1-6: Moods and waves can have their way. One might have to swim through them for a time, but that makes reaching the calm, warm, soothing waters all the nicer. The priestess will take a -1d3 penalty to her rolls for now. After 1d12 hours pass, she will be free of them as her flows settle again.
- For example, a priestess of Jurate could take a -2 penalty for the next 4 hours. Won't it be nice once it's over?
7-11: Jurate sees fit to hold onto some of the priestess's magic, select spells and possibly her turn ability too (50% chance for each one). She will need to enjoy certain activities to get them back. Roll or select 1d4.
[1] The Sea & its Islands: Visit such a place, whether new or one not seen for a year or more.
[2] Amber: Find some of it, likely by checking the waters for 1d3 hours or some pleasant market.
[3] Enjoy Love as Long as it Lasts: Experience it with a good Baltic man or one of similar folk, of course her husband if she's found one, spending a memorable encounter together.
- Whether via her emphasis, or rolling a 2 twice, the priestess could be on the hunt for some of the petrified sap for 4 hours to recover two of her spells. To get her turn ability back, she might need to lay with an upstanding man in an outstanding way on a result of 3, who might too be a sap. Her amber hair will flow regardless.
12-17: Summer never ends in the priestess now, whether making her more akin to maritime lands, precious stone, and/or enduring passions. Alternatively, she can bestow the same upon another who so wishes it, they can be affected instead within 1d12 hours of the test occurring with her touch. Roll 1d3 or select what's most appropriate, compounding repeated results to be better- it need not be a cruel one.
[1] Loving the Sea & its Islands: Become a mermaid for 1 hour a day per instance of this test, able to breathe both water and air, swimming swiftly and easily, though then confined to the sea. If not, the priestess must be unclad outdoors for the same. In any case, she can regain the use of her human legs (and clothing) again when not required for the time to do so, appearing in her (also) beautiful fully human form. Modesty will be cast away nonetheless.
[2] Amber: Gain access to and ownership of a partially ruined, priceless structure- a small amber palace. It will be isolated, about 1d6 hours away, and increasingly opulent with repeated rolls, though also that more tempting to thieves too. It may be located on an island or underwater (a 50/50 chance), though meeting one's needs (including breathing) is very easy there. What is more, it counts as a temple, allowing the priestess and any other followers of the Baltic Gods to reroll their magical side-effect results once per casting, picking the ones they want- even with a +1d3 bonus if they specifically follow Jurate. Last, the priestess's tears become amber now, being pretty, valuable (worth up to 1d3 gps per day), but a little sad, matching the color of her hair, which changes too if it is not already blonder.
[3] Enjoy Love as Long as it Lasts: She can make the intensity of one romantic relationship grow stronger and endure in a couple, granting an ongoing +3 bonus to such rolls for those Baltic and related folk that she observes. She can also visit her own man from afar at night in semi-spirit form, keeping things steamy and maintained, if not there in the actual flesh. Still, she can only apply one of these at a time, so she may feel compelled to bestow it elsewhere as love requires, sooner or later.
- One priestess of Jurate might become a mermaid for 2 hours a day, having experienced result #1 twice. Another may grant her good friend access to an amber palace, having use for it, though she may need assistance keeping bandits away with result #2. That priestess may weep amber tears over it, helping to assuage her sorrow and have some valuable to assist her friend.
18+ Paradise awaits. Why hold out any longer? The priestess is moved to depart, bringing her loved ones with her if she can, leaving her worries behind. She'll be gone 1d3 days per divine test result over 17, but only have a 90% chance of returning for each day away. The reasons for this voyage vary, select or roll 1d3 to see which one it is, as well as how she might change if she does come back.
[1] Word of a fabled island location where all live happily, and even better, an easy way to sail away and reach it reaches her ears, though such passage is only open for a brief time. If she returns, she will certainly strive to go back again, or at least recreate it. See Part III for some ideas.
[2] Amber itself is shown to be the goddess's tears and ruined dreams. From where do they emerge, and how best to help her? The priestess must find Jurate (or one of her avatars) and find out, whether she succeeds during the test or continues to search in her own way upon her return.
[3] Perkunas strikes, unhappy that a goddess might remain with a mortal man, as like Jurate with Kastytis. It is time to say goodbye, whether inappropriate arrangements, her current palace, or even to the land in which she has dwelt.
- A priestess undergoing a divine test of 19 with result #3 might be gone for 4 days, though due to the upheaval, has a 10% chance of not returning after each one. If she does, then she might foreswear assisting couples of different castes, so that Perkunas won't grow displeased again.
Folk Variations
Such beauties swim amongst the various groups of Europa, in much the same way as the Sea Goddess.
- Amphitrite: Greek, consort of Poseidon, ruling a submerged palace too.
- Aphrodite: also Greek, especially beautiful, espousing love, and coming from the sea.
- Freya: Norse, especially beautiful too, spreading love, and even weeping tears of amber gold.
- the Heliades: daughters of Helios, they mourn Phaethon with amber tears as well.
- Ran: a Jotunn, she rules the Northern Seas with her husband Aegir.
For example, a priestess of Freya could use some of the magical side-effects, tests, and spells of Jurate, and vice versa.
================================================================================
2. Ice water, bathing in it
4. Cursing others, defying traditional roles, being generally unpleasant
5. Harming fertility, one's people
6. Spreading monstrousness (abomination and invasion of one's people)
1. Curses Upon: The spell itself or its casting needs to symbolize the witch's edict to occur.
3. It is Foretold: The witch will have to wait 1d20 additional minutes for the spell to occur, though that time can be reduced to 1d3 rounds if the spell includes a special ingredient that represents the witch's edict, or there's a fetish she has designed for the particular spell. She may have a total of up to 1d3 of the latter at a time.
5-9. Usual Witchcraft: The spell works without side-effect for now, though it may allude to the witch's edict (a 66% chance).The witch will have to wait 1d20 additional minutes for the spell to occur, though that time can be reduced to 1d3 rounds if the spell includes a special ingredient that represents the witch's edict, or there's a fetish she has designed for the particular spell. She may have a total of up to 1d3 of the latter at a time.
See witches (link) for comprehensive approaches to what her raganas might do, whether well-developed NPC's or PC's who wish for greater options.



