Wednesday, August 19, 2026

Warrior Cults: the Sword, Part II

Additional Sword Cults
Beyond the various ones of red, blue, and green, others are listed here. They too follow the rules in Part I (link). And while there might still be some confusion over what their cult color is due to warriors sometimes wearing another hue, all illusions can be dispelled once the sword cultist begins smiting his foes. 

Smiting can be enjoyable of course, but ultimately one's cause must gain power in order to control an area. How to do that effectively? Some have a clearer understanding of that than others.

Wednesday, August 12, 2026

Warrior Cults: the Sword, Part I

Warrior Cults of the Sword
 Fighter Subclass options


Code of the Sword

  • Wield your sword well
  • Championing your cause
  • Smiting those who oppose it

Wednesday, August 5, 2026

Warrior Cults: the Axe, Part III

Warrior-Priests of the Axe
Rarer, they are still needed to help initiate and guide their hack-happy flock, showing how one truly grinds one.
  • Treat them as clerics, except that they know and can cast just 1 spell from their divinity's list per day for each level that they could normally cast. For example, a 3rd level warrior-priest of the axe could cast just one 1st and one 2nd level spell from his list each day. What more do you want?

  • Their allowed weapon is the AXE! 

Saturday, August 1, 2026

Now Available


A Must-Have for Fans of Volume I

As a special thank you to my long-term readers, Companion I is now available (link). 

In development for years, especially the last two, this work is about double the size of my usual books, combining listings for new Greek and Norse divinities, as well as expanding upon those already detailed in Volume I. 

Wednesday, July 29, 2026

Warrior Cults: the Axe, Part II

Additional Axe Cults
Along with red, blue, and green, there's more than one way to use an axe (not to mention the color of it)!

Axe cult warriors can use one or more of the listed abilities for their sub-cult's color a total of once per day per level- all by swinging their axe. This selection can be their variable choice, or it can be limited to one ability, whereby the specialized axe cultist can use that an extra time per day. In either case, unless otherwise noted, each last for just 1 round. 
 And whenever axe cult warriors use one of their axe abilities, they also roll for Axe Side-Effects (see Part I for details)- who knows what will happen then? 

Wednesday, July 22, 2026

Warrior Cults: the Axe, Part I

Warrior Cults of the Axe
 Fighter Subclass options


Code of the Axe

  • Use your axe!
  • Hew down those who oppose you- with your axe!
  • Do so in notable ways! That means lots of blood!

Wednesday, July 15, 2026

Priestesses of Jurate, Part III

Spells of Jurate 
With the sea nearby, amber abounding, love is here, as well as the right woman... few can deny the enchantment.

1st Level
Create Water (of any pleasing temperature), Cure Light Wounds, Purify Food & Drink (when near the sea), Protection from Evil, Remove Fear, Sanctuary, Divine Weather (D, when near the sea),  Purify Water (D), Allure*, Charm Person*

Wednesday, July 8, 2026

Coming Soon

A Must-Have for Fans of Volume I

As a special thank you to my long-term readers, Companion I will soon be released. 

In development for years, especially the last two, this work is about double the size of my usual books, combining listings for new Greek and Norse divinities, as well as expanding upon those already detailed in Volume I. 

Priestesses of Jurate, Part II


Divine Tests
Just who knows what the tide will bring?

  1-6: Moods and waves can have their way. One might have to swim through them for a time, but that makes reaching the calm, warm, soothing waters all the nicer. The priestess will take a -1d3 penalty to her rolls for now. After 1d12 hours pass, she will be free of them as her flows settle again.

  • For example, a priestess of Jurate could take a -2 penalty for the next 4 hours. Won't it be nice once it's over?

Wednesday, July 1, 2026

Priestesses of Jurate, Part I

Jurate
Baltic Sea, Amber, & Lost Love Goddess


Tenets of Jurate

  • Love the Sea and Its Islands
  • Let the Amber Flow
  • Enjoy Love as Long as it Lasts

Wednesday, June 24, 2026

Clerics of Velnias, Part III

Spells of Velnias
Whether for good or for ill, all things come to an end.

1st Level
Command, Create Water (reversed), Cure Light Wounds (reversible), Detect Evil (reversible), Detect Magic, Light (reversed), Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Message*, Sleep*, Ventriloquism*

Wednesday, June 17, 2026

Clerics of Velnias, Part II

Divine Tests
This world only leads to doom and death, though dying before one dies can bring an end to it.

  1-6: A whisper, and the conclusion draws close. Perhaps not yet, though the cleric will undergo a -1d3 penalty to his rolls for the next 1d12 hours in any case, seeing that there's nothing for certain that one can count on in this life. Yet another reminder to get his affairs in order.

  • For example, a priest of Velnias could take a -3 penalty to every roll he makes for the next 8 hours, suggesting that it may be time for some repose.

Wednesday, June 10, 2026

Clerics of Velnias, Part I

Velnias
Baltic Death, Underworld, Beasts, Trickery, & Prophecy God

Tenets of Velnias

  • Respect Death
  • Dwell in the Underworld
  • Understand Beasts (whether ravens, snakes, wolves, bears, cats, or horned ones)
  • Use Trickery and Prophecy as needed for better understanding

Wednesday, June 3, 2026

Priestesses of Laima, Part III

Spells of Laima
From the right perspective, all that occurs can seem like magic.

1st Level
Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil, Remove Fear, Divine Weather (D), Comprehend Languages*

Wednesday, May 27, 2026

Priestesses of Laima, Part II

Divine Tests
Our fate holds the key to the future of not only ourselves, but of our descendants too. 

  1-6: What is your fortune? Someone the priestess knows will suffer a -1d6 penalty to all their rolls for the next 1d12 hours unless she decides to take the penalty unto herself. Being quite kindly, most followers of Laima nearly always do so.
  • For example, a local mother is predestined to take a -2 penalty to her rolls for the next 10 hours. The priestess of Laima decides to take the penalty during that time instead.

Wednesday, May 20, 2026

Priestesses of Laima, Part I

Laima
Baltic Fate Goddess


Tenets of Laima

  • Attune with Fate
  • Accept Fated Ways & Folk
  • Drawing Upon Fated Things 

Wednesday, May 13, 2026

Priests of Meness, Part III

Spells of Meness
Such lunar radiance shows the flows of this world, and that of others.

1st Level
Cure Light Wounds, Light (appearing as moonlight), Create Water, Charm Person*, Magic Missile* (which only harms those who work against the priest's tenets), Sleep*

Wednesday, May 6, 2026

Priests of Meness, Part II

Divine Tests
The moon may rise, but the light is not always easily discerned.

  1-6: To shine, one must reflect. The priest incurs a -1d3 penalty to his rolls for the next 1d12 hours. It could be that he's entered a less fortunate otherworld (see further below), or at least gets a glimpse of one.

  • For example, an animist priest of Meness may find it difficult to attune with the local spirits (as well as do other things) for the next 3 hours. Perhaps they have become different somehow, or has he?

Wednesday, April 29, 2026

Priests of Meness, Part I

Meness
Baltic Moon God

Tenets of Meness

  • Attune with the Moon
  • Espouse Lunar Ways & Folk
  • Drawing Upon Moonlike Things 

Wednesday, April 22, 2026

Priestesses of Saule, Part III

Spells of Saule
Beautiful light shines down, bringing great bounty to the people, ways, and land.

1st Level
Cure Light Wounds, Detect Evil, LightProtection from Evil, Purify Food and DrinkRemove Fear

Wednesday, April 15, 2026

Priestesses of Saule, Part II

Divine Tests
The sun may be reflected in things, but not always pleasantly.

  1-6What must be done? The priestess suffers a -1d4 penalty to her rolls for the next 1d12 hours unless she is engaged in some activity that's generally related to one of her emphasis approach divine test requirements (see below), whether it's fulfilled or not. Afterwards, she can do other things without such disadvantage.

  • For example, an animist priestess of Saule may take a -2 penalty for the next 8 hours when she's not attempting to commune with the spirits, seeking a new sacred grove, in a new, sunny place, or while facing a certain direction.

Wednesday, April 8, 2026

Priestesses of Saule, Part I

Saule
Baltic Sun Goddess


Tenets of Saule

  • Attune with the Sun
  • Espouse Sunny Ways & Folk
  • Drawing Upon Sunny Things 

Wednesday, April 1, 2026

Minions of NgWhi, Part III

Spells of NgWhi
Triple ebony serpent horror might appear separate, but is still merged in the end. Many spells are common amongst its minions, though some may gain access to additional ones via the 3 Heads / Aspects of NgWhi too (see further below). Its witches and warlocks can incorporate others as well. In any case, in defiance of the Proto Indo-European Gods, NgWhi's clerics can cast the same spell more than once per day (if so prepared), and most of them are reversed. Some doom of man is sure to follow.

1st Level
Command, Create Water (reversed), Cure Light Wounds (reversible), Detect Evil (reversed), Light (reversed)Protection from Evil (reversed), Purify Food and Drink (reversed), Remove Fear (reversed)

Wednesday, March 25, 2026

Minions of NgWhi, Part II

Demon Tests
Triple horrors abound, including for those who follow such a primeval evil. The minion...

  1-6: Takes a -1d12 penalty to their rolls unless they are engaging in one of NgWhi's Heads / Aspects, determined at random (see below), for the next 1d12 turns. They must do so especially if it would be unwise.

  • For example, Seize the Abundance of Others might compel them to rob everyone and everything in sight, even their allies for the next 4 turns, or else suffer a -8 penalty to their rolls. Such allies likely won't take too kindly to that, and will likely seek to rob them too.

Wednesday, March 18, 2026

Minions of NgWhi, Part I

NgWhi
Proto Indo-European Demon Lord of Theft, Senseless Violence, & Ruin


Cult Edicts of NgWhi

  • Seize the Abundance of Others
  • Spread Great Disturbance
  • Let the Dark Hordes Take Over


Wednesday, March 11, 2026

Clerics of Yemo, Part III

Spells of Yemo
Unlike the Proto Indo-European gods, followers of this primordial being can cast the same spells multiple times per day. Still, the ones they know are limited to their emphasis. Those with one will have access to every spell on that list. Those with two emphases may have access to spells on both lists, but only have a 50% chance of knowing them individually. Those with three or four will just have a 33% or 25% chance respectively. The magic of Yemo can make one addled in any case. 

For example, a cleric of Yemo whose sole emphasis was Create from Oneself would know all the spells under that heading, while another whose emphases was Create from Oneself and Be Sacrificed would only have a 50/50 chance of knowing each for those headings. He would consequently be able to cast possibly more, possibly less variety of spells than the cleric with a single emphasis, but such is the chaotic and sometimes deranged ways of Yemo that can fuel the cycle of creation.


1st Level

Create from Oneself
Create Water (from one's body)
Cure Light Wounds (usable on self only)
Purify Food and Drink (via filtering with one's body parts)
Allure*
Charm Person*

Wednesday, March 4, 2026

Clerics of Yemo, Part II

Primordial Tests
Many are the strange ways of Yemo. Stranger still are its ordeals. The cleric...

   1-6: Suffers a -1d6 penalty to their rolls based on their emphasis for the next 1d6 turns. This malison affects a noticeable physical or psychological change as well.
  • For example, Twin could cause one to develop an extra, troublesome limb (or even delusion that one is there), inflicting a -3 to all their rolls for 2 turns.

Wednesday, February 25, 2026

Clerics of Yemo, Part I

Yemo
Proto Indo-European Self-Creating / Destroying Primordial


Cult Edicts of Yemo

  • Create from Oneself
  • Be Sacrificed
  • Divide the World
  • Lead to Destruction


Wednesday, February 18, 2026

Priestesses of Hewsos, Part III

Spells of Hewsos
The Dawn Goddess bestows magic in her ways and with those who correspond with them. Each can be cast up to once per day, returned at each dawning. Still, being Proto Indo-European, her priestesses cannot cast the same spell more than once during that time unless under special circumstances (per Emphasis Spells, see further below). 

   1st LevelCure Light Wounds, Detect Evil, Detect Magic, Light, Protection from Evil, Resist Cold, Remove Fear, Sanctuary (in pretty areas), Faerie Fire (D), Allure*, Charm Person*, Shield*

Wednesday, February 11, 2026

Priestesses of Hewsos, Part II

Divine Tests
With the coming of the dawn, new light can be shed on life's challenges. The priestess...

   1-6: Suffers a -1d4 penalty to rolls when not engaging in her emphasis resolutely for the next 1d6 turns. Why do otherwise?
  • For example, if her emphasis is the Dawn Itself, then the priestess may suffer for 4 turns a -2 to all rolls when not seeing or being like the dawn.

Wednesday, February 4, 2026

Priestesses of Hewsos, Part I


Hewsos
Proto Indo-European Dawn Goddess


Tenets of Hewsos

  • Be Eternally Reborn
  • Emphasize Beauty
  • Move & Dance Throughout the World
  • Doing Your Duty too
  • Bringing Light


Wednesday, January 28, 2026

Clerics of Perkwunos, Part III


Spells of Perkwunos
The Storm God is direct. Each of his spells usually may only be cast up to once per week, though there is otherwise no limit to how many his clerics can cast per day. Still, being Proto Indo-European, they can cast the same spell more than once during that time under special circumstances, and even others too (detailed further below under Emphasis Spells). 

   1st Level: Create Water (as rain), Cure Light Wounds, Detect Evil, Protection from Evil, Purify Food and Drink, Remove Fear, Divine Weather (D)

Wednesday, January 21, 2026

Clerics of Perkwunos, Part II

Divine Tests
The serpent may strike, but Perkwunos will be there for you regardless. The cleric...

   1-6: Suffers a -1d4 penalty to rolls unless he is engaging in his emphasis resolutely for the next 1d6 turns. If not, it would be prudent to do so now.
  • For example, if his emphasis is Strike hard and strong (Ghwen), then he may suffer a -3 to all rolls when not doing so well for the next 2 turns.

Wednesday, January 14, 2026

Clerics of Perkwunos, Part I


Perkwunos
Proto Indo-European Thunder God


Tenets of Perkwunos

  • Strike Hard and Strong like Thunder!
  • Slay the Serpent to Let the Rains Flow!
  • Honor the Great Oaks & Mountains!
  • Wield Your Mighty Weapon!


Wednesday, January 7, 2026

Priestesses of Dheghom Mehter, Part III

Spells of Dheghom Mehter
The Earth Mother's powers are subtle, yet profound. As such, each of her spells may only be cast up to once per month, though there is otherwise no limit to how many her priestesses can perform per day. Still, being Proto Indo-European, her priestesses cannot cast the same spell more than once during that time unless under special circumstances (detailed further below under Emphasis Spells). 

   1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Purify Food & Drink, Protection from Evil, Remove Fear, Resist Cold, Sanctuary, Floating Disk*, Hold Portal*, Shield*