Wednesday, January 28, 2026

Clerics of Perkwunos, Part III


Spells of Perkwunos
The Storm God is direct. Each of his spells may only be cast up to once per week, though there is otherwise no limit to how many his clerics can cast per day. Still, being Proto Indo-European, they cannot cast the same spell more than once during that time unless under special circumstances (detailed further below under Emphasis Spells). 

   1st Level: Create Water (as rain), Cure Light Wounds, Detect Evil, Protection from Evil, Purify Food and Drink, Remove Fear, Divine Weather (D)

   2nd Level: Bless, Delay Poison, Hold Person, Holy Chant, Spiritual Weapon (held by a warrior spirit), Strength*

   3rd Level: Cure Blindness, Cure Disease, Dispel Magic (requires hitting the target), Prayer, Remove Curse, Striking, Call Lightning (D)

   4th Level: Cure Serious Wounds, Neutralize Poison, Protection from Evil 10’ Radius, Protection from Electricity (D)

   5th Level: Commune, Cure Critical Wounds, Dispel Evil, Lightning Strike (as Flame Strike, but is made of a thunderclap),

   6th Level: Control Weather (D)

   7th Level: Control Weather (Greater, D)

For example, even though a 3rd level cleric of another god might be able to cast two to four 1st level and one to three 2nd level spells per day, a 3rd level cleric of Perkwunos could cast each of the thirteen of the 1st and 2nd level spells available to him up to once per week. Once he reached 5th level, he could then do the same with the seven 3rd level spells available to him too, thereby being able to cast up to twenty spells per week, but usually never the same ones twice or more.


Emphasis Spells
Though he usually can't prepare or cast the same spells more than once per week, a cleric of Perkwunos can bypass this restriction- all thanks to his emphasis. In return for giving up knowledge of another spell of the same level, he can choose one that matches his emphasis from the following list and use it as many total times as he can with his other spells. Still, he must do it in a certain way from now on. And if the spell is already on Perkwunos's main list, the emphasis spell can replace that one instead.

   1. Strike hard and strong (Ghwen)
      Striking: when used to initiate an attack

   2. Thunder (Peruhnos)
      Lightning Bolt: when standing underneath the sky

   3. Strength (Moghtis)
      Strength: when used for battle

   4. Slay the serpent (Hengwis)
      Sticks to Snakes (reversed): if they are to then be broken

   5. Let the rains flow (Dhew)
      Create Water: when standing underneath the sky

   6. Virility (Hyewdh)
      Haste: when attractive women are within sight

   7. Honor the great oaks (Perkwuniyo)
      Tree Stride: usable on oaks only

   8. Honor the mountains (Bhergh)
      Protection from Normal Missiles: when on higher ground

   9. Endurance (Deuh)
      as Strength, but improves Constitution instead

   10. Wield your mighty weapon (Melh)
      Enchant Arms: when used on the cleric's allowed weapons

   11. Battle (Koryos)
      Bless: works on those wearing little armor or less and/or animal hides

   12. Stormy, stony skies (Hekmon)
      Control Weather: if used to create a storm

For example, if a 5th level cleric of Perkwunos has an emphasis of Battle, then he could cast Bless up to twenty times during the same week, substituting it for his other weekly spells from that total, as long as he casts it on those not wearing much armor, including initiatory war-youths. 

The Removal of Snakes
a Perkwunos encounter

There are many ways for many to be struck down by the Storm God. 

A large tribe of leering orcish pirates have come to dominate a town, Lokus Dhuno (Lake City), that once was quite Proto Indo-European. A cleric of Perkwunos, Gunn Hwarr, wishes to resolve this. Thanks to traitors, especially the Viceroy Temus Rhumba and various court-holders, they have flooded this land and even stolen such wealth beyond imagining- more than any have done in history. Unfortunately, far too many human deranged dupes stand in the way of those who would remove these invaders. Such are likely cultists of NgWhi, fools who support such monsters who would in turn only steal from and do far worse to them given the chance, for these humans have been deceived into despising their own kind.

Gunn Hwarr has various approaches to putting an end to it all, listed by emphasis. The party may wish to assist him, whether using one or more of his approaches, or their own.

   1. Strike hard and strong (Ghwen)
      Attack the orcs and the traitors immediately, hoping to throw them off balance before they can fight back or flee. A fast and direct approach may be just what's needed. It is time to invoke and act.

   2. Thunder (Peruhnos)
      The elite Chilled Guard has been sent in to remove some of the orcs and other monsters that prey upon those Proto Indo-Europeans that remain in Lokus Dhuno, possibly at the behest of Master Salpinx (a rumored sorcerer- link, see bottom of page). Insane dupes that support the monsters would call them tyrants, and yet those same dupes can seemingly cajole and harass Chilled Guards with impunity, making great noise, beating, and even biting them horrifically in the process. Gunn Hwarr is losing patience with it all, and would wish to make some great noise of his own- specifically by smiting the dupes and their benefactors, yelling in thunderous barbarian ways!

   3. Strength (Moghtis)
      Call upon one of his own Proto Indo-European tribe members to help destroy the orcs, one blessed by Perkwunos with especially massive muscles, the barbarian swordsman Torak, Gunn Hwarr's cousin, a universal master. He might be the salvation of his people, or he might be more of an effeminate prince who prefers talk over fighting. Does he have the power?

   4. Slay the serpent (Hengwis)
      Identify those traitors within his tribe who let the orcs into his lands in the first place, and prevent them from ever being able to do so again. At least the orcs didn't betray their own kind as much as Temus Rhumba and others have. A young speaker, Nhik the Sure, may be critical in helping to uncover the extent of the Viceroy's corruption and of that of other snakes, though his approach involves lots of talking, and Gunn Hwarr isn't too fond of that.

   5. Let the rains flow (Dhew)
      Whether from foul magic and/or the orcs' very presence, the area is drought-ridden too, so their ichor should flow freely as he slays them all. That should get things moving again to make the land wholesome once more. Even so, Yemo may take interest instead and send some great, paralyzing storm, reflecting its aspects of both blood and frost.

   6. Virility (Hyewdh)
      Many in Gunn Hwarr's tribe have failed to have enough descendants, causing some of the orcs to arrive in the first place. The cleric will attempt to father many more as quickly and intensely as possible. It would be his pleasure, though he might need help from a priestess of Hewsos to do it well.

   7. Honor the great oaks (Perkwuniyo)
      Not only do the orcs pillage his people, but they destroy the land too. The cleric should be steadfast like the great trees in confronting them about both, saving both tribe member and tree, felling all others. An experienced follower of Dheghom Mehter will likely arrive to assist.

   8. Honor the mountains (Bhergh)
      Timeless, they stand sentinel. Though the hour is late, the cleric wishes to spend part of it in isolation amongst the nearby highlands, preparing himself for what must be done to help so many of his people that are still too foolish to work for their own group interests. If he tarries too long though, those remaining may be forced to flee to them. Still, being closer to Dyeus Phater's realm is always a good idea.

   9. Endurance (Deuh)
      Some devotees of Perkwunos might advocate a 'moderate' approach, only talking and accepting the outrages of the orcs and their enablers, as well as the edicts of corrupt magistrates who allow them to continue, in order to demonstrate how noble and subservient to written lore they are. Those who advocate for lightning attacks (per Ghwen above) may vehemently disagree, even to the point of challenging these other followers of Perkwunos with force. Will Gunn Hwarr choose a side or seek to unite these sects against their common enemy? Negotiations might require some great endurance of his own, for their certainly has been enough talk!

   10. Wield your mighty weapon (Melh)
      An impressive, enchanted stone axe is rumored to be nearby, guarded by some dangerous beast. Still, it is no less so than allowing the orcs to remain without using it to wipe the arrogant leers off their imbecile faces, as well as those humans who betrayed the city- even if it isn't some energetic solar blade.

   11. Battle (Koryos)
      Though many elders of Lokus Dhuno have been misled, much of the male youth can clearly see the threat the orc pirates pose, and can thus be used to spearhead their removal. They can both work to save their people and learn how to be men, all in the process of crushing the enemy. Gunn Hwarr will only be too happy to help guide them.

   12. Stormy, stony skies (Hekmon)
      Things grow worse above as they do below. Dark clouds linger, indicating that Perkwunos and the other gods may soon act to destroy the land, wiping it clean of the spiritual filth inherent in the orcs and their despicable allies if the cleric doesn't find a way to do so first. If Gunn Hwarr won't remove the snakes, then they will.


Gunn Hwarr, Lvl 5 Cleric of Perkwunos
 Align: L, MV: 40’, AC: 7, HD: 5, HP: 20, Atk: 1, Dmg: (1d4+2) copper hammer, SP: cleric abilities, spells prepared (can cast each one of them once per week)
      1st Level: Create Water (as rain), Cure Light Wounds, Detect Evil, Protection from Evil, Purify Food and Drink, Remove Fear, Divine Weather (D)
      2nd Level: Bless, Delay Poison, Hold Person, Holy Chant, Spiritual Weapon (held by a warrior spirit), Strength*
      3rd Level: Cure Blindness, Cure Disease, Dispel Magic (requires hitting the target), Prayer, Remove Curse, Striking, Call Lightning (D)
SV: C5, Mor: 11, Items: holy symbol, Yamnaya pants, +1 copper hammer. 
   Emphases: (determine at random- it will then affect his emphasis spells). Appearance: fair complexion, blond hair, clean-shaven, muscular.

Leering Orc Pirates
 MV: 40’, AC 6, HD 1, Atk: 1, Dmg: by weapon, SP: orc traits (see Volume V) & +1d3 bonus to manipulate and deceive, SV: F1, Mor: 8 

Leering Magic Orcs (Leaders)
 MV: 40’, AC 9, HD 1, Atk: 1, Dmg: by weapon, SP: orc traits & cast spells as a 1st level cleric, but can't wear armor or use shields- see also Orcish Magical Side-Effects (in Volume V), SV: F1, Mor: 8 

Next week: priestesses of Hewsos

 RPG srd Old School 1st ed AD&D Thundarr the Barbarian He-Man Proto-Indo-European Storm God Cleric Domains Priest Spheres Yamnaya