Wednesday, January 4, 2023

Priests of Ing, Part II

Magical Side-Effects of Ing
What may be brought together can be magical.

1. Lord of Peace
The magic must be cast in a peaceful, nonviolent manner- how else to enjoy new lands for one's people? If such cannot be done, then a (bloodless) offering worth at least 1d3 gold pieces per spell level will suffice.

2. Noble Way: In the way of Lord Ing, the casting must be upfront and direct, or at least directly serve to bolster the priest's or his lord's noble standing. In the latter case, then cunning can be used. If neither apply, then the spell 
will only occur at 1/2 its usual strength.

3. Sacred Enclosure: What better place to be than where the Gods smile and prosperity flows? If not located at such holy ground when the spell is cast, then it will 
just happen 1d3 turns later. Still, if the priest would consecrate the area immediately after, then that will also do.

4. Ing-land: An Anglo-Saxon place can offer much succor. If the priest is currently in a land claimed by his people, then any healing, fertility, and/or pleasure rolls will gain a +2 bonus for the next 3d4 rounds. 

5-8. Fertile Mark: Other than perhaps some sign of weal and bounty (a 33% chance), the spell works without side-effect this time.


9-10. Barrow Mound: The hoard of folk and realm lives just below. As long as it is done near a hill or burial mound, the magic gains a 
50% bonus to its effect, range, or duration from the helpful attention of the ylfe (Anglo-Saxon elves). If not, the spell still works normally, although the priest will suffer a -1d3 to all rolls for the next 2d4 turns instead, thanks to their revenge.

11. Over the Wet Way: First to arrive upon his wain, Ing's priest will be rewarded. If cast before any foes have had a chance to act, or with some other notable initiative, then 
its effect, range, or duration can be doubled.

12. Sacred Union: Love conjoins, making all things possible. The spell occurs 
for twice its usual effect, range, or duration, and it is not expended so it can be cast again that day. Alternatively, if the priest lies with a priestess of Ing (or similar) within 1d6 turns of the casting, then one of those elements may be tripled.


Variations
Select magical side-effects 
of Ing's can be replaced with those of animals held most sacred to him, engendering bounty and fertility in a more primal way.

Boar Totem: (link)

Horse Totem: (link)

Next week: priests of Ing, part III!

Wednesday, December 28, 2022

Priests of Ing, Part I

Ing
Anglo-Saxon God of Prosperity & Fertility

Tenets of Ing
* Be prosperous & noble
* Savor the fertile fruits
* Be virile, expanding your domain
* Eschewing war unless necessary

Priests of Ing
Special: Ing is served by priests and priestesses
Allowed Weapons: Sword, staff, club, seax
Allowed Armor: None
Symbol: Staff, Wagon, Boar, Ship
Can Turn: Those who would shed blood in a sacred place.
Mysteries of Ing: Followers of Ing can grant themselves or another within 15' a +3 AC bonus if the combat was not initiated by them. They may do so up to once per day per level.


Folk Variations

Freyr (Norse): very similar, he is detailed here (link). The rules for both gods can be substituted as desired, emphasizing various aspects, or even be combined to offer greater selection. Note that Ing fosters Anglo-Saxon noble lines of course, not Swedish, and is presented as more peaceful than his Norse equivalent.


Next week: Priests of Ing, Part II!


Wednesday, December 21, 2022

Clerics of Hretha, Part IV

Spells of Hretha
Upon the wind, Hretha's call resounds.

1st Level: Command, Cure Light Wounds, Light (reversible), Protection from Evil, Remove Fear (reversible), Resist Cold

2nd Level
: Augury, Bless, Delay Poison, Holy Chant, Resist Fire, Reveal Charm, Silence 15' Radius, Spiritual Weapon (appearing as the wælcyrgie wielding it), Shatter*

3rd Level
: Continual Light, Cure Disease, 
Cure Serious Wounds, Glyph of Warding, Speak with Dead, Striking, Call Lightning (D), Explosive Runes*, Haste*, Protection from Normal Missiles*

4th Level
: Create Food and Water, 
Enchant Arms* (they do gain an actual +1 bonus to hit and to damage), Gust of Wind*, Teleport* (requires being in midair to travel to a place of the same)

5th Level
: Blade Barrier 
(appearing as the wælcyrgie wielding them), Commune, Cure Critical Wounds, Dispel Evil, Quest,, Control Winds (D)

6th Level
Find the Path, Heal, Plane Shift, Word of Recall (as Teleport*, above)

7th Level
Holy Word, Restoration, Summon Spirit (wælcyrgie, see below), Wind Walk


The Wrath of Wendhild (an Anglo-Saxon Encounter)

Background: Entering a windswept clearing, whether outdoors or even in large cave, a strange voice challenges them. It sounds somewhat high pitched, though it could be the winds distorting it.

If they don't turn back, a random, lucky party member is charged by a mounted Anglo-Saxon noble, Anslan, armed and armored for battle. He is quite young though (thus the girlish voice) and will likely lose the contest. The main threat is his shield-maiden protector- one faithful in Hretha (and in Anslan to a much lesser extent).

The winds blow from the northwest throughout the encounter, causing all ranged attacks pointed at or near that direction to suffer a -1d4 to hit.

Main Event: Shield-woman Wendhilda, nicknamed 'Wendy', will resolutely engage any party members who attack Anslan. Others who intervene will also be met with her wrath.

Considerations:  If Wendhild is obviously outmatched, add 1 or more other shieldmaidens to assist her. and keep the winds at her back. None of them need to save to fight- once battle has been joined with Anslan, they aren't technically initiating the combat.

If she slays the offending party member(s), then she (and any other shield-maidens who might be there) will carry off Anslan, laughing in a satisfied manner.

If she herself is defeated, then male characters must save vs. spell/ make a Will save DC 15 or wish to spare her- for she may be useful. She is quite fetching, and would prove a very potent consort. Still, such courtship will likely not end well, for it would mostly be (roll 1d4): [1] stormy, [2] tempestuous, [3] howling, or [4] a breeze.

Connections: Anslan is the son of one of the thanes in the Dinner with Long Knives encounter (link). Wendhild has a cordial rivalry with Aelfhea.

AnslanYoung Anglo-Saxon Noble  
Align: N, MV: 80’ (mounted), AC: 3, HD: 1, Atk: 1 (lance or seax), Dmg: 1d8 or 1d5, SP: enjoys the protection of Wendhild, amongst other perks, SV: F1, Mor: 7, Items: chainmail, helm, lance, seax, horse, 5d20 gold pieces.

WendhildLvl 3 Anglo-Saxon Shield-Maiden of Hretha 
Align: N, MV: 35’, AC: 2, HD: 3, Atk: 1 (long seax), Dmg: 1d7+2, SP: quite fetching, spells known/ prepared (1st: Cure Light Wounds, Protection from Evil; 2nd: Spiritual Weapon 
(appearing as the wælcyrgie wielding it), SV: F3, Mor: 11, Items: chainmail, large shield, helm, long seax, 2d20 gold pieces


Next week: our series on Anglo-Saxon divinities continues with Ing!


Sunday, December 18, 2022

Now Available

The Magic of the Finns & Slavs await!

Click to order via Drivethru RPG here

And a good video sample can also be found here.

Have you unleashed the mighty power of Divinities and Cults in your game yet? 

Myth-based Resources for Clerical Spellcasters in Old School Roleplaying Games
Divinities and Cults: Volume IV explores the deities and myths of both the Ancient Finns & Slavs, allowing one to incorporate rules for their followers into classic RPG’s via new tenets, 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 will be a welcome addition to your Divinities & Cults library.

Like previous volumes, this tome is compatible with the various Old School Editions and their Retro-clones. Many of the additional rules can be easily applied to similar 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, and more! 


Wednesday, December 14, 2022

Clerics of Hretha, Part III

Divine Tests
1-4. The cleric must contemplate victory for 2d6 turns, 1d6 if she has actually been victorious sometime within the last 1d6 hours.

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.

15-17. Hretha sees fit to make the cleric more like her forevermore. Roll 1d3.
[1] Windish: A gentle breeze blows within 5' of her, granting her a +2 bonus to saves vs. gasses and other air-based perils, but she automatically burns out candles and feeble torches if she gets too close.
[2] Wælcyrgie-ish I: Gains a +3 bonus to cause fear in, demoralize, and unnerve foes, but suffers the same in penalty when attempting to provide courage, emotional comfort, or motivation.
[3] Wælcyrgie-ish II: Gains a +1 bonus to cause damage to wounded foes and to finish them off, but suffers the same in penalty when receiving physical comfort or healing.

18+ A great windstorm arises, affecting all within a 1/4 mile area for the next 1d3 turns. Those who do not find shelter within 1d3 minutes will take 1d3 damage per round, and such shelter will also collapse if not sturdy. Increase the area affected by 1/4 mile, the duration by 1d3 turns, and the damage by 1d3 for every divine test result over 18.


Wælcyrgie (Anglo-Saxon Valkyrie)
- 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
*For those who fight poorly, add 4 to the d12 roll.

-
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).
1st Level: Command, Cure Light Wounds, Light (reversible), Protection from Evil, Remove Fear (reversible)
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)
6th Level: Plane Shift
7th Level: Wind Walk


Next week: Clerics of Hretha, Part IV!

Wednesday, December 7, 2022

Clerics of Hretha, Part II

Magical Side-Effects of Hretha
Victory may take many paths. Roll 1d12.

1. Cruel: Spoils need be taken from someone. The magic requires something of value (at least 1d3 gold pieces per spell level) to be claimed from another who's lost, preferable via combat.

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 SignThe 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.


Shield-Maidens
Warrior women who pledge themselves to Hretha and other northern warlike goddesses. 

* They fight as fighters (using their bonus to hit, HD, and saves), but gain no weapon specialization or other special abilities.

* In return, they can cast spells as clerics of the same level, but know only 1d2 spells per level and can just cast 1/2 the cleric's amount of spells per day. 

* They must carry a weapon and shield to cast their spells, having their sorcery appear as battle prowess or herb-craft.

* What is more, they must save vs. death/ make a Will save DC 10 to initiate combat, though they can still always be ferocious and terrifying, for they are defending maidens after all.


Next week: Clerics of Hretha, Part III! 



Wednesday, November 30, 2022

Clerics of Hretha, Part I

Hretha
Anglo-Saxon Goddess of Victory

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

Spells of Hengist & Horsa
Twin magic can be doubly advantageous- and if seen as demigods, Hengist & Horsa can only grant their clerics spells up to 5th level.
 
1st LevelCommand (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 LevelBless, Delay Poison, Hold Person, Reveal Charm, Spiritual Weapon

3rd Level: Continual Light. Cure Disease, Glyph of Waring, Locate Object, Prayer, Striking

4th LevelCreate 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' Radius  

5th 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, Quest

7th Level: Control Weather, Holy Word, Restoration, Wind Walk


Dinner with Long Knives (an Anglo-Saxon Encounter)

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).

ConsiderationsGetting 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.

Wilhere, Beornmund, Beorhyweald, and others
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.

Golderon
Anglo-Saxon Maiden Align: N, MV: 40’, AC: 9, HD: 1-1, Atk: 1 (seax- hidden), Dmg: 1d5-1, SP: CHA 18, SV: T1, Mor: 6 (2 if thanes fall), Items: Attractive garb, (seax), golden brooch, honey pot.

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   A
lign: 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

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!