Divine Tests
This world only leads to doom and death, though dying before one dies can bring an end to it.
1-6: A whisper, and the conclusion draws close. Perhaps not yet, though the cleric will undergo a -1d3 penalty to his rolls for the next 1d12 hours in any case, seeing that there's nothing for certain that one can count on in this life. Yet another reminder to get his affairs in order.
- For example, a priest of Velnias could take a -3 penalty to every roll he makes for the next 8 hours, suggesting that it may be time for some repose.
7-11: With a shadow in the distance or a bump in the night, the cleric has the means to cast some of his spells and/or turn ability taken from him (a 50% chance for each one). To get them back, certain dark deeds must be done, perhaps ones in honor of his emphasis. Select or roll 1d5 for them individually.
[1] Death: Attend to the ending, burial, or reminiscence of 1d3 individuals. Whomever they are, they better deserve it.
[2] the Underworld: Visit a subsurface place he's not visited before, whether below ground or below society. See just how far Velnias's presence goes.
[3] Beasts: Assist, imitate, or commune with one or more that match Velnias for 1d3 hours.
[4] Trickery: Deceive 1d3 individuals. Ironically, they might then seek his demise.
[5] Prophecy: Without magical aid, correctly predict 1d3 events that will happen, such as what a stranger might say, the mood of a beast, or the movement of clouds. Mistakes likely only prolong the test, though easy choices and flippancy certainly will trigger a harder one.
- By having such an emphasis of or rolling 2 for the Underworld, the cleric might need to visit a new cave or part of a thieves den to be able to use one of his spells again. For another two rolls or selection of 4, five individuals might need to experience Trickery, which could certainly lead to results as described for Death.
12-17: Endings might bring beginnings anew. The cleric is changed forevermore, showing him obviously as one of Velnias's disciples. Roll 1d5, rolling again if the cleric has already experienced the result.
[1] With the loss of an eye, or at least normal sight in it (along with a -6 penalty to spotting most things), he gains the ability to see ghosts and spirits instead.
[2] He grows horns, making those not favorable to that type of physiognomy to hate and fear him. Even magical detections point to something sinister. Still, such adornment also grants him a +3 bonus to resist the effects of dangers, for they now fear him too, as well as a natural attack for 1d4 damage if that fails.
[3] A raven or other friend shadows the cleric, giving notice whenever something unwanted or unnatural is near, when it can (a 33% chance). Most mortals likewise avoid him now if possible, unless very necessary or with unkind intentions, all the time.
[4] That which he most despises arises at least once per day for 1d6 minutes when away from his lair, leading to dark thoughts indeed. Still, such apparencies can themselves be out-tricked, as the cleric returns home to plan his dark bidding and revenge.
[5] Whether a žynys (Baltic seer) or not (link- see bottom half of the page), he acts as one every 3d12 days, rolling on that table and receiving divinations. They will occur at a random hour then, lasting 1d3 rounds, stopping all else in order to receive them, and they are likely unpleasant (a base 66% chance).
- One cleric of Velnias might wear an eyepatch and have a raven that watches from nearby. Spirits, perils, and supernatural beings rarely surprise him, but a visit from some well-meaning neighbors would.
18+ What awaits us in the end? The cleric will see if this test is his last. As for him, he leaves this world for 1d3 days per divine test result over 17, with a 10% chance of remaining in the Afterlife for each day gone. If he returns, select or roll 1d5 to determine how he's different. He may wish he hadn't.
[1] He is considered undead for the purposes of turning, divination, the overly righteous, and angry crowds. He otherwise seems to live, eat, drink, and breathe, albeit subtly.
[2] Both the subterranean, the beast and the miscreant are drawn to him, living within 1d4 quarter miles when possible. They remain neither friendly nor hostile, unsure why they're there, though they do drive off others.
[3] Becomes somewhat like a beast that matches his emphasis, or determined from Velnias's list at random, in manner, motivation, and mien.
[4] Riddles and deceptions come easily from the cleric's mouth. He must save vs. death/ make a Will save DC 10 to speak the plain truth, even if it would best serve him.
[5] Undergoes visions every 1d6 days now, lasting for 1d3 minutes each, stopping him in his tracks without warning. They are likely quite accurate (a 75% chance), though he must still roll on the žynys table, and what they prophesize might be hard to discern.
- Gone for 10 days with a divine test result of 22, a cleric of Velnias (if he came back) might have to save from now on in order to not tell lies or relate in a puzzling way. It did not seem that way to him before he had left.
3. Noble: likely knows of, being important
5. Unknown: cannot quite discern
5. Hostile: wishes to do mischief and harm
Folk Variations
Death and lessons are known to many folk, though not always just in the ways of Velnias.
- Arawn: Welsh
- Cernunnos: Celtic
- Dis Pater: Roman
- Hades: Greek
- Hermes: Greek
- Loki: Norse
- Odin: Norse
- Peckols: Prussian
- Veles: Slavic
- Zagreus: Thracian
For example, a cleric of Odin could use some of the magical side-effects and tests of Velnias, and vice versa.
