Wednesday, April 26, 2017

Clerics of Epona (Part I)

Neutral Gallic Goddess of Horses, the Land, & Fertility

Tenets of Epona
* Honor horses and all that they bestow
* Enjoy the fertile bounty of the land
* Stand up to tyranny and despoilers
* Protect your homeland from invaders too

Clerics of Epona
Special: All clerics of Epona are female and are also known as druidesses or priestesses.
Allowed Weapons: None
Allowed Armor: None
Holy Symbol: Horse, Foal, Cornucopia, Bowl
Can Turn: Tyrants, Invaders, Despoilers
Eponian Mysteries: Clerics of Epona can gain a +2 bonus to one of their casting rolls when mounted or when otherwise near a horses or horses, up to once per day per level. What is more, those who would harm them with any attack must save or be unable to do so.

Wednesday, April 19, 2017

Clerics of Svarog/ Slavic Clerics Pt. IV

(illus: Viktor Vasnetsov, 1898)

Cleric Spells (Svarog)
Clerics of Svarog have access to the following spells:

1st Level: Command, Create Water (as rain), Cure Light Wounds, Detect Evil, Light, Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Divine WeatherD, Heat MetalD, Burning HandsD

2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist Fire, Produce FlameD, PyrotechnicsD

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Prayer, Remove Curse (reversible), Striking (on iron weapons only), Clairaudience*, Clairvoyance*, Gust of Wind*

4th Level: Cure Serious Wounds, Detect Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Enchant Arms*

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Flame Strike, Plane Shift, Fly*

6th Level: Animate Objects, Control Weather, Find the Path, Heal, Stone Tell

7th Level: Astral Projection, Holy Word, Restoration, Wind Walk, Control Weather (Greater)D

Slavic Countryside Encounters
Much goes on beneath the great domain of Svarog, though here is just a smattering.

Locale (roll 1d10)
1. Kapishche (outdoor sacred enclosure): 25% chance of having a volkhv of Svarog present, level 1d3.
2. Idols or cemetery (50% chance of being foreboding)
3. Logging camp
4. Beautiful overlook (with a nice view of the Sky, Svarog’s domain)
5. Forest Clearing
6. Hut or Cabin (50% chance of having a bath house)
7. Forest path
8. Marshy area
9. Open field
10. Farm

Inhabitants (roll 1d10)
1. None (area is deserted)
2. Animals only (20% chance of being dangerous, per Referee)
3. 1d6 Folk enjoying the countryside (+1 on Disposition Table below; 35% chance of being attractive women)
4. 1d8 Workers (-1 on Disposition Table below)
5. 1d4 Tradespeople
6. 1d6 Travelers (See Odin section in Divinities and Cults: Volume I for table)
7. 1d4 Nobles guarded by 2d4 levels of fighters
8. 1d6 Vagabonds (See Loki section in Divinities and Cults: Volume I for table; 25% chance of being bandits too)
9. 1d3 Spirits (See Orcus section in Divinities and Cults: Volume II for details; 65% chance of being mischievous; 35% chance of being dangerous)
10. 1d4 Monsters (great beasts, demons, humanoids, giants, undead, or fey)

Disposition (roll 1d8)
1. Angry!
2. Gruff
3. Depressed
4. Reverent
5. Peaceful
6. Happy
7. Boisterous
8. Celebratory!

Tuesday, April 18, 2017

Divinities and Cults: Volume II for DCC RPG is now available!


(click the picture for product page)


Have you unleashed the mighty power of Divinities and Cults in your game yet? 
Divinities and Cults: Volume II covers the Gods and Goddesses of both the Celtic and Roman Pantheons, as well as a number of Evil Cults. Like Volume I, this work provides detailed tenets, special cleric considerations, healing side-effects, numerous divine tests, and custom spell lists for all 19 of them. What is more, optional rules and random tables abound, organized by  Divinity, of course. This excellent book is compatible with the Dungeon Crawl Classics Roleplaying Game™! 
  • Detailed rules for playing clerics of 7 Celtic and 7 Roman Gods and Goddesses
  • Full rules for also playing clerics of 5 Evil Cults
  • 20 pieces of unique artwork by Luigi Castellani (note: some Goddesses are depicted partially nude)
  • 11 Random encounter tables
  • 7 Other random tables
  • 20 Optional rule & sidebar sections
  • An Appendix that offers guidelines for making over 20 additional Divinities, as well as  having cultural variations for clerics of the various Divinities, such as Ionian, German, Etruscan, Gallic, etc.
  • And much more!

Monday, April 17, 2017


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).