Wednesday, May 24, 2017

Clerics of Janus (Part I)

Janus
Lawful Roman God of Gateways, Beginnings, & Time
Tenets of Janus
* Evoke Janus before all others
* Preside over gateways
* See to the proper rituals for all beginnings
* See also to the proper rites of space, as well

Clerics of Janus
Special: Clerics of Janus are also known as priests and priestesses. Being a very Roman God, his clerics focus much on proper ritual, which often takes 1d6 turns at a time. What is more, those clerics who eschew all armor may assume a bicephalus (two faced) form for up to 1 round per day per level. See Lugh’s Divine Test #15 in Divinities and Cults: Volume II for how this ability would work.

Allowed Weapons: Rod, staff
Allowed Armor: Banded or lighter*
Holy Symbol: Two-face (Gemini), Key
Can Turn: Those who violate the laws of time or space (such as undead and summoned beings)
Janus Mysteries: Clerics of Janus gain a +2 bonus to all rolls related to doorways, gateways, space, time, and the like.


Wednesday, May 17, 2017

Clerics of Epona (Part IV)


Cleric Spells (Epona)
Eponian clerics have access to the following spells. Eponian druids (those considered a distinct class- see Divinities and Cults: Volume II for details) can substitute select spells with druid ones.

1st Level: Cure Light Wounds, Detect Evil, Light, Protection from Evil, Purify Food and Drink (if it is suitable for horses), Resist Cold, Sanctuary (can be cast on others in pastures or stables), Animal CompanionD (horse-kind only), Detect Snares and PitsD, Faerie FireD, Speak with AnimalsD (horses)

2nd Level: Augury, Bless, Delay Poison, Know Alignment, Find Traps, Hold Person, Holy Chant, Resist Fire, Charm Person or MammalD (horse-kind only), Horse HideD (as Barkskin, but more equine) 

3rd Level: Animal Growth (horse-kind only), Cure Blindness, Cure Disease, Dispel Magic, Prayer, Remove Curse, Hold AnimalD, Neutralize PoisonD, Horse Haste (as Haste*, but can only be used when mounted)

4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination, Exorcise, Protection from Evil 10’ Radius, Summon Animal ID (horse-kind), Hallucinatory Terrain* (horse-realm only)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Commune with NatureD (when in horselands), Summon Animal IID (horse-kind)

6th Level: Find the Path, Heal, Summon Animal IIID (horse-kind)

7th Level: Restoration, Chariot of Epona (as Fire ChariotD, but horses appear normal and untethered), ReincarnateD


Mount Qualities
Though this table would serve well to generate a steed, it can also be used to determine qualities of other mount types, since Epona is concerned with fertility, as well. Roll 1d20 twice.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Mane
Black
Dark bay
Bay
Blue Roan
Brindle
Brown
Chestnut
Dapple Gray
Dun
Gray
Fleabitten Gray
Leopard
Liver chestnut
Palamino
Pinto
Rose gray
Red Roan
Salt and Pepper
White
A different color
Manner/ Qualities
Aloof
Clever
Draft
Gassy
Mule
Old
Panicky
Pleasant
Pony
Ragged
Slow
Social
Special Parentage1
Stallion
Stubborn
Swift
Young
War
Wild
Reroll twice

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

1Roll 1d6 to determine what special parentage the mount has. It then will have 1 special ability that matches, per Referee:
[1] Centaur
[2] Hippocampus
[3] Hippogriff
[4] Nightmare
[5] Pegasus
[6] Unicorn


Wednesday, May 10, 2017

Clerics of Epona (Part III)

Race Upon the Land
Epona shows her cleric the truth of riding through fertile bounty and overcoming those who would seize or destroy it.

Divine Tests
1-3. It is time for quiet reflection, at least 2d6 turns, though if mounted or in a place where horses dwell, she need only take 1d3 turns, none if at a Node (q.v.)

4-9. All steeds must return to pasture or stable at times and so too must the druidess of Epona. She experiences a reduction in spells available (50% chance for each one) for the rest of the day. Roll 1d6 for each spell lost to determine what she needs to do in order to get it back before then:
[1] Ride a willing mount for at least 1 hour
[2] Run free for the next 2 hours
[3] Stop to graze upon oats and forage foods for 1d6 rounds at a time (she can digest them), whenever new ones become available, for the rest of the day
[4] Promote fertility, whether in herself or in others (a base 50% chance of success for each attempt per hour)
[5] Repel or slay a humanoid invader, foreign to the land
[6] Put a tyrant or despoiler of nature in his or her place: any will do, but it will most likely earn his or her ire (a 95% chance)

10-12. Epona rides far and her horse cult has similarities to a number of other Divinities. Rather than experiencing a Race Upon the Land, reroll and consider this Test to actually be for one of the following instead (roll 1d4):
[1] Artemis (see Vol I)
[2] Danu (see Vol. II)
[3] Eostre (bonus Divinity- contact Dan for the link)
[4] Manannan (see Vol. II)

The Referee should feel free to adjust any results to make them more ‘Gallic’. See the Appendix of Divinities and Cults: Volume II for guidelines, though Epona is quite gentle and strong.

13-17. It is now best for the druidess of Epona to be changed in order to better experience fertile freedom. Each one lasts for 4d6 hours per instance of this Test. Roll 1d4 to determine what the alteration is:
[1] Be changed into a horse in all regards except for her mind: the type is determined by the druidess’s nature (per Referee; even a unicorn or pegasus if over 5th level).
[2] Turn into a Gallic centaur mare, granting her +1 HD and the speed of a horse, while still being able to speak and use her upper body normally. Still, she will also get some strange looks from others (a 65% chance), as well as a -4 penalty to Casting Rolls.
[3] Become a Godivan nymph: she must remain mounted and unclad and any ‘peeping toms’ that look at her at first must save twice to avoid blindness and even death! The rest just avoid taxation.
[4] Merge into the land itself as some sort of Gallic genius loci. She will be aware of what goes on in a 1d20 x 10 yard radius area, leaving a hill figure-type chalk representation upon the ground, even being able to cast spells within the place. Others may attempt to Commune with her, as per the spell during this time, though she may not leave.

18+ Some Races Upon the Land face challenges, and this is one of them. Whatever strangeness befalls her, the druidess must remember that all occurs for the sake of fertility. Roll 1d4.
[1] In eponymous fashion, the druidess’s name now becomes associated with the general locale that she is standing in when this Test occurs, causing likely confusion when discussed from now on (a base 75% chance), even possibly hostility from strangers (a base 20% chance).
[2] All horses within her presence now talk, causing those unfamiliar to save or become hostile to either the steeds (a base 25% chance) and/or to the druidess herself (a base 75% chance). Luckily, they are likely to stop talking once she departs: a 85% chance, minus 10% per instance of this Test.
[3] Rainbows, bright colors, hearts, glitter, and unicorn horns adorn any mounts that the druidess of Epona rides or is within 60’ feet of for the next 1d6 hours. All those of a masculine disposition that witness such a fey effect must save or suffer a -3 to all rolls during this time, due to manly disgust.
[4] Though the druidess would only do what is right for her people and would expel invaders and despoilers, they are misled and do not see it that way. Via a vote (or the like) she is denied the next leadership role that she would have.


Wednesday, May 3, 2017

Clerics of Epona (Part II)

Healing Side-Effects (Epona)
Like the Great Mare that she is, Epona provides stable, strong, and steady support for those who honor her equine ways and the lands that sustain her people. Roll 1d12.

1-2. Free to Range: Those who would enslave, harm the land, or replace Epona’s folk must be stopped. The cleric’s healing will only work in this case on those who would mete out justice upon such fell ones within at least 1d6 hour’s time, or else the healing is forfeit.

3-4. The Land Provides the Greatest Succor. The healing will only occur if either the patient is outdoors or in some other place where horses are housed or dwell, hopefully with plenty of oats and other grains around.

5-6. Bareback: Horses travel best when they run free, unbidden by restraint and so should the healing’s recipient. He or she must be free of garb for the next 1d6 turns, even gaining a +1 to all rolls for the following hour if Godiva-mounted during that time, though chaffing might become a problem (a base 33% chance).

7-8. Stable Healing. The patient is healed. In addition, if within 10’ of a horse, pasture, or horse dwelling when the spell is cast, then he or she gains 50% extra healing.

9-12. Blessing of Epona. The recipient is healed for the spell’s amount. In addition, he or she also gains a +2 bonus to all rolls related to horses and defending the land for the next 1d6 hours. What is more, if he or she is specifically working against tyrants, despoilers, and/or invaders, then the recipient gains an addition +2 bonus in those situations as well.


Wednesday, April 26, 2017

Clerics of Epona (Part I)

Epona
Neutral Gallic Goddess of Horses, the Land, & Fertility




















Tenets of Epona
* Honor horses and all that they bestow
* Enjoy the fertile bounty of the land
* Stand up to tyranny and despoilers
* Protect your homeland from invaders too


Clerics of Epona
Special: All clerics of Epona are female and are also known as druidesses or priestesses.
Allowed Weapons: None
Allowed Armor: None
Holy Symbol: Horse, Foal, Cornucopia, Bowl
Can Turn: Tyrants, Invaders, Despoilers
Eponian Mysteries: Clerics of Epona can gain a +2 bonus to one of their casting rolls when mounted or when otherwise near a horses or horses, up to once per day per level. What is more, those who would harm them with any attack must save or be unable to do so.


Wednesday, April 19, 2017

Clerics of Svarog/ Slavic Clerics Pt. IV

(illus: Viktor Vasnetsov, 1898)

Cleric Spells (Svarog)
Clerics of Svarog have access to the following spells:

1st Level: Command, Create Water (as rain), Cure Light Wounds, Detect Evil, Light, Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Divine WeatherD, Heat MetalD, Burning HandsD

2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist Fire, Produce FlameD, PyrotechnicsD

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Prayer, Remove Curse (reversible), Striking (on iron weapons only), Clairaudience*, Clairvoyance*, Gust of Wind*

4th Level: Cure Serious Wounds, Detect Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Enchant Arms*

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Flame Strike, Plane Shift, Fly*

6th Level: Animate Objects, Control Weather, Find the Path, Heal, Stone Tell

7th Level: Astral Projection, Holy Word, Restoration, Wind Walk, Control Weather (Greater)D




Slavic Countryside Encounters
Much goes on beneath the great domain of Svarog, though here is just a smattering.

Locale (roll 1d10)
1. Kapishche (outdoor sacred enclosure): 25% chance of having a volkhv of Svarog present, level 1d3.
2. Idols or cemetery (50% chance of being foreboding)
3. Logging camp
4. Beautiful overlook (with a nice view of the Sky, Svarog’s domain)
5. Forest Clearing
6. Hut or Cabin (50% chance of having a bath house)
7. Forest path
8. Marshy area
9. Open field
10. Farm

Inhabitants (roll 1d10)
1. None (area is deserted)
2. Animals only (20% chance of being dangerous, per Referee)
3. 1d6 Folk enjoying the countryside (+1 on Disposition Table below; 35% chance of being attractive women)
4. 1d8 Workers (-1 on Disposition Table below)
5. 1d4 Tradespeople
6. 1d6 Travelers (See Odin section in Divinities and Cults: Volume I for table)
7. 1d4 Nobles guarded by 2d4 levels of fighters
8. 1d6 Vagabonds (See Loki section in Divinities and Cults: Volume I for table; 25% chance of being bandits too)
9. 1d3 Spirits (See Orcus section in Divinities and Cults: Volume II for details; 65% chance of being mischievous; 35% chance of being dangerous)
10. 1d4 Monsters (great beasts, demons, humanoids, giants, undead, or fey)

Disposition (roll 1d8)
1. Angry!
2. Gruff
3. Depressed
4. Reverent
5. Peaceful
6. Happy
7. Boisterous
8. Celebratory!



Tuesday, April 18, 2017

Divinities and Cults: Volume II for DCC RPG is now available!

Enjoy!

(click the picture for product page)

EVEN MORE CLASSIC DEITIES FOR DCC RPG!


Have you unleashed the mighty power of Divinities and Cults in your game yet? 
Divinities and Cults: Volume II covers the Gods and Goddesses of both the Celtic and Roman Pantheons, as well as a number of Evil Cults. Like Volume I, this work provides detailed tenets, special cleric considerations, healing side-effects, numerous divine tests, and custom spell lists for all 19 of them. What is more, optional rules and random tables abound, organized by  Divinity, of course. This excellent book is compatible with the Dungeon Crawl Classics Roleplaying Game™! 
  • Detailed rules for playing clerics of 7 Celtic and 7 Roman Gods and Goddesses
  • Full rules for also playing clerics of 5 Evil Cults
  • 20 pieces of unique artwork by Luigi Castellani (note: some Goddesses are depicted partially nude)
  • 11 Random encounter tables
  • 7 Other random tables
  • 20 Optional rule & sidebar sections
  • An Appendix that offers guidelines for making over 20 additional Divinities, as well as  having cultural variations for clerics of the various Divinities, such as Ionian, German, Etruscan, Gallic, etc.
  • And much more!


Monday, April 17, 2017

Updates

In case you didn’t get the message from Drive Thru RPG, Divinities and Cults: Volume II has been updated. I’ve fixed a couple of typos and other minor issues in it over the last few weeks, as well as adjusted some of the Healing Side-Effects in order to give recipients a tad more benefit.

Also, as a special ‘thank you’ for purchasing the book, I’ve added a link to a bonus Divinity: Eostre. If you didn’t get the link or the update, let me know!

Last, I’ve sent the DCC RPG version to Mr. Goodman for his review. Hopefully, I will hear back from him soon and be able to upload it for purchase...


Wednesday, April 12, 2017

Clerics of Svarog/ Slavic Clerics, Pt. III

Sky Fire
Svarog will illuminate for his faithful all that sparks underneath his great domain.
Image: Life of the East Slavs by Sergey Ivanov, 1908.
Divine Tests
1-3. Gaze upon all that Svarog has forged! The cleric must do so for the next 2d6 turns, except if a smith’s fire or beautiful skyscape is available for his viewing (a base 25% chance in appropriate areas). In this case, the cleric then need only gaze for 1d3 turns.

4-8. The volkhv experiences a reduction in spells available (50% chance for each one) for the rest of the day. Roll 1d6 for each spell lost to determine what he needs to do in order to regain it before then:
[1] Make sure a marriage is monogamous (a base 50% chance that it is not already so). If not, then he must take steps to correct it!
[2] Administer at a Kapishche for 2d6 turns (Slavic outdoor sacred enclosure). If not available, a new one can be built with the assistance of 1d4 others and 1d20 in gold pieces for double that amount of time.
[3] Consult omens for 1d3 turns, though the spell only has a 50% chance of returning in this manner (if it was a bad omen!)
[4] Engage in a ritual lasting at least 2d6 turns, requiring 1d6 other participants, a good fire, and either a lawful land or the open sky (or both).
[5] Make an offering of harvest foods that reflect the nature of the spell lost (per Referee).
[6] Make a living sacrifice that matches the nature of the spell lost (are there any missionaries around?)

9-12. As Sky Father, Svarog has many children. Rather than experiencing Sky Fire from Svarog directly, reroll and consider the Test to actually be for one of the following Divinities instead (roll 1d4):
[1] Dazbog (as Apollo: see Vol I)
[2] Svarožič (as Vulcan: see Vol II)
[3] Perun (as Thor: see Vol. I)
[4] Lada (as Freya: see Vol. I)
The Referee should feel free to adjust any results to make them more ‘Slavic’, especially until those Divinities can be given their own, unique entries in a later work.

13-17. Whether it be Chernobog or some stone-stealing duck, the priest of Svarog becomes preternaturally intolerant of dark, primitive, and/or deceitful beings. Even if it might seem foolhardy at the time, he must now save or attack such creatures and individuals on sight until they’ve fallen, though he also now gains a bonus to all other rolls made against them, as well, by becoming more (roll 1d4): [1] bright, [2] windy, [3] fiery, or [4] lawful-smith-like. For every Sky Fire result over 12, increase the difficulty of the save by 2 and the bonus to all other rolls by 1 (for -2 save/ +1 to all other rolls for #13, -4 save/ +2 to all other rolls for #14, etc.) Though the effect is permanent, additional instances of these results may only adjust the priest’s visage and modifiers to different types and values: they do not accumulate.

18+ Svarog forged this world and it might come to an end at any time! The cleric realizes this truth and the next adult being he looks at (that could be considered ‘an encounter’) has a 50% of ceasing to exist! If that being continues to exist, then the next one he looks at has a 50% chance of ceasing to exist, and so on. This Test continues until one being ceases to exist for every Sky Fire result over 17. The cleric would be wise to avoid reflective surfaces during this time...




Wednesday, April 5, 2017

Clerics of Svarog (Part II)

Clerics of Svarog healing the faithful, with sky, fire, and people (hopefully Slavs)! (19th century woodcut)

Healing Side-Effects (Svarog)
Always a rural faith, those who receive healing at a Kapishche (Slavic outdoor sacred enclosure) gain 50% extra benefit from the spell cast.

1-2. A Lawful Land, Well-worked:  Being in a civilized land where people don’t use weapons of wood or stone, where each woman only has one husband, and the like is required for the healing to work. Who would want to be healed anywhere else anyway?

3-4. My Many Children: As father of the Slavic Gods, Svarog is father of all Slavic people too, and as such, requires their presence for this healing to take place. For every level the healing spell has, 5 onlookers are needed; only 3 are needed though if they are Slavs, just 1 if they are Slavic peasants!

5-6. The Pain is Burned Away: And what better way to spread civilization and people than with fire! It is now a 1d6 x 10’ wide fire that is needed for the healing spell. Being a Smith God though, Svarog will be content with a forge of any size in this case.

7-8. Under the Sky: All that is required now is the open sky, where Svarog can look down at his lands, children, and forge fires. If not underneath one at the time of healing, then the patient receives it once he or she does so.

9-12. Blessing of Svarog:  Not only is the patient healed for the spell’s full amount, but if in a Lawful land, with enough people present, near an adequate fire, and/or under the open sky (as per the aforementioned Healing Side-Effects), then the recipient gains a +1 bonus to all rolls that take place within 30’ of each one for the next 1d6 hours (up to +2 when more than one apply).


Wednesday, March 29, 2017

Clerics of Svarog (Part I)

Svarog
Lawful Slavic Sky God & Sun-Forger
Tenets of Svarog
* Father many to forge a better world
* Wield weapons of iron, not ones of wood or stone
* Work the land well, so as to provide plenty
* And each woman should have just one husband!

Clerics of Svarog
Special: Clerics of Svarog are also known as priests and volkhv and are usually male.
Allowed Weapons: Staff, hammer, torch (as club), mace
Allowed Armor: None
Holy Symbol: Star of Rus, Bowl, Tongs, Axe
Can Turn: Primitives, Underground dwellers, Ducks, and other disobedient types
Svarogian Mysteries: Clerics of Svarog can gain a +2 bonus to one of their casting rolls when in the presence of a cleric of or shrine to another Slavic God (since he created them all to do his handiwork), up to once per level per day.



Wednesday, March 22, 2017

Divinities Cults: Volume II Conversion/ Updates

I’m nearly done converting Volume II to DCC RPG, as well as making slight tweaks and corrections to the Labyrinth Lord version that’s already out. For those who don’t have a copy yet, you should get one: I forgot how much information I put in there.

I’ll probably send the DCC RPG version out for Mr. Goodman’s review sometime next week and also upload the revised Labyrinth Lord version to DriveThru RPG around the same time. Those who already purchased their copy should be able to download the revised one for free.

So stay tuned! I’ll make another announcement when that’s all been done. Otherwise, I’ll be starting another series of articles on a Slavic Divinity next Wednesday, during our regularly scheduled blog time.


Wednesday, March 15, 2017

Etruscan Clerics/ Clerics of Uni (Part IV)

The Sky, sacred to Uni, showing vividly over an Etruscan Palace (photo: Stock Art)

Cleric Spells (Uni)
Clerics of Uni have access to the following spells. As haruspices (see Divinities and Cults: Volume II), they gain a +3 bonus to cast all spells involving divination and space, but a -3 penalty to all others.

1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Light (as celestial radiance), Purify Food & Drink, Protection From Evil, Purify Food and Drink (if presented with good table manners), Remove Fear, Resist Cold, Sanctuary (if in a civilized area), Divine WeatherD, Faerie FireD (as starlight), Allure* (only works while at a party or other social gathering though), Shield*

2nd Level: Augury, Bless, Delay Poison, Know Alignment, Hold Person, Holy Chant, Reveal Charm, Spiritual Weapon (wielded by spirits)

3rd Level: Continual Light (seeming to come from the sky),  Cure Blindness, Cure Disease, Dispel Magic, Locate Object (if it is one of good taste), Prayer, Remove Curse, Speak with Dead (only if its liver is available), Call LightningD, Gust of Wind*

4th Level: Create Food and Water (Tuscan cuisine), Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Temperature ControlD (to pleasant temperatures only)

5th Level: Commune, Cure Critical Wounds, Dispel Evil, Control WindsD, Atmosphere Bubble*, Telekinesis*

6th Level: Find the Path, Heal, Summon Aerial Servant (as a particular type of spirit), Control Weather D

7th Level: Augury (greater)- can give more details about a future event, Astral Projection, Restoration, Wind Walk, Control Weather (greater) D



Etruscan Palace Encounters
Though it’s good to work to understand the Will of the Gods and to see the sky, one must have time for refinement and scandalous behavior too!

Features (roll 1d10)
1. Small temple to a random Etruscan Divinity (see Divinities and Cults: Volume II)
2. Statues (roll 1d6): [1] Man, [2] Woman, [3] Group, [4] Monster, [5] Deity, [6] Other (50% chance of being of mounted on a roof)
3. Painted columns (75% chance of being red)
4. Murals (65% chance of being lewd)
5. Gymnasium (50% chance of nudity, even the women!)
6. Baths (100% chance)
7. Industry (roll 1d4): [1] Vineyard, [2] Smithy, [3] Urn making, [4] Other
8. Especially-defensible position (roll 1d4): [1] built on an especially good hill, [2] thick-walled, [3] allied Palace nearby, [4] women inside are so beautiful that it’s hard to attack
9. Necropolis (85% chance of being wealthy)
10. Theatre (50% chance of being ribald)

Inhabitants (roll 1d10)
1. Nobles (men & women: 50% chance of being nude; 50% chance of being drunk; 100% chance of being clean-shaven and literate)
2. Servants (25% chance of being nude, drunk, clean-shaven, and/or literate)
3. Slaves (50% chance of being barbaric)
4. Soldiers (see the upcoming Volume III for special abilities)
5. Workers (50% chance of being skilled)
6. Entertainers (75% chance of being skilled)
7. Spirits (25% chance of being hostile)
8. Haruspices (most similar to clerics of Uni, if not the same)
9. Foreigners (75% chance of being aghast at the libertine lifestyle of the Etruscans)
10. Others (per Referee)

Events (roll 1d8)
1. Party
2. Feast
3. Hunt
4. Performance
5. Dance
6. Financial meeting
7. Orgy
8. Multiple (reroll twice)