Wednesday, February 1, 2023

Priestesses of Freo, Part II

Magical Side-Effects of Freo
Such love in giving, for giving is love. Roll 1d12.

1. Friend Ways: Bestowed from the heart is always enough. The spell simply need be done with affectionate consideration for it to function.

2. Beauty Said or Shown: Whether a stirring poem or heartening sight will work, likely requiring a CHA check (DC15). If not, then the magic will be at 50% its normal magnitude.

3. Wode-Wife: The time for holy union should always be now, as with Frige and Woden. Without a husband (or one of great potential at least) in her life though, then the priestess's magic only happens 1d6 turns later, as it seeks for union too.

4. Freo Love: Such support flows, granting all within 120' a 50% chance of gaining a +4 bonus to all loving-made rolls. The effect lasts 3d4 rounds.

5-8. Sign of the LadyThe spell works normally for now, except for a 33% chance of some symbol or display of fondness showing too.

9. Hyllan TidingsAnglo-Saxon nymphs increase the spell for a 50% bonus to its effect, range, or duration, but if the priestess hasn’t been loving or hidden in some way (like them) sometime within the last 2d4 hours, then she will experience a -4 penalty to all rolls for the same amount of time.

10. Home-Mother: Though she might bear a shield when needed, the priestess's place should be with her home and family. If such is the case (and place), then the magic's effect, range, or duration is increased 50%.

11. Bond Held: As long as the spell would help her kinsfolk (or other close Anglo-Saxons at least), the priestess can have its effect, range, or duration improved x2. 

12. Lady Beloved: If in the presence of her husband (or one with great potential), then the magic's effect, range, or duration can be doubled and the spell isn't expended so that it can be used again that day. What is more, if the priestess has shown great love within the last 1d3 hours, then one of those aspects may be tripled.


The Nine Herbs
Which will be used by the priestess or witch? Roll a d9 nine times whenever a follower of Freo or similar Anglo-Saxon divinity applies their magic. Repeated rolls indicate that less types of herbs will be needed.

1.
Mugwort
2. Plantain 
3. Stune Lamb's Cress
4. Nettle
5. Attorlaðe
6. Mayweed
7. Crab-apple
8. Thyme
9. Fennel


Next week: priestesses of Freo, part III!


Wednesday, January 25, 2023

Priestesses of Freo, Part I

Freo
Anglo-Saxon Goddess of Love

Tenets of Freo
* Be loving, gentle, and kind
* Espouse beauty and sweet poetry
* Be with a good man
* Supporting him and your children fully

Followers of Freo
Special: Freo is served by priestesses and witches.
Allowed Weapons: Staff, short seax
Allowed Armor: Shield or none
SymbolsSun, Blond Hair, Falcon, Cat, Moon
Can Turn: None
Mysteries of FreoFollowers of Freo gain either +1 Wisdom or Charisma. They can also grant themselves or another +4 to a healing, attractiveness, or lovemaking roll via applying one or more of the Nine Herbs and their loving touch. They may do so up to once per day per level. 


Folk Variations
Changes to Freo's guidelines can be made to coincide with those who follow similar goddesses.

Freya (Norse): very similar, their abilities can be exchanged, though Freo is portrayed here as less martial and having many qualities of Frigg.

Frijjō (Germanic): more primitive, her magic can be a mix of Freo's with the Germanic Magical Side-Effects detailed in Volume II.

Lada (Slavic): a love goddess too, incorporating spring and summer, emphasizing more young love.

Mokosh (Slavic): a mother goddess, she includes more family and home aspects, corresponding with Frigg.

Venus (Roman): being a goddess of beauty who focuses on appropriate love, she can match with Freo well.


Next week: priestesses of Freo, Part II!


Wednesday, January 18, 2023

Priests of Ing, Part IV


Spells of Ing
Bounty flows from what is kept and bestowed. See also spells of Freyr (link) to substitute with or expand upon these.

1st Level: Create Water, Cure Light Wounds, Light, Purify Food & Drink, Protection From Evil, Remove Fear, Resist Cold,  Sanctuary, Divine Weather (D), Charm Person*, Jump*, Sleep*

2nd Level: Augury, Bless, Delay Poison, Holy Chant, Hold Person, Know Alignment, Reveal Charm, Speak with Animal (boars and horses only), Amnesia*, Auditory Illusion*

3rd Level: Animal Growth (for agricultural use), Cure Blindness, Cure Disease, Locate Object, Prayer, Remove Curse (reversible), Plant Growth (D, also only for agricultural use), Summon Animal I (D, boars and horses only)

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Neutralize Poison, Protection from Evil 10’ Radius, Summon Sylvan Beings (D), Hallucinatory Terrain*

5th Level: Cure Critical Wounds, Dispel Evil, Summon Aelf (see Part III & stats below), Commune with Nature (D)

6th Level: Find the Path, Heal, Plane Shift

7th Level: Regenerate, Restoration


To Take What is Given
an Anglo-Saxon Encounter

Background
: A mound arises in the distance. Covered in verdant grass and flanked by fertile fields, it would appear inviting to most. 

Those who approach will find a hole atop its 20' height that's large enough for one party member to fit through at a time. Still, gazing through it will reveal something different depending on who looks (roll 1d4): [1] a gentle glowing, [2] total darkness, [3] a burial chamber, [4] the thing they most desire- so it may be unclear just how inviting the mound might actually be.

Main Event: Those with the courage (or curiosity) to enter will find it to indeed be a burial mound, roughly 10' deep by 10' long by 30' wide, replete with various Anglo-Saxon items of value (per Referee). Holy symbols of Ing are prominent.
 
ConsiderationsAny who attempt to remove an item will be accosted by 1d4 ylfe (Anglo-Saxon elves- see Part III). These have been called up by Frithugeorn (see below) to guard the treasures here.

Ylfe
(Anglo-Saxon elves)
Align: N, MV: 40’, AC: 5, HD: 1+1, Atk: 1 (seax), Dmg: 1d5, SP: each has 1 random high elf (link& 1 gray elf ability (link), SV: F1, Mor: 6, Items: chainmail, seax, 1d6 gold pieces.

Those who leave the mound will be greeted by Frithugeorn himself, priest of Ing. If they are still carrying any items from the mound, he will attack. If not, then he will be congenial. If any are attractive females, then he will be very congenial.

Frithugeorn, Lvl 4 Anglo-Saxon Priest of Ing
Align: N, MV: 40’, AC: 7, HD: 4, Atk: 1 (long seax), Dmg: 1d7, SP: handsome, Aelfish I, spells prepared (1st: Cure Light Wounds, Sanctuary, Charm Person*, Jump*,  Sleep*; 2nd: Hold Person, Speak with Animal (boars and horses only), Amnesia*, Auditory Illusion*), SV: C4, Mor: 8, Items: robes, holy symbol, long seax, ivory codpiece, 4d20 gold pieces..

Connections: Frithugeorn would wish to woo Wendhild (link), though she would instead wish for someone more warlike.


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

Wednesday, January 11, 2023

Priests of Ing, Part III

Divine Tests
Feasts may bring both joy and wonder.

1-4. Return to the mead hall, the mound, the bed. The priest must rest for the following 2d6 turns, but only for 1d6 if there is some delight to be had.

5-12. To be an Ingwine (friend of Ing), one must savor. The priest loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 for every one that has been lost to see what he must enjoy to get it back.
[1] Acquire at least 4d6 gold pieces in wealth or goods.
[2] Father offspring, or at least work heartily towards that.
[3] Enjoy any sensual pleasure for 1d6 turns.
[4] Be amongst one's kin for 2d6 turns, 1d6 if he works on his genealogy too.
[5] Visit a burial or barrow mound.
[6] Overcome a challenge via one's wits or diplomacy alone.

13-17. How else to better emulate Ing? The priest changes forevermore. Roll 1d4.
[1] Handsome: Gains 1 Charisma, but loses 1 to hit in melee, due to relying more on his looks than direct violence.
[2] Aelfish I: Gains a +2 bonus to both resist or use mind- or heart-influencing magic, but suffers -4 to all rolls if he hasn't engaged in some pleasure in the last 24 hours.
[3] Aelfish II: Gains a +4 bonus to saves, but suffers the same in penalty to all rolls if he hasn't been to a mead hall, burial mound, or amongst kin in the last 24 hours.
[4] Phallic Lord: Gains a +4 bonus to all lovemaking rolls, but suffers a -5' speed penalty.

18+ A challenge arrives, requiring something of the people of Ing (the Ingaevones). The next person of a certain type that the priest encounters will be moved to attack him for at least 2d4 rounds, doubling in duration for every divine test result over 18. If traveling in groups, other followers of the rival divinities in this case will attack other Ingaevones on a one-to-one basis. In any case, battle may continue or cease after the test's duration, depending on the dispositions of the participants beforehand. Roll 1d2.
[1] Irminiones: a follower of Woden (or the like) attacks, seeking victory over the god of erections.
[2] Istvaenoes: a follower of Eorde (or the like) attacks, claiming what's owed over the god of fertility.


Ylfe
Anglo-Saxon elves (sing. Aelf)

- Can be mortal demi-humans or actual spirits. 

- Have the abilities noted for other types of elves, typically for high (link) and gray (link), though wood and dark are known as well, with a preponderance of Elf-Shot being selected in the latter case.

- Many follow Ing and his sister Freo, and are generally friendly to their followers, if not many others as well.


Next week: priests of Ing, Part IV!


Wednesday, January 4, 2023

Priests of Ing, Part II

Magical Side-Effects of Ing
What may be brought together can be magical.

1. Lord of Peace
The magic must be cast in a peaceful, nonviolent manner- how else to enjoy new lands for one's people? If such cannot be done, then a (bloodless) offering worth at least 1d3 gold pieces per spell level will suffice.

2. Noble Way: In the way of Lord Ing, the casting must be upfront and direct, or at least directly serve to bolster the priest's or his lord's noble standing. In the latter case, then cunning can be used. If neither apply, then the spell 
will only occur at 1/2 its usual strength.

3. Sacred Enclosure: What better place to be than where the Gods smile and prosperity flows? If not located at such holy ground when the spell is cast, then it will 
just happen 1d3 turns later. Still, if the priest would consecrate the area immediately after, then that will also do.

4. Ing-land: An Anglo-Saxon place can offer much succor. If the priest is currently in a land claimed by his people, then any healing, fertility, and/or pleasure rolls will gain a +2 bonus for the next 3d4 rounds. 

5-8. Fertile Mark: Other than perhaps some sign of weal and bounty (a 33% chance), the spell works without side-effect this time.


9-10. Barrow Mound: The hoard of folk and realm lives just below. As long as it is done near a hill or burial mound, the magic gains a 
50% bonus to its effect, range, or duration from the helpful attention of the ylfe (Anglo-Saxon elves). If not, the spell still works normally, although the priest will suffer a -1d3 to all rolls for the next 2d4 turns instead, thanks to their revenge.

11. Over the Wet Way: First to arrive upon his wain, Ing's priest will be rewarded. If cast before any foes have had a chance to act, or with some other notable initiative, then 
its effect, range, or duration can be doubled.

12. Sacred Union: Love conjoins, making all things possible. The spell occurs 
for twice its usual effect, range, or duration, and it is not expended so it can be cast again that day. Alternatively, if the priest lies with a priestess of Ing (or similar) within 1d6 turns of the casting, then one of those elements may be tripled.


Variations
Select magical side-effects 
of Ing's can be replaced with those of animals held most sacred to him, engendering bounty and fertility in a more primal way.

Boar Totem: (link)

Horse Totem: (link)

Next week: priests of Ing, part III!

Wednesday, December 28, 2022

Priests of Ing, Part I

Ing
Anglo-Saxon God of Prosperity & Fertility

Tenets of Ing
* Be prosperous & noble
* Savor the fertile fruits
* Be virile, expanding your domain
* Eschewing war unless necessary

Priests of Ing
Special: Ing is served by priests and priestesses
Allowed Weapons: Sword, staff, club, seax
Allowed Armor: None
Symbol: Staff, Wagon, Boar, Ship
Can Turn: Those who would shed blood in a sacred place.
Mysteries of Ing: Followers of Ing can grant themselves or another within 15' a +3 AC bonus if the combat was not initiated by them. They may do so up to once per day per level.


Folk Variations

Freyr (Norse): very similar, he is detailed here (link). The rules for both gods can be substituted as desired, emphasizing various aspects, or even be combined to offer greater selection. Note that Ing fosters Anglo-Saxon noble lines of course, not Swedish, and is presented as more peaceful than his Norse equivalent.


Next week: Priests of Ing, Part II!


Wednesday, December 21, 2022

Clerics of Hretha, Part IV

Spells of Hretha
Upon the wind, Hretha's call resounds.

1st Level: Command, Cure Light Wounds, Light (reversible), Protection from Evil, Remove Fear (reversible), Resist Cold

2nd Level
: Augury, Bless, Delay Poison, Holy Chant, Resist Fire, Reveal Charm, Silence 15' Radius, Spiritual Weapon (appearing as the wælcyrgie wielding it), Shatter*

3rd Level
: Continual Light, Cure Disease, 
Cure Serious Wounds, Glyph of Warding, Speak with Dead, Striking, Call Lightning (D), Explosive Runes*, Haste*, Protection from Normal Missiles*

4th Level
: Create Food and Water, 
Enchant Arms* (they do gain an actual +1 bonus to hit and to damage), Gust of Wind*, Teleport* (requires being in midair to travel to a place of the same)

5th Level
: Blade Barrier 
(appearing as the wælcyrgie wielding them), Commune, Cure Critical Wounds, Dispel Evil, Quest,, Control Winds (D)

6th Level
Find the Path, Heal, Plane Shift, Word of Recall (as Teleport*, above)

7th Level
Holy Word, Restoration, Summon Spirit (wælcyrgie, see below), Wind Walk


The Wrath of Wendhild (an Anglo-Saxon Encounter)

Background: Entering a windswept clearing, whether outdoors or even in large cave, a strange voice challenges them. It sounds somewhat high pitched, though it could be the winds distorting it.

If they don't turn back, a random, lucky party member is charged by a mounted Anglo-Saxon noble, Anslan, armed and armored for battle. He is quite young though (thus the girlish voice) and will likely lose the contest. The main threat is his shield-maiden protector- one faithful in Hretha (and in Anslan to a much lesser extent).

The winds blow from the northwest throughout the encounter, causing all ranged attacks pointed at or near that direction to suffer a -1d4 to hit.

Main Event: Shield-woman Wendhilda, nicknamed 'Wendy', will resolutely engage any party members who attack Anslan. Others who intervene will also be met with her wrath.

Considerations:  If Wendhild is obviously outmatched, add 1 or more other shieldmaidens to assist her. and keep the winds at her back. None of them need to save to fight- once battle has been joined with Anslan, they aren't technically initiating the combat.

If she slays the offending party member(s), then she (and any other shield-maidens who might be there) will carry off Anslan, laughing in a satisfied manner.

If she herself is defeated, then male characters must save vs. spell/ make a Will save DC 15 or wish to spare her- for she may be useful. She is quite fetching, and would prove a very potent consort. Still, such courtship will likely not end well, for it would mostly be (roll 1d4): [1] stormy, [2] tempestuous, [3] howling, or [4] a breeze.

Connections: Anslan is the son of one of the thanes in the Dinner with Long Knives encounter (link). Wendhild has a cordial rivalry with Aelfhea.

AnslanYoung Anglo-Saxon Noble  
Align: N, MV: 80’ (mounted), AC: 3, HD: 1, Atk: 1 (lance or seax), Dmg: 1d8 or 1d5, SP: enjoys the protection of Wendhild, amongst other perks, SV: F1, Mor: 7, Items: chainmail, helm, lance, seax, horse, 5d20 gold pieces.

WendhildLvl 3 Anglo-Saxon Shield-Maiden of Hretha 
Align: N, MV: 35’, AC: 2, HD: 3, Atk: 1 (long seax), Dmg: 1d7+2, SP: quite fetching, spells known/ prepared (1st: Cure Light Wounds, Protection from Evil; 2nd: Spiritual Weapon 
(appearing as the wælcyrgie wielding it), SV: F3, Mor: 11, Items: chainmail, large shield, helm, long seax, 2d20 gold pieces


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


Sunday, December 18, 2022

Now Available

The Magic of the Finns & Slavs await!

Click to order via Drivethru RPG here

And a good video sample can also be found here.

Have you unleashed the mighty power of Divinities and Cults in your game yet? 

Myth-based Resources for Clerical Spellcasters in Old School Roleplaying Games
Divinities and Cults: Volume IV explores the deities and myths of both the Ancient Finns & Slavs, allowing one to incorporate rules for their followers into classic RPG’s via new tenets, 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 will be a welcome addition to your Divinities & Cults library.

Like previous volumes, this tome is compatible with the various Old School Editions and their Retro-clones. Many of the additional rules can be easily applied to similar 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, and more! 


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!