Wednesday, December 14, 2022

Clerics of Hretha, Part III

Divine Tests
1-4. The cleric must contemplate victory for 2d6 turns, 1d6 if she has actually been victorious sometime within the last 1d6 hours.

5-14. And what must the cleric do next? She loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to see what triumphs she must seek to get them back.
[1] Howl and be tempestuous for at least 2d3 turns.
[2] Defeat a worthy foe (of equal level/ HD or higher) in combat.
[3] March at least 1d4 miles, challenging any who would prevent her passage.
[4] Stand on high ground, at least 2d4 x 10' above the surrounding lands.
[5] Contest the cold by being unprotected in such weather for 1d2 hours, or at least challenge a follower of such a divinity.
[6] Dare the warm by being unprotected in such weather for 2d4 hours, or at least challenge a follower of Eostre (link) or similar divinity.

15-17. Hretha sees fit to make the cleric more like her forevermore. Roll 1d3.
[1] Windish: A gentle breeze blows within 5' of her, granting her a +2 bonus to saves vs. gasses and other air-based perils, but she automatically burns out candles and feeble torches if she gets too close.
[2] Wælcyrgie-ish I: Gains a +3 bonus to cause fear in, demoralize, and unnerve foes, but suffers the same in penalty when attempting to provide courage, emotional comfort, or motivation.
[3] Wælcyrgie-ish II: Gains a +1 bonus to cause damage to wounded foes and to finish them off, but suffers the same in penalty when receiving physical comfort or healing.

18+ A great windstorm arises, affecting all within a 1/4 mile area for the next 1d3 turns. Those who do not find shelter within 1d3 minutes will take 1d3 damage per round, and such shelter will also collapse if not sturdy. Increase the area affected by 1/4 mile, the duration by 1d3 turns, and the damage by 1d3 for every divine test result over 18.


Wælcyrgie (Anglo-Saxon Valkyrie)
- Spirits that can take physical form for brief periods of time, as described in Volume IV. They often appear as either animals, hags, or warrior-women, though all terrifying. 

-
Associated with Hretha and other warlike Anglo-Saxon divinities, wælcyrgie can be summoned by their followers via the Summon Spirit spell.

-
For those who fight well in battle, they will (roll 1d12): [1-3] provide succor, [4-7] assist with combat, [8-10] continue to watch, [11+] choose to be slain
*For those who fight poorly, add 4 to the d12 roll.

-
Wælcyrgie 
can also use 1d8 of the following 20 spells at will (roll a d20 eight times to generate them- duplicate rolls mean that a particular wælcyrgie knows less spells).
1st Level: Command, Cure Light Wounds, Light (reversible), Protection from Evil, Remove Fear (reversible)
2nd Level: Bless, Delay Poison, Holy Chant, Resist Fire, Silence 15' Radius, Spiritual Weapon (appearing as the wælcyrgie wielding it)
3rd Level: Continual Light, Cure Disease, Glyph of Warding, Striking, Call Lightning (D)
4th Level: Gust of Wind*
5th Level: Blade Barrier (appearing as the wælcyrgie wielding them)
6th Level: Plane Shift
7th Level: Wind Walk


Next week: Clerics of Hretha, Part IV!

Wednesday, December 7, 2022

Clerics of Hretha, Part II

Magical Side-Effects of Hretha
Victory may take many paths. Roll 1d12.

1. Cruel: Spoils need be taken from someone. The magic requires something of value (at least 1d3 gold pieces per spell level) to be claimed from another who's lost, preferable via combat.

2. Swift: Ride forth! The cleric must be on the move, whether before or after the spell is cast. It will only be at 1/2 its usual power without it otherwise.

3. Tempestuous: What is victory if it isn't done loud? If the cleric isn't howling at the time, then the magic will only occur 1d6 turns afterward.

4. Windswept: Upon the open air, battle can be fully joined. The cleric and all on her side within 120' can gain a +2 bonus to hit and +10' speed with the wind at their backs (a 50% chance). If not , then the winds blow against her, and she and those on her side experience the opposite. Either way, it lasts for 3d4 rounds.

5-8. Triumph SignThe magic works without side-effect this time, except for a 33% chance of some subtle mark or display of victory appearing too.

9. Wælcyrge: The Anglo-Saxon valkyrie boost the spell for a 50% bonus to its effect, range, or duration, but if the cleric hasn’t fought ferociously or in a terrifying way (like they do) sometime within the last 2d4 hours, then she suffers a -4 penalty to all rolls for the same amount of time.

10. Shield-Maiden Way: As long as the cleric is defending an area claimed by Anglo-Saxons, then its effect, range, or duration can be raised 50%.

11. Battleground: Where else can the great deeds of valor be known? If at such a place where much fighting and bloodshed either is occurring or has occurred, then the spell's effect, range, or duration can be doubled. 

12. Victorious: Along with the spell not being expended so that it can be cast once more that day, its effect, range, or duration can be doubled. In addition, if the cleric has overcome a worthy foe (one of equal HD or higher) within the last 1d3 hours, then one of those aspects may be tripled.


Shield-Maidens
Warrior women who pledge themselves to Hretha and other northern warlike goddesses. 

* They fight as fighters (using their bonus to hit, HD, and saves), but gain no weapon specialization or other special abilities.

* In return, they can cast spells as clerics of the same level, but know only 1d2 spells per level and can just cast 1/2 the cleric's amount of spells per day. 

* They must carry a weapon and shield to cast their spells, having their sorcery appear as battle prowess or herb-craft.

* What is more, they must save vs. death/ make a Will save DC 10 to initiate combat, though they can still always be ferocious and terrifying, for they are defending maidens after all.


Next week: Clerics of Hretha, Part III! 



Wednesday, November 30, 2022

Clerics of Hretha, Part I

Hretha
Anglo-Saxon Goddess of Victory

Tenets of Hretha
* Make ready for battle
* Defend your folk
* Be like the tempest, howling glory
* Laying one's enemies low 

Followers of Hretha
Special: Hretha is served by clerics and shield-maidens.
Allowed Weapons: Sword, spear, seax, lance
Allowed Armor: Chainmail & shield or lighter
Symbols: Wælcyrgie, Weapons, Wind
Can Turn: Those who they charge and fail morale
Mysteries of Hretha: Followers of Hretha can grant themselves or another an extra melee attack against a foe that they've just hit. They may do so up to once per day per level.


Folk Variations
Followers of similar goddesses can be created by modifying Hretha's rules.

Bellona (Roman): Her clerics seek victory in the name of the state, but are no less prone to wild slaughter. Allowed arms and armor should be Roman, and a number of her requirements can be changed to reflect both Roman duty and blood.

Hrouda (Germanic): Basic and primal, her seeresses see her as more as the embodiment of the mare and the wind. As a result, she can substitute some of the Germanic Magical Side-Effects shown in Volume II. She can also grant her followers access to horse totem abilities (link) instead.

Sigyn (Norse): Supporting her husband Loki, use the rules for Hretha, but her priestesses abilities instead focus on helping those who fail and/or are suffering. It is thus that they can achieve victory, even though they eschew arms, armor, and even violence.


Next week: clerics of Hretha, Part II!




Wednesday, November 23, 2022

Clerics of Hengist & Horsa, Part IV

Spells of Hengist & Horsa
Twin magic can be doubly advantageous- and if seen as demigods, Hengist & Horsa can only grant their clerics spells up to 5th level.
 
1st LevelCommand (on other Anglo-Saxons), Detect Rival Folk (as Detect Evil, but senses non-Anglo-Saxons), Protection from Evil, Remove Fear (reversible), Resist Cold, Charm Person* (via an attractive Anglo-Saxon woman who is within 60')

2nd LevelBless, Delay Poison, Hold Person, Reveal Charm, Spiritual Weapon

3rd Level: Continual Light. Cure Disease, Glyph of Waring, Locate Object, Prayer, Striking

4th LevelCreate Food and Water (double potency if used to serve guests who will be stabbed to death afterwards), Lower Water, Neutralize Poison (reversible), Protection from Evil 10' Radius  

5th Level: Summon Ceorls (2d3, they arrive within 1d6 rounds, serve for at least 4d6 rounds thereafter, see stats below), Summon Seax (never be unarmed for long, the long knife (which does 1d5 damage) appears and lasts for 2d3 rounds), Mirror Image* (only makes 1 copy though)

6th Level: Dispel Evil, Flame Strike, Quest

7th Level: Control Weather, Holy Word, Restoration, Wind Walk


Dinner with Long Knives (an Anglo-Saxon Encounter)

Background: The party is invited to a meal by the cleric Aelfhea. A number of well-connected Anglo-Saxon nobles will be attending. 

"Don't worry", he explains, "you won't need to bring weapons: the cutlery is already provided."

A beautiful Saxon woman is supposed to be there too, Golderon, sweetening the pot (she does bring honey along with her 18 Charisma).

Main Event: The place is a hastily assembled tent area, roughly 40' wide by 100' long; a makeshift meadhall. There will be 1 thane (Anglo-Saxon noble) and 2 ceorls (Anglo-Saxon freeman) for every party member who attends. Golderon has a base 75% chance of showing up, 25% chance of showing up on time. Unarmed, even un-secretly-armed, servants will also be around to serve wine and roast mutton. They will make themselves scarce as soon as possible.

As the dinner progresses, hopefully with the party getting drunk, they will then be either made an offer to assist the thanes, or to die (via stabbing). 

- Any party members who are not noble Britons or some others whom the Anglo-Saxons wish to take land from will receive a request to assist the Anglo-Saxons in such matters, for a suitable recompense of course. 

- Those who are noble Britons or some others whom the Anglo-Saxons wish to take land from will be summarily attacked with hidden long knives (seaxes) that the Anglo-Saxons have hidden on them. Aelfhea will use the divine powers bestowed upon him by Hengist & Horsa (his spells, etc.) to help ensure things go smoothly (or so he hopes).

ConsiderationsGetting in good favor with the Anglo-Saxon nobility and Aelfhea can be the party's ticket to easier living, better quests, and beautiful Anglo-Saxon women 

On the other hand, getting stabbed to death by them would likely be undesirable. If the party has attempted to make wise decisions but still faces being murdered, the Referee may wish to be merciful and have Aelfhea decide to only enslave them instead.

Note: Any allies (or potential allies) of the Anglo-Saxons will be spared, but still restrained from assisting their unfortunate friends who have accompanied them to dinner. Aelfhea's Hold Person spell would do well for that.

Wilhere, Beornmund, Beorhyweald, and others
Thanes  Align: N, MV: 35’, AC: 4, HD: 3, Atk: 1 (seax- hidden), Dmg: 1d5+1, SP: can add 2 to their bonus either to hit, damage, or AC each round when defending lands that their people have conquered (including this makeshift meadhall), SV: F3, Mor: 10, Items: chainmail, helm, (seax), 3d20 gold pieces.

Golderon
Anglo-Saxon Maiden Align: N, MV: 40’, AC: 9, HD: 1-1, Atk: 1 (seax- hidden), Dmg: 1d5-1, SP: CHA 18, SV: T1, Mor: 6 (2 if thanes fall), Items: Attractive garb, (seax), golden brooch, honey pot.

Ethbrin, Lambin, Pohtgils, Botwulf, Turold, Burhred, and more
Ceorls  Align: N, MV: 40’, AC: 7, HD: 1, Atk: 1 (seax- hidden), Dmg: 1d5, SP: none, SV: F1, Mor: 8 (4 if thanes fall), Items: Fur coats, (seax), 3d20 copper pieces.

Aelfhea, Cleric of Hengist & Horsa
Lvl 3 Cleric   A
lign: N, MV: 35’, AC: 4, HD: 3, Atk: 1 (seax- hidden), Dmg: 1d5, SP: turn ability, can grant himself or another a +2 AC bonus for 1d3 rounds (3/day), spells prepared (1st: Command, Detect Rival Folk, Charm Person; 2nd: Bless. Hold Person). SV: C3, Mor: 9. Items: chainmail, helm, (seax), holy symbol, 2d20 gold pieces.


Next week: our series on Anglo-Saxon divinities continues with Hretha!




Saturday, November 19, 2022

Coming This Weekend

DIVINITIES & CULTS 
Volume IV: Finnish & Slavic

I am proud to introduce my latest work, Divinities & Cults: Volume IV. Coming soon, this tome explores the deities and myths of both the Ancient Finns & Slavs, allowing one to incorporate rules for their followers into old-school games via new tenets, follower guidelines, turn abilities, mysteries, magical side-effects, divine tests, and spells. With outstanding color art by Luigi Castellani and an amassing of new lore, this pdf book will be a welcome addition to your Divinities & Cults library.

Long-term fans of this site will recall that these divinities were previewed here years earlier. Their rules have now been updated and expanded. Many of the additional rules in this volume can be easily applied to other cultures too.

Contents include:

FINNISH DIVINITIES
Ilmarinen
Ilmatar
Lemminkainen
Mielikki
Ukko
Vainamoinen
Additional Finnish Divinities (partial descriptions)

SLAVIC DIVINITIES
Baba Yaga
Dazbog
Lada
Mokosh
Morana
Perun
Svarog
Veles
Vesna (partial description)

FELL CULTS
Chernobog
Louhi
Loviatar (brief description)
Uncle Steel Dwarf

ADDITIONAL RULES
Bronze Age & Iron Age Magic
Cleric-types
Clerical Bans
Kapische
Summoning Monsters & Spirits
Variable Spells Known & Abilities
Variant Traditions

NEW CLASS VARIANTS 
Bogatyrs (Slavic Heroic Knights) 
Druzhina (Slavic Warrior Bands)
Fighter-Wizard Variations
Finnish Shamans
Finnish Warriors
Kolduns (Slavic Sorcerers)
Priests (Finnish & Slavic)
Noitas (Finnish Shamanic-Witches)
Tietajas (Finnish Wizard-Shamans)
Vedmas (Slavic Witches)
Volkhvs (Slavic Oracular Priests)

MONSTERS 
Pohjolan Folk & Monsters
Slavic Vampires
Zmey

SPIRITS 
Bannik
Finnish Ancestral Spirits
Finnish Nature Spirits
Finnish Fey (Tonttu)
General Rules
Slavic Domestic Spirits 
Slavic Wilderness Spirits
the Summon Spirit Spell

There will be an announcement on this site once the book has been released. And, in thanks to my loyal readers, it will be offered at a reduced price for the following 48 hours!


Wednesday, November 16, 2022

Clerics of Hengist & Horsa, Part III

Divine Tests
1-4. Conquest will come in due time. The cleric must now rest for the next 2d6 turns, unless of course if he's in the middle of expanding Anglo-Saxon domains, in which case it need only be 1d6.

5-12. The twin horses can bring both weal and woe. The cleric experiences the latter, losing access to all his spells, but can then experience the former, by rolling 1d6 for each to see what he must do to get it back.
[1] Claim a new area in the name of the Anglo-Saxons. Any potential interlopers must be fully aware of this fact.
[2] Be otherwise victorious, defeating a foe in combat or in some similar way.
[3] Spend time with his folk, being near at least 2d3 other Anglo-Saxons for the next 3d4 turns.
[4] Demonstrate his cunning, succeeding on an Intelligence check to clearly outwit another.
[5] Ride or care for a horse, or even do either with a sea-steed (ship).
[6] Engage in an act of fertility, preferably incorporating one or more of the ways above.

13-16. If he isn't careful, others might wish to take what is the cleric's too, likely leading to new adventures themselves. Roll 1d3.
[1] The next group of Norse warriors he encounters (or the like) will seek to loot him, even returning in force if need be.
[2] The next noble Briton he comes across (or similar) will become smitten with having his sister (or whomever is closest), demanding her above all else.
[3] The next Anglo-Saxon potential rival he has (or equivalent) will attempt to diminish his position.

17+ Without Hengist or Horsa? Only one can survive to foster the next line of Anglo-Saxons. When the cleric of Hengist and Horsa next encounters another cleric, the latter must save vs. death/ make a Will save DC 10. If the other cleric fails, then he takes 3d6 damage. If he saves, then the cleric of Hengist & Horsa takes the same instead. For every divine test result over 18, increase the save DC by 2 and the damage done by 2d6, making it increasingly likely that only one will remain in the exchange.


Next week: clerics of Hengist & Horsa, Part IV!
 


Wednesday, November 9, 2022

Clerics of Hengist & Horsa, Part II

Magical Side-Effects of Hengist & Horsa
Realms to claim await. 

1. Headstrong: The magic must be cast in an aggressive, conquering way- how else to acquire new lands for one's people? If not, then the spell will do the opposite of what it's supposed to do, leading to the cleric potentially being conquered himself.

2. Sea Seax Raiders: If the spell occurs within view of the sea or at least lands that Anglo-Saxons would lay claim to, then it will work normally. If it isn't, then the spell will only function at 1/2 strength.

3. Realm of Eoh: It is now horse-mounted that the cleric must be, or at least bearing or viewing some equine sight. The magic will otherwise only happen 1d3 turns later.

4. Hyrde: Ready for a fight, if the cleric has allies on either side, then he gains a +2 bonus to hit and to AC until they fall or depart. Without them, he suffers the reverse. In either case, the effects last for 3d4 rounds.

5-8. Great Sign: The magic works normally this time, though it may reveal something to do with horses, conquest, twinhood, fertility, or cunning (a 33% chance). 

9-10. Aelf-shot: If cast in a cunning way, or at least to remedy that which was cunningly inflicted (especially by spirits), then the magic will enjoy a 50% bonus to its effect, range, or duration. Without that factor, the spell just works normally and the cleric will suffer a -2 to all rolls for the next 2d4 turns instead.

11. Vortigern's Lament: The conquered are gifts to the conquerors. If the spell is cast on one whose lands or spoils the cleric would claim, or even to encourage fertility (which certainly might involve lands or spoils as well), then its effect, range, or duration can be increased 100%.

12. Twin Lords: The magic occurs for twice its normal effect, range, or duration, as well as it not being expended so it can be cast again that day. In addition, if the cleric has a close counterpart (whether via blood, allyship, or the like) within 120' once the spell occurs, then that one may reroll the next roll they make, taking whichever result they prefer.

Variations

Horse Totem: One can substitute some of the results with the ones here (link).



Next week: Clerics of Hengist & Horsa, Part III! 


Wednesday, November 2, 2022

Clerics of Hengist & Horsa, Part I

Hengist & Horsa
Anglo-Saxon Gods of Conquest, Victory, & Twinhood

Tenets of Hengist & Horsa
* Expand Anglo-Saxon domains
* Seek victory in any way
* Use guile if necessary
* See the importance of horses & fertility too

Clerics of Hengist & Horsa
Special: Hengist & Horsa are followed by clerics and fighter-wizards (for the latter, see upcoming Volume IV)
Allowed Weapons: Sword, spear, axe, seax
Allowed Armor: Scale or chainmail and shield or lighter
Symbol: Twin Horses, Ships
Can Turn: Those whose lands or lairs they're invading (clerics only).
Mysteries of Hengist & Horsa: Followers of Hengist & Horsa can grant themselves or another either a +2 AC bonus or a +2 bonus to hit for 1d3 rounds. They may do so up to once per day per level. Which is granted is determined at character creation.
Note: Some see Hengist & Horsa just as a demigods or foundational heroes. In such cases, they can only be served by fighter-wizards (who can cast spells up to 5th level and cannot turn, among other things).



Folk Variations
Followers of similar divinities and spirits can be made by adjusting the rules above.

Castor & Pollux: for followers of the Dioscuri, they can be helpful to travelers and sailors in general, wear little or no armor, bear Greco-Roman arms, be able to turn those who would capture them, and have mysteries that grant a +10' speed bonus (even if mounted) or a +2 bonus to saves.

Horse Totem: replace select rules with those here to have followers focused more on their equine spirit nature.


Next week: clerics of Hengist & Horsa, Part II!


Wednesday, October 26, 2022

Priestesses of Eorde, Part IV

Spells of Eorde
Eorde provides great strength and bounty.

1st Level: Command, Create Water (reversible), Cure Light Wounds, Detect Evil, Protection from Evil (+3 if standing on natural earth), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if at least 2d4 Anglo-Saxons are within 30'), Detect Snares and Pits (D), Shillelagh (D), Hold Portal*, Enlarge*

2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person (save is 2 harder if standing on natural earth), Holy Chant, Resist Fire, Reveal Charm, Spiritual Weapon (appears wielded by a landwight), Stumble (D), Strength*

3rd Level: Animal Growth, Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding, Locate Object (if it is resting on natural earth), Prayer, Remove Cure (reversible), Striking, Plant Growth (D) (crops only), Snare (D), Stoneshape (D), Clairaudience*, Explosive Runes*, Haste* (reverse), Protection from Normal Missiles*

4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination (requires standing on natural earth), Protection from Evil 10' Radius (+3 if standing on natural earth), Speak with Plants (if crops), Protection from Electricity (D), Enchant Arms* (they do gain an actual +1 bonus to hit and to damage), Move Earth (Lesser)*, Teleport* (requires standing on natural earth to travel to a place of the same)

5th LevelAtonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift (as Teleport*, above), Commune with Nature (D) (on natural earth), Transmute Rock to Mud (D, reverse), Conjure Elemental (Earth, though spell will end if caster is distracted)*, Interposing Hand*, Passwall*, Wall of Stone*

6th LevelFind the Path, Heal, Stone Tell (works on natural soil too), Summon Spirit (Landwight, see below), Word of Recall (as Teleport*, above), Transport via Plants (D, crops only), Forceful Hand*, Move Earth*

7th Level: Earthquake, Holy Word, Regenerate, Restoration, Transmute Metal to Stone (as Transmute Metal to Wood, D, but turns metal to stone instead), Phase Door*, Statue*

Landwights 
- Spirits that can take physical form for brief periods of time, as described in Volume IV.
- Often associated with Eorde and other naturalistic Anglo-Saxon divinities, and can sometimes even be summoned by their followers via the Summon Spirit spell.
- Can appear as either animals, plants, giants, dragons, satyrs, or nymphs. 
- For those who are respectful when visiting their natural places, they will (roll 1d12): [1-3] provide succor, [4-5] charm, 
[6-10] ignore, [11+] waylay, get lost, or lead to danger
*For those who are disrespectful, add 4 to the d12 roll.

- Can also use 1d6 of the following 14 spells at will.
1st Level: Cure Light Wounds (from damage taken in the landwight's area), Entangle (D), Locate Creature (D), Speak with Animals (D)
2nd Level: Augury, Barkskin (D),  Charm Person or Mammal (D), Find Plant (D)
3rd Level: Animal Growth, Remove Curse (reversible), Call Lightning (D)
4th Level: Create Food and Water, Speak with Plants (D), Summon Sylvan Beings (D)
5th Level: Commune with Nature (D)


Next week: our series on Anglo-Saxon divinities continues with clerics of Hengist and Horsa!