Monday, April 17, 2017

Updates

In case you didn’t get the message from Drive Thru RPG, Divinities and Cults: Volume II has been updated. I’ve fixed a couple of typos and other minor issues in it over the last few weeks, as well as adjusted some of the Healing Side-Effects in order to give recipients a tad more benefit.

Also, as a special ‘thank you’ for purchasing the book, I’ve added a link to a bonus Divinity: Eostre. If you didn’t get the link or the update, let me know!

Last, I’ve sent the DCC RPG version to Mr. Goodman for his review. Hopefully, I will hear back from him soon and be able to upload it for purchase...


Wednesday, April 12, 2017

Clerics of Svarog/ Slavic Clerics, Pt. III

Sky Fire
Svarog will illuminate for his faithful all that sparks underneath his great domain.
Image: Life of the East Slavs by Sergey Ivanov, 1908.
Divine Tests
1-3. Gaze upon all that Svarog has forged! The cleric must do so for the next 2d6 turns, except if a smith’s fire or beautiful skyscape is available for his viewing (a base 25% chance in appropriate areas). In this case, the cleric then need only gaze for 1d3 turns.

4-8. The volkhv 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 he needs to do in order to regain it before then:
[1] Make sure a marriage is monogamous (a base 50% chance that it is not already so). If not, then he must take steps to correct it!
[2] Administer at a Kapishche for 2d6 turns (Slavic outdoor sacred enclosure). If not available, a new one can be built with the assistance of 1d4 others and 1d20 in gold pieces for double that amount of time.
[3] Consult omens for 1d3 turns, though the spell only has a 50% chance of returning in this manner (if it was a bad omen!)
[4] Engage in a ritual lasting at least 2d6 turns, requiring 1d6 other participants, a good fire, and either a lawful land or the open sky (or both).
[5] Make an offering of harvest foods that reflect the nature of the spell lost (per Referee).
[6] Make a living sacrifice that matches the nature of the spell lost (are there any missionaries around?)

9-12. As Sky Father, Svarog has many children. Rather than experiencing Sky Fire from Svarog directly, reroll and consider the Test to actually be for one of the following Divinities instead (roll 1d4):
[1] Dazbog (as Apollo: see Vol I)
[2] Svarožič (as Vulcan: see Vol II)
[3] Perun (as Thor: see Vol. I)
[4] Lada (as Freya: see Vol. I)
The Referee should feel free to adjust any results to make them more ‘Slavic’, especially until those Divinities can be given their own, unique entries in a later work.

13-17. Whether it be Chernobog or some stone-stealing duck, the priest of Svarog becomes preternaturally intolerant of dark, primitive, and/or deceitful beings. Even if it might seem foolhardy at the time, he must now save or attack such creatures and individuals on sight until they’ve fallen, though he also now gains a bonus to all other rolls made against them, as well, by becoming more (roll 1d4): [1] bright, [2] windy, [3] fiery, or [4] lawful-smith-like. For every Sky Fire result over 12, increase the difficulty of the save by 2 and the bonus to all other rolls by 1 (for -2 save/ +1 to all other rolls for #13, -4 save/ +2 to all other rolls for #14, etc.) Though the effect is permanent, additional instances of these results may only adjust the priest’s visage and modifiers to different types and values: they do not accumulate.

18+ Svarog forged this world and it might come to an end at any time! The cleric realizes this truth and the next adult being he looks at (that could be considered ‘an encounter’) has a 50% of ceasing to exist! If that being continues to exist, then the next one he looks at has a 50% chance of ceasing to exist, and so on. This Test continues until one being ceases to exist for every Sky Fire result over 17. The cleric would be wise to avoid reflective surfaces during this time...




Wednesday, April 5, 2017

Clerics of Svarog (Part II)

Clerics of Svarog healing the faithful, with sky, fire, and people (hopefully Slavs)! (19th century woodcut)

Healing Side-Effects (Svarog)
Always a rural faith, those who receive healing at a Kapishche (Slavic outdoor sacred enclosure) gain 50% extra benefit from the spell cast.

1-2. A Lawful Land, Well-worked:  Being in a civilized land where people don’t use weapons of wood or stone, where each woman only has one husband, and the like is required for the healing to work. Who would want to be healed anywhere else anyway?

3-4. My Many Children: As father of the Slavic Gods, Svarog is father of all Slavic people too, and as such, requires their presence for this healing to take place. For every level the healing spell has, 5 onlookers are needed; only 3 are needed though if they are Slavs, just 1 if they are Slavic peasants!

5-6. The Pain is Burned Away: And what better way to spread civilization and people than with fire! It is now a 1d6 x 10’ wide fire that is needed for the healing spell. Being a Smith God though, Svarog will be content with a forge of any size in this case.

7-8. Under the Sky: All that is required now is the open sky, where Svarog can look down at his lands, children, and forge fires. If not underneath one at the time of healing, then the patient receives it once he or she does so.

9-12. Blessing of Svarog:  Not only is the patient healed for the spell’s full amount, but if in a Lawful land, with enough people present, near an adequate fire, and/or under the open sky (as per the aforementioned Healing Side-Effects), then the recipient gains a +1 bonus to all rolls that take place within 30’ of each one for the next 1d6 hours (up to +2 when more than one apply).


Wednesday, March 29, 2017

Clerics of Svarog (Part I)

Svarog
Lawful Slavic Sky God & Sun-Forger
Tenets of Svarog
* Father many to forge a better world
* Wield weapons of iron, not ones of wood or stone
* Work the land well, so as to provide plenty
* And each woman should have just one husband!

Clerics of Svarog
Special: Clerics of Svarog are also known as priests and volkhv and are usually male.
Allowed Weapons: Staff, hammer, torch (as club), mace
Allowed Armor: None
Holy Symbol: Star of Rus, Bowl, Tongs, Axe
Can Turn: Primitives, Underground dwellers, Ducks, and other disobedient types
Svarogian Mysteries: Clerics of Svarog can gain a +2 bonus to one of their casting rolls when in the presence of a cleric of or shrine to another Slavic God (since he created them all to do his handiwork), up to once per level per day.



Wednesday, March 22, 2017

Divinities Cults: Volume II Conversion/ Updates

I’m nearly done converting Volume II to DCC RPG, as well as making slight tweaks and corrections to the Labyrinth Lord version that’s already out. For those who don’t have a copy yet, you should get one: I forgot how much information I put in there.

I’ll probably send the DCC RPG version out for Mr. Goodman’s review sometime next week and also upload the revised Labyrinth Lord version to DriveThru RPG around the same time. Those who already purchased their copy should be able to download the revised one for free.

So stay tuned! I’ll make another announcement when that’s all been done. Otherwise, I’ll be starting another series of articles on a Slavic Divinity next Wednesday, during our regularly scheduled blog time.


Wednesday, March 15, 2017

Etruscan Clerics/ Clerics of Uni (Part IV)

The Sky, sacred to Uni, showing vividly over an Etruscan Palace (photo: Stock Art)

Cleric Spells (Uni)
Clerics of Uni have access to the following spells. As haruspices (see Divinities and Cults: Volume II), they gain a +3 bonus to cast all spells involving divination and space, but a -3 penalty to all others.

1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Light (as celestial radiance), Purify Food & Drink, Protection From Evil, Purify Food and Drink (if presented with good table manners), Remove Fear, Resist Cold, Sanctuary (if in a civilized area), Divine WeatherD, Faerie FireD (as starlight), Allure* (only works while at a party or other social gathering though), Shield*

2nd Level: Augury, Bless, Delay Poison, Know Alignment, Hold Person, Holy Chant, Reveal Charm, Spiritual Weapon (wielded by spirits)

3rd Level: Continual Light (seeming to come from the sky),  Cure Blindness, Cure Disease, Dispel Magic, Locate Object (if it is one of good taste), Prayer, Remove Curse, Speak with Dead (only if its liver is available), Call LightningD, Gust of Wind*

4th Level: Create Food and Water (Tuscan cuisine), Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Temperature ControlD (to pleasant temperatures only)

5th Level: Commune, Cure Critical Wounds, Dispel Evil, Control WindsD, Atmosphere Bubble*, Telekinesis*

6th Level: Find the Path, Heal, Summon Aerial Servant (as a particular type of spirit), Control Weather D

7th Level: Augury (greater)- can give more details about a future event, Astral Projection, Restoration, Wind Walk, Control Weather (greater) D



Etruscan Palace Encounters
Though it’s good to work to understand the Will of the Gods and to see the sky, one must have time for refinement and scandalous behavior too!

Features (roll 1d10)
1. Small temple to a random Etruscan Divinity (see Divinities and Cults: Volume II)
2. Statues (roll 1d6): [1] Man, [2] Woman, [3] Group, [4] Monster, [5] Deity, [6] Other (50% chance of being of mounted on a roof)
3. Painted columns (75% chance of being red)
4. Murals (65% chance of being lewd)
5. Gymnasium (50% chance of nudity, even the women!)
6. Baths (100% chance)
7. Industry (roll 1d4): [1] Vineyard, [2] Smithy, [3] Urn making, [4] Other
8. Especially-defensible position (roll 1d4): [1] built on an especially good hill, [2] thick-walled, [3] allied Palace nearby, [4] women inside are so beautiful that it’s hard to attack
9. Necropolis (85% chance of being wealthy)
10. Theatre (50% chance of being ribald)

Inhabitants (roll 1d10)
1. Nobles (men & women: 50% chance of being nude; 50% chance of being drunk; 100% chance of being clean-shaven and literate)
2. Servants (25% chance of being nude, drunk, clean-shaven, and/or literate)
3. Slaves (50% chance of being barbaric)
4. Soldiers (see the upcoming Volume III for special abilities)
5. Workers (50% chance of being skilled)
6. Entertainers (75% chance of being skilled)
7. Spirits (25% chance of being hostile)
8. Haruspices (most similar to clerics of Uni, if not the same)
9. Foreigners (75% chance of being aghast at the libertine lifestyle of the Etruscans)
10. Others (per Referee)

Events (roll 1d8)
1. Party
2. Feast
3. Hunt
4. Performance
5. Dance
6. Financial meeting
7. Orgy
8. Multiple (reroll twice)




Wednesday, March 8, 2017

Clerics of Uni (Part III)

Image: public domain, though it may not be fit for the non-gaming public!

Universal Decree
Uni wishes to bring her cleric back onto the correct, Etruscan path.

Divine Tests
1-3. How to determine the Inscrutable Will of the Gods? The cleric must attempt to discern what it is that Uni and the others would have her do, interpreting omens for the next 2d6 turns.

4-8. The haruspex of Uni 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 regain it before then: [1] Engage in a very libertine act (such as that which is pictured above or even have women recline at banquets with men, etc.), [2] Oversee proper rituals for the next 1d3 hours, [3] Consult an omen which takes 1d6 turns to complete, but then only has a 50% chance of returning the spell that day, [4] Make a sacrifice worth at least 2d20 gold pieces, [5] Befriend someone (successful Charisma check required), [6] Make a living sacrifice! (does anyone have a slave around?)

9-12. Uni is often worshipped as part of a triad (or unit) that varied from time to time. Consider this Test to be for one of the following Divinities instead (roll 1d4): [1] Juventas (Artemis), [2] Tinia (Zeus), [3] Juno (Hera), or [4] Menrva (Athena). All four are detailed in Divinities and Cults: Volume I, though the Referee should feel free to adjust any results to make them more ‘Etruscan’ (mystical, superstitious, and/or ritualistic).

13-16. It is time for a celebration! Dancing, music, scandalous action, good table manners, and so forth must occur. Such a party will require at least 2d6 participants (including the cleric), supplies costing at least 5d10 gold pieces, and lasts at least 2d6 (uninterrupted) hours, both for preparation and hosting. During that time, the haruspex can do nothing else. If she fails to do so or if the celebration isn’t successful (a base 50% chance), then she will be uninvited from being able to use any of her powers for the next 48 hours.

17+ The cleric receives a visit from one of the Etruscan mythological figures. She has a 10% chance per level of reading the omens right. If successful, then the cleric gains a +4 bonus to all rolls of a certain type for the next 2d4 days. If unsuccessful, then the cleric loses access to all her powers for the next 2d4 days and also takes 2d6 damage. The nature of the bonus and the cause of the damage depends on which figure comes to visit (roll 1d3):
            [1] Vegoia: bonus to lightning, liver, and water-related rolls; damage is caused by either (roll 1d3 again): lightning strike(!), exploding liver, or mild drowning
            [2] Tages: bonus to plowing, age, and communication-related rolls; damage is caused by wise-looking child attacking cleric with a plough
            [3] Herkle: bonus to adventuring, strength, and deification-related rolls; damage  is from bad suckling!

What is more, for every Universal Decree result over 17, decrease the chance of success by 1% per level and increase the damage for failing to read the omens right by 2d6!






Wednesday, March 1, 2017

Clerics of Uni (Part II)


Healing Side-Effects (Uni)
In the Etruscan tradition, clerics of Uni grant healing in unique ways. What is more, those receiving healing in a Fanum (Etruscan sacred place) may reroll their Side-Effect result and pick which one they would rather experience.

1-2. Let us consider this chopped liver: In order for the healing to work, a fresh liver, removed from a living being and examined for at least 1d12 rounds is needed first. Of course, using the patient’s would be counterproductive in this case.

3-4. Healing Treasures: It is jewelry or other riches that is now required. The patient will be healed, but only up to 1 hit point for every 2 gold pieces in value sacrificed. Other ailments, such as diseases, might require the sacrifice of an item of 15 gold pieces or more (still a bargain at today’s rates).

5-6. We are kind... Simple friendliness and warmth makes Uni smile. The patient will too; that is, if he or she has been friendly and warm during the last hour (unlikely if they have been injured in battle though- only a base 10% chance). Otherwise, they will receive no healing until they lighten up!

7-8. Gods and Goddesses, Men and Women: Though it might seem perfectly normal to Etruscan-types for the sexes to mix together and be polyamorous, others might not think so. As long as the patient has taken such a libertine attitude to whom he or she associates and cavorts with for the last 24 hours, then the healing will work normally. Greeks and Romans probably won’t like them though, as a result (a 75% chance).

9-12. Blessing of Uni: The patient is healed for the spell’s full amount. In addition, if the cleric has examined a liver first or the recipient sacrifices 2 gold pieces in valuables for every hit point healed, is friendly, and/or cavorts freely, then the recipient gains a +2 bonus to all non-violent rolls made for the next 1d6 hours, up to a +6 if three or more apply.



Wednesday, February 22, 2017

Clerics of Uni (Part I)

Uni
Lawful Etruscan Great Goddess of the Sky
Tenets of Uni
* Everything happens for a reason, though what that is can only be guessed at by mortals
* Perform the proper rituals to gain a better understanding of the Gods' Will
* Live a prosperous life of leisure and civil community
* Irritate Romans with scandalous behavior too

Clerics of Uni
Special: Clerics of Uni are also known as haruspices (sing. haruspex). See Divinities and Cults: Volume II for additional details on them and Etruscan Religion.
Allowed Weapons: Staff, dagger
Allowed Armor: None
Holy Symbol: Peacock, Cow (not a little unicorn!)
Can Turn: Those not in accordance with the Will of the Gods (if not known: 55% chance if target is humanoid; 0% if wildlife; 45% otherwise)
Universal Mysteries: Clerics of Uni can gain a +4 bonus to casting divinatory spells after being able to consult the sky omens for at least 1d6 minutes first, up to once per day per level.