EostreNeutral Germanic Goddess of Spring & Fertility
Tenets of Eostre
* Enjoy the spring as a celebration of life and rebirth
* Enjoy fertility too, both in the land and in each other
* Hold the rabbit and the egg as especially sacred
Clerics of Eostre
Special: Clerics of Eostre are also known as gydhjur (Germanic priestesses; singular: gydhja).
Allowed Weapons: None
Allowed Armor: None, and they must always go barefoot too
Holy Symbol: Rabbit, Egg, Flower
Can Turn: Cold beings, Fiery beings, Those who would inhibit fertility
Ostaran Mysteries: Gydhja of Eostre gain a +2 bonus to all rolls when in fertile areas. Also, those who would harm them with any attack must save or be unable to do so.
Healing Side-Effects (Eostre)
The fertility of Eostre flows freely, often even if there aren’t any cute little bunny rabbits and colored eggs around.
1-2. Shine: As Ostara, Eostre is also the dawn, and her healing will only occur then. If it isn’t that time when the spell is cast, then the healing will occur when the next dawn occurs or some other similarly illuminating event; that is, if the patient is still living.
3-4. What came first: the Rabbit or the...? Unsure, the recipient will now take some time to contemplate it. He or she will fall asleep for the next 2d6 turns, though a faint, egg-like field of energy will surround them for the duration, granting a +4 bonus against attacks. The color of the egg-field is (roll 1d6):  magenta,  blue,  green,  violet,  yellow, or  other. As an alternative, the field can even grant different protections or other benefits based on what color it is (immunity to certain types of attacks, etc., per Referee), though it will always be pastel regardless.
5-6. Spring is in the Air... The patient must ‘frolic’ for the next 1d6 turns after the healing is bestowed, or else the gydhja must too. If they happen to ‘frolic’ together, then the patient will gain a +1 to all rolls for the next hour, due to happiness. Note that the Germanic tribes were known for their monogamous virtue, so don’t upset Tacitus with too much licentiousness!
7-8. Fill the Eostre Basket! Though they might not be commonly encountered in most settings (only a base 25% chance in the countryside; .3% chance in a dungeon), having cute little bunnies around and/or colored eggs grants 50% extra healing in this case. In addition, if the recipient has a warm personality (as opposed to a hot, cold, or cool one, per Referee), then the extra healing will occur regardless of the presence of cunicular or ovicular beings: double healing if both apply. Otherwise, it’s simply normal healing.
9-12. Eostre Blessing: The patient is healed for the spell’s full amount and also gains a +2 to all rolls related to fertility, spring time, and new beginnings for the next 1d6 hours as well. This bonus increases by up to +2 more if there are colored eggs, bunnies, flowers, or the like around (+1), as well as if the patient has a warm personality (+1).
Eostre leads her faithful in honoring all that is fertile, bright, and warm.
1-3. Get ready for Eostre! The priestess must collect eggs, garlands, sweets, and other sundry items to make ready for her Goddess’s day. Such activity usually takes 2d6 turns, but if it is spring time, only 1d3.
4-8. Alas, the gydhja needs to take a ‘Break for Spring’ from spellcasting and experiences a reduction in spells available (50% chance for each one) for the rest of the day. Roll 1d6 for each spell lost to determine what she needs to do in order to get it back before then, but note that any other women she comes in contact with must save or act in a similar way along with her:
 Lounge in the sunshine for at least 1 hour
 Dance wildly and with at least 1d3 partners for the next 3d3 turns.
 Drink copious amounts of alcohol, suffering a -3d6 to all rolls for the next 1d6 hours, and later, most likely regret (a 75% chance)
 Bear her breasts for the next 1d6 hours and yell excitedly when anyone looks at her, negating any chance of surprise or decorum
 Loudly sing a very repetitive Song of Eostre, causing all within earshot to save or suffer a -2 to all rolls, unless they themselves are followers of Eostre or similar Goddess. This situation lasts for the next 2d6 turns, unless the gydhja is somehow silenced before then (don’t forget that those would attack her must save first!)
 Hide all of a random party member’s treasure, insisting that he or she must now go on a ‘hunt’ for it. The party member will need to make an INT check to recover up to 1d10 gp in value of his or her lost treasure per turn of searching. The cleric will, of course, refuse to assist, insisting that would ruin the fun!
9-12. Eostre is friends with many other Goddesses. Rather than experiencing Spring Celebration, reroll and consider this Test to actually be for one of the following instead (roll 1d4):
 Artemis (see Vol I)
 Brigid (see Vol II)
 Danu (see Vol. II)
 Freya (see Vol. I)
The Referee should feel free to adjust any results to make them more ‘Germanic’, see the Appendix of Divinities and Cults: Volume II for guidelines.
13-17. The gydhja is forevermore changed, becoming more like her patron Goddess. Roll 1d4 to determine her new qualities. Subsequent instances of the same result will compound the effects:
 Grows rabbit ears and tail: gains +10’ move bonus (via hopping), but must save with a -2 penalty to turn down any prospective lover.
 Gains flowery, exotic features and an intoxicating scent, granting her a +2 bonus in charming others, but also reducing the chances of her hiding or otherwise concealing herself and her companions by 4.
 Becomes candylike, allowing her to no longer need to eat and granting a +2 bonus to charming others, but also cause those who are immoral to try to devour her on sight with a +2 bonus!
 Lays one colored egg per month (see Healing Side-Effects results #3-4 for choices), suffering a –d6 to all rolls for 3 days prior. The egg functions as a potion of healing to one so inclined to eat it.
18+ Eostre may mostly be about fair sights, pleasant times, and cheerful chuckles, but in this case, something unpleasant happens. Whatever it is, the event causes 1d10 damage to the priestess and to any adults within 10’ of her when it occurs who must also save or be transported to an Eostre-themed Fairy Realm for the next 24 hours (see Divinities and Cults: Volume II for guidelines). The effects increase by 1d10 additional damage, an additional range of 10’, and 24 hours longer banishment for every Spring Celebration result over 18. In any case, roll 1d4 to determine the nature of the test:
 Heads are cracked together, as if one were testing hardboiled eggs
 Flowers burst everywhere, causing a massive allergic reaction and collapsing
 Those affected begin laying eggs in a most unpleasant and painful manner
 A huge and demented talking rabbit arrives, chagrinned over his proper role in the holiday, especially why it was never named after him
Cleric Spells (Eostre)
Clerics of Eostre have access to the following spells:
1st Level: Create Water (as a spring rain), Cure Light Wounds, Detect Evil, Light (like the dawn), Purify Food and Drink (if it is Eostre fare), Protection from Evil, Remove Fear, Resist Cold, Sanctuary (can be cast on others in meadowy or flowery areas), Animal CompanionD (rabbit-kind only), Faerie FireD, Speak with AnimalsD, Allure*, Charm Person*, Dancing Lights*, Feather Fall*, Jump*
2nd Level: Bless, Delay Poison, Dispel Magic, Find Traps, Hold Person, Holy Chant (singing an Eostre melody), Reveal Charm, EntangleD, Pass without TraceD, Find PlantD, Continual Light*, Levitate*, Phantasmal Force* (to create something ‘Eostrery’)
3rd Level: Animal Growth (rabbit-kind only), Cure Blindness, Cure Disease, Locate Object (only if it isn’t egg-like, otherwise casting the spell would spoil the fun!), Remove Curse, Plant GrowthD (flowering types only), Blink*, Haste* (after eating enough confectionary), Suggestion*
4th Level: Create Food (Eostre fare), Cure Serious Wounds, Detect Lie, Neutralize Poison, Protection from Evil 10’ Radius, Speak with Plants (flowering varieties only), PassplantD, Summon Sylvan BeingsD, Hallucinatory Terrain* (Eostre-like),
5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Find the Path (if it’s pretty), Plane Shift (fey realms only), Commune with NatureD, Summon Animal IID
6th Level: Heal, Speak with Creatures, Summon Animal IIID, Wall of Flowers (as Wall of ThornsD, but those who attempt to cross it must save or become too cheerful to fight for the next 1d6 turns, unless attacked)
7th Level: Regenerate, Restoration, Resurrection, Charm Plants*, Clenched Fist* (requires two foes in range to crack together like Eostre eggs)