Wednesday, October 9, 2024

Clerics of Kotys, Part I

Kotys
Thracian Goddess of Wildness, War, & Slaughter

Tenets of Kotys
* Be wild, free in one's ecstasy
* Make war, whether to do battle or indulge

* Leave none standing

Wednesday, October 2, 2024

Priests of Zagreus, Part III


Spells of Zagreus
What arises below can bring one to magic heights.

1st Level: Cure Light Wounds, Detect Magic, Light (Reversed), Remove Fear (reversible), Purify Food and Drink (on raw meat and wine), Sanctuary (in dark or underground areas), Detect Snares and Pits (D), Dancing Lights*, Bestow Blessing & Curse^ (link), Warding^ (link)

2nd Level: Augury, Bless (reversible), Find Traps, Holy Chant, Resist Fire, Reveal Charm, Silence 15' Radius, Charm Person or Mammal (D), Obscuring Mist (D), Amnesia*, Darkness Globe*, Magic Mouth*, Conjure Realm^ (link)

Wednesday, September 25, 2024

Priests of Zagreus, Part II

Divine Tests
Realms beyond are revealed via transcendence of the flesh. 

1-11. From below comes great strength and challenge. The priest loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what things he must do to get them back.
[1] Walk barefoot underground or at night for 3d6 turns.
[2] Feast upon raw meat of a hard-to-find variety.
[3] Contemplate whence one came and where one shall go for 3d6 turns.
[4] Receive 1d2 damage, or some other passing unpleasantness of the flesh equally unpleasant.
[5] Experience betrayal, whether someone or something relied upon that now failed to assist, whether unsurprisingly or not.
[6] Be especially dark and grim, unnerving at least 1d2 would-be jovial individuals.

Wednesday, September 18, 2024

Priests of Zagreus, Part I

Zagreus
Thracian God of the Underworld, Trials, Death, Doom, & Rebirth

Tenets of Zagreus
* Dwell under, for below is primal
* Beware the treacherous and the titans who would consume you
* Honor death and doom, uncovering inner truth
* Be born again, transcending via the gods

Wednesday, September 11, 2024

Clerics of Bendis, Part III

Spells of Bendis
The great goddess bestows many blessings.

1st Level: Cure Light Wounds, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (in mountainous areas), Bestow Blessing & Curse^ (link), Blasting^ (link), Warding^ (link)

2nd Level: Bless, Hold Person, Spiritual Weapon, Stoneskin (as Barkskin, D, but looks like stone instead), Pass without Trace (D), Call Champion^ (link), Conjure Realm^ (link)

Wednesday, September 4, 2024

Clerics of Bendis, Part II

Divine Tests
Fertile rises draw forth potency, binding before the return.

1-11.
Curved flowing reflects Bendis' endeavors. Roll 1d6 to see what the cleric should do, for she loses access to some of her spells (50% chance for each one), possibly including her turn ability, until each one is resolved.
[1] View the moon, or at least something very similar and deep, for 1d6 turns.
[2] Hunt for 2d6 turns, whether for sustenance or fertile succor.
[3] Spend 2d6 turns in the mountains, or at least view them, or even something very similar and majestic.
[4] Copulate or encourage others to do so - all in appropriate ways of course- for 2d6 turns.
[5] Help the local land's vitality, whether via one or more of the approaches above or some other way, for the next 3d6 turns.
[6] Administer to their children for 2d6 turns or if not, act joyously to make more.

Wednesday, August 28, 2024

Clerics of Bendis, Part I

Bendis
Thracian Great Goddess of the Moon, Hunting, Mountains, & Fertility

Tenets of Bendis
* Honor the moon and your people
* Hunt for what takes you
* Mountains show mighty, one must bend to them
* Indulge in fertility, nourish the land

Wednesday, August 21, 2024

Clerics of Zibelthiurdos, Part III

Spells of Zibelthiurdos
Cleric-types of Zibelthiurdos can cast the following spells.

1st Level: Command, Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead), Remove Fear (reversible), Sanctuary, Divine Weather (D), Shocking Grasp*, Bestow Blessing & Curse^ (link), Blasting^ (link), Warding^ (link)

2nd Level: Augury, Bless, Create Water (via rain), Hold Person, Holy Chant, Silence 15' Radius, Spiritual Weapon, Knock*, Levitate*, Magic Mouth*, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, August 14, 2024

Clerics of Zibelthiurdos, Part II

Divine Tests
The sky father rides far, claiming all that the eye can see.

1-11. Something need get Zibelthiurdos' attention. Until the cleric does so, he loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what the cleric must do to have each restored.
[1] Shoot 1d3 arrows into the sky. There's also a 1 in 12 chance of causing a significant weather change, though those affected by the falling arrows (a 33% chance each) might have more impending concerns.
[2] Gain a wife, or at least spend 2d3 turns working to gain one. If the cleric already has a wife, then more are fine.
[3] Be on horseback for at least 3d3 turns.
[4] Spend at least 2d3 turns working to help one's family or to help it expand by siring more.
[5] Mark a new territory as Zibelthiudos' own, one even as small as 1d6 quarter acres.
[6] Stay beneath the open sky for the next 4d3 turns.