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*

2nd Level
Augury, Bless, Delay Poison, Chant, Reveal Charm, Speak with Animal (if a sea creature), Charm Person or Mammal (D, if a sea creature)

3rd Level
Cure Blindness, Cure Disease, Dispel Magic, Locate Object (if it contains amber or has romantic significance), Prayer, Remove Curse, Water Breathing (D), Protection from Normal Missiles*

4th Level 
Create Food and Water (coming from the sea or the priestess's fluids), Cure Serious Wounds, Divination, Lower Water (reversible), Neutralize Poison, Summon Sylvan Beings (D), Temperature Control (D, to make it more pleasant), Polymorph Self* (mermaid  or nymph forms only, having their magical abilities too- for the latter, see the upcoming Companion I too)

5th Level
Commune, Cure Critical Wounds, Dispel Evil, Commune with Nature (D), Control Winds (D, when near the sea), Atmosphere Bubble*

6th Level
Find the Path, Heal, Part Water, Control Weather (D, when near the sea), Summon Nymph (see upcoming Companion I for the summon spell and stats)

7th Level
Restoration, Control Weather, Greater (D, when near the sea), Sympathy*



Sheltered Places Along the Coast
Jurate encounters

So many beautiful places to see, especially with the scent of the sea around. Followers of Jurate, and those who are akin to them, would be happy to visit and even stay if events unfold well. Each encounter can be found on a separate island or all along the same coastal area. The Sea Goddess's influence can be felt throughout. Select or roll 1d6.

   1. The Island Block: Quite a ways from the rest, it is certainly larger and notable. Generally Celtic, there are Balts and similar folk too, many coming to this island to connect with such marvels as (d6):
   [1] large, grassy hills that are fun (and safe) to roll down
   [2] ponies that even children can ride
   [3] a bully at an amber market who must be shoved aside, making one's father proud
   [4] wandering ancestral and faerie spirits who can especially mess up one's wet hair if not combed properly
   [5] korreds (Breton and Cornish, short, hornless satyrs) leading great revelries at nigh
   [6] Tuatha de Danann local rulers concerned about some massive, bipedal reptilian menace spotted near the island, perhaps responding to an underwater amber palace where a fisherman dwells with a goddess.

   2. Island of the Ram: Known for its isolation and magic, one might encounter (d6):
   [1] an attractive blond woman who is quite interested in something else
   [2] a haunted inn that serves delicious but overpriced fair, though amber is quite valued there
   [3] a node, a natural place of great power, granting multiple rolls to one's magical side-effects from which they can pick (and/or see Volume II), guarded by a ram-headed man (with a similar, horned temperament)
   [4] strange tides that can prevent an easy return, especially if using the bridge to get there
   [5] a better idea of one's true love
   [6] realization that one can still be happy even if that love never comes.

   3. Harbor Coecles: Where many go to moor and dock, both ships and prospective lovers make their landings (or attempt to). It features (d6):
   [1] various travelers from nearby (and not-so-nearby) islands
   [2] an eccentric woman who invites others aboard her vessel and receives them undressed
   [3] noble Baltic warriors seeking their quests
   [4] armored Teutonic sword cultists doing the same (which may include conquering the local area for its amber)
   [5] a band of cyclopes on a nearby island
   [6] dark elves with a sky hook that may waylay those entering, especially if they ride the ferry.

   4. Mashmarsh Forest: Extensive, though still near the sea, it has a number of notable locales (d6): 
   [1] a Baltic noble's house with some open land: he works to preserve the forest in the name of a cult of Silvanus, but can be quite harsh with his servants when they make an error (especially with counting!)
   [2] a mysterious, captivating, platinum blond woman in his employ named Sonja, who seems beyond his critique
   [3] a torchlit avenue from the house through the forest to the sea, requiring high expense or lots of amber for those who partake of it and the feast afterwards- any goddesses seen with men might anger the storm god Perkunas though
   [4] ghoulish, exploring  goblins that prowl the deep woods and have captured a drunken forester
   [5] lost keys that must be recovered from another location away from Mashmarsh
   [6] a realization that a man can never truly get a woman that he yearns for.

   5. The Plateau: Set above the surrounding area, various settlements, woods, bays, and the sea can be spotted beyond. Here holds a nexus of uplifting and gazing energies, though many come for the other aspects of this place apart (d6):
   [1] youthful couples enjoying each other's intimate company, loving in the long grass
   [2] nature worshippers undergoing a trailside initiation, not knowing exactly who their mystagogue is
   [3] shy, unclad folk, often checking themselves for ticks, not especially loving the long grass
   [4] a primitive (and drunken and bonding) fireside gathering
   [5] a node, a natural place of magic power, granting 1 caster level to those using spells while there, 2 with magics that involve viewing from afar
  [6] a lone wanderer who has an uncanny affinity for the place, knows where some amber might be found, but keeps sneezing.

   6. The Academy & Hamp Beach: A place of occasional learning, tribes of grown students reenact their classes, engaging in both contests and celebrations, often culminating in some oceanside revelry (d6): 
   [1] a repeatedly distracted professor attempting to give the same lecture
   [2] students hauling a massive barrel of mead as Academy officials attempt to ignore them
   [3] a (very foolish) initiate tied to a windmill, ready to be spun
   [4] fog, emerging from which is either a mermaid, or ragana (witch) (or both), who will attempt to enjoy the next man she sees
   [5] an oppressive wave of very hot weather strikes the area, compelling many to flood to the beach or seek magical solace from a priestess of Saule or even Jurate, though in the latter case, things 
may get hot with her around regardless
   [6] a reputed trove of amber, though finding reveals it to in fact be a gorgeous woman with locks of the same- all the better, is she a goddess?



Next week: we begin a new series on warrior cults

RPG srd Old School 1st ed AD&D Sea Love Deity Baltic Latvian Lithuanian Cleric Domains Priest Spheres Shelter Island Southampton PDF