm the Winds, Channeling (Green Man), Command Beast (Dog), Create Gate (Arcadia), Earth Vision, Fertility, Gentle Beast (Bee/Livestock), Heal Plant, Hold Breath, Journeyman's Blessing (Ag/Art/Childcare/Extraction), Planar Visit (Arcadia), Plant Growth, Preserve Food, Purify Earth, Rejuvenate Plant, Seek Earth, Shape Earth, Speak with Beast (Raven), Summon Beast (Bee/Domestic/Pest), Walk Through Earth, Walk Through Plants, Water to Wine (hops/barley), Weatherworking (Fair). Symbol: Mallet. Portfolio: Agriculture, brewing, earth, mother. Mark: Work and Play (could be Workaholic or Compulsive Carousing, or perhaps both with a Personality Change on weekends or while drinking, or a combination such as making work into a game). World: Idyllic Arcadia, food and riches easy to find. 
==Path of Taranis== 
* Air Vision, Armor, Channeling (Taranis), Command Beasts of War, Create Gate (Rumble), Entombment, Ghost Shirt, Great Haste, History, Inexorable Breeze, Journeyman's Blessing (Law), Lightning, Locate, Mist, Night Terrors, Oath, Panic, Planar Visit (Rumble), Predict Weather, Read Thoughts, See Secrets, Speak with Beast (Raptor), Summon Beast (Raptor), Thunderbolt, Unlimited Ammo, Warrior's Blessing, Weatherworking (Rain/Storm). Symbol: Wheel. Portfolio: Order, victory, thunderbolts. Mark: Detachment, as required of generals and judges who send men to die (could be Callous, Serious, or Staid). World: Unattested; thunder will frighten you, and then the lightning will kill you. 
==Path Unspoken (Horror)== 
* Channeling (Nameless Horror), Command Beast (Wyrm), Conjure Flame, Continual Light, Contract Object, Create Gate (Wyrmpit), Distant Blow, Enlarge, Divination (Pyromancy), Endure Elements, Gentle Beast (Wyrm), Hallucination, Hand of Glory, Heat, Infravision, Invisibility, Lesser Wish, Planar Visit (Wyrmpit), Seek Beast (Wyrm), Smoke, Speak with Beast (Wyrm), Summon Beast (Wyrm), Summon Shade, Teleport (not in Midgard), Time Out, Timeslip, Transform (Wyrm), Wizard Mouth. Portfolio: Fire, the unnatural. Symbol: Dragon. World: Unattested, distorted realm of fire, smoke, and fell beasts. Mark: Spiritual Distortion. 
==Absent Rituals==
*Age, Alter Terrain, Blackout, Body of Shadow, Bright Vision, Cloud-Vaulting, Command the Waves, Create Animal, Create Earth, Create Object, Create Plant, Create Spring, Create Warrior, Dark Vision, Decay, Doom, Earth to Stone, Evisceration, Exchange Bodies, Flash, Frostbite, Gift of Letters, Gloom, Great Gas Mileage, Hail, Irradiate, Journeyman's Curse, Locate Spares, Machines Hate You, Madness, Malaise, Mirror, Predict Earth Movement, Read the Manual, Retch, Rockfall, Ruin, Seek Coastline, Shake the Earth, Stench, Sterility, Stone to Earth, Sunbolt, Supercharge, Telepathy, Walk on Air, Walk on Water, Weaken Blood, Weatherworking (Geyser/Volcano).