Saturday, November 19, 2022

Coming This Weekend

DIVINITIES & CULTS 
Volume IV: Finnish & Slavic

I am proud to introduce my latest work, Divinities & Cults: Volume IV. Coming soon, this tome explores the deities and myths of both the Ancient Finns & Slavs, allowing one to incorporate rules for their followers into old-school games via new tenets, follower guidelines, turn abilities, mysteries, magical side-effects, divine tests, and spells. With outstanding color art by Luigi Castellani and an amassing of new lore, this pdf book will be a welcome addition to your Divinities & Cults library.

Long-term fans of this site will recall that these divinities were previewed here years earlier. Their rules have now been updated and expanded. Many of the additional rules in this volume can be easily applied to other cultures too.

Contents include:

FINNISH DIVINITIES
Ilmarinen
Ilmatar
Lemminkainen
Mielikki
Ukko
Vainamoinen
Additional Finnish Divinities (partial descriptions)

SLAVIC DIVINITIES
Baba Yaga
Dazbog
Lada
Mokosh
Morana
Perun
Svarog
Veles
Vesna (partial description)

FELL CULTS
Chernobog
Louhi
Loviatar (brief description)
Uncle Steel Dwarf

ADDITIONAL RULES
Bronze Age & Iron Age Magic
Cleric-types
Clerical Bans
Kapische
Summoning Monsters & Spirits
Variable Spells Known & Abilities
Variant Traditions

NEW CLASS VARIANTS 
Bogatyrs (Slavic Heroic Knights) 
Druzhina (Slavic Warrior Bands)
Fighter-Wizard Variations
Finnish Shamans
Finnish Warriors
Kolduns (Slavic Sorcerers)
Priests (Finnish & Slavic)
Noitas (Finnish Shamanic-Witches)
Tietajas (Finnish Wizard-Shamans)
Vedmas (Slavic Witches)
Volkhvs (Slavic Oracular Priests)

MONSTERS 
Pohjolan Folk & Monsters
Slavic Vampires
Zmey

SPIRITS 
Bannik
Finnish Ancestral Spirits
Finnish Nature Spirits
Finnish Fey (Tonttu)
General Rules
Slavic Domestic Spirits 
Slavic Wilderness Spirits
the Summon Spirit Spell

There will be an announcement on this site once the book has been released. And, in thanks to my loyal readers, it will be offered at a reduced price for the following 48 hours!


Wednesday, November 16, 2022

Clerics of Hengist & Horsa, Part III

Divine Tests
1-4. Conquest will come in due time. The cleric must now rest for the next 2d6 turns, unless of course if he's in the middle of expanding Anglo-Saxon domains, in which case it need only be 1d6.

5-12. The twin horses can bring both weal and woe. The cleric experiences the latter, losing access to all his spells, but can then experience the former, by rolling 1d6 for each to see what he must do to get it back.
[1] Claim a new area in the name of the Anglo-Saxons. Any potential interlopers must be fully aware of this fact.
[2] Be otherwise victorious, defeating a foe in combat or in some similar way.
[3] Spend time with his folk, being near at least 2d3 other Anglo-Saxons for the next 3d4 turns.
[4] Demonstrate his cunning, succeeding on an Intelligence check to clearly outwit another.
[5] Ride or care for a horse, or even do either with a sea-steed (ship).
[6] Engage in an act of fertility, preferably incorporating one or more of the ways above.

13-16. If he isn't careful, others might wish to take what is the cleric's too, likely leading to new adventures themselves. Roll 1d3.
[1] The next group of Norse warriors he encounters (or the like) will seek to loot him, even returning in force if need be.
[2] The next noble Briton he comes across (or similar) will become smitten with having his sister (or whomever is closest), demanding her above all else.
[3] The next Anglo-Saxon potential rival he has (or equivalent) will attempt to diminish his position.

17+ Without Hengist or Horsa? Only one can survive to foster the next line of Anglo-Saxons. When the cleric of Hengist and Horsa next encounters another cleric, the latter must save vs. death/ make a Will save DC 10. If the other cleric fails, then he takes 3d6 damage. If he saves, then the cleric of Hengist & Horsa takes the same instead. For every divine test result over 18, increase the save DC by 2 and the damage done by 2d6, making it increasingly likely that only one will remain in the exchange.


Next week: clerics of Hengist & Horsa, Part IV!
 


Wednesday, November 9, 2022

Clerics of Hengist & Horsa, Part II

Magical Side-Effects of Hengist & Horsa
Realms to claim await. 

1. Headstrong: The magic must be cast in an aggressive, conquering way- how else to acquire new lands for one's people? If not, then the spell will do the opposite of what it's supposed to do, leading to the cleric potentially being conquered himself.

2. Sea Seax Raiders: If the spell occurs within view of the sea or at least lands that Anglo-Saxons would lay claim to, then it will work normally. If it isn't, then the spell will only function at 1/2 strength.

3. Realm of Eoh: It is now horse-mounted that the cleric must be, or at least bearing or viewing some equine sight. The magic will otherwise only happen 1d3 turns later.

4. Hyrde: Ready for a fight, if the cleric has allies on either side, then he gains a +2 bonus to hit and to AC until they fall or depart. Without them, he suffers the reverse. In either case, the effects last for 3d4 rounds.

5-8. Great Sign: The magic works normally this time, though it may reveal something to do with horses, conquest, twinhood, fertility, or cunning (a 33% chance). 

9-10. Aelf-shot: If cast in a cunning way, or at least to remedy that which was cunningly inflicted (especially by spirits), then the magic will enjoy a 50% bonus to its effect, range, or duration. Without that factor, the spell just works normally and the cleric will suffer a -2 to all rolls for the next 2d4 turns instead.

11. Vortigern's Lament: The conquered are gifts to the conquerors. If the spell is cast on one whose lands or spoils the cleric would claim, or even to encourage fertility (which certainly might involve lands or spoils as well), then its effect, range, or duration can be increased 100%.

12. Twin Lords: The magic occurs for twice its normal effect, range, or duration, as well as it not being expended so it can be cast again that day. In addition, if the cleric has a close counterpart (whether via blood, allyship, or the like) within 120' once the spell occurs, then that one may reroll the next roll they make, taking whichever result they prefer.

Variations

Horse Totem: One can substitute some of the results with the ones here (link).



Next week: Clerics of Hengist & Horsa, Part III! 


Wednesday, November 2, 2022

Clerics of Hengist & Horsa, Part I

Hengist & Horsa
Anglo-Saxon Gods of Conquest, Victory, & Twinhood

Tenets of Hengist & Horsa
* Expand Anglo-Saxon domains
* Seek victory in any way
* Use guile if necessary
* See the importance of horses & fertility too

Clerics of Hengist & Horsa
Special: Hengist & Horsa are followed by clerics and fighter-wizards (for the latter, see upcoming Volume IV). 
Allowed Weapons: Sword, spear, axe, seax
Allowed Armor: Scale or chainmail and shield or lighter
Symbol: Twin Horses, Ships
Can Turn: Those whose lands or lairs they're invading (clerics only).
Mysteries of Hengist & Horsa: Followers of Hengist & Horsa can grant themselves or another either a +2 AC bonus or a +2 bonus to hit for 1d3 rounds. They may do so up to once per day per level. Which is granted is determined at character creation.
Note: Some see Hengist & Horsa just as a demigods or foundational heroes. In such cases, they can only be served by fighter-wizards (who can cast spells up to 5th level and cannot turn, among other things).



Folk Variations
Followers of similar divinities and spirits can be made by adjusting the rules above.

Castor & Pollux: for followers of the Dioscuri, they can be helpful to travelers and sailors in general, wear little or no armor, bear Greco-Roman arms, be able to turn those who would capture them, and have mysteries that grant a +10' speed bonus (even if mounted) or a +2 bonus to saves.

Horse Totem: replace select rules with those here to have followers focused more on their equine spirit nature.


Next week: clerics of Hengist & Horsa, Part II!


Wednesday, October 26, 2022

Priestesses of Eorde, Part IV

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*

Landwights 
- Spirits that can take physical form for brief periods of time, as described in Volume IV.
- Often associated with Eorde and other naturalistic Anglo-Saxon divinities, and can sometimes even be summoned by their followers via the Summon Spirit spell.
- Can appear as either animals, plants, giants, dragons, satyrs, or nymphs. 
- For those who are respectful when visiting their natural places, they will (roll 1d12): [1-3] provide succor, [4-5] charm, 
[6-10] ignore, [11+] waylay, get lost, or lead to danger
*For those who are disrespectful, add 4 to the d12 roll.

- Can also use 1d6 of the following 14 spells at will.
1st Level: Cure Light Wounds (from damage taken in the landwight's area), Entangle (D), Locate Creature (D), Speak with Animals (D)
2nd Level: Augury, Barkskin (D),  Charm Person or Mammal (D), Find Plant (D)
3rd Level: Animal Growth, Remove Curse (reversible), Call Lightning (D)
4th Level: Create Food and Water, Speak with Plants (D), Summon Sylvan Beings (D)
5th Level: Commune with Nature (D)


Next week: our series on Anglo-Saxon divinities continues with clerics of Hengist and Horsa! 

Wednesday, October 19, 2022

Priestesses of Eorde, Part III

Divine Tests
1-4. The earth requires rest. The priestess must abide, doing nothing else for the next 2d6 turns, 1d6 if in touch with good, natural land.

5-12. Eorde calls, and the priestess loses access to some of her spells (50% chance for each one). She must fulfill one of the following tasks in order to be able to use each again. Roll 1d6.
[1] Establish a sacred space at a natural area, typically taking 2d4 turns.
[2] Leave an offering to the land worth 1d3 x 100 gold pieces 
or more.
[3] Spend time with her folk, being near at least 2d3 other Anglo-Saxons for the next 3d4 turns.
[4] Demonstrate her strength, succeeding on a check with a -5 penalty (DC 20). If she fails, she may try again after 1d4 hours elapse.
[5] Provide bounty to at least 1d3 others, whether a meal, foodstuffs, or in some other endeavor of fertility.
[6] Do her best to repel all non-followers of Eorde or other Anglo-Saxon divinities from the immediate 1d20 x 10' area for the next 1d3 turns.

13-17. The priestess begins to take on the bearing of her goddess, seeming more like the Anglo-Saxon earth mother herself.
Roll 1d3.
[1] Bounteous: Gains a +6 bonus for rolls related to fertility, but suffers the same in penalty with regards to harm and restriction. Also gains 1 Charisma, but loses 1 Dexterity, due to her more bounteous form.
[2] Landwightish: Gains a +4 bonus to resist harm from natural beasts and the elements, but suffers the same in penalty for spell rolls when in civilized and other unnatural areas.
[3] Mother of Thunor: Those who harm her in melee must save vs. death/ make a Will save DC 10 or take 1d8 damage from mysterious hammer strikes, but she must also do the same to back down from any fight.

18+ Æcerbot is required. The priestess must prepare the nearest arable land for at least 1 day per divine test result over 17. During this time, she will be busy putting good things in the earth there, such as milk, honey, flour, herbs, oils, and water. The ceremony doubles 1 acre's fertility per day the test occurs, but the priestess is able to do little else besides defend herself, any love ones who are nearby, and the land itself until it is done.

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.


 Next week, Priestesses of Eorde, Part IV!

Wednesday, October 12, 2022

Priestess of Eorde, Part II


Magical Side-Effects of Eorde
The land calls and it is a priestess of Eorde's duty to answer. 

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.

For example, Wassail (Magical Side-Effect result #10) could require a priestess of Jord or her spell's target to take damage instead of touching bare earth, while Weoh (Magical Side-Effect result #3) might cause fear when cast by a priestess of Airtha rather than needing to be in a natural place.


Next week: Priestesses of Eorde, Part III! 

Wednesday, October 5, 2022

Priestesses of Eorde, Part I

Eorde
Anglo-Saxon Goddess of the Earth 

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!




Wednesday, September 28, 2022

Druids of Gwydion , Part IV

Spells of Gwydion
Such transformations Gwydion can bestow, granting such magic that few know.

1st Level
(All) Command, Detect Magic, Light, Protection from Evil, Purify Food & Drink, Remove Fear, Detect Snares and Pits (D), Entangle (D), Faerie Fire (D), Pass without Trace (D), Shillelagh (D), Speak with Animals (D), Charm Person*, Comprehend Languages*,  Mending*, Read Magic*, Scribe*, Shield*, Sleep*

Gwydion Magician: Unseen Servant*
Gwydion Trickster: Magic Aura*
Gwydion Guide: Message*

2nd Level
Augury, Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Reveal Charm, Speak with Animal, Barkskin (D), Charm Person or Mammal (D), Find Plant (D), Fire Trap (D), Obscuring Mist (D), Stumble (D), Amnesia*, Detect Invisible*, Levitate*, Magic Mouth*, Phantasmal Force*, Pyrotechnics*, Rope Trick*, Stinking Cloud*

Gwydion Magician: 
Mirror Image*
Gwydion Trickster: Auditory Illusion* or False Gold*
Gwydion Guide: Spiritual Weapon

3rd Level
Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Remove Curse (reversible), Call Lightning (D), Plant Growth (D), Snare (D), Stone Shape (D), Tree Shape (D), Clairaudience*, Clairvoyance*, Infravision*, Lightning Bolt*, Protection from Normal Missiles*

Gwydion Magician: Blink*
Gwydion Trickster: Invisibility*
Gwydion Guide: Striking

4th Level
Create Food and Water, Divination, Neutralize Poison, Protection from Evil 10' Radius, Speak with Plants, Tongues, Hallucinatory Terrain (D), Hold Vegetation and Fungus (D), Passplant (D), Charm Monster*, Globe of Invulnerability (lesser)*, Polymorph Others*, Polymorph Self*

Gwydion Magician: Dimension Door*
Gwydion Trickster: Confusion*
Gwydion Guide: Enchant Arms* (they also gain a +1 bonus to hit and to damage)

5th Level
Flame Strike, Quest, Plane Shift, Animal Growth (D), Control Winds (D), Tree Stride (D), Atmospheric Bubble*. Hold Monster*, Interposing Hand*, Passwall*, Secret Chest*, Telekinesis*, Wall of Force* 

Gwydion Magician: Teleport*
Gwydion Trickster: Feeblemind*
Gwydion Guide: True Seeing

6th Level
Animate Objects, Blade Barrier, Conjure Animals, Find the Path, Stone Tell, Summon Aerial Servant, Control Weather (D), Fire Seeds (D), Transport via Plants (D), Anti-Magic Shell*, Arcane Window*, Disintegrate*, Globe of Invulnerability*, Guards and Wards*, Irresistible Dance*, Move Earth*, Repulsion* (reversible)

Gwydion Magician: Word of Recall
Gwydion Trickster: Speak with Creatures
Gwydion Guide: Legend Lore*

7th Level
Astral Projection, Gate, Regenerate, Antipathy//Sympathy*,  Animate Tree (as Animate Mineral, but creates a treant, D), Transmute Metal to Wood (D), Charm Plants*, Instant Summons*, Magic Sword*, Phase Door, Reverse Gravity*, Shape Change*

Gwydion Magician: Duo-Dimension*
Gwydion Trickster: Vanish*
Gwydion Guide: Grasping Hand*


Next week: we begin our series on Anglo-Saxon divinities, starting with Eorde!