Wednesday, February 25, 2026

Clerics of Yemo, Part I

Yemo
Proto Indo-European Self-Creating / Destroying Primordial


Cult Edicts of Yemo

  • Create from Oneself
  • Be Sacrificed
  • Divide the World
  • Lead to Destruction


Clerics of Yemo
  • Special: Yemo is mainly served by clerics, robed priests & priestesses, witches (link), and sorcerers (link).
  • Allowed Weapons: Axe, spear, mace, dagger, with any tips and sharp edges made of bronze, copper, or stone
  • Allowed Armor: None
  • Symbols: Twins, Hermaphrodite, Cow, Robed Priest, Blood Offering, Fire, Divisions of Three, Frost, Sick One, Skull
  • Can Turn: Those who embody what opposes the cleric's emphasis- see below (if not known, a 1 in 12 chance). For clerics with multiple emphases, roll to see which one applies in each encounter.
  • Mysteries of the Self-Creator / DestroyerOnce per day per level, those chosen by Yemo can change in a way to reflect their emphasis for 1d3 turns. In exchange for becoming obviously strange (or worse) to normal folk and having an additional detriment, they gain a special ability during that time too. See Part II for details.


Emphasis 
Roll d4 for the category, then roll 1d3 for the specific emphasis in the list. Yemo's followers can have one or more, even ones from different categories. Still, Yemo's various sects can be hostile to or even at war with each other, so such digressions may not always be welcome. 
   1. Create from Oneself
      Twin (solitariness, extra body parts), Switch (hermaphroditism), Cow (cosmic sustenance / horns)
   2. Be Sacrificed
      Manu (ritual), Blood, Fire
   3. Divide the World
     Physical Spaces (earth, air, or water), Tripartite Society (priests, warriors, commoners), Trito (growing large, fighting, defeating NgWhi)
   4. Lead to Destruction
     Frost, Illness,
Death
    

Magical Side-Effects of Yemo
Replace the Yemo words with the cleric's emphasis. Roll d12.
 1. Absolution of Yemo! The spell requires a sacrifice by the stroke of midnight. It must be given over wholly to Yemo (via pledged service, creation, or destruction) in a manner befitting the cleric's emphasis and having an HD equal to the spell’s level or more. If the victim is a type of being that the cleric can turn though, then only 1/2 the HD is needed. In any case, failure to provide one in time provokes a primordial test of Yemo (see Part II).

 2. Yemo's Touch: Either the spell’s recipient (if beneficial) or the cleric (if not) takes 1d4 damage, though creating or destroying an item worth 1d6 gold pieces per spell level that represents the cleric's emphasis would do, even if it wouldn’t be as gripping.

3. Yemo for Them All! The Self-Creator / Destroyer now takes a more direct interest in the spell’s target, affecting them for 1d6 damage or a -1d6 penalty (whichever fits better) for 1d6 turns in a manner that accords with the cleric's emphasis! They can save vs. breath weapon/ make a Reflex save DC 15 to avoid it, but then cannot reap any benefit from the spell.

4. Yemo Home: The cleric must be in a place that reflects their emphasis. Otherwise, the spell only has 50% of its normal power.

5. The Scent of Yemo: The area within 120’ becomes more like an aspect of Yemo’s realm, matching the cleric's emphasis for the next 2d6 rounds. Due to the bizarre changes, beings that don't accord with such things suffer a -3 penalty to all rolls while there.

6-8. Standard Magic: The spell works normally this time, even though there’s a chance of one of the cleric’s tenets being displayed symbolically too (33%).

9. Yemoing Spell: The cleric changes in a manner that reflects their emphasis for the next 1d3 hours, causing all those not approving of such things to save vs. spell/ make a Will save DC 15 or flee in fear from (if lower HD) or attack them (if equal or higher HD) for at least 1d4 rounds. Still, the cleric gains a +1d3 bonus to appropriate rolls during that time and the spell gains a 50% increase to its effect, range, or duration, all helping to create and destroy, even if now alone.

10-11. Sign of Yemo: If at least one thing that's related to the cleric's emphasis is already present in the area (besides the cleric), then their magic works with a 50% bonus to its effect, range, or duration. If more are there, then one of those aspects can be doubled.

12. Devastation of Yemo: The Self-Creator / Destroyer is pleased and augments the spell for twice its effect, range, or duration, as well as it not being expended so it can be cast again that day. In addition, it grants a +1d6 bonus to all of the cleric’s damage rolls or saves for the next 1d3 turns as long as the cleric is working in a way that fits their emphasis well.

For example, if a cleric of Yemo's emphasis is Blood, Magical Side-Effects #10-11 might require it being in the area (and shed) in order to receive a 50% bonus to the spell's range, calling it Sign of Blood. If it were Tripartite Society, then something related to commoners, warriors, and priests would need be there instead for his Sign of Divide the World to bestow its bonus.

Next week: tests of Yemo, expanded mysteries, and folk variations.

 RPG srd Old School 1st ed AD&D Ymir Proto-Indo-European Cleric Domains Priest Spheres PDF Yamnaya