Fenrir compels his cleric to hunt, consume, and destroy- and he should relish the task! Such results can also be used to randomly determine what a Fenris cleric’s motivations are when encountered as an NPC: how quickly he will try to eat the party... and whether he will use relish or not!
1. Hunters need rest to grow larger and more vicious. The cleric must do so for the next 2d6 turns unless any prey comes within 10’ of him first.
2-3. Fenrir’s hunger must be sated now! The cleric need bite the first being he sees but can save to resist the urge. If he saves, then he must bite the second being he sees, and so on. Once he bites a being, then this particular instance of Wolf-Hunger is complete, though the being will likely attack the cleric then (a base 75% chance)!
4-9. The Great Wolf consumes some of the cleric’s spells (50% chance for each one), making them unavailable until the next stroke of midnight. Roll 1d6 for each one lost to determine what the cleric need do to use it before then:
 Empower or assist a monster or other vicious beast with its hunting.
 Hunt, slay, and consume 3d6 HD worth of being(s).
 Terrify an innocent by stalking them- dressing up as their grandmother would certainly help add to the terror.
 Attack those who are in their homes, especially by using threats of blowing their house down.
 Slay a jailor or other one who chains, or even free one who is chained (who can then be eaten afterwards- with or without relish).
 Eat a god, or at least part of one (e.g. an arm)... or eat a follower of one of the gods if nothing else!
10-11. As offspring of Loki, Fenrir has been known to associate with gods and other demon lords. Use a Test from one of the following in this case rather than Wolf-Hunger, but make sure the results are wolfish nevertheless! Roll 1d3:
 Hel (see Volume I)
 Loki (see Volume I)
 Thrym (see Volume II)
12-17. Fenrir howls and his cleric changes, becoming forevermore like the Great Wolf himself. Roll 1d4 to determine his new trait. Subsequent instances of the same result will only compound the effects and the penalty that goes along with them:
 Gain a wolf head that improves the cleric’s chance to hit with his bite attack by +1 and any smell and hearing-based rolls by +3, but also gives him a -4 reaction penalty when dealing with any non-wolves, non-followers of Fenrir, or others who don’t particularly care for those with wolf heads.
 Gain a furry hide that improves his AC by 1 and speed by 10’ but also reduces his chances of successfully using his Turn ability by 3.
 Grow larger, gaining 1 foot in height and a proportional increase in weight along with a +1 Strength and Constitution bonus. Unfortunately, the cleric also loses the ability to cast one of his spells forevermore as a result, as well as not being able to fit into his favorite pair of pants ever again.
 Like a lycanthrope, the cleric changes into a wolf-man every night of the full moon. When this occurs, he experiences the changes for #1, #2, and #3 above. In addition, the cleric must kill anyone he encounters while in this state, unless they too are devotees of Fenrir. If the cleric already has experienced 1 or more of the changes above or experiences this result twice, then the effects and penalties double in magnitude. For example, if a cleric already has a wolf head, then his wolf head becomes more potent in lycanthropic form, granting a +2 to hit with his bite attack, improving smell and hearing by 6, as well as causing a -8 reaction penalty instead. He would also gain the furry hide and larger size of results #2 and #3 above.
18+ Ragnarok (or something close to it) occurs! A Fenris Wolf arrives within 1d6 rounds and then attacks everyone in sight until slain. See the Tyr entry in Volume I for details on these monsters (AC is 1 ). For every Wolf-Hunger result over 18, another one accompanies it. Though he might enjoy the carnage, the Wolves are just as likely to attack the cleric too!