Wednesday, August 10, 2022

Druidesses of Rhiannon, Part I

Rhiannon
Welsh Goddess of Wise Rulership, Courtship, & Horses

Tenets of Rhiannon
* Be a wise queen
* Allure a great consort for even greater offspring
* Emulate the noble horse
* Overcome all challenges

Druidesses of Rhiannon
Special: Rhiannon is served by druidesses, priestesses, gweledydds (Welsh seers), and swynwraigs (Welsh sorceresses). She can also be followed in various ways, bestowing distinct abilities based on  her aspects (see below). 
Allowed Weapons: Staff, sword, mace, javelin, lance
Allowed Armor: None
Symbols: Crown, Birds, Horse

Can Turn
: (by aspect)
    Rhiannon Queen: those at a lower position than her (physical or otherwise- pick one to always use) 
    Adar Rhiannon: those who have an Intelligence score of 3d3 or less (reroll each time this ability is used)
    Rhiannon Mare: those who have endangered horses sometime within the last 3d4 hours 
or could endanger her offspring (if not known, a base 50% chance)

Mysteries
 of Rhiannon: Up to once per day per level, followers of Rhiannon can gain a +2 bonus to a roll when doing one of the following:
    Rhiannon Queen: behaving regally, or advising her consort.
    Adar Rhiannon: behaving alluringly, or when birds can be seen or heard.
    Rhiannon Mare: behaving protectively, or when adjacent to a horse.

For example, a druidess of Rhiannon might turn as Adar Rhiannon, but access mysteries as Rhiannon Queen in a particular instance, or all the time, or turn and access mysteries as Rhiannon Mare only, etc.


For details on related divinities, see here.
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Next week: druidesses of Rhiannon, Part II!


Wednesday, August 3, 2022

Clerics of Arawn, Part IV

Spells of Arawn
Respect must be shown for Arawn's magic, else the hunt, death, or otherworld might come sooner than expected. Cleric-types who follow Arawn have access to the following spells.

1st Level
(All) Command, Cure Light Wounds (reversible), Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary

Lord of the HuntDetect Prey (as Detect Evil, but senses one that the caster has already been hunting for at least the last 1d6 turns)
Lord of Death: Detect Death (as Detect Evil, but senses those who are dead, whether resting or unquiet undead)
Lord of the Otherworld Detect Portal (as Detect Evil, but senses doorways, whether the endpoint is within this world or another)


2nd Level
(All) Augury, Bless, Find Traps, Hold Person, Reveal Charm, Silence 15' Radius, Scare*

Lord of the HuntSpeak with Animals
Lord of Death: Spiritual Weapon (wielded by a phantom)
Lord of the Otherworld Rope Trick*


3rd Level
(All) Cure Blindness (reversible), Cure Disease (reversible), Dispel Magic, Feign Death, Remove Curse (reversible), Striking

Lord of the HuntLocate Object
Lord of DeathSpeak with Dead
Lord of the Otherworld
Blink*


4th Level
(All) Create Food and Water, Cure Serious Wounds (reversible), Detect Lie, Exorcise, Neutralize Poison, Globe of Invulnerability (Lesser)*

Lord of the HuntHallucinatory Terrain*
Lord of DeathSpeak with Dead
Lord of the Otherworld
Dimension Door*


5th Level
(All) Atonement, Commune, Cure Critical Wounds (reversible), Flame Strike (appears as hounds, a grim reaper, or strange fey attacking), Feeblemind*

Lord of the Hunt: Faithful Hounds (as Faithful Hound*, but sounds like many)
Lord of Death: Magic Jar*
Lord of the Otherworld
Plane Shift*


6th Level
(All) Blade Barrier, Find the Path, Heal (reversible), Word of Recall, Anti-Magic Shell*, Repulsion*

Lord of the Hunt: Summon Cwn Annwn (as Conjure Animals, but summons white hounds with red ears)
Lord of Death: Death Spell*
Lord of the Otherworld: Astral Projection*


7th Level
(All) Control Weather, Restoration, Symbol, Wind Walk, Antipathy/Sympathy*, Permanency*

Lord of the Hunt: Invisible Stalkers (as Invisible Stalker*, but are a pack of 2d4 relentless Cwn Annwn)
Lord of Death: Power Word Kill*
Lord of the Otherworld: Gate*


For info on a type of Welsh faerie, the coblyn, see here.

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Next week: druidesses of Rhiannon! 


 

Thursday, July 28, 2022

Clerics of Arawn, Part III

The hunt may lead to death or someplace else entirely. 

Divine Tests
1-8. What does today's catch demand? The cleric loses access to some of his spells (50% chance for each one), possibly including his turn ability. Either roll 1d6 or select which fits best to see what he must do to have each one returned. 
[1] Hunt down prey, at least cornering one that is worthy (of equal level/ HD or more). (Lord of the Hunt)
[2] Patrol the immediate area for the next 2d6 turns, preferably with hounds. (Lord of the Hunt)
[3] Bring something to its end. (Lord of Death)
[4] Cause fear in another that is worthy (of equal level/ HD or more). (Lord of Death)
[5] Show another one great respect. (Lord of the Otherworld)
[6] Travel to somewhere new. (Lord of the Otherworld)

9-16. The time is upon the cleric. Roll 1d3 to see what it is or select what's most deserved.
[1] One of his most prized pets or possessions is stolen, likely by some farm laborer or other, Amaethon-like individual. Until he recovers it, he gains a +2 bonus to all hunting-related rolls. (Lord of the Hunt)
[2] An adult someone within a random direction of him must save vs. death/ make a Will save DC 10 or die. If they save, then another adult someone within a random direction of them must do the same until one dies. Afterwards, the cleric gains a +2 bonus to detect death-like things. (Lord of Death)
[3] He (and any who are within 1d12 x 5' of him) is sent to an Otherworld. See the table listed for Manannan in Volume II. There will be 1d3 divergences from the cleric's home realm, though he can discover a way home sometime within the next 4d6 hours, being able to come and go between both worlds from those set points from now on. (Lord of the Otherworld)

17+ And what respect has the cleric earned? Arawn will tell by sending a challenge each day for every divine test result over 16. What is more, the cleric will be unable to use or benefit from any magic during this time. See which one it is by choosing or rolling 1d3.
[1] The cleric is attacked by Arawn's white hounds with red ears, the Cŵn Annwn. He must save vs. paralysis/ make a Reflex save DC 15 or take 6d6 damage. If he survives every day of the attacks, he gains the ability to summon the Cŵn Annwn up to once per week. When he calls them, they will do the same to someone else who is within 1 mile who must save or take the damage. (Lord of the Hunt)
[2] The cleric encounters a foe of equal level/ HD whom he must defeat in single combat. Unlike the other variations of this divine test, he can use his magic during the duel, but still not before or after. If he survives, Arawn gifts him 1d3 otherworldly pigs. Each one will return after being eaten, and can thus provide food indefinitely. (Lord of the Dead)
[3] Arawn's wife ends up wherever the cleric sleeps. He must save vs. spell/ make a Will save DC 15 to resist lying with her and losing all his clerical powers until he atones. If he does save and resist the urge every night of the temptation, then Arawn will be so pleased that he will let the cleric ignore 1d2 future divine tests of his choice. (Lord of the Otherworld)

For random Arawn encounters, see here.


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Next week, Clerics of Arawn, Part IV!