Wednesday, May 24, 2023

Dionysus Encounters, Part I

Followers of Dionysus

DIONYSIAN PHILOSOPHY
Though his followers might end up abiding by all his tenets, some may emphasize one over all the rest. Such circumstances not only focus their approach, but it can also adjust the mysteries, magical side-effects, and divine test results available to them from Volume I.

Main Emphasis (d12)
1. Live a wild life (Agrios)
2. Don’t let yourself be held back by Authority, man! (Liber)
3. Lose yourself in wine (Akratophoros)
4. Lose yourself in music & dance (Enorches)
5. Lose yourself in theatre (Ekstasis)
6. 
Lose yourself in passion (Auxites)
7. 
Help others to lose themselves too! (Eleutherios)
8. Mystery tradition (son of Zeus, rebirth, old age/ youth, Orpheus)
9. Totemic tradition (bulls, serpents, leopards, or goats, and their mythic counterparts)
10-12(No emphasis- why would you push it??)

Wednesday, May 17, 2023

Athena Encounters, Part III


Quests of Athena
Athena is the patron for many adventures. Each can be incorporated into general campaigns or even used as alternate divine tests for her cleric-types with variations based on how difficult they need to be. Roll 1d20.

1. The moral course of action is always the best (Boulaia): A great prize is available, but it obviously doesn't belong to the party. The treasure even has a specific person's name labelled on it.

2. Seek justice, especially for those who cannot seek it themselves (Areia): Beset by brutal followers of Ares, a nearby hamlet seeks to hire the party to help with what little funds they have left. Accepting such treasure might be as immoral as not helping them at all.

3. Work with your skills: true talents will reveal themselves (Ergane): An excellent seamstress, who is claimed to be divinely talented, has taken up shop nearby. She will need to either be supported (if she's humble) or chastised (if not). An Arachne spirit (see Part II) will be dispatched by Athena's temple if things aren't resolved soon.

4. Stand bravely in the manner of Athena, fear no evil! (Pallas): With signs of mass destruction and crushed citizens, it is made known that a gigante is terrorizing the area (link). If outmatched, Athena will lend some protective magic items to help defeat (and skin) it.

5. Remain chaste, temperate, & obedient (Parthenos): A lucky party member is visited by an avatar of Athena to remind him of the importance of chastity and temperance. Unlucky for him, an avatar of Aphrodite visits him the next night.

6-7. Hone one's tactics for victory (Nike): Rumors abound of a follower of Athena who is skilled in the way of tactics. Investigation will show him to be a palladium guard (see Part II), and he will only grant assistance to those who would assist in his charge.

Wednesday, May 10, 2023

Athena Encounters, Part II

Temples of Athena

Style (d6)
1-2. Ionian: smooth, orderly
3-4. Dorian: practical, orderly, 50% chance of having a historical metope
5. Corinthian: exotic, orderly
6. Reroll 1d5 twice, combine both styles
(All temples of Athena are also almost always very clean.)

Form (d6)
1. Shrine
2-6. Rectangular

Number of Columns: 2d6 at ends of temple, or outside if a shrine

Temple's Access is Forbidden to (d6)
1. Law-breakers
2. Foreigners
3. The Chaotic
4. Defilers
5. Those wearing footwear.
6. Reroll twice

Wednesday, May 3, 2023

Athena Encounters, Part I

Followers of Athena

ATHENIAN PHILOSOPHY
Though Athena's followers often dutifully abide by all her tenets, some emphasize one over the rest. Such choices not only focuses their approach, but it can also adjust the mysteries, magical side-effects, and divine test results available to them from Volume I.

Main Emphasis (d20)
1. The moral course of action is always the best (Boulaia)
2. Seek justice, especially for those who cannot seek it themselves (Areia)
3. Work with your skills: true talents will reveal themselves (Ergane)
4. Stand bravely in the manner of Athena, fear no evil! (Pallas)
5. Remain chaste, temperate, & obedient (Parthenos)
6-7. Hone one's tactics for victory (Nike)
8. Encourage good citizenship
9. Support owls & wisdom (Glaukopis)
10. Local emphasis: horses, prophecy, diving, etc.
11. Vengeance upon transgressors (Medusa, Arachne, etc.)
12-20. (No emphasis- all must be espoused equally!)

Wednesday, April 26, 2023

Artemis Encounters, Part III

Quests of Artemis
There are many ways to honor Artemis, some merciful, some done out of vengeance.  Each can be incorporated into general campaigns for all characters, or even as alternate divine tests for her cleric-types. The number that need be affected, their relative power, and the trials to reach the quest's destination can all be taken into account in order to gauge its difficulty. Roll 1d10.

1. Care for animals (Potnia Theron): Save a Calydonian boar from mistreatment, even if it is itself hazardous. See Volume I for its stats.

2. 
Assist expectant mothers (Eileithyia): Rescue a mother and child from a fell gang of bandits.

3. 
Protect children, innocence (Brauronia): A dangerous cult has come to power, wishing to rob youth of their innocence with their perversity.

4. 
 Protect wild places - honor barriers (Britomartis): A nearby wildland is in dire need of patrol, not only to keep the local denizens safe, but also to keep any interlopers out, including men who would wish to help.

5.
Enjoy the hunt (Agrotera): Giving into primal ways, but yet resisting any other primal urges, a wild hunt is called for!

6.
 Savor the liberating light of the moon, transformation (Selene): An individual has gone missing, last seen on a night of the full moon. There's a good 25% chance that he hasn't been changed into something unnatural.

Wednesday, April 19, 2023

Artemis Encounters, Part II

Temples of Artemis

Sacred Space (d20)
Reflecting Greek harmony with nature, such places are often replete with (roll 1d10):
1. Animals
2. Expectant mothers
3. Children
4-9. Wilderness
10. Hunting
11. Elements of the moon
12. Revenge
13-16. Another aspect of Artemis (see Part I)
17-20. Reroll twice

Style (d4)
1. Ionian: smooth, natural, 75% chance of being somewhat painted
2. Dorian: practical, natural, 25% chance of being somewhat painted
3. Corinthian: exotic, natural, 75% chance of being somewhat painted
4. Aeolian: primitive, natural, 5% chance of being somewhat painted

Wednesday, April 12, 2023

Artemis Encounters, Part I

 Followers of Artemis

ARTEMISIAN PHILOSOPHY
Though Artemis's followers usually honor all her tenets, many emphasize one or a few. This choice not only guides their motivations and general personality traits, but it can also adjust the mysteries, magical side-effects, and divine test results available as written in Volume I.

Main Emphasis (d10)
1. Care for animals (Potnia Theron)
2. Assist expectant mothers (Eileithyia)
3. Protect children, innocence (Brauronia)
4. Protect wild places - honor sacred barriers (Britomartis)
5. Enjoy the hunt (Agrotera)
6. Savor the liberating light of the moon, transformation (Selene)
7. Protect virginity (Parthenos)
8. Honor bears (Kallisto)
9. Bring harsh judgment upon those who transgress upon innocence (Keladeinē)
10. Split focus (reroll twice)

Wednesday, April 5, 2023

Apollo Encounters, Part III

Quests of Apollo
The Main Emphasis of the Apollan (or even Apollo himself, depending on the situation) can determine which sort of quest is bestowed. Examples are provided, which can then be used in campaigns for all characters, or even as alternate divine tests for cleric-types who follow him. The number of individual targets, their HD or level, and the distance and perils to reach the quest's destination can all factor into their degree of difficulty. Roll 1d20.

1-2. Light (Lyceus): bring light to a subterranean foe (and defeat them).
3-4. Protection from Evil (Apotropaios): protect the good (by defeating evil).
5-6. Smiting Evil (Apellon): expose one who is evil (and defeat them if possible).
7-8. Prophecy (Iatromantis): be at a certain place, at a certain time, doing a certain thing in the service of Fate.
9-10. Healing (Iama): heal another.
11-12. Music (Musagetes): play a song well to a certain individual or group.

Wednesday, March 29, 2023

Apollo Encounters, Part II

Temples of Apollo

Sacred Space (d20)
Reflecting Greek harmony and empyreal ideals, such places are often replete with (roll 1d10):
1-5. light
6-7. music
8. prophecy
9-11. another aspect of Apollo (see Part I)
12-20. reroll twice

Style (d4)
1. Ionian: smooth, elegant, 25% chance of being partially gilded
2. Dorian: practical, stately, 10% chance of being partially gilded
3. Corinthian: exotic, flowing, 33% chance of being partially gilded
4. Reroll 1d3 twice (difference will then be seen in the cella)

Wednesday, March 22, 2023

Apollo Encounters, Part I

Followers of Apollo

APOLLAN PHILOSOPHY
Though his tenets generally appeal to all of Apollo's devotees, many focus on just one. This emphasis can not only guide their motivations and general personality traits, but it can also adjust the mysteries, magical side-effects and divine results available as written in Volume I.

Main Emphasis (d20)
1-2. Light (Lyceus)
3-4. Protection from Evil (Apotropaios)
5-6. Smiting Evil (Apellon)
7-8. Prophecy (Iatromantis)
9-10. Healing (Iama)

Wednesday, March 15, 2023

Clerics of Woden, Part IV

Spells of Woden
Such wildness brings what the wælcyrgie sings. In addition, Woden's healing spells have a 75% chance of requiring the cleric to describe what's being done (e.g. bone to bone, blood to blood, etc.), for every time they're cast.

1st LevelCure Light Wounds, Detect Magic, Protection from Evil, Remove Fear (reversible), Resist Cold, Pass without Trace (D), Hold Portal*

2nd LevelAugury, Bless, Delay Poison, Hold Person, Holy Chant, Spiritual Weapon (held by a wælcyrgie), Snake Charm, Warp Wood (D),  Knock*, Scare*

3rd LevelCure Blindness (reversible), Cure Disease, Dispel Magic, Feign Death, Lesser Rune (as Glyph of Warding, but can trigger other spells too), Prayer, Remove Curse, Striking, Speak with Dead, Neutralize Poison (D), Snare (D), Explosive Runes*, Protection from Normal Missiles* 

4th LevelCure Serious Wounds, Divination, Protection from Evil 10’ Radius, Sticks to Snakes (reversible), Passplant (D), Confusion*, Fear*

5th LevelCommune, Cure Critical Wounds, True Seeing, Tree Stride (D), Feeblemind*

6th Level: Animate Objects (wooden statues only), Find the Path, Heal, Summon Spirit (wælcyrgie or landwing),  Dweomer of Rage*, Death Spell*, Legend Lore* 

7th Level: Irresistible Dance*, Restoration, Wind Walk, Finger of Death (D), Duo DImension*, Mind Blank*


The Weoh of Woden
an Anglo-Saxon Encounter
Key
1. Fence: 5' tall, open slotted wood.
2. Outer Building: 8' tall at the peaked roof . Twin animal head gables at the north and south ends.
3. Gates: 5' wide, closed slots.
4. Open area: hardened ground, wooden columns supporting the roof above.
5. Wooden Idols: representations of Woden, and also Freo and Thunor placed behind a 4' high partition wall.
6. Sacrificial Pit: contains animal bones, 3' deep.
H. Hearths: sunken 3' deep, 5' in diameter, provide light and warmth to the temple as needed.

The Weoh (Anglo-Saxon Temple)
Administered by Coifbeald, a cleric of Woden (see below), the weoh can be placed in any Anglo-Saxon lands, even in ones newly acquired by them. And though idols to Freo and Thunor are also here, their worship is considered mainly supportive. The other divinities can be given more prominence or even be replaced entirely depending on what type of cleric is presiding. 

Magic Use
As with holy places of other cultures, Anglo-Saxon spellcasters can reroll their magical side-effect results while within the weoh. And since it is a somewhat unified pantheon, they may also pick which result they wish to keep if their divinity is currently prominent. Anglo-Saxon spellcasters only have a  50% chance of being able to do so if their divinity is in a supportive role though. Otherwise, they must abide by the second magical side-effect result.

Coifbeald
Each time the party visits, the resident Cleric of Woden has a 75% chance of being present and the weoh being open. When he is there, Coifbeald has a 80% chance of behaving normally: removing his hood and assisting them if they are good Anglo-Saxons or allies, keeping his hood on and attempting to drive them off if they are not. 

He does have a 20% chance of behaving madly though, being taken greatly under the influence of Woden's inspiration.. In this case, he will grab his enchanted spear (which he usually leaves outside hidden behind a fence post), and start yelling at Woden and trying to stab his idol. Not actually being an idol, Woden will take little offense. Still others, not grasping the finer points of Woden's faith, may attempt to intervene, only to be targeted by Coifbeald instead. In any case, the cleric's rage will be sated after 2d6 rounds. He will then be exceedingly pleasant.

If asked about his outbursts, frequent visitors to the weoh will note that Coifbeald has done this on other occasions. They call it him being 'Coify' or 'Coifi'.

Coifbeald, Lvl 5 Anglo-Saxon cleric of Woden, Align: N, MV: 40’, AC: 6, HD: 5-1, Atk: 1 (spear), Dmg: 1d6, SP: Aged (x2, +2 WIS, -2 CON), Hooded One (+4 to drive away others; same penalty to receive affection), Inspired-Touched (x2, 20% chance of behaving madly per holy or unholy place encounter), spells prepared (1st: Cure Light Wounds, Detect Magic, Remove Fear (reversed), Pass without Trace (D), Hold Portal*; 2nd: Augury,  Hold Person, Spiritual Weapon (held by a wælcyrgie), Snake Charm, Knock*; 3rd: Lesser Rune, Protection from Normal Missiles*, SV: C5, Mor: 9, Items: holy symbol, hooded cloak, +1 spear, dagger, golden ring, 5d20 gold pieces.

Considerations
The weoh can serve as a place for the party to rest and receive support, or for them to attempt to defeat. It all depends on whether they are seen as good Anglo-Saxons or allies or not, and how they see Coifbeald and his madness.


Next week: we begin a new series of divinity encounters, starting with Apollo!
 

Wednesday, March 8, 2023

Clerics of Woden, Part III

Divine Tests
Doom awaits us all. What will be uncovered along the way?

1-4. Deep pondering is required for 2d6 turns. Whether by gazing long or rune-study, it must be done unless there is some pressing magic, kingship, inspiration, or death to be done first.

5-12. The Great Irminsul must remain lofty above. Until the cleric performs some task, Odin's towering spear may not be so available, causing the loss of 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 one restored.
[1] Learn something new.
[2] Contemplate alone for 1d6 turns.
[3] Establish dominance over someone or something.
[4] Work to sire or support his descendants. 
[5] Speak strangely to the next one he sees.
[6] Dance madly for the next 1d6 minutes.

13-17. Woden calls, and the cleric answers, being changed from now on. Roll 1d3.
[1] Aged: Gains 1 Wisdom, but loses 1 Constitution, unlocking discernment as he moves steadily towards demise.
[2] Hooded One: Known as father to many, though inscrutable to most, he gains a +4 bonus to cause others to be wary, but the reverse for them to have open arms.
[3] Wight-Touched: Gains a +4 bonus to befriend and negotiate with spirits, but the opposite with mortal folk.
[4] Inspired-Touched: Has a 10% chance of behaving madly and aggressively for the first 2d6 rounds of each new encounter when at a holy (or unholy) place.

18+ Woden calls a greater test upon his follower. He will undergo it sometime within the next 4d6 hours, being unable to receive healing for the duration, likely finding inspiration if he survives. And for every divine test result above 17, increase the duration of it x2, likely bringing even greater insight too. Roll 1d3.
[1] Hanging Tree: the cleric must hang upon a tree for 3d6 hours, having to save vs. death/ make a Will save DC 10 or take 1d6 damage for every 1d3 hours of it.
[2] Tree Hanging: a nearby tree or wooden statue animates, attacking the cleric relentlessly (and any who might get in its way) for 1d6 hours. It's HD equals the divine test result, it strikes for 2d6 damage on a hit, and is only harmed by intense chopping or fire (AC 3).
[3] Wild Hunt: howling spirits, beasts, the dead, and maidens descend upon the area, lead by a shadowy Woden figure, causing all within 1d10 x 60' to act madly for the next 2d6 turns. Those affected must save vs. spell/ make a Will save DC 15 or (roll 1d6): [1] attack a random person, [2] scream, [3-4] dance madly, [5-6] remain utterly silent. Reroll every 1d3 rounds.


Next week: clerics of Woden, Part IV!


 

Wednesday, March 1, 2023

Clerics of Woden, Part II

Magical Side-Effects of Woden
Insight made reveals magic seen.

1. Cunning Wise
: Challenges can be overcome with the secrets of the runes. Without them, likely requiring an Intelligence or Wisdom check (DC 15), an offering worth at least 1d3 gold pieces per level or HD of the spell's target is needed.

2. Lord of Men: Woden is king and progenitor of many. If it is to help the magic's recipient, then they must be Anglo-Saxon or some related folk. If not, then it will only be 50% of its usual power.


3. Wode Way: Divine madness can bring the best inspiration. The cleric must act so erratically for the next 2d3 rounds- moving, speaking, or even attacking at random (reroll each round). If not, then the spell will take 1d3 turns to occur, finding its own way instead.

4. Doom's Plenty: If it would bring about the end of something, then all within 120' have a 50% chance of gaining a +2 bonus to such rolls. The effect lasts 3d4 rounds.

5-8. Insightful Mark: Something reflecting deep understanding might reveal itself (a 33% chance), though the spell otherwise works normally in any case. 

9. Spirits Sung; Wæcyrigen and land wights (Anglo-Saxon valkyrie and nature spirits) come close, improving the spell's 
effect, range, or duration by 50%. Nevertheless, if the cleric hasn't been brave or so connected with the land for the last 2d4 hours, then he'll suffer a -1d3 to all rolls for the next 2d4 turns instead.

10. Nine Twigs of Glory: If the magic involves the number nine, herbs, or righting some wrong, then its effect, range, or duration can be increased 50%.

11-12. Gealdor Charm: What is spoken may resound further. If the magic is cast with a clear, chanting voice, then it can experience double its effect, range, or duration, and it is not expended so it can be cast again that day. And if if the Nine Twigs of Glory is also used in some way (per #10 above), then one of those aspects may be tripled.


Runecasters
Treat as clerics of Woden and similar deities, except that:

* Their magic takes longer to cast, typically 1d3 minutes per spell level, as the runecaster must carve them onto wood, bone, metal, or stone.

* Once done though, anyone can activate the spell, simply by touching and saying the runes (if they know what they are). The spell will then be cast upon them.

* To prevent an overabundance of such runes waiting to be activated, each one counts as a spell that the runecaster can cast that day, so it cannot be recast until either the rune is activated or destroyed.

* More permanent runes can be used to create magic items, per Referee.



Next week: clerics of Woden, Part III!

 

Wednesday, February 22, 2023

Clerics of Woden, Part I

Woden
Anglo-Saxon God of Magic, Kingship, Inspiration, & Death

Tenets of Woden
* Be cunning in your craft; wise, poetic
* Establishing your rightful place
* Giving into wild abandon when needed
* Gaining inspiration in your doom

Clerics of Woden
Special: Woden is served by clerics and runecasters (detailed in Part II)
Allowed Weapons: Spear, staff, seax
Allowed Armor: Chainmail and shield or lighter
Symbol: Horse, Ravens, Tree, Irminsul
Can Turn: Otherworldly beings
Mysteries of Woden: Clerics of  Woden 
can cause themselves or another within 60' to either have a +2 bonus to a damage roll or a -2 penalty to make a save. They may do so up to once per day per level.


Folk Variations
Changes to Woden's guidelines can be made to coincide with those who follow similar gods by substituting select guidelines, magical side-effects, divine tests, and spells.

Cernunnos (Celtic): he is also known as Lord of the Wild Hunt, lending a more naturalistic bent to Woden's ways. See Volume II for details.

Odin (Norse): very similar, Odin is described in Volume I, and the rules for both can be traded as desired, emphasizing various aspects- or even be combined to offer greater selection. Note that Woden is presented here as more wild and lacking some of the later associations that Odin has.

Raven Totem: can provide more cunning and mystery (link).

Wolf Totem: can bring in more viciousness and speed (link).


Next week: Priests of Woden, Part II!

Wednesday, February 15, 2023

Priestess of Freo, Part IV


Spells of Freo
Love rides upon the foundation of marriage, children, and kin- unquenchable, granting life, and free (otherwise, two cats can pull it). See also spells of Freya (in Volume I) to substitute with or expand upon these.

1st LevelCure Light Wounds, Detect Magic, Purify Food & Drink, Protection From Evil, Remove Fear, Resist Cold, Sanctuary, Animal Friendship (D, cats or boars), Allure*, Charm Person*, Shield*, Sleep*

2nd LevelAugury, Bless, Delay Poison, Reveal Charm, Speak with Animal (cats or boars), Charm Person or Mammal (D), Find Plant (D), Obscuring Mist (D), Locate Object*

3rd LevelCure Blindness (reversible if priestess is unclad), Cure Disease, Dispel Magic, Remove Curse, Speak with Dead, Summon Animal I (D, cats or boars), Clairaudience*, Clairvoyance*, Suggestion*

4th LevelCreate Food and Water, Cure Serious Wounds, Divination, Exorcise, Sticks to Snakes (reversible), Neutralize Poison, Protection from Evil 10’ Radius, Charm Monster*

5th LevelCommune, Cure Critical Wounds, Dispel Evil, Contact Other Plane, Summon Hyllan (see Part III & stats below), True Seeing, Commune with Nature (D), Secret Chest*

6th LevelFind the Path, Heal, Guards & Wards* (usable in a home) 

7th Level: Astral Projection, Control Weather, Regenerate, Restoration, Cat Chariot (as Fire Chariot, D, but rather than being fiery, the cats drawing can attempt to charm whoever first attacks it), Limited Wish*, Mass Charm*, Permanency*, Sympathy*


Lost Love
an Anglo-Saxon Encounter

The Matter
Geatfleda & Tondbert are suffering from dire issues of love, brought upon by some unknown factor. The party will likely first uncover just the names of those involved. Further investigation will yield generalities of the following, while specifics  remain the Referee's, all the while risking the party's own entrapment as well.

The Party's Involvement 
They... (roll 1d5)
1. Are approached by Eadgyd, a priestess of Freo (see below), to remedy the matter.
2. Receive a divine sign from Freo to do the same. 
3. Uncover contact with Aenswythingia, a hyllan (Anglo-Saxon nymph, see below) who tells of her bondage in return for a promise of temporary service to her liberator(s).
4-5. Stumble upon the people involved when passing through the area.
6. Already know of the couple and have heard of their recent troubles.

Tondbert: practical farmer and husband of Geatfleda. Still, he has been taken with Hildegyth and her milky thighs of late. Unless intervention occurs, he has a 75% chance of breaking his vows within 1d3 day's time, likely causing Geatfleda to seek his death.

Geatfleda: idealistic housewife of Tondbert. She has taken interest in Theodgar and his long seax though. Further investigation will find this odd, since both a potentially unfaithful husband and wife with the same vows at the same time is likely a rare (not consequential) event, even rarer wanting to slay each other as a result. 

Theodgar: raucous warrior and currently unbethrothed. He finds Geatfleda fetching, but would never wish to betray Tondbert (who is also his friend). Still, Geatfleda seems strangely seductive, so he has a 75% chance of doing so with 2d3 day's time, likely causing Tondbert to seek his death.
   Lvl 2 Anglo-Saxon warrior, Align: N, MV: 35’, AC: 4, HD: 4, Atk: 1 (long seax), Dmg: 1d7+1, Mor: 10, Items: (when so equipped) chainmail, helm, shield, long seax, short seax (1d3+1 damage), gold-inlaid comb, 1d20 gold pieces.

Hildegyth: striking seamstress and widower. If pressed, she insists that she does nothing to encourage Tondbert's interest as she slowly and luxuriously winds thread upon a spindle as she smiles.

Eadgyd: friendly priestess of Freo. She has grown concerned with the issues amongst the couple and the threat of their indiscretions causing permanent misery to all concerned. She is quite happily married herself to a cleric of Woden who is currently off on a mission.
   Lvl 4 Anglo-Saxon priestess of Freo, Align: L, MV: 40’, AC: 8, HD: 4, Atk: 1 (staff), Dmg: 1d4, SP: Hyllanish II (+4 bonus to please & comfort; same penalty to all rolls if someone sees her exposed back in a non-loving way), spells prepared (1st: Cure Light Wounds, Detect Magic, Remove Fear, Sleep*; 2nd: Speak with Animal (cats or boars), Charm Person or Mammal (D), Find Plant (D), Obscuring Mist (D), SV: C4, Mor: 8, Items: holy symbol, cloak, staff, silver locket, 3d20 gold pieces.

Considerations: As the party investigates, they will experience strange bewitchings of their own, occurring in ways as to have them be so taken with Geatfleda, Hildegyth, or even Eadgyd too (or the men involved, if they are female party members). One random party member will be affected for every 2d3 turns spent in investigation, only being able to resist with a save vs. spell/ Will save DC 15. Those who fail and give into their urgings will earn the ire of the affair's spouse, likely having to slay them in the process and then being branded an outlaw, despite any short-lived pleasures.

The ultimate culprit can be determined at random, though if unsure, it will be Hildegyth. Whoever it is has gained the service of Aenswythingia the hyllan  of course (see also Part III for her other powers). Unholda (the Anglo-Saxon equivalent of Unharmonia - see Volume I) has taken an interest in all the heartbreak the situation can cause, and has thus foully empowered Aenswythingia's Charm Person ability to work on others instead while causing murderous jealousy in their partners too.

Who's the Culprit? (d4)
1. Tondbert: he actually wants Hildegyth and is tired of farming without her milky thighs in his life. He initially used the hyllan he found to help Geatfleda to be happy with Theodgar, but of course the magic didn't work as planned.

2. Geatfleda: she really does want Theodgar. and is tired of Tondbert and his practicality. Her prayers for salvation were unfortunately answered by Unholda...

3. Theodgar: he actually always wished for Geatfleda until Tondbert got in the way. Finding the hyllan gave him the opportunity to remedy both.

4. Hildegyth: a dabbler in witchcraft for years, she actually slayed her previous husband for infidelity, and now wishes to ruin all other marriages too, taunting men with her milky thighs and seductive spindling. Unholda was only too happy to oblige.

Aenswythingia the Hyllan (an Anglo-Saxon nymph)
Align: N, MV: 40’, AC: 8, HD: 1-1, Atk: none, Dmg: none, SP: spirit, Charm Person* (at will, modified as described above), along with other abilities (see Part III), SV: T1, Mor: 4, Items: none.




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

 

Wednesday, February 8, 2023

Priestesses of Freo, Part III

Divine Tests
Love may not always be easily seen.

1-4.
The Lady's affection is needed. The priestess must show it for the next 1d6 turns, 2d6 if none other is nearby to bestow it upon during that time. 

5-12. Such gentleness to be done. The priestess loses access to some of her spells (50% chance for each one). Roll 1d6 to see what she must do to get each one back, generally taking 1d6 turns at a time.
[1] Do something kind for another.
[2] Beautify herself.
[3] Compose a love poem.
[4] Support her man, or at least work towards finding him.
[5] Care for her children, or at least work to have them.
[6] Collect the proper herbs, consult the spirits, and/or make other magical preparations.

13-17. The blessings of Freo fill the priestess, adjusting her form from now on. Roll 1d4.
[1] Beauty: Gains 1 Charisma, but loses 1 to cause damage, being more akin to gentleness and providing succor than harm.
[2] Hyllanish I: Gains a +4 bonus to charm and win over others, but suffers the same in penalty to all rolls if she hasn't engaged in some loving act in the last 24 hours.
[3] Hyllanish II: Gains a +4 bonus to pleasing and comforting others, but suffers the same in penalty to all rolls if someone sees her exposed back in a non-loving way. The latter penalty will last until the next dawn.
[4] Ample Lady: Gains a +4 bonus to all lovemaking rolls, and to rolls to both birth and care for her children, but also suffers a -5' speed penalty due to her size.

18+ Things might seem grim, though love will always shine through. The priestess undergoes some trial, and for every divine test result over 18, the test's demands are compoundedStill, the priestess should take heart in knowing that the Lady is always with her, no matter what. Roll 1d3.
[1] Cannot use her magical abilities until 1d7 days pass, on the next Frígedæg.
[2] Is accused of dissoluteness, and must make three Charisma checks (DC 15) to convince her man, her children, and her people otherwise. If not, then she cannot call upon their aid until the situation is resolved.
[3] She must engage in a contest of love poems with her husband (or man with good potential to be him at least). She will be unable to use her powers until she wins a series of three Charisma checks. If she fails, then she may attempt them again the following day, showing that they'll love each other until the end of time. 


Hyllan
Anglo-Saxon nymphs who are known for being hidden.

- Entrancing s
pirits that can take physical form, as described in Volume IV, they often appear as beautiful women with either hollow backs or tails, when they choose to reveal themselves at all. 

- Associated with Freo and other loving Anglo-Saxon divinities, hyllan can be summoned by their followers via the Summon Spirit spell.

- For those who treat livestock well and live off the land 
wisely, hyllan will (roll 1d12): [1-2] provide love & succor, [3-5] assist in subtle ways, [6-9] observe carefully while remaining hidden, [10-12] flee, [13+] attempt to harm (with a dance, stealing livestock, or by abducting them).
*For those who don't, add 4 to the d12 roll.

- Hyllan can also use 1d6 of the following 12 spells at will (roll a d12 six times to generate them- duplicate rolls mean that a particular hyllan knows less spells. Nevertheless, they always know and can use Charm Person*.
1st Level: Cure Light Wounds (reversible), Allure*, Sleep*
2nd Level: Bless, Delay Poison, Amnesia* (can cause madness instead)
3rd Level: Cure Blindness (reversible if unclad), Cure Disease, Suggestion*
4th Level:  Create Food and Water, Cure Serious Wounds (reversible), Charm Monster*

- The Norse version is the huldra, which is detailed in Volume I, though those rules can be combined with these. Huldra are also somewhat more outgoing (this d12 roll can be used instead): [1-3] provide love & succor, [4-5] assist in subtle ways, [6-9] observe carefully while remaining hidden, [10-11] flee, 
[12+] attempt to harm them (with a dance, stealing livestock, or by abducting them).


Next week: priestesses of Freo, Part IV!

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!