Most things aren't easy in the dark ages- magic included. Whether spells don't function well or even at all, most would dislike even a cleric using magic.Spells Available: Use either the standard cleric spell list or the divinity's, but check for each spell to its degree of availability to a particular dark age cleric. Different dark age clerics might thus have different spell selections, limited in various ways. Rolling a 12 as a magical side-effect is the only way to restore such spells, and even then, it's not guaranteed (see Part I). Roll 1d8.
1. Spell not available.
2. Spell available, but at only 50% its usual power.
3-4. Spell available at full strength, but the dark age cleric has been denounced for using it before, so he will only cast it now in secret (see below).
5-8. Spell can be used as normally as can be in the dark ages.
For example, one dark age cleric may be able to cast Cure Light Wounds, while another cannot or can only do so at 1/2 its normal strength, even if all these dark age clerics have access to the same spell list. Yet another might be too concerned to use it in public.
Denouncement: While in most settings, magic can be considered somewhat questionable, in this epoch it is almost universally deemed suspicious. Not only can it evoke effects that inflict loss to a general area (via tests), but even the usual casting of such spells can affect bystanders too (via magical side-effects). It is no small matter then for clerics who use magic to be condemned. The same goes for anyone else who uses it, including magic items, though a daring few still do. Being denounced for doing so (whether if one actually used magic or not) can be particularly dangerous when the mortal authorities are set upon stopping it with harsh and fatal punishments. The Dark Ages Tower encounter below offers some ideas for how settlements might deal with magic use, though dark age clerics in the safest of areas would be wise to not use it lightly.
Dark Age God Variations
Though not as nefarious as some other settings, the Dark Ages can certainly be gritty and odd. Due to the breakdown in civilization, culture, and commerce, the rules for various divinities are often adjusted, reflecting unique and isolated local varieties. Even if the gods remain somewhat the same for the area, they are likely renamed, further confusing what their true natures might be to locals, let alone foreigners, from place to place.
Select or roll 1d8 to determine what a god or goddess is like at a particular dark age locale.
1. Deity retains his or her name and is treated with dark ages rules.
For example, the names and ways of Odin, Zeus, the Dagda, and Svarog would be familiar, except for their followers also abiding by dark age tenets, armor restrictions, turn restrictions, mysteries, magical side-effects, tests, and limited spell use.
2-3. Deity is renamed and follows dark ages rules.
For example, though they might only be known as the Wise One-Eye, Thundrius the Great, Green Giant, or the Gazing Sky, they still have the same guidelines for Odin, Zeus, the Dagda, and Svarog respectively, adjusted for dark age rules.
4-8. Aspects of a deity are combined with another deity of the same or different culture, along with dark ages rules.
The new deity is likely renamed too- a 75% chance. If not, then one of the deities' names is still used even though the rules for them are now different. In any case, what guidelines are followed are now divided between the deities as well, creating two possibilities for each of a dark age cleric's tenets, as well as their allowed weapons, allowed armor, turn ability, and spell's available- all of which are then subject to dark age modifications too. Mysteries, magical side-effects, and tests would still be completely that of the dark age.
For example, combining aspects of Odin and Zeus might create the dark age god known as Sky Wanderer, Odizeus, or whatever name fits best. The deity would have Odin's allowed weapons and spells, but Zeus' allowed armor and turn ability. The new symbol and tenets would be a selection of the two as well. Dark age tenets, armor restrictions, turn restrictions, mysteries, magical side-effects, tests, and limited spell use would also apply to them all.
The Dark Ages Tower
A Dark Ages Encounter Generator
Factions
Various groups surround a great tower, all with different views on the current troubles. The party can navigate them on the way to it, or they can simply be used as bases for the general qualities of various settlements they might encounter on other adventures- all with a dark ages flavor. Each can also be rolled or selected as a set that includes an entire row, or rolled multiple times to mix and match various combinations.
For example, while approaching the tower, the Red Lion faction might be encountered that is suspicious of magic, hates brigands, are led by dark age knights, and follows Mighty Hieros, a dark ages deity combining qualities of Zeus & Svarog. On the other hand, the party in the same or unrelated adventure could arrive at a Blue Unicorn town where (evil) magic use is encouraged, they are suspicious of brigands, they are led by fighters, and follow Silvya of the Wood, who combines aspects of Artemis and Mielikki.
Roll
1d6
|
Color
|
Symbol
|
View
on Magic
|
View
on Brigands
|
Led
by Dark Age
|
Deity
(combines
aspects of)
|
1
|
Red
|
Lion
|
Suspicious
of it
|
They
are evil (and must be stopped)!
|
Knights
|
Mighty
Hieros
(Zeus / Svarog)
|
2
|
Blue
|
Griffin
|
It
is dangerous!
|
They
can be useful if used carefully
|
Fighters
|
Galgyria
(Athena)
|
3
|
Yellow
|
Eagle
|
It
is evil (and must be stopped)!
|
Suspicious
of them
|
Paladins
|
Mithras
(Apollo / Balder)
|
4
|
Green
|
Unicorn
|
It
can be useful if used carefully
|
They
are dangerous
|
Rangers
|
Silvya
of the Woods
(Artemis / Mielikki)
|
5
|
Purple
|
Dragon
|
It
might be used for our purposes
|
They
are evil (and that’s good)!
|
Brigand
Lords
|
Master
Thief (Loki)
|
6
|
Dark
|
Tower
|
It
is evil (and that’s good!)
|
They
might be used for our purposes
|
Sorcerers
|
Set
(Set / Chernobog)
|
Each faction can also have 5d6 warriors with them, likely more interested in fighting the other factions instead of the party (though that can certainly change). 1d6 leaders of the selected type will be there too, treated as 1d6th level fighter-types, except that they follow the special dark age class rules (see below).
Dark Age Warriors
MV: 35', AC 4 front/ 6 rear, HD: 1+1, Atk: 1, Dmg: 1d8 (long sword or something else large, iron, and sharp), SV: F1, Mor: 9, Items: long sword or other iron weapon, tarnished medium armor with crude helmet, shield, 1d20 cp.
Dark Ages Unavailable Items
Factions can be experiencing a lack of various things due to dark age tests. Individuals in those groups might be suffering from additional restrictions that are currently only affecting themselves. This situation allows for additional possibilities if the party has something the faction can't seem to get or vice versa.
Roll 1d12 three times to see what each faction lacks as a group, considering rolls of the same number of them only lacking one or two of them.
[1] forks, [2] carrots, [3] swords, [4] heavy armor, [5] the Bless spell, [6] chairs,
[7] a place of commerce, [8] boats, [9] commodes, [10] hearths, [11] religious area, [12] pants
For example, the Yellow Eagle faction might be lacking carrots, swords, and a place of commerce, while a Green Lion faction might only be lacking boats and chairs. It's possible for them to trade, but then must save to be able to receive them then (see Part II), if they could get past their mutual distrust.
Dark Age Classes
Most are warrior-types that can gain +1 to hit, damage, or AC per odd level each round when acting in a way that fits their class...
Dark Age Knight: when fighting honorably
Dark Age Fighter: when using their chosen weapon
Dark Age Paladin: when fighting those deemed unholy by their faith
Dark Age Ranger: when ambushing and/or fighting in the wilderness
Brigand Lord: when raiding an area of those with less combat ability than them
For example, a 4th level ranger can gain a +2 bonus to hit, damage, or AC each round when attacking an unaware foe or when in the forest. In contrast, a 1st level fighter could gain a +1 bonus to those instead when wielding a sword.
Dark Age Sorcerer: Treat as a magic-user, except they roll for dark age magical side-effects when casting spells and are readily denounced by most folk (if they have the courage to do so).
Soothsayer: Found occasionally in various factions. Their abilities are detailed in Part II.
Dark Age Clerics
Some examples of ones that might be encountered, seen as useful by their factions for now.
Rodgar, Lvl 2 dark age cleric of Mighty Hieros
Align: L, MV: 40', AC 8, HD: 2, HP: 10, Atk: 1, Dmg: 1d6 (javelin)
SP: dark age cleric abilities- allowed weapons (per Zeus), adjusted allowed armor (per Svarog), adjusted turn ability (per Svarog), and adjusted spells available (per Zeus), spells prepared
1st Level: Command, Cure Light Wounds (still prepared, even though at 50% power), Shocking Grasp* (will only use in secret)
SV: C2, Mor: 9, Items: iron holy symbol, 5 javelins, leather armor, robes that match the color of his faction, nice cloak, 33 cp
Assyassa, Lvl 1 dark age cleric of Silvya of the Woods
Align: N, MV: 40', AC 7, HD: 1, HP: 5, Atk: 1, Dmg: 1d6 (short bow)
SP: dark age cleric abilities- allowed weapons (per Artemis), adjusted allowed armor (per Artemis), adjusted turn ability (per Mielikki), and adjusted spells available (per Mielikki), spells prepared
1st Level: Protection from Evil, Purify Food and Drink (still prepared, even at 50% power), Animal Companion (a bear, D, will only cast the spell in secret))
SV: C1, Mor: 8, Items: wooden holy symbol, shortbow with 9 arrows, leather armor, robes that match the color of her faction, green cloak, 24 cp
Ossidius, Lvl 2 dark age cleric of Master Thief
Align: C, MV: 40', AC 9, HD: 2, HP: 7, Atk: 1, Dmg: 1d4 (dagger)
SP: dark age cleric abilities- allowed weapons, adjusted allowed armor, adjusted turn ability, and adjusted spells available all per Loki, spells prepared
1st Level: Light (reverse, will only cast it in secret), Unseen Servant*, Pass Without a Trace (D)
SV: C2, Mor: 6, Items: wooden holy symbol, 3 daggers, robes that match the color of his faction, dark cloak, 12 cp
Next week: Orders of the Medieval Age.
RPG srd Old School 1st ed AD&D Bronze Age