Sunday, December 18, 2022
Now Available
Wednesday, December 14, 2022
Clerics of Hretha, Part III
5-14. And what must the cleric do next? She loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to see what triumphs she must seek to get them back.
[1] Howl and be tempestuous for at least 2d3 turns.
[2] Defeat a worthy foe (of equal level/ HD or higher) in combat.
[3] March at least 1d4 miles, challenging any who would prevent her passage.
[4] Stand on high ground, at least 2d4 x 10' above the surrounding lands.
[5] Contest the cold by being unprotected in such weather for 1d2 hours, or at least challenge a follower of such a divinity.
[6] Dare the warm by being unprotected in such weather for 2d4 hours, or at least challenge a follower of Eostre (link) or similar divinity.
- Spirits that can take physical form for brief periods of time, as described in Volume IV. They often appear as either animals, hags, or warrior-women, though all terrifying.
- Associated with Hretha and other warlike Anglo-Saxon divinities, wælcyrgie can be summoned by their followers via the Summon Spirit spell.
- For those who fight well in battle, they will (roll 1d12): [1-3] provide succor, [4-7] assist with combat, [8-10] continue to watch, [11+] choose to be slain
- Wælcyrgie can also use 1d8 of the following 20 spells at will (roll a d20 eight times to generate them- duplicate rolls mean that a particular wælcyrgie knows less spells).
2nd Level: Bless, Delay Poison, Holy Chant, Resist Fire, Silence 15' Radius, Spiritual Weapon (appearing as the wælcyrgie wielding it)
3rd Level: Continual Light, Cure Disease, Glyph of Warding, Striking, Call Lightning (D)
4th Level: Gust of Wind*
5th Level: Blade Barrier (appearing as the wælcyrgie wielding them)
7th Level: Wind Walk
Next week: Clerics of Hretha, Part IV!
Wednesday, December 7, 2022
Clerics of Hretha, Part II
2. Swift: Ride forth! The cleric must be on the move, whether before or after the spell is cast. It will only be at 1/2 its usual power without it otherwise.
3. Tempestuous: What is victory if it isn't done loud? If the cleric isn't howling at the time, then the magic will only occur 1d6 turns afterward.
4. Windswept: Upon the open air, battle can be fully joined. The cleric and all on her side within 120' can gain a +2 bonus to hit and +10' speed with the wind at their backs (a 50% chance). If not , then the winds blow against her, and she and those on her side experience the opposite. Either way, it lasts for 3d4 rounds.
5-8. Triumph Sign: The magic works without side-effect this time, except for a 33% chance of some subtle mark or display of victory appearing too.
9. Wælcyrge: The Anglo-Saxon valkyrie boost the spell for a 50% bonus to its effect, range, or duration, but if the cleric hasn’t fought ferociously or in a terrifying way (like they do) sometime within the last 2d4 hours, then she suffers a -4 penalty to all rolls for the same amount of time.
10. Shield-Maiden Way: As long as the cleric is defending an area claimed by Anglo-Saxons, then its effect, range, or duration can be raised 50%.
11. Battleground: Where else can the great deeds of valor be known? If at such a place where much fighting and bloodshed either is occurring or has occurred, then the spell's effect, range, or duration can be doubled.
12. Victorious: Along with the spell not being expended so that it can be cast once more that day, its effect, range, or duration can be doubled. In addition, if the cleric has overcome a worthy foe (one of equal HD or higher) within the last 1d3 hours, then one of those aspects may be tripled.
Wednesday, November 30, 2022
Clerics of Hretha, Part I
Tenets of Hretha
* Make ready for battle
* Defend your folk
* Be like the tempest, howling glory
* Laying one's enemies low
Followers of Hretha
Special: Hretha is served by clerics and shield-maidens.
Allowed Weapons: Sword, spear, seax, lance
Allowed Armor: Chainmail & shield or lighter
Symbols: Wælcyrgie, Weapons, Wind
Can Turn: Those who they charge and fail morale
Mysteries of Hretha: Followers of Hretha can grant themselves or another an extra melee attack against a foe that they've just hit. They may do so up to once per day per level.
Folk Variations
Followers of similar goddesses can be created by modifying Hretha's rules.
Bellona (Roman): Her clerics seek victory in the name of the state, but are no less prone to wild slaughter. Allowed arms and armor should be Roman, and a number of her requirements can be changed to reflect both Roman duty and blood.
Hrouda (Germanic): Basic and primal, her seeresses see her as more as the embodiment of the mare and the wind. As a result, she can substitute some of the Germanic Magical Side-Effects shown in Volume II. She can also grant her followers access to horse totem abilities (link) instead.
Sigyn (Norse): Supporting her husband Loki, use the rules for Hretha, but her priestesses abilities instead focus on helping those who fail and/or are suffering. It is thus that they can achieve victory, even though they eschew arms, armor, and even violence.
Next week: clerics of Hretha, Part II!
Wednesday, November 23, 2022
Clerics of Hengist & Horsa, Part IV
Twin magic can be doubly advantageous- and if seen as demigods, Hengist & Horsa can only grant their clerics spells up to 5th level.1st Level: Command (on other Anglo-Saxons), Detect Rival Folk (as Detect Evil, but senses non-Anglo-Saxons), Protection from Evil, Remove Fear (reversible), Resist Cold, Charm Person* (via an attractive Anglo-Saxon woman who is within 60')2nd Level: Bless, Delay Poison, Hold Person, Reveal Charm, Spiritual Weapon3rd Level: Continual Light. Cure Disease, Glyph of Waring, Locate Object, Prayer, Striking4th Level: Create Food and Water (double potency if used to serve guests who will be stabbed to death afterwards), Lower Water, Neutralize Poison (reversible), Protection from Evil 10' Radius5th Level: Summon Ceorls (2d3, they arrive within 1d6 rounds, serve for at least 4d6 rounds thereafter, see stats below), Summon Seax (never be unarmed for long, the long knife (which does 1d5 damage) appears and lasts for 2d3 rounds), Mirror Image* (only makes 1 copy though)6th Level: Dispel Evil, Flame Strike, Quest7th Level: Control Weather, Holy Word, Restoration, Wind Walk
Background: The party is invited to a meal by the cleric Aelfhea. A number of well-connected Anglo-Saxon nobles will be attending.
"Don't worry", he explains, "you won't need to bring weapons: the cutlery is already provided."
A beautiful Saxon woman is supposed to be there too, Golderon, sweetening the pot (she does bring honey along with her 18 Charisma).
Main Event: The place is a hastily assembled tent area, roughly 40' wide by 100' long; a makeshift meadhall. There will be 1 thane (Anglo-Saxon noble) and 2 ceorls (Anglo-Saxon freeman) for every party member who attends. Golderon has a base 75% chance of showing up, 25% chance of showing up on time. Unarmed, even un-secretly-armed, servants will also be around to serve wine and roast mutton. They will make themselves scarce as soon as possible.
As the dinner progresses, hopefully with the party getting drunk, they will then be either made an offer to assist the thanes, or to die (via stabbing).
- Any party members who are not noble Britons or some others whom the Anglo-Saxons wish to take land from will receive a request to assist the Anglo-Saxons in such matters, for a suitable recompense of course.
- Those who are noble Britons or some others whom the Anglo-Saxons wish to take land from will be summarily attacked with hidden long knives (seaxes) that the Anglo-Saxons have hidden on them. Aelfhea will use the divine powers bestowed upon him by Hengist & Horsa (his spells, etc.) to help ensure things go smoothly (or so he hopes).
Considerations: Getting in good favor with the Anglo-Saxon nobility and Aelfhea can be the party's ticket to easier living, better quests, and beautiful Anglo-Saxon women
On the other hand, getting stabbed to death by them would likely be undesirable. If the party has attempted to make wise decisions but still faces being murdered, the Referee may wish to be merciful and have Aelfhea decide to only enslave them instead.
Note: Any allies (or potential allies) of the Anglo-Saxons will be spared, but still restrained from assisting their unfortunate friends who have accompanied them to dinner. Aelfhea's Hold Person spell would do well for that.
Thanes Align: N, MV: 35’, AC: 4, HD: 3, Atk: 1 (seax- hidden), Dmg: 1d5+1, SP: can add 2 to their bonus either to hit, damage, or AC each round when defending lands that their people have conquered (including this makeshift meadhall), SV: F3, Mor: 10, Items: chainmail, helm, (seax), 3d20 gold pieces.
Ethbrin, Lambin, Pohtgils, Botwulf, Turold, Burhred, and more
Ceorls Align: N, MV: 40’, AC: 7, HD: 1, Atk: 1 (seax- hidden), Dmg: 1d5, SP: none, SV: F1, Mor: 8 (4 if thanes fall), Items: Fur coats, (seax), 3d20 copper pieces.
Aelfhea, Cleric of Hengist & Horsa
Lvl 3 Cleric Align: N, MV: 35’, AC: 4, HD: 3, Atk: 1 (seax- hidden), Dmg: 1d5, SP: turn ability, can grant himself or another a +2 AC bonus for 1d3 rounds (3/day), spells prepared (1st: Command, Detect Rival Folk, Charm Person; 2nd: Bless. Hold Person). SV: C3, Mor: 9. Items: chainmail, helm, (seax), holy symbol, 2d20 gold pieces.
Next week: our series on Anglo-Saxon divinities continues with Hretha!
Saturday, November 19, 2022
Coming This Weekend
Wednesday, November 16, 2022
Clerics of Hengist & Horsa, Part III
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.
[2] Be otherwise victorious, defeating a foe in combat or in some similar way.
Wednesday, November 9, 2022
Clerics of Hengist & Horsa, Part II
Variations
Horse Totem: One can substitute some of the results with the ones here (link).
Wednesday, November 2, 2022
Clerics of Hengist & Horsa, Part I
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



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