Wednesday, April 20, 2022

Swynwraigs of Ceridwen, Part I

Ceridwen
Welsh Goddess of Wisdom, Transformation, & Rebirth

Tenets of Ceridwen
* Espouse wisdom & inspiration
* Guard your children
* Change as needed...

* ...to be reborn again

Swynwraigs of Ceridwen
Special: Ceridwen is served by swynwraigs (Welsh sorceresses), druidesses, gweledydds (Welsh seers), & gwiddons (Welsh witches). In addition, she can be followed in one of a number of ways, granting different abilities based on  her various aspects (see below). Which one applies to a follower can either be selected and remain set, can be determined at random as the situation warrants, or can even change over time. 
Allowed Weapons: Staff, dagger, club
Allowed Armor: None
Symbols: Cauldron, Branch, White 
Can Turn(by aspect)
   Ceridwen the Transforming: any who resist change (if not known, 75% chance if Lawful, 50% chance if Neutral, 25% chance if Chaotic).
   Ceridwen the Mother: any who might endanger the swynwraig's children.
   Ceridwen the Wise: the unwise (if not known, 
any with a Wisdom score below a certain number- roll 3d6 to determine what it is each time turning is attempted).

Mysteries of Ceridwen: Up to once per day per level, spellcasters who follow Ceridwen can reroll one of their saves or spell rolls when:
   Ceridwen the Transforming: experiencing transformation.
   
Ceridwen the Mother: protecting their children.
   Ceridwen the Wisedealing with wisdom.

For example, a swynwraig of Ceridwen might turn as Cerdiwen the Mother, then access mysteries as Ceridwen the Transforming in a particular instance, or all the time, or turn and access mysteries as Ceridwen the Mother only, etc.

For details on  related divinities, read here.
-------------------------------------------------------------------


Next week: Swynwraigs of Ceridwen, Part II!


Wednesday, April 13, 2022

Goblins, Part III

Goblin Divinities & Cults
Nearly as multitudinous as the evil creatures themselves are the beings that they make obeisance to.

What Goblins Worship (d4)
   1. Tezschnaz (see Volume I)
   2. a random arch-devil or evil god (e.g. Geedeepee- link)
   3. a random demon lord (e.g. Tiamat- see Volume III)
   4. a specifically goblin divinity (see below)

   
Random Goblin Divinity Generator
Roll 1d2 times on the following table. Each result indicates part of the goblinoid deity, arch-devil, or demon lord's name translated into the human tongue, along with which special abilities its followers typically have (defined in Part I).

1d12
1. Boom (Certain Colored Goblin)
2. Many (Goblin Horde)
3. Great (Goblin King*)
4. Spirit (Goblin Shaman*)
5. Sneak (Goblin Thief)
6. Might (Goblin Warrior)
7. Slay (Hobgoblin Guard)
8. Stern (
Hobgoblin Militant)
9. Master (
Hobgoblin Monk)
10. Blood (Hobgoblin Priest*)
11. Dirty (Mischievous Hobgoblin)
12. Scary (
Scary Hobgoblin)

Then roll to see what the name ends with (1d3).
1. 'God': obeyed by goblins in a way reflecting some religious zeal, but is ultimately underhanded.
2. 'Demon': goblins follow it with open depravity.
3. 'Goblin': seen as a great ancestor that has achieved godhood, arch-devilry, or demonhood.

For example, Scary Slay Demon (rolling a 12 & 7 on the first table, 2 on the second) would have many scary hobgoblins and hobgoblin guard followers, replete with much terrorizing and chanting.

On the hand, Dancer Goblin (13, and then 3) or Sneak Many God (rolling 5, 2, and then 1) would have goblins who dance, and goblin thieves and goblin hordes instead.

*Note3% of goblins encountered will have one of the leader-type abilities of Goblin King, Goblin Shaman, Hobgoblin Priest, or the like in addition to the typical ones for which their goblin divinity is known. If one or more of those abilities is the goblin divinity's actual focus though, then only 10% of its followers will have them- any remaining goblins are just more terrified of their power (and thus have less goblinoid urgings to be underhanded to them). 

For example, a group of 30 hobgoblin followers of  Stern Devil will usually have either a king or spellcaster as a leader, in addition to the rest being hobgoblin militants. A group of 60 might have two with the leader-type abilities. On the other hand, goblins who follow a 'Great', 'Spirit', 'Blood', or 'Spooky' goblin divinity might have 3 goblins or hobgoblins with such abilities for every 30 of their number. The rest likely won't have any special abilities except for being useful fodder.

Read the full article with additional options here.

Next week: we begin a new series on Welsh divinities!


Wednesday, April 6, 2022

Goblins, Part II

Goblin Magical Side-Effects
Wicked creatures work in cruel ways, though in the case of goblins, such malevolence doesn't always come out the way they intend it to. 

Roll 1d12 when one casts a spell and consult the table below for the general side-effect. If it then calls for a requirement, roll on the table for the goblin's spellcaster type to determine what it is. 

1-2. Beware - My - Magic! The goblin's spell does absolutely nothing, though the goblin has a 50% chance of believing it works anyway. In that case, it will act accordingly.

3-5. More? The goblin needs to follow a requirement for the spell to happen.

6. More! There are always too many goblins. To punctuate this fact, any (including the spellcaster) within a 1d6 x 5' appear to be doubled in number, though these are simply mirror images that last up to 3d6 rounds and vanish when hit. In addition, for every 1d4 rounds of the duration, the goblin must follow a requirement too in order to make the effect continue.

7-10. No Side-Effect: Apart from the goblin acting as strangely as it usually does, nothing additional occurs or is required with the spell this time.

11-12. Goblin Blood MagicThe goblin can now increase the spell's range, effect, or duration by 50% if it has inflicted some harm within the last 24 hours (if not known, there's a base 50% chance of that being so). What is more, if the goblin chooses to follow a random requirement from its spellcaster list, then the target of its spell must also save vs. death/ make a Will save DC 10 or take 1d8 damage.


Requirements by Goblin Spellcaster Type
Different varieties of goblin spellcasters have different malefic requirements for making their spells work. When one is called for, roll on the corresponding table below. Note that if the spell's effects would fulfill the requirement if the magical side-effect was applied, then the requirement in that case can be considered met.

Goblin Shaman 
Per Tezschnaz, or roll 1d8.
1. Act like a random animal for 1d3 rounds.
2. Speak to things that aren't there for 1d3 rounds.
3. Hallucinate for 1d4 rounds.
4. Scream at the top of their lungs for 1d4 rounds.
5. Drum loudly and/or dance crazily for the next 3d6 rounds.
6. Kill in a particularly spectacular way.

Hobgoblin Priest
Being more intelligent, hobgoblin priests add 1 when rolling on the Goblin Magical Side-Effects table, but their own requirements can be quite demanding, requiring either an Intelligence, Wisdom, or Charisma check (DC 15) to be successful (generally a 75% chance). Roll 1d6.
1. Properly bow to their master.
2. Recite hobgoblin liturgy without error.
3. Discipline a subordinate severely.
4. Draw blood from a victim with great prejudice.
5. Masterfully abuse a slave or sacrificial victim, or capture one to be either.
6. Kill in a particularly gruesome way.

For example, a goblin shaman casts a spell and the Referee rolls 11 on the d12 (Goblin Blood Magic). He then rolls a 3 on the Goblin Shaman table, so if the goblin has inflicted some harm within the last 24 hours, one of the spell's aspects can be increased by 50%. And if the goblin hallucinates for 1d4 rounds too, then its target will take 1d8 extra damage. Note that if the Referee had rolled a 6 for the requirement, then that will be met if the spell would end up killing the target.
 
Read the full article with details on goblin cultists here.


Next week: Goblins, Part III!


Tuesday, March 29, 2022

Goblins, Part I

Goblins 
Stats: Goblins have the following modifiers.
  * +1d4 Dexterity, along with -2d3 Strength, Intelligence, Wisdom, Constitution, & Charisma.
  * +2d3 bonus to checks made to deceive and backstab others, being naturally treacherous.
  * Typically underhanded as well, they must save vs. spell/ make a Will save DC 15 to refrain from torturing defenseless prey or even betraying allies if they can get away with it.
  *Base 75% chance of being subterranean/ nocturnal, suffering a -1d6 rolls when in bright light, but can also see in the dark.

Goblinoid Divinities & CultsTezshnaz, arch-devils, and other demon lords
HD: d4
To-Hit Bonus: +1 per 3 HD, rounded up (+1, +1, +1, +2, +2, +2, etc.)
Saving Throws
All: +1 bonus per 3 HD.
Usual Weapons: Goblins & Wild Goblins- club, bow, spear, sling, dagger
Hobgoblins- mace, crossbow, polearm, sword
Usual Armor: Goblins- leather or lighter, Hobgoblins- splint or lighter, Wild Goblins- none!

Special Abilities: Goblins usually have 1 special ability per odd HD (1, 3, 5, etc.) Each one also has a compulsion too- an associated despicable manner to match. Such despicableness can be resisted by saving vs. spell/ making a Will save DC 15 on an individual basis. This malevolent nature is in addition to their propensity for underhandedness (detailed above).

Though each ability is listed under a particular goblin  type, they can be selected from different types with the Referee's permission, enabling the creation of other types of goblins (e.g. gremlins, unseelie goblins, tunnel goblins, kobolds, etc..) Each ability can also be selected more than once, allowing the bonuses to compound each other. 

Common Goblins
[Certain Colored] Goblin: gain a +1d2 to all rolls in certain situations depending on their hide color, but also suffer the same in penalty when they don't occur. Green Goblins: when doing something envious. Bright Yellow Goblins: when enforcing conformity. Burnt Orange Goblins: when gathering victims for sacrifice and/or torture.
Goblin Horde: unfailingly have 2d4 extra goblins in the area. T
here are always one goblin too many, but this special ability makes that worse: more keep popping up even if slain, until the actual goblin who has it is slain. 
Goblin King: gain +1d8 HD and can compel other goblins to follow its commands. It has a base chance of being successful depending on goblin type: common goblins- 75%, hobgoblins- 50%, wild goblins- 25%, but for those non-goblins who disbelieve his power (by making a save vs. death/ Will save DC 10), he will then have no power over them.
Goblin Shaman: gain the spellcasting abilities of a 1st level cleric, but also roll for goblin magical side-effects (see Part II), and will refuse to use armor or other sensible protection.
Goblin Rogue
can escape capture once per day, but must otherwise always engage in overly complicated plans.
Goblin Warriorgain an additional +1 bonus to hit and to AC. Must flee from any for that's seemingly stronger than them though, even if inopportune.

Hobgoblins
Unlike goblins, they suffer no Strength, Intelligence, Wisdom, or Constitution penalty. Their Charisma penalty is also only -1d3+1.
Hobgoblin Guardgain an additional +1 bonus to hit, damage, and to AC, but must chant loud songs whenever marching.
Hobgoblin Militant: gain a +2 bonus to initiative and a +1 bonus to hit non-Lawful types, but must always obey their commanders and keep their weapons polished.
Hobgoblin Monk: can make 2 unarmed attacks each round for 1d2 + Strength modifier damage, but insist on strict discipline  at all times (which is antithetical to most goblins).
Hobgoblin Priest
gain the spellcasting abilities of a 1st level cleric, but also roll for goblin magical side-effects (see Part II) and must always work to take prisoners for slavery and/or sacrifice.
Mischievous Hobgoblin: gain the skills of a 1st level thief, but must engage in pranks whenever possible.
Scary Hobgoblincan scare others who first see them, causing a -1d3 to all rolls for the next 3d5 rounds (save vs. death/ make a Will save DC 10 negates), but the goblin will attempt to frighten anyone it first encounters, including potential allies.

See bonus content, including another type of goblin, here


Next week: Goblins, Part II!


Wednesday, March 23, 2022

Orcs, Part III

Orcish Divinities & Cults

Where Orcs Came From
Whatever foul entities gave birth to such a depraved folk isn't entirely known. The most common theories include (select or roll 1d4):
1. Warped and corrupted elves, done by one or more demon lords.
2. Lemurian-type hideous merging of fell men and beast.
3. Experimentations, likely by some mad wizard, made to be his merciless, splenetic, loyal foot troops (though they ended up betraying him anyway).
4.  A naturally occurring race, nevertheless still naturally brutal and evil.

Orc philosophers are surprisingly unclear on the matter.

In any case, orcs follow abominable entities, whether Orcus, the quintessential orc divinity (likely after whom the race was named), other demon lords, arch-devils, evil gods, other orc divinities of their own, or even corruptions of the wholesome gods that humans might follow. The latter is especially understandable since orcs cannot really create, they can only pervert.

What Orcs Worship (d6)
   
1. Orcus (see Volume II)
   2. a random arch-devil or evil god (e.g. Nergal- see Volume III)
   3. a random demon lord (e.g. Chernobog - see upcoming Volume IV)
   4-6. another specifically orc divinity (deity or demon lord- see below)
   
Random Orc Divinity Generator
Roll 1d2 times on the following table. Each one indicates part of the orc deity or demon lord's name translated in the human tongue, along with which special abilities its followers typically have* (defined in Part I).

1d12
1. King (Orc Chieftain)*
2. Axe (Orc Warrior)
3. Magic (Magic Orc)*
4. Hand (Orc Degenerate)
5. Fire (Orc Pillager)
6. Fist (Orcish Pugilist)
7. Black (Orc Militant)
8. Eye (Orc Warlord)
9. Evil (Orc Witchdoctor)*
10. Master (Golden Orc)
11. Blood (Orcish Manslayer)
12. Wild (Orc Savage)

Then roll to see what the name ends with (1d3).
1. 'God': obeyed by orcs in a way reflecting some religious zeal, but is ultimately depraved.
2. 'Demon': orcs follow it with open depravity.
3. 'Orc': seen as a great ancestor that has achieved godhood or demonhood.

For example, Magic Master Orc (rolling a 3 & 10 on the first table, 3 on the second) might be some sort of upstart, he is softer and more versatile than Orcus, seeking human worship. Black Hand God (rolling 7 & 4, then 1) might be followed by both orc militants and degenerates, precariously bound together by some minor dogma.

*Note3% of orcs will have one of the elite abilities of Orc Chieftain, Magic Orc, or Orc Witchdoctor in addition to the typical ones for which their orc divinity is known. If one or more of those abilities is the orc divinity's actual focus though, then only 10% of its followers will have them- any remaining orcs are just more cowed by their power (and thus have less orcish urgings to kill such leaders). 

For example, a group of 30 orc followers of  Blood Demon (orcish manslayers) will usually have either a chieftain or spellcaster as a leader. A group of 60 might have two, etc. On the other hand, orcs who follow a 'King', 'Magic', or 'Evil' orc divinity might have 3 orcs with such abilities for every 30 of their number. The rest likely won't have any special abilities, except for being fodder.

Read the full article with additional options here.


Next week: our series on folk concludes for a time with goblins!


Wednesday, March 16, 2022

Orcs, Part II

Orcish Magical Side-Effects
Debased in mundane affairs, it is no surprise that orcs are degenerate in magical matters too, for their evil can only ruin what good folk may have made. When one casts a spell, first roll 1d12 on the table below for the general side-effect. If a requirement is called for, then roll on the table for the orc's spellcaster type to determine what it is. 

1-2. Urge-Driven: The orc gives into one of its urges, whether general orc belligerency or from another it has, being unable to resist doing whatever particular evil is in its nature for the next 1d3 rounds. And not only does the spell not work, it has a 50% chance of being lost too.

3-5. Demands of Aggression: The orc must follow a requirement for the spell to function.

6-7. Orc FoulnessAll within 1d10 x 5' becomes seemingly derelict and dark for the next 1d20 rounds, causing any non-orcs who are there to save vs. death/ make a Will save DC 10 or suffer a -1d4 penalty to all rolls. In addition, the orc must follow a requirement every 1d4 rounds in order to maintain the area, up until the time it would expire.

8-11. No Side-Effect: Nothing additional occurs or is required this time.

12. Orcish Black Magic: If the orc has abused another sometime within the last 24 hours (if not known, there's a base 75% chance of that being so), it can then double the spell's range, effect, or duration. In addition, if the orc chooses to follow a random requirement from its spellcaster list, its target must also save vs. death/ make a Will save DC 10 or become possessed by a fell orcish spirit, being forced to give into a random orcish urge for the next 3d4 rounds. 


Requirements by Orc Spellcaster Type
Different types of orc spellcasters have different abominable requirements for making their fell spells work. When one is called for, roll on the corresponding table below.

Magic Orc (d8)
1. Wallow in filth, whether physical or metaphorical.
2. Speak in a weird voice for the next 1d6 turns.
3. Defile something pure.
4. Imbibe an intoxicant, taking a -2d6 penalty to all rolls for the next 1d6 turns.
5. Drum loudly and dance crazily for the next 3d6 rounds, taking a -1d3 penalty to unrelated rolls.
6. Attack an innocent, or at least one who is weaker than the orc.
7. Kill an innocent, or at least one who is weaker than the orc.
8. Per Orc Witchdoctor, below.

Orc Witchdoctor
Per Orcus (see Volume II) or roll d8:
1. Be possessed by a fell orcish spirit, and must act especially wild and aggressively for the next 1d6 turns.
2. Hold an effigy doll of the spell's target. If one isn't ready, it takes 1d3 rounds to make.
3. Recite a strange rhyme. Those who hear it must save vs. death/ make a Will save DC 10 or have it stuck in their head for 1d3 days.
4. Use an exotic or rare (and likely gruesome and unpleasant) spell component.
5. Brandish weapons and act very aggressively.
6. Slap or otherwise accost the spell's target.
7. Kill the spell's target
8. Per Magic Orc, above.


For example, a magic orc casts a spell. The Referee rolls 3 on the d12 (Demands of Aggression) for it. He then rolls a 7 on the Magic Orc table, so the orc must k
ill an innocent, or at least one who is weaker than it, in order for the spell to work. 


For information on Orcish Occultists, read the full article here.



Next week: Orcs, Part III!


Wednesday, March 9, 2022

Orcs, Part I

Orcs
Stats: Orcs have the following modifiers.
     * +1d4 Strength & +1d2 Dexterity, along with -2d4 Intelligence, Wisdom, & Charisma.
     * +2d4 bonus to checks made to intimidate others and +1d4 to initiate attacks, being inherently belligerent.
      * Natural bullies as well, they must save vs. spell/ make a Will save DC 15 to refrain from being hostile to and/or taking advantage of those who they see as weaker than them.
     * Base 33% chance of being subterranean/ nocturnal, suffering a -1d4 rolls when in bright light, but can also see in the dark.

Orcish Divinities & Cults
Orcus, Magic Master Orc, fell imposters, Ape God, Pig Demon, other demon lords, evil gods.

HD: d6+2
Attack Bonus: +1 per 2 HD, rounded up (+1, +1, +2, +2, +3, etc.)
Saving Throws
Reflex- and Fortitude-based:+1 bonus per 2 HD.
Will-based: +1 per 4 HD.
Usual Weapons: axe, scimitar, spear, dagger
Usual Armor: chainmail or lighter
Special Abilities: Orcs have uniquely fell abilities, typically 1 per odd HD (1 for 1 HD, 2 for 3 HD, etc.) Each one  also has a matching compulsion too- an orcish urging, reflecting its depravity. Such urgings can be resisted by saving vs. spell/ making a Will save DC 15 on an individual basis, though most orcs lack the will to successfully do so, let alone the compunction. These urgings come in addition to the general orcish predilection to hostility, which remains primary if an orc ends up being torn between the two.

Though listed under particular orc types, orcish special abilities can be selected from different ones with the Referee's permission, especially if wishing to create other types of orcs (e.g. cave orcs, demonic orcs, etc.) Each ability can also be selected more than once, allowing the bonuses to compound each other. For example, selecting Magic Orc twice would allow the orc to cast spells as a 2nd level magic-user. 

Common Orcs
Orc Chieftain: gain a +1d4 bonus to hit, +1d4 HD, and a +1d4 bonus to saves. but must always maintain a harem, even if inopportune. Must also watch out for potential usurpers, who must save or attack him if he appears weak.
Orc Warriorgain an additional +1 bonus to attack, +1 to damage, and +3 hit points. Must attack anyone seemingly weaker than them though.
Magic Orc: gain the spellcasting abilities of a 1st level magic-user, but also roll for orcish magical side-effects (see Part II), and must work to set themselves above all others.
Orc Degenerate: gain a +4 bonus to manipulate and deceive others, but will destroy their own lairs and lands when frustrated.

Black Orcs
Orc Militant: can automatically ignore up to 3 of their other orcish urgings each day, but must attack any other orcs who do give into them.
Orc Warlord: can add 1 to their bonus either to hit, damage, or AC each round for every odd HD they have (+1 if 1 HD, +2 if 3 HD, etc.) when armored and fighting alongside other orcs, but must kill any orcs who fail to obey them.
Orc Witchdoctor: gain the spellcasting abilities of a 1st level cleric, but also roll for orcish magical side-effects (see Part II), being often possessed by fell spirits.
Golden Orc: can manipulate humans, causing them to save vs. spell/ make a Will save DC 15 or believe the orc is worthy of respect and admiration. Those under its spell must also save when encountering other orcs (even if they don't have this special ability). Non-golden orcs typically despise such orcs and will slay them when discovered unless they have good reason not to.

Primitive Orcs
Orc Savage: can do +1d2 damage per hit in melee and can immediately attack a foe once again after hitting them, but must keep attacking for at least 6d6 rounds, even going after allies if no others remain to try to kill during that time.
Ape Orcgain +2d4 to climbing checks, +1d2 x 5' climbing speed, a +1d2 AC bonus to dodge attacks, and can make two slam attacks each round for 1d3 + Strength modifier damage. Must otherwise act apishly, will not wear armor, and must flee from fire and other pyrotechnics.
Big Orc: gain 1d3 Strength and Constitution, 1d10' in height, and 1/2 the height increase in HD, rounded up (1-2': +1 HD, 3-4': +2 HD, etc.), but also lose 1d4 Dexterity and 2d6 Intelligence.
Pig Orcgain +1d3 x 5' charging speed, a +1d3 AC bonus vs. bludgeoning attacks, +2d3 hit points, and can make an extra attack against any foes that they knock down. Lose 1d3 Charisma and Dexterity though, and must act piggishly, and take and hoard any food, valuables, and comforts that they can get their hands on.

Read the full article here.



Next week: Orcs, Part II!
 

Wednesday, March 2, 2022

Dwarves, Part IV

Dwarven Divinities & Cults
Dwarves by and large have a deep sense of kinship with their gods, often seeing them as either mighty (roll 1d3):
1. Ancestors
2. Elemental Lords
3. Standard Gods

However they are conceived, dwarves generally believe that they were fashioned by them, and it is their duty to do the same with fashioning great things of their own. Even black dwarves are customarily rooted in such tradition. 

As a result, dwarves experience their own side-effects when working magic (detailed in Part III) instead of the usual, human ones for their gods and goddesses. They also follow a simpler tenet and associate the special abilities they receive from them too. Still, dwarves draw spells and experience tests from their divinities just as humans do. Humans, in turn, can access that power via the Dwarf Rune spell (detailed below).

Vulcan
Let the fires burn to remedy those who suffer the unfaithful. Mainly hill dwarves, though some mountain dwarves too, such fiery 
Vulcan followers hold grudges with the devotees of Venus, other pulchritudinous divinities, and of course, elves.
Usual Abilities (roll 1d8): [1] dwarf cleric, [2-4] dwarf smith, [5] dwarf miner, [6] dwarf toughness,
[7] elemental dwarf, [8] reroll twice.


The Dagda
Savor great feasts and ale in solid halls. More joyous and raucous hill dwarves follow that tenet, enjoying the Dagda's ways.
Usual Abilities (roll 1d8): [1] dwarf cleric, [2] dwarf fighter, [3] dwarf smith, [4-6] highland dwarf,
[7] numbered dwarf, [8] reroll twice.


Svarog
Celestial fire rains down upon those who don't make things properly. Hill and mountain dwarves emphasize such strict tradition- with iron especially. 
Usual Abilities (roll 1d8): [1] dwarf lord, [2] dwarf cleric, [3-5] dwarf smith, [6] dwarf ancestor, [7] dwarf runemaster, [8] reroll twice.

Thor
Mighty weapons yield mighty deeds. Mountain dwarves mainly complement Thor's faith in this way, punctuated with their own emphasis.
Usual Abilities (roll 1d10): [1] dwarf fighter, [2-3] dwarf berserker, [4] dwarf runemaster, [5] dwarf smith,
[
6] dwarf strength, [7] dwarf toughness, [8] dwarven slayer, [9] gilded shapeshifter, [10] reroll twice.

Loki
Forgings of woe can bring greater calamity yet. Understandably, black dwarves are most akin to this sentiment, though some chaotic mountain dwarves would do so too.
Usual Abilities (roll 1d8): [1-2] dwarf runemaster, [3] dwarf smith, [4-5] dark dwarf, [6] exploiter, [7] fell shapeshifter, [8] reroll twice.

Read the full article here.
_______________________________________

Dwarf Rune (3rd Level Cleric Spell)
Casting Time: 1d3 turns
Range: touch
Duration: 4d3 turns
Effect: Craft a rune upon an object that grants its bearer the use of a dwarf ability- one that is associated with the divinity the caster follows. For example, a follower of Thor could cast a dwarf rune upon a shield that allows those who hold it to be able to use one of the dwarven abilities on Thor's list for the spell's duration.


Next week, we continue our series on folk, with orcs!


Wednesday, February 23, 2022

Dwarves, Part III

Dwarven Magical Side-Effects
Unlike the fancy enchantments of elves, dwarf magic is simpler. Whenever a dwarf uses a spell, roll first on the table below for its general side-effect, then roll on the matching dwarf spellcaster type's table if something is called for. And up to once per day per level, when something is required, dwarven spellcasters can pick which one of them it is instead.

1-2. Need be Done: The caster must do something in order to make the spell function. It won't until it is.

3-6. Should be Done: Shoddy work ought to be avoided. The magic will be too (being at just 50% its usual strength) unless the dwarf does something.

7-10. Can Be Done: Doing something improves the spell's effect, range, or duration by 50%, so why not?

11-12. Dwarven Great Magic Done: The dwarf may compound the spell's range, effect, or duration by 2. And if he decides to also do something that can be done, then he can make the spell's effects last indefinitely- until either the target is destroyed or the magic is dispelled.


Things Done by Dwarf Spellcaster Type
Different dwarven spellcaster types can do different things for their spells to work. 

Dwarf Cleric (d5)
1. Pray to the ancestors or do something fitting for their god or goddess.
2. Set foot on good earth or stone.
3. Hold a well-wrought item.
4. Strike a foe with their weapon or swear to do so if none are currently around.
5. Imbue an item with the spell. It takes 1d2 rounds to do so, but then it can be cast by anyone who activates it, up to 2d6 turns later. Note that each dwarven cleric may only have up to his level x 2 imbued items in existence/ awaiting activation at one time.

For example, a 2nd level dwarf cleric casts a spell. His player rolls 5 on the d12 (Should be Done). He then rolls a 4 on the Dwarf Cleric table. He therefore will need to strike a foe with his weapon or swear to do so if he doesn't want his magic to be at 1/2 power. In addition, he can opt to select a different thing that should be done on his list, up to twice per day since he is 2nd level.

Dwarf Runemaster (d4)
Special: Runes can be activated by any who touch them, pass by them, or by some other method stated by the dwarven runemaster at each one's time of creation. The spell the rune holds is then cast on the one activating it. Note that each dwarf runemaster may only have up to his level x 2 runes in existence/ awaiting activation at one time.
1. Carve a minor rune, taking 1d2-1 rounds to cast. It lasts until activated, up to 3d6 rounds later.
2. Fashion a standard rune, taking 1d3 rounds to cast. It lasts until activated, up to 3d6 turns later.
3. 
Craft a major rune, taking 2d4 extra rounds to cast. It lasts until activated, up to 3d6 hours later.
4. Forge a greater rune, taking 3d6 extra rounds to cast. It lasts until activated, up to 3d6 days later.

Black Dwarf (d5)
1. Implore infernal or chthonic powers.
2. Make an area unclean or work to make someone debased.
3. Deceive or corrupt another, whether a foe, unwitting dupe, or even better, an "ally".
4. Give into greed or self-loathing.
5. 
Imbue an item with the spell. It takes 1d2 rounds to do so, but then can be cast by anyone who activates it, up to 2d6 turns later. Note that each dark dwarf may only have up to his level x 2 imbued items in existence/ awaiting activation at one time, and they are almost always foul.


Read the full article 
here.



Next week: Dwarves, Part IV!