Wednesday, May 21, 2025

Bronze Age Clerics, Part III

Bronze Age Magic
Copper and tin can create results far beyond themselves.

Spells Known: Bronze Age clerics can know 1d4+2 spells of levels that they can cast, determined at random
These are drawn from the standard cleric list, or from a divinity or other list if combining rules (see Folk & Epoch Variations below). For example, a 4th level palace cleric might know just three 1st level spells, but five 2nd level spells. 

Spell Forging: What is more, a b
ronze age cleric can opt to forge two spells that he knows together in order to create another spell from his available list- just as bronze is an alloy. In this way, he may pick a spell he wants to know by giving up access to two of the same level that he had received at random. Continuing the example, if it was determined that the palace cleric knew Create Water, Light, and Protection from Evil, he could opt to know Cure Light Wounds instead rather than Create Water and Light by forging them together, while retaining knowledge of Protection from Evil. He could make similar choices with the 2nd level spells he knows.

Curse of the Shaman-Smith: Unfortunately, forging spells causes bronze age clerics to act as bronze age shaman-smiths, even if they aren't exactly engaged in the alchemy of working with bronzeworking spirits. As a result, when they forge spells, bronze age clerics must save vs. death/ make a Fortitude save DC 10 or suffer either a -5' penalty to their speed or a -1 penalty to all their physical rolls (an equal chance of either)- a crippling  arthritis associated with even divine smiths. The save becomes 2 harder for every spell they forge too, and the results are cumulative. More merciful Referees may wish to also grant Bronze Age clerics so affected a +1 bonus to fertility rolls for every penalty he receives from this process.

Level Advancement: Once the forged spell choices are made, they remain set for the bronze age cleric until he achieves a new level. When that happens, he can choose to reforge spells that he put together in different ways. Still, new saves would be required for each change. At 5th level, that same palace cleric could decide to give up knowledge of Cure Light Wounds and opt to know Sanctuary instead, and revert to knowing Light again too, not to mention reassembling the 2nd spells he knows and starting new combinations of his new 3rd level spells as well. Again, doing so would cause him to risk further curses of the shaman-smith. 

Iron Age: Those who wish to have access to all the spells on the cleric's or their divinity's list at once will of course have to wait until the Iron Age- the standard setting for Divinities & Cults.


Bronze Age God & Folk Variations
The rules for Bronze Age clerics can be modified in various ways in order to reflect Bronze Age versions of gods, using their earlier names when possible. Various guidelines, magical side-effects, tests, and/or spells can be substituted for others, merging the following themes together.
  • Battle AxeBronze Age glorious warriors + Stone Age hunter-gatherers and/or neolithics, focusing on axes
  • Bell Beaker: Bronze Age + Celtic and/or Roman Divinities
  • Bronze Age Shaman-Smith: Taking the spell forging and curse of the shaman-smith rules above further, Bronze Age + rules for Vulcan in Volume II
  • Corded Ware: Bronze Age + Germanic and/or Slavic Divinities, incorporating wagons too
  • Mannerbund: Bronze Age + Beast Spirits, especially wolves
  • Megalithic God-Kings: Stone Age neolithics + Bronze Age god-kings
  • Mesopotamian & Egyptian: already somewhat Bronze Age, they can be made further so with these rules
  • Minoan: Bronze Age + Potnia (link), Britomartis (link), etc.
  • Mycenean: Bronze Age + Greek Divinities
  • Nordic Bronze Age: Bronze Age + Norse Divinities 
  • Unětice / Tumulus/ Urnfield / Hallstatt: Bronze Age + Germanic and/or Celtic Divinities. Unětice focuses more on god-kings and grand burials, Tumulus & Urnfield focus more on glorious warriors- the former with burial mounds and the latter with cremation, Hallstatt is more Celtic and starts to incorporate iron.
  • Vučedol: Bronze Age shaman-smiths + Stone Age hunter-gatherers and neolithics
  • Wessex Culture: Bronze Age + Celtic Divinities and/or Beast Spirits, especially boars

For example, a Mycenaean glorious warrior cleric of Po-se-da-wo-ne (Poseidon) might retain his Bronze Age guidelines and turn ability, while using the mysteries, spell list, and select magical side-effect results that are listed for Poseidon in Volume I instead. In another case, a Corded Ware god-king cleric of Perkʷūnos (Perun) could instead use more of Perun's rules from Volume IV, except for substituting Bronze Age magical side-effects and spells.



Upon the Wall
A Bronze Age Encounter

The massive barrier to a palace area is beset by attackers. Roll on the table below to get a better idea of who is attacking whom. Depending on the party's views (if any), they may choose to either assist the defenders, attempt to move on, or even assist the attackers.

Folk, Unique Weapons (d14)
1. Battle Axe: bronze axes
2. Bell Beakerbronze short swords
3. Bronze Age Shaman-Smithbronze axes
4. Corded Warebronze short swords
5. Mannerbundbronze spears
6. Megalithic God-Kingsbronze maces
7. Mesopotamian & Egyptianbronze maces
8. Minoanbronze axes
9. Myceneanbronze short swords
10. Nordic Bronze Agebronze axes
11. Unětice / Urnfield / Hallstattbronze short swords
12. Vučedolbronze hammers
13. Wessex Culturebronze axes
14. Reroll, but they have short bows with 2d6 bronze-tipped arrows instead


The Wall Itself
The battle takes place around a cyclopean wall, unless the Referee wishes to map out the other walls and even the palace itself. It is 15' high, 5' thick, and 50' long. Two combatants may generally stand side-by-side on top of the wall at a time. Those trying to squeeze in or who take 6 damage or more from a hit must save vs. paralysis/ make a Reflex save DC10 or fall off, taking 2d6 damage.


Defending the Wall
Bronze age warriors and 2 clerics defend the wall, gaining a +2 to bonus to initiative, AC, to hit, and to damage those who are climbing. They ostensibly fight in the name of unity and state cohesion, goaded by the clerics, whether they fully wish for such things or not.

Bronze Age Defenders
MV: 35', AC 3 front/ 5 rear, HD: 1+1, Atk: 1, Dmg: 1d6 (weapons by culture, see table above), SP: bonuses vs. those who are climbing (see above), bronze weapon rules (see Part I), SV: F1, Mor: 9, Items: bronze weapon, medium bronze armor with normal helmet, shield, 1d20 sp.

AraynyaLvl 2 palace cleric
Align: L, MV: 40', AC 8, HD: 2, HP: 9, Atk: 1, Dmg: 1d6 (bronze mace)
SP: palace cleric abilities, spells prepared 
   1st Level: Cure Light Wounds (forged from Command & Resist Cold), Sanctuary
SV: C2, Mor: 9, Items: bronze holy symbol, bronze mace, ceremonial robes, silver armband, amber necklace, 33 sp

Wanax Vitarux, Lvl 3 god-king cleric
Align: N, MV: 35'*, AC 9, HD: 3, HP: 12*, Atk: none, Dmg: none
SP: god-king cleric abilities, *move penalty (thanks to curse of the shaman-smith), *immune to bone weapons (thanks to test #10-16), spells prepared 
   1st Level: Command, Cure Light Wounds, Detect Magic (forged from Purify Food and Drink & Light), Remove Fear (reversed)
   2nd Level: Augury, Hold Person (forged from Delay Poison & Snake Charm)
SV: C3, Mor: 6, Items: bronze holy symbol, fancy robes, tall golden hat, magic toy- an animate 2' tall tin man, 52 sp


Assaulting the Wall
1d8+2 bronze warriors are already on top of the wall, attacking the defenders. 1d6+2 more climb behind them, the remaining are on the ground. Each can climb 1d3' per round. It could be said that they espouse individual accomplishment, emphasized by their wish to destroy the defenders and loot their palace- all in a very low philosophy way.

Bronze Age Attackers
MV: 35', AC 3 front / 5 rear, HD: 1+2, Atk: 1, Dmg: 1d6+1 (weapons by culture, see table above), SP: penalties when climbing (see above), bronze weapon rules (see Part I), SV: F1, Mor: 10, Items: bronze weapon, medium bronze armor with exotic helmet, shield, 1d20 sp

Het Gandrason, Lvl 1 Glorious Warrior Cleric
Align: C, MV: 35', AC 3 front/ 5 rear, HD: 1, HP: 7, Atk: 1, Dmg: 1d6 (bronze short sword)
SP: glorious warrior cleric abilities, spells prepared 
   1st Level: Create Water, Detect Magic
SV: C1, Mor: 10, Items: bronze holy symbol, bronze short sword, copper dagger, bronze medium armor with very exotic helmet, shield, tooth bracelet, 24 sp

Mirk Wolf-Axe, Lvl 3 Glorious Warrior Cleric
Align: N, MV: 40', AC 5 front/ 8 rear, HD: 3, HP: 20, Atk: 1*, Dmg: 1d6* (bronze axe)
SP: glorious warrior cleric abilities, *-1 penalty to all physical rolls (thanks to curse of the shaman-smith, though his +1 Strength bonus counteracts when brawn is involved), spells prepared 
   1st Level: Command, Cure Light Wounds, Remove Fear
   2nd Level: Bless (forged from Know Alignment & Silence 15' Radius), Spiritual Weapon (forged from Delay Poison & Resist Fire)
SV: C3, Mor: 11, Items: bronze holy symbol, bronze axe, leather armor with very exotic helmet, shield, 2 golden rings, bone comb, bronze and gold lozenge medallion worn over his chest, 82 sp



Next week: Gods of the Dark Age! 
RPG srd Old School 1st ed AD&D Bronze Age