Thracian Goddess of Wildness, War, & Slaughter
Tenets of Kotys
* Be wild, free in one's ecstasy
* Make war, whether to do battle or indulge
* Leave none standing
Tenets of Kotys
* Be wild, free in one's ecstasy
* Make war, whether to do battle or indulge
* Leave none standing
Tenets of Zagreus
* Dwell under, for below is primal
* Beware the treacherous and the titans who would consume you
* Honor death and doom, uncovering inner truth
* Be born again, transcending via the gods
Tenets of Bendis
* Honor the moon and your people
* Hunt for what takes you
* Mountains show mighty, one must bend to them
* Indulge in fertility, nourish the land
Arms & Armor Tests
Both blade and barrier can be turned on its master.
1-6. The attunement's source goes awry. The arm or armor becomes associated with another type of lord instead, making what would be demonic potentially fey, or that which would be angelic that of elemental earth. Roll 1d5, rerolling to get another besides one's own lord in this case if need be:
[1] angelic, [2] fey, [3] elemental, [4] demonic, [5] devilish.
7-13. Accursed thing! The item is enchanted wrongly, now having one or more fell features (roll 1d6):
[1] It causes the opposite of what it was meant to do.
[2] Its bearer suffers under the Blessing & Curse of a random lord (most likely the latter, link)
[3] Its bearer only thinks the item works as magically intended. It doesn't, much to his peril.
[4] It cannot be gotten rid of except as one would remove a curse.
[5] Its bearer no longer wishes to part with it, having to save vs. spell with a -10 penalty/ make a Will save DC 25 or will consider it 'precious' from now on.
[6] Reroll twice.
Ways of Arms & Armor
They harm or protect against:
* Angelic: the evil and the disorderly
* Fey: the evil and the orderly
* Elemental: those who embody two other elements or non-neutral alignments
* Demonic: the good and the orderly
* Devilish: the good and the disorderly
Have you unleashed the mighty power of Divinities and Cults in your game yet?
Get your copy here.
Divinities and Cults: Volume V explores various beast spirits and mythic folk, including new rules to use in your old school game. Along with additional guidelines, magical side-effects, tests, and spell lists, assorted bestial and folk abilities are also available. These animalistic and kindred endowments allow for even greater customization of barbaric characters that follow beast spirits or of others whose race is from myth or folklore. What is more, these abilities are sorted by various divinities and cults, expanding upon the information presented in previous volumes.
What may benefit one might not benefit others.
Ways of Blessings & Curses
Those bestowed often are:
* Angelic: wholesome for the righteous
* Fey: subject to chance
* Elemental: based on what element is invoked
* Demonic: unpleasant except for the chaotic & the evil
* Devilish: unpleasant except for the one causing them
Maiden Divinities & Cults
Certain types of maidens tend to serve certain divinities.
Realm Divinities & Cults
Harnessing the power of lords of supernal realms doesn't come without risk. Those who do so can face such tests, whether they travel to such realms or not.
Lords of Realms are supernatural servants of divinities and can be angelic, fey, elemental, demonic, or devilish. They grant different abilities and spells to mortals, though what they are is based on other planes of existence.
Ways of Puppets
* Angelic Lords: Use puppets to promote what is orderly and good.
* Fey Lords: Puppets help with enjoying and celebrating life!
* Demonic Lords: Puppets help with enjoying great mayhem and slaughter!
* Devilish Lords: Make puppets of others.
Quests of Zeus
The father above will see who his heroes are. Roll 1d20.