Wednesday, May 28, 2025

Dark Age Clerics, Part I

Gods of the Dark Age
When the glory times are over, the shadows are what remain.

Tenets of Dark Age Gods

  • Respect the end of things
  • Do what you can to help yourself and your group to survive
  • Do what you can to help your enemies to not
  • Beware those who would denounce you

Dark Age Clerics
  • Special: Dark Age gods are served by dark age clerics and soothsayers (for the latter, see Part II).
  • Allowed Weapons: Mace, club, dagger, and sling, or per their divinity or cult- all likely grim
  • Allowed Armor: Any or per their divinity or cult, but 1d3 armor types are ones that the cleric can't acquire due to austerity
  • Symbols: Something foreboding or per divinity, but almost always made of iron or wood
  • Can Turn: Undead or per their divinity, but dark age clerics may only attempt to turn up to 1d3 times per level per week in any case. Failure has a 33% chance of triggering a dark age test too (detailed in Part II)
  • Mysteries of the Dark Age: Beware that which is fallen. The dark age cleric can gain a +1 bonus to a roll made to end something, whether prosperity, magic, or a rival, +2 if done out of cold revenge. He may do so up to once per level per day, but then has a 33% chance of provoking a dark age test when he does so, encouraging use in only the most dire of situations.

Dark Age Magical Side-Effects
The fall of the great precedes the rise of something deeper. Roll 1d12, then on the Dark Age Deeds table further below if need beIn all cases, those viewing the cleric working magic will likely take steps to decry him to whatever authorities they can, unless of course they are his friend, have something to gain from his spells, or would be condemned by such authorities themselves.

1. Grim Tidings: The spell fails and a dark age test is triggered, no matter what deed is performed. Despair.

2-3. The Stark Truth: The dark age cleric need commit some deed or the spell will happen at just 50% its usual power, though the deed itself will only have a 75% chance of accomplishing this. He may opt instead to forego it all and experience a dark age test to ensure the spell's functioning; that is, if he is foolhardy enough.

4-9. Ending Times: The magic would appear to occur without side-effect to those unaware, though all within 120' have a 33% chance of having to save vs. death/ make Will save DC 10 or experience a dark age test themselves. Such matters can make dark age clerics particularly unwelcome amongst others.

10-11. Bargain of Woe: The dark age cleric may choose to increase the spell's effect, range, or duration by 50% by engaging in a deed, 100% if he opts to experience a dark age test too.

12. Flickering LightNot only is the magic's effect, range, or duration intensified by 100%, but if the cleric also undertakes a deed, then he has a 25% chance of regaining something lost from a previous dark age test, however small.


Dark Age Deeds (d12)
All can be performed at the time of casting or by the next dawn. Failure of course triggers a dark age test.
 1. Offer up something worth no less than 1d10 gp for every level of the spell.
 2. Sacrifice one's use of a type of common item for the next 1d4 days.
 3. Give something taken from a foe, whether via violence or craft.
 4. Cast while afraid, suffering a -2 penalty to all other rolls for the next 1d6 rounds, if not afraid already.
 5. Dwell in darkness, whether without illumination, jubilation, bright garment, or all three.
 6. Put an end to another's making of  things, whether through force or destruction of their method.
 7. Sorely disrupt a trade or other association.
 8. Expunge knowledge, be it written or one who knows it.
 9. Excoriate some would-be ruler or some agent of one.
 10. Stand in ruins, whether from fallen, earlier times, or of those caused by more recent destruction.
 11. Especially lay low one who is especially arrogant.
 12Drive off 1d12 others, making them greatly wish to never return again.

For example, if a dark age cleric rolled 10 as a Dark Age Magical Side-Effect and then 5 on the Dark Age Deeds table, he could amplify his spell's effect, range, or duration by 50% if he was in the dark, unhappy, or wearing dark clothing, or was so by the next dawn. If the situation was pressing enough, he could increase one of those factors by 100% instead if he chose to experience a dark age test too. Still, if he failed at his deed, one would be coming in any case. All the while, the desire of most authorities to put an end to such 'witchcraft' would be a source of constant dread as well.


Next week: Dark Age tests and a new class in Part II. 
RPG srd Dark Age Old School 1st ed AD&D