Wednesday, July 8, 2026

Priestesses of Jurate, Part II


Divine Tests
Just who knows what the tide will bring?

  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.


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Ragana
Though less nefarious versions of her exist, Ragana never quite accorded with the rest of the Baltic pantheon. In her form depicted here, she is cruel, man-hating, her people-hating, and destructive. Her followers, fittingly known as raganas (Baltic witches), obey one or more of her edicts, with the fell ones working to undermine and bring Baltic society fully to an end via monstrous changes and actual monsters too. Though she can certainly bewitch in her own ways, Jurate is otherwise quite unlike her.

Referees can use the magical-side effects and tests of other goddesses, substituting Ragana's edicts for theirs. On the other hand, they can use the tables that follow, or even those of Louhi (in Volume IV). Select how complex one wishes their rules to be, whether basic, expert, or advanced.

Edicts
   1. Being horned / the crescent moon
   2. Ice water, bathing in it
   3. Transformation into beasts
   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)


Witchcraft Side-Effects (Basic Rules)
Unnerving to many, captivating to some, the witch will do something witchy that matches her edict(s) in order for the spell to work. 

When casting her spells, roll 1d12. If she rolls higher, then her magic does better, consulting the Expert Rules below at times as needed, per Referee. This approach is designed to create the effects of a quick NPC witch, or when wishing to give one's spellcasting PC class more of a witchy feel without much of a rules change.


Witchcraft Side-Effects (Expert Rules) 
Roll 1d12, applying one or more of the witch's edicts above to her spell's results below when called for. This approach is designed for more memorable NPC witches, as well as a foundational system to be used with PC witches.

She's a Witch! In addition, whether using magic at the time or not, witches either gain a +1d6 bonus to social interactions with those who are akin to such things (or who find them beautiful), or a -3d6 penalty with those who don't.

1. Curses Upon: The spell itself or its casting needs to symbolize the witch's edict to occur.

2. A Pinch of This: The magic is only at 1/2 power unless a fitting ingredient is used. Witches near their cauldrons will always have it. If not, there's just a 66% chance.

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.

4. Area of Hex: All within 1d20 x 30' have a 25% chance of having to save vs. spell/ make a Will save DC 15 or take a -1d3 to all their rolls for the next 1d13 minutes, doubled if it involves the witch's edict.

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.

10-11. Beware! If it involves the witch's edict, then the spell's effect, range or duration can be increased by 50% or even 100% if 1d3 witch edicts are applied. If not, then there's a 33% chance of the reverse happeningAll within 1d20 x 30' have a 25% chance of having to save vs. spell/ make a Will save DC 15 or take a -1d3 to all their rolls for the next 1d13 minutes, doubled if it involves the witch's edict.
12. High Witchcraft: The spell works at double its usual effect, range, or duration and is not expended for the day. Nevertheless, a random spell that the witch knows is also cast on a random target 1d12 turns later (and is still not expended). If she does something related to the edict she follows, then the witch can pick who that will be.

For example, while she might need something herbal or unpleasant on hand to not have her spell be at 50% its usual power (as in Witchcraft Side-Effect #2), it would somehow need to relate to cursing others if that was one of the edicts she followed so that it could have a 50% bonus to its effect, range, or duration (with #11).


Witchcraft Side-Effects (Advanced Rules)
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.


Next week: our series on Baltic divinities concludes with spells of Jurate and Jurate encounters
 RPG srd Old School 1st ed AD&D Love Goddess Latvian Lithuanian Cleric Domains Priest Spheres PDF