Variations
Horse Totem: One can substitute some of the results with the ones here (link).
Variations
Horse Totem: One can substitute some of the results with the ones here (link).
Tenets of Hengist & Horsa
* Expand Anglo-Saxon domains
* Seek victory in any way
* Use guile if necessary
* See the importance of horses & fertility too
Spells of Eorde
Eorde provides great strength and bounty.
1st Level: Command, Create Water (reversible), Cure Light Wounds, Detect Evil, Protection from Evil (+3 if standing on natural earth), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if at least 2d4 Anglo-Saxons are within 30'), Detect Snares and Pits (D), Shillelagh (D), Hold Portal*, Enlarge*
2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person (save is 2 harder if standing on natural earth), Holy Chant, Resist Fire, Reveal Charm, Spiritual Weapon (appears wielded by a landwight), Stumble (D), Strength*
3rd Level: Animal Growth, Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding, Locate Object (if it is resting on natural earth), Prayer, Remove Cure (reversible), Striking, Plant Growth (D) (crops only), Snare (D), Stoneshape (D), Clairaudience*, Explosive Runes*, Haste* (reverse), Protection from Normal Missiles*
4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination (requires standing on natural earth), Protection from Evil 10' Radius (+3 if standing on natural earth), Speak with Plants (if crops), Protection from Electricity (D), Enchant Arms* (they do gain an actual +1 bonus to hit and to damage), Move Earth (Lesser)*, Teleport* (requires standing on natural earth to travel to a place of the same)
5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift (as Teleport*, above), Commune with Nature (D) (on natural earth), Transmute Rock to Mud (D, reverse), Conjure Elemental (Earth, though spell will end if caster is distracted)*, Interposing Hand*, Passwall*, Wall of Stone*
6th Level: Find the Path, Heal, Stone Tell (works on natural soil too), Summon Spirit (Landwight, see below), Word of Recall (as Teleport*, above), Transport via Plants (D, crops only), Forceful Hand*, Move Earth*
7th Level: Earthquake, Holy Word, Regenerate, Restoration, Transmute Metal to Stone (as Transmute Metal to Wood, D, but turns metal to stone instead), Phase Door*, Statue*
Folk Variations
Some tests can be adjusted to reflect that of similar goddesses.
Jord/ Fjörgyn (Norse): Results #13-17 could instead be (roll 1d4): [1] gain +1 Constitution, but -1 Dexterity, [2] gain +1 Strength, but -5' speed, or [3-4] Mother of Thor (as Mother of Thunor)
Airtha (Gothic): One or more of results #5-12 can be replaced with claiming a new area in the name of Airtha, or to avenge an insult made to her faith.
Nerthus/ Erda (Germanic): Result #18+ can involve the priestess accompanying a beast-drawn cart with its interior concealed instead. This allows her movement during the test's duration, but then she must try to drown any who would have the audacity to see what's within.
1. Weregild: In order for the magic to work, Eorde requires either a sacrifice of bread and/or herbs placed into the earth, or something else worth at least 1d3 gold pieces per HD of the spell’s target.
2. Weoh: Be it one of the nine herbs, the proper leys, or the local landwights, the magic requires the priestess be in a natural place. If not, then the spell will only occur at 1/2 strength.
3. Folde: It is now touching the bare, natural earth that's needed, otherwise the spell's effects happen 1d6 turns later instead.
4. Beorgan: Warded, if the priestess has allies on either side, then she gains a +2 bonus to her AC and saves until they fall or depart. If not, then she suffers the reverse. In either case, the effects last for 3d4 rounds.
5-8. Earth Sign: The spell works without side-effect this time, except for a 33% chance of some subtle, earthy, and/or agricultural indication showing too.
9. Landwihta: The landwights aid the magic for a 50% bonus to its effect, range, or duration, but if the priestess hasn’t been respectful to them (or to the land itself) then she suffers a -4 penalty to all rolls for the next 2d4 hours instead.
10. Wassail: If the spell is cast with the priestess touching bare, natural earth, then its effect, range, or duration can be increased by 50%.
11. Hearg: Being at a place especially sacred to Eorde, one of great, natural beauty and fertility, where it is loved by the sky, allows the spell's effect, range, or duration to be doubled.
12. Erce Eorþan Modor: The magic works for two-fold its usual effect, range, or duration, as well as it not being expended so it can be cast again that day. What is more, if wholesome things are gathered, sown, and prayed over the ground where the magic is to occur (usually taking 1d3 turns), then all those aspects may be tripled.
Folk Variations
Some requirements can instead be for the spell's target...
Jord/ Fjörgyn (Norse): (if meant to be beneficial) or the priestess (if not) to take either 1d3 hit points or 1d3 damage to a random ability score instead.
Airtha (Gothic): (if there is one) or the priestess (if there isn't) to save vs. death/ make a Will save DC 10 or be scared (-2d3 to all rolls) for the next 2d3 rounds instead. Gothic clerics have their own magical side-effect table too (link).
Nerthus/ Erda (Germanic): (if there is one) or the priestess (if there isn't) to ride or see someone in a cart, or to be immersed in water, earth, or the like.
Tenets of Eorde
* Honor the land
* Protect your people
* Be strong
* Providing bounty
Followers of Eorde
Special: Eorde is served by priestesses and clerics.
Allowed Weapons: Club, staff, dagger, mace
Allowed Armor: Leather or lighter
Symbols: Soil, Rocks, a Strong Arm, Fertile Lands
Can Turn: None
Mysteries of Eorde: Followers of Eorde gain either +1 Strength or Constitution. They can also grant themselves or another either a +2 AC bonus for 1d6 minutes or 4 hit points of healing if they're touching natural earth. They may do so up to once per day per level. Which is gained or granted is determined at character creation.
Folk Variations
Changes to Eorde's guidelines can be used for those who follow similar goddesses.
Jord/ Fjörgyn (Norse): can substitute select elements of Thor's followers (see Volume I), since she is his mother.
Airtha (Gothic): Can turn undead and other evil spirits, but give up the Strength or Constitution bonus.
Nerthus/ Erda (Germanic): What her mysteries grant can vary, being determined at random each time they're used or needed (rather than at character creation), since they're influenced by spirits and various portents.
Next week: priestesses of Eorde, Part II!
What we may battle can transform us further.
Divine Tests
1-8. Cunning may bring Gwydion's follower to bear. He loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 or select which ones are the most fitting to see what he must do to get each one back.
[1] Use magic in a new way, unlike how he's done before. (Gwydion Magician)
[2] Witness another casting a new spell or using magic in a way he's never seen. (Gwydion Magician)
[3] Steal at least 1d4+1 pigs or other items of value from someone of import. (Gwydion Trickster)
[4] Deceive another. (Gwydion Trickster)
[5] Help someone overcome a curse or similar hardship. (Gwydion Guide)
[6] Aid another in achieving their goal, helping to bring them closer to success. (Gwydion Guide)
9-16. But cleverness may not be enough. Roll 1d3 to see what challenge now befalls the druid or select what seems best.
[1] An ongoing magical effect of the druid's turns bad, much as Bloudewedd did, betraying its original purpose. (Gwydion Magician)
[2] 1d4+1 animate trees attack the nearest follower(s) of Arawn, guaranteeing their ire against the druid. (Gwydion Trickster)
[3] An unfaithful woman that the druid knows is turned into an owl. Any of her remaining lovers (who still give a hoot) will seek bloody vengeance. (Gwydion Guide)
17+ Transformed, the druid will be so affected for 2 days, plus 2 additional days for every divine test result over 17. Roll 1d3 or choose to see what he will experience.
[1] Turned into various animals, such as an elk, sow, and wolf, being unable to speak or use magic and happily breeding with others of the same kind. Each day brings a new change, though he will still be able to speak with such animals at will after the test ends. (Gwydion Magician)
[2] Encounters a foe of equal level/ HD each day whom he must defeat in single combat. He will be entitled to any lands of those he vanquishes. (Gwydion Trickster)
[3] Becomes a henchman advisor for a follower of Lleu (Lugh), fully subservient to the latter's goals. Goodwill will continue after the test is complete even if his goals become his own once again, and Gwydion's. (Gwydion Guide)
Next week, Druids of Gwydion, Part IV!
Gwydion's Magical Side-Effects
Not only magic itself, but trickery, guidance, and transformation are the ways of Gwydion. Roll 1d12 whenever one of his talented followers works a spell.
1. Angen Gwaith: Something is needed for the spell to work. Once given, it will.
2-3. Cyrraedd Yno: If something isn't provided, then the magic will only occur at 50% its usual strength.