Saints Come in All Sizes

Well, I finally missed a weekend post. In my defense, though … I thought I had remembered to post. Not much a defense, really, but what the heck!

Among other things I’m working on, NOD 36 is going to have a hexcrawl somewhat dominated by a country of halflings. These halflings have a faith modeled loosely on Medieval Christianity (very loosely), and thus they honor numerous saints as well as a supreme goddess. Here’s a sneak preview on this halfling faith:

Nertha
Mother Goddess

Nertha is the mother goddess of the halflings. She is believed to be the creator, teacher, and nourisher of the people. In this capacity, she is worshiped as a supreme deity by her cult. The cult is made up of an aristocratic priesthood who holds a great deal of secular power in the valley of the Yore. This is due to the relationships between the priesthood, which is drawn from the younger sons and daughters of the aristocracy, and the landed gentry of Yore, as well as from the vast land holdings of the cult.
The Yorrish liken the universe to a steaming vat of soup, stirred and tended by Nertha in her kitchen, aided by her kitchen saints. The other saints protect her kitchen, and the cosmic soup, from demons who wish to sample (and taint) the soup, or even spill it, destroying the universe and putting out Nertha’s eternal hearth, plunging all creation into blackness.

Saint Amalthy
Patron Saint of Learning and Childbirth

St. Amalthy was a teacher of the Lady who lived 200 years ago in the Southlands. Her cult is based in the Midlands, specifically at St. Amalthy’s Cathedral in Mook.
St. Amalthy was a midwife and strict disciplinarian who tend-ed her flock for fifty-eight summers. She was credited with several miracles associated with healings and divinations about children, and thus became a patron saint of childbirth and medicine. A learned woman, she wrote the much-copied Yorrish Herbal, the standard reference for Yorrish healers.

St. Amalthy’s feast day is Wind Month the 4th. It is observed with much singing and merriment, followed by a week spent in quiet devotion at her shrines. The faithful burn candles and leave newly harvested fruits, which are then dispersed to the hungry. Her followers are called Amalthyeans.

Saint Anka
Patron Saint of Resolve

St. Anka’s life is the source of an oft performed morality play. It is the story of a young girl, dedicated to the Lady, whose father was both a heretic and blasphemer. Although a respected farmer, he refused the Lady and continued in the worship of forest spirits. When he attempted to arrange a marriage between his daughter and an elf of the woodlands, Anka calmly refused. The elf carried her away, but she would neither consummate the marriage nor take food while so imprisoned. She kept the elf’s house and cooked his meals, but would in no way consent to his wooing. He tried music, fine foods, and delicate ballads, but nothing could change the girl’s mind. Eventually, the elf, who was much smitten by her beauty and dignity, pleaded with her father to convert to Mother Church and annul her marriage.

Wracked with guilt, Anka’s father consented. He rode straight away to the elf’s home in the woods, but was greeted with no sign of Anka. Instead, they discovered her bloodied garments, and the foot prints of a pack of wolves. Anka was canonized by Mother Church for her resolve and is considered a patron saint of resolve, especially against the temptations of sin.

The true story of Anka bears only a superficial resemblance to the passion plays and church teachings.

Anka was a beautiful and headstrong girl of the Northlands. Her father was a successful farmer, a country gentleman, who desired that his daughter take a husband. A terrible flirt, Anka had on many occasions consented to the pleadings of the country lads who formed her ever-present entourage.

Anka was taken with wooing and gift-giving, so she had no intention of taking a husband. Many candidates came forward, and always she refused their proposals, but accepted their gifts. One gift in particular, the giver she could never remember, was a silver chain into which were set a multitude of black gems. They seemed to swallow the light and at the same time shimmer gloriously. Anka would spend many hours lying in the meadows about her home, studying the strange (and cursed!) necklace in the sunlight and moonlight.

Eventually, a candidate for her hand came forward from the woodlands. An elf lord of great wit and wealth sought her hand in marriage. The marriage ceremony took place amidst much celebration, but Anka refused her husband’s wedding cake (the exchange of fairy-cakes is integral to the Yorrish wedding ceremony) on well-known religious grounds, and so began a hunger strike in his home in the woods.

Anka refused all food offered her, for how could she tell anyone that under her curse her only sustenance could be the fresh blood and flesh of humanoids; all other foodstuffs made her violently ill. She was visited by monks and nuns to lend her moral support, but the young men and women of her village knew of her dark side. Anka would lead them into the woods for wild reveries, initiating many of them into her intimacy and confidence. In truth, many of the monks and nuns who visited her were also initiated. It was on midsummer night that Anka, now a dedicated servant of evil, led her band into the forest for a final reverie in which a young and amorous halfling boy was sacrificed, his head kept as a shrunken token of his devotion.

Anka’s followers waited for her husband to arrive home from his hunting in the mountains. He was waylaid and sacrificed as well. Weeks later, Anka’s father also disappeared after a bloody struggle in his own home. Most people blamed brig-ands or wolves for the atrocities committed.

Anka and her band still lurk in the northern woods, where they lead black rites for the many monks and nuns who have fallen under her sway. Some clerics in the south are aware of the truth of Anka’s story and seek out her followers without rest, hoping to rid Mother Church of its most shameful secret.

Saint Benn
Patron Saint of Travel, Water and Bravery

St. Benn went to “sea” (the River Og) to convert the heathens that lived outside of Yore’s borders. Needless to say, it didn’t go well for a mouthy, preachy halfling with a habit of wagging his finger under people’s noses. Benn was martyred and has become a patron saint of travel, water and bravery.

Some sages believe that Benn is merely the Yorrish name for the River Og, and that rather than being a missionary he was really the presiding spirit of the river.
Bennites are known for their beautiful waterborne funerals, favored by southern merchants, and for their hospices, which cater to sailors and their families.

Saint Droppo
Patron Saint of Nervous Fidgeting

Droppo is the patron saint of nervous fidgeting, for it is said that whenever a false knave was in his presence he was unable to sit or stand still. The folk of his village attributed this to an inborn celestial character that made deceit anathema to him. He was duly sainted, a cathedral being built in the town of Skalagord where he lived and died. In religious iconography he is depicted in rough clothing and sandals holding a feather. His feast day is on the seventh day of Hay Month.

Church officials have since learned that Droppo was really a clod, often in on the schemes of charlatans who thought him a perfect stooge until he began accidentally giving away their schemes. They have chosen to believe he did this on purpose, and thus allow him to remain a recognized saint.

Saint Dunstan
Patron Saint of Goldsmiths

St. Dunstan is the patron saint of goldsmiths, he himself being a noted goldsmith in life. He is represented in clerical robes carrying a pair of pincers in his right hand. The robes refer to his office as Bishop of Nunc, and the pincers to the legend of his holding the Devil by the nose until he promised never to tempt him again.

Dunstan was a painter, jeweler and smith. Expelled from the royal court, he built a cell near Umpleby church, and there he worked at his handicrafts. It was in his cell that tradition says the Devil gossiped with the saint through the lattice window. Dunstan calmly talked until his tongs were red hot, when he turned round suddenly and caught the Devil by the nose.

Saint Dymphna
Patron Saint of the Stricken

St. Dymphna is the saint of those who are stricken in spirit. She was a native of the Midlands and a woman of high rank. It is said that she was murdered at Zeletor in the south by bandits because she resisted their advanced. Zeletor has long been a famous colony for the insane.

Saint Gabbar
Patron Saint of Tailors
Founder of the Gabbardine Order

St. Gabbar is revered in Yore for his defeat of a bevy of ogres that plagued the country long ago. While there is no doubt that he was a tailor, his race, whether a halfling from Yore or a half-elf from Mab, is disputed. Mother Church claims he was a halfling and will hear nothing more about it. The symbol of the Gabbardine Order is a needle and bobbin, and the monks engage in the garment trade. It has made the order wealthy, for they are the official tailors of the Mother Church, producing all official religious trappings therein. They are also noted as the preeminent giant killers of Yore.

Saint Grumm
Patron Saint of Warfare and Protection

St. Grumm is a popular Yorrish saint credited with the defense of the faithful in the Midlands against incursions of monsters and barbarian hordes. In Ikrod’s Lives of the Saints he is identified with Grumm Steadylegs, a warrior-monk who led a company of riders in the Wars of Redemption, in which Mother Church gradually converted the Midlands and Northlands. Grumm was a sedate and somber halfling, but given to passionate defenses of Nertha and her religious law.

Heretical halfling scholars claim that Grumm was an ancient deity of boundaries. He was consort to Nertha in some legends, and her son in others. Grumm was worshipped at the borders between holdings and between civilization and the wild.
Monasteries dedicated to St. Grumm are concentrated on the frontiers. They are outwardly militant. Monks especially dedi-cated to St. Grumm wear black robes with pointed hoods over their armor. They carry flanged maces in combat and are usually trained riders. They are called Grumblers. St Grumm’s churches have stout, stone walls and heavy doors. They are designed as places of refuge for the halflings in times of war. Almost all halfling hobbles have a small statue of St. Grumm near the door where he can guard against intruders.

St. Grumm’s feast day is Wild Month the 21st, celebrated as “Pie Week” amongst the Yorrish. During Pie Week, one day is set aside for St. Grumm and called Boys’ Day. All halfling boys and men are honored on Boys’ Day with gifts (usually martial in quality like slings and knives) and a parade.

The Boys’ Day parade concludes with a mock Battle against the Big Folk, wherein the parade leader must fight a duel with his enemy, the Big Man. The Big Man is represented in pantomime by two halflings, one sitting atop the other’s shoulders. The Big Man first runs into the street, disrupting the parade and scattering all the participants. He then steals a pie, knocks down a mock-hobble, and attempts to carry off a sheep. The parade leader chases the Big Man around the village square, sometimes losing his spear in the process. Finally, he either strikes the Big Man down with his spear or runs the Big Man out of town with the help of the militia by throwing pies at him. Once the Big Man is dead or driven off, the Battle ends and the halflings triumphantly carry the parade leader around the village on a shield or large platter, ending up at the Feast. Then they eat until they keel over.

Halfling clerics of St. Grumm are almost always Lawful. They always carry a buckler with St. Grumm’s badger symbol on the boss. The lay members of St. Grumm’s cult include gamekeepers, herdsman, militiaman, road wardens, soldiers, watch-men, and woodsmen.

The Order of St. Grumm is a branch of knighthood open to all free men and boys who can pass their tests with sling and bow. The Order’s membership boasts some of the greatest living halflings of Yore. The society is martial in name only, being more a hunting fraternity than anything else.

Saint Mathurin
Patron Saint of Fools

The patron saint of fools, St. Mathurin was in life a pedagogue who labored the whole of his life to preach to chil-dren, adults and even the animals. Yorrish legend says that it is St. Mathurin who first taught animals to speak, thus they are referred to as “Mathurin’s pupils”.

Saint Mommo
Patron Saint of Dance, Music and Poetry

St. Mommo is a very ancient halfling recollection of Tut, the kabir of natural rhythms, and thus of dance, music and poetry. The followers of St. Mommo are distinguished by their brightly colored clothes and their masks. They are portrayers of religious plays and singers of religious ballads. They are, essentially, the entertainers of Mother Church. They exist in their own troupes, and rarely mix with the uninitiated.

Saint Swithun
Patron Saint of Builders

The chroniclers say St. Swithun was a diligent builder of churches in places where there were none, and a repairer of churches destroyed or ruined. He also built a bridge on the east side of the city of Yorld. During the work, he made a practice of sitting there to watch the workmen so that his presence might stimulate their industry. One of his most edifying miracles is said to have been performed at this bridge when he restored an old woman’s basket of eggs which the workmen had maliciously broken.

The Kitchen Saints
Patron Saints of Home and Hearth

As any visitor to Yore knows, the kitchen is the center of halfling life and halfling worship. Three minor saints who enjoy considerable good will and devotion throughout Yore are Praseeda, Landrani and Bertha. Collectively, they are referred to as the Kitchen Saints. They lived long ago and are portrayed as ancient healers associated with both herbal healing and cookery. Heretical sages claim that they are remnants of the pre-Mother Church beliefs of Yore, which was based around a loose pantheon of nature divinities.

Each Kitchen Saint has her own feast day. St. Landrani, the patron saint of beer and cider, is feted on Wood Month the 5th. St. Praseeda, Our Lady of Herbs & Spices, is feted on Hay Month the 3rd. St. Bertha, patron saint of deserts, is celebrated on Pasture Month the 12th.

Mendicant halfling friars dedicate themselves to the Kitchen Saints. These wandering friars are renowned for their jollity and common sense preaching. They are like kindly gaffers and gammers, from whom the youth seek advice. More reserved members of the priesthood fault them for their inattention to canon law and church taboo, but really they resent them for being so much more popular than they.

St Landrani is immensely proud of the plethora of alcoholic beverages she has created for the halflings, and is always busy in the cellar creating (and extensively testing) her latest brew. She is always happy and usually a bit tipsy. St. Praseeda works with her on occasion to create spiced ciders. St. Landrani is depicted as a plump halfling woman with a wide grin and short blonde hair, holding a tankard and bottle of cider. Her symbol is a tankard.

St. Praseeda is the most rugged of her sisters, and spends hours hunting for rare herbs and mushrooms. As busy as this keeps her, she still finds time to potter around in the kitchen, helping her sisters spice up their creations. St. Praseeda is quiet, reserved and friendly. She is depicted as a slender halfling woman with long, tussled blonde hair, a green hood, and a sling bag. Her symbol is the sling-bag of herbs.

Have you ever wondered how halfling children can fall out of trees and walk away with only a little bruise, or why halfling relationships are nearly trouble free? St. Bertha is the answer.

St. Bertha is the most ‘homey’ of the Kitchen Saints, soothing hurt feelings and looking after halfing children while they play. In her spare time, she works in the kitchen with Nertha, cooking up the sweet treats of which halflings are so fond. St. Bertha is depicted as a plump halfling woman with curly blonde hair, freckled skin, and a concerned expression. She carries a spoon and lollipop, and her symbol is the lollipop.

The Kitchen Saints really are the last remnants of the halfling’s old religion. The three sisters remain the matrons of halfling druids – the aforementioned friars. These friars are few and far between, but they can be found wandering the countryside as teachers and guides. The friars are more colorful than most halfling priests, weaving flowers in their hair and wearing green robes. They gather in fields on nights of the full moon to worship the Kitchen Saints and Nertha. There, they throw seeds into the wind, watching them scatter and divining portents from the patterns they make.

Other than the friars, the Kitchen Saints have no official cults. Their worship is carried out by druids, brewers, cooks, nan-nies and peasants. While small shrines to the three sisters are maintained in most churches, most of their worship is con-ducted on small stone altars found in fields, kitchens, brewer-ies, and nurseries. Some of these altars are very ancient. At harvest time, first fruits are offered to the three sisters. Their followers are called either Kitcheners or Pantryeans.

Dragon by Dragon – February 1982 (58)

The Clyde Caldwell cover to the February 1982 Dragon Magazine is chock-full of fantasy tropes. You have the warrior woman in weird, revealing armor and a gnome fighter mounted on a giant lizard. You also get a Clyde Caldwell trope, namely lots of feathers. That said, I adore Caldwell’s work, and consider it fundamental to 80’s D&D.

We’ll begin this rule with the editorial – which is rare for me. This one deals with “assassin” and “killer” games, and is written on the subject due to an incident in December 1981 in which a college student playing Assassin was shot by police. I bring it up because I played a game of TAG (The Assassination Game) in junior high school. Well – briefly. I managed to get assassinated while walking from first to second period, but remember that by lunch period we were informed that the school had put an end to it due to one idiot performing an assassination during class. I suppose these days the entire school district would be put on lockdown if some kids were playing “assassination”.  What odd memories we nerds have of youth.

The first big article this month is by Len Lakofka, who is “Beefing up the Cleric.” This article introduces a multitude of new cleric spells that will show up later in official AD&D product. They include ceremony, combine (a neat idea), magic stone, magic vestment, messenger, dust devil, enthrall and negative plane protection. One spell I didn’t immediately recognize – readers of this blog might have better memories than I – Death Prayer (2nd level). This spell reduces the likelihood of a corpse being animated at a later date.

The Dragon’s Bestiary includes the sull and beguiler by Ed Greenwood and Magenta’s cat by Roger E. Moore. These last monsters are the descendants of a cat familiar who was made psionic by its mistress, Magenta, and in the process freed from its obligations as a familiar. It went out and made babies, and they inherited the psionic powers. It’s a very cool idea – a psionic cat causing trouble in a village, trouble blamed on some legendary menace the adventurers try to hunt down.

Michael Parkinson offers up “Medusa’s Blood”. This article details the many creatures that were born from Medusa’s blood, including old fantasy favorites like Pegasus, the Lernaean hydra, the chimera, Cerberus and the Theban sphinx. Some new monsters from the lineage of Medusa include Geryon (the three-headed and three-bodied giant, not the demon lord), Echidna and the Blatant Beast.

The Medusa article is followed up by “Four Myths from Greece”, with stats for Atalanta the huntress (9th level fighter), Daedalus (sage/engineer), the Sybil of Cumae (16th level cleric) and Chiron (15th level centaur ranger).

Dragon 58 has a special section all about dwarves, featuring “The Dwarven Point of View”, “The Gods of the Dwarves”, “Sage Advice on Dwarves” and “Dwarven Magical Items”. Dragon did a few of these series, and elements of them became standard parts of Dungeons & Dragons in later days, especially the dwarven pantheon. Roger E. Moore’s “The Dwarven Point of View” is one of those articles that represents the inflection point of the original DIY days and the middle phase of “explain it all”. It’s a useful article for folks new to fantasy gaming, but I suppose some folks didn’t like the Dragon magazine doing articles that might tie their creative hands, what with it being “semi-official” in D&D world.

I liked this bit from “Sage Advice”:

“Why aren’t ettins mentioned among the bigger creatures which attack dwarves and gnomes at -4?

Ettins may be big and dumb, but they don’t suffer any penalty “to hit” against dwarves and gnomes because of the most obvious difference between ettins and other big humanoids: their two heads. In the words of the Monster Manual, “One of the ettin’s heads is always likely to be alert, so they are difficult to surprise.” And, presumably, also difficult to sneak up on in any other way.”

Now let’s be honest – the answer here is “crap, we forgot to include the ettin”.

Another question that struck me is one that shows a clash of mindsets that I’ve seen myself in our hobby. The question writer asks:

“What would be a reasonable spread of races and sub-races for adventurers and NPCs? For instance, what would be the chance of a PC dwarf being a mountain dwarf?”

An interesting question, and one that would be answerable in a particular campaign, or if there was really such a thing as dwarves and we have solid demographic data on  them. I appreciate the answer:

“The chance of a player character dwarf being a mountain dwarf is 100% — if the player wants to be one, and if no circumstances of the campaign prohibit such a choice.”

I’ve fielded a few similar questions from people reading my games, as though I had some special right to tell them what they could and could not do in their own homes. Some folks have the mindset that there is a “right and wrong” to these games we play, and they seek answers from “authorities”. This isn’t a dig against these folks – it’s just a way of looking at things that differs from mine that I find interesting.

On the topic of “The Gods of the Dwarves” – I really loved Moradin when I was a kid. The demi-human pantheon was another case for me, as a young man, of being amazed that you could make up pretend gods and goddesses for a game. This article also introduces a new undead monster – the rapper.

This issue of Dragon also has a bit of fiction from J. Eric Holmes called “The Bag”. It involves a character of his called Boinger. I haven’t read this one, but I’ll include the first couple paragraphs as a taste for those who might want to delve deeper:

“Perhaps the small master is looking for something special?”

The muscular young halfling put down the leather backpack he had been examining and looked at the person who had addressed him. He was worth looking at, Boinger decided. For one thing, his species was not one the adventurer had ever seen before. The creature was obviously not human; his complexion was slate grey and his face was covered with wrinkles so that it looked like a folded piece of linen with a long, pointy nose sticking out. He was shorter than Boinger himself. Some sort of gnome, the halfling thought, out of the north, I suppose. Shorter than a dwarf, taller than a Lilliputian …”

In Robert Barrow’s “Aiming for Realism in Archery: Longer Ranges, Truer Targets” you get another article trying to make the game more realistic. This one has a useful little table about archery accuracy derived from medieval tournament data:

This article is followed up by “Bowmanship Made More Meaningful” by Carl Parlagreco. This one introduced the idea of minimum strength scores for different bows – a 16 for composite longbows, for example, or 8 for short bows. Using a bow without having the strength required presents a -2 penalty to hit per point of strength deficiency. There’s more – so check it out if you like more realism in D&D.

David Nalle presents “Swords – Slicing Into a Sharp Topic”, which gets into the weeds on that fantasy staple, the sword. You get information on its history and construction. No game stats in this one, but good information for folks new to the topic.

There is also an article by Glenn Rahman on the Knights of Camelot Game. I’ve never played the game, so I cannot review the article, per se, but I love the bit on “Acts of Villainy”. These include:

  1. Distressing a Lady
  2. Imprisoning Persons
  3. Looting a Shrine
  4. Piracy
  5. Seizing a Castle by Storm
  6. Slaying a Good Knight
  7. Slaying a Goodly Hermit Man

This is a great checklist for Chaotic/Evil characters in any game – try to do three or four of these things in every game. The article also has two awesome little tables – the kind of random fun that screams old school gaming to me. The first deals with the merchant ships you might run into while being a pirate:

The second is a random table of dying curses from goodly hermits:

It is so hard to keep track of things like this, but I love the idea of using them during play.

Speaking of useful stuff, Jon Mattson’s “Anything But Human” is for Traveller, but could be useful to anyone. It is a collection of random tables for creating aliens. As always, my review of this article consists of using it – here’s my random alien:

It’s a mammal, feline, average of 67 inches tall, that has a bonus of +1 to education and a penalty of -1 to strength and social standing (which in D&D-esque games would be a bonus to intelligence and a penalty to strength and charisma). The creature has a -3 to their psionic rating. It has no special abilities.

“What’s New? – with Phil and Dixie” covers love magic in D&D. I had a crush on Dixie as a kid … and probably still do.

This issue also has cut-out counters of all the magic-user spells to aid magic-user players in keeping track of what they’re doing.

As always, I’ll leave you with Wormy …

Grandeur from Tramp

Dragon by Dragon – August 1981 (52)

With the 2nd edition of Blood & Treasure essentially done (well, almost done), I can get back on track with these Dragon reviews. Number 52 is from August of 1981, and features a Boris Vallejo cover of a butterfly-winged dragon and beautiful naked woman … which of course is a rarity for a Boris painting. Boris gets a little full article inside the magazine as well.

So – I’ve got Mystery Science Theater 3000 on the television and a gin gimlet in my belly, and I’m ready to show off the bits and pieces that I found useful and/or inspirational in #52 …

First and foremost, a nice piece of comic/advertising work by Bill Willingham, one of my favorites from the olden days.

This involves the adventurers Auric, Tirra and the wizard Khellek (who does not appear to be this guy – scroll down a bit). Auric is an ill-armored fighter, Tirra could be a thief or fighter and Khellek is a wizard. They tangle briefly with a jackalwere and then … to be continued.

The first real article is dedicated to the much maligned cleric class. “The Role of the Cleric – Warriors with Wisdom” is by Robert Plamondon, and it does a nice job of explaining the class, some of its inspirations and ways to play it well. If the image below, by Jim Holloway, doesn’t make you want to play the class, I don’t know what will …

The article has a few nice bits that might stir the creative juices of players and GM’s out there, such as a list of acts of worship, in order of potency:

1. Thinking religious thoughts.
2. Formal prayer.
3. Attending rites or church services.
4. Feasts, festivals, fasts, self-punishment, vigils- as part of religious rites.
5. Sacrifice of valuables.
6. Dying in a holy conflict.
7. Killing an enemy in a holy conflict.
8. Sacrifice of an unbeliever.
9. Sacrifice of an unwilling believer.
10. Sacrifice of a willing believer.

#10 seems like a dicey prospect for Lawful clerics.

Douglas Loss adds a bit more with his article “The Land is My Land …”, including this bit about clerics and swords, including this from The Song of Roland

Turpin of Rheims, finding himself o’erset,
With four sharp lance-heads stuck fast within his breast,
Quickly leaps up, brave lord, and stands erect.
He looks on Roland and runs to him and says
Only one word: “I am not beaten yet!
True man never failed while life was in him left!”
He draws Almace, his steel-bright brand keen-edged;
A thousand strokes he strikes into the press.
Soon Charles shall see he spared no foe he met,
For all about him he’ll find four hundred men,
Some wounded, some clean through the body cleft,
And some of them made shorter by a head.
— The Song of Roland, Laisse 155

So Turpin got to swing a sword, why doesn’t your cleric? Well, to start off with, Turpin also doesn’t get to cast spells or turn undead. Douglas thinks the rule should be thrown out, because its not “realistic” and because in AD&D the mace is as good as sword. I disagree – swords are more than just a damage range, but the “no sharp weapons” rule also takes many magic weapons out of a cleric’s hands, thus helping the old fighter stay relevant.

Douglas Loss is back with “The Sense of Sacrifices”, and this is a neat one about the chances of deities granting clerics spells they aren’t high enough in level to cast. It all hinges on sacrifices of inanimate objects (valuable or symbolic, of course), animals and sentient creatures of a wildly different alignment than the cleric. To boil it down – 2% per 100 gp value of inanimate objects, symbol items 5%, animals 2% (or 3% if it is favored by the deity) and 5% for sentient beings. The chance shouldn’t be higher than 50%, and each subsequent miracle should have a 5% penalty applied if the cleric tries this too often.

Sage Advice is cleric-centered as well. I enjoyed how this answer began:

Q: What happens when a Resurrection or a Raise Dead is cast on an undead?

A: Hmmm. It stands to reason …

In other words – crap, we hadn’t thought of that.

For lovers of the old school, the cleric stuff is followed by two articles concerning the new Basic D&D set. The first is written by J. Eric Holmes, author of the first edition, and the second by Tom Moldvay himself. Holmes has the longer article, and it explains the hows and whys of Basic D&D. Holmes fans have probably already read it, but if they haven’t, I would highly suggest it.

For modern gamers, Paul Montgomery Crabaugh’s “The Undercover Job Guide” can be useful … especially if they’re setting a game in 1981. Written for TOP SECRET, it covers a number of jobs and gives you some ideas on their access to travel and their salaries. Here are a couple of items:

Home Economics: travel potential moderate to high; starting salary $20,000/year (variable); almost no connection with what the field is normally thought of to include: agents in this field will very likely be chefs, or connected with the creation of fashion or decoration: female agents have a good chance of being models (salary quite variable).

Physical Education: travel potential high; starting salary quite variable; almost certainly an agent will be an athlete in this AOK: by preference, one in a sport played throughout much of the world. Tennis is an excellent choice; golf, soccer and track & field are also good.

Yeah, a pair of spies who work in a high school would be pretty fun.

This issue’s Giants in the Earth by Katharine Brahtin Kerr covers Prospero (Lawful Good 14th level magic-user), his pals Ariel (a neutral “high-grade” air elemental – I would have gone sylph, mostly because Ariel is a sylph) and Caliban the chaotic evil half-orc, and Circe (chaotic neutral 18th level magic-user). Here’s a nice bit …

The best way to get the upper hand over Circe is to possess the strange herb known as moly. The god Hermes gave Ulysses some of this herb, said to grow only in Olympus. With it, Ulysses mastered Circe’s magic and made her turn his crew back into men from swine. If the DM wants moly available in the campaign, it should either be fantastically expensive or else a gift to a cleric from his or her god.

If a character wears moly, all of Circe’s polymorph spells will fail against that character, and the power of her other spells against that character will be weakened considerably; the character should get a +2 on all saving throws against her magic. Circe cannot touch this herb to steal it away, nor can her maidservants.

For more information on moly, click HERE.

We also learn Circe’s spell list: 1st-charm person, comprehend languages, friends, read magic, sleep; 2nd-detect invisibility, ESP, forget, ray of enfeeblement, web; 3rd-fly, hold person, dispel magic, slow, suggestion; 4th-charm monster, confusion, fear, polymorph other, massmorph; 5th-animal growth, feeblemind, hold monster, passwall, transmute rock to mud; 6th-control weather, enchant an item, legend lore; 7th-charm plants, mass invisibility, vanish; 8th-mass charm, polymorph any object; 9th-imprisonment.

Dragon #52 also has a groovy little Gamma World adventure by Gary Jaquet called “Cavern of the Sub-Train”. This might sound like a subway romp in the ruins of New York, but it’s actually a romp through something more like Elon Musk’s hyperloop. This network spanned the entire North American continent.

The adventure is left open-ended, so should come in handy to folks playing post-apoc games.

Victor Selby and Ed Greenwood introduce the Rhaumbusun in Dragon’s Bestiary. Here’s a quick B&T-style statblock:

Rhaumbusun, Small Monster: HD 1+2; AC 13; ATK 1 bite (1d3); MV 20′; SV 16; Int Low; AL Neutral (N); NA 1d2; XP/CL 100/2; Special-Gaze attack (40′ range; paralyze for 3d4 turns)

Lewis Pulsipher has some interesting, peaceful gas-filled beasts called pelins. Not much for a fight, but they’re semi-intelligent, so maybe they could be helpful in completing a quest if the players are smart enough to be nice to them and attempt communication.

Michael Kluever gives a nice history of siege warfare in “Knock, Knock!”. Worth a read for people new to the subject.

Up next are three – count ’em three – takes on the bounty hunter class by Scott Bennie, Tom Armstrong, and Robert L Tussey and Kenneth Strunk. Lets judge them by the most relevant part of the class – the class titles!

The use of revenger, head hunter and manhunter are nice, but the inclusion of esquire by Armstrong wins the competition. Anything that can bring Bill & Ted into the conversation can only be good for a D&D game.

Hey – what the heck is this?

A Google search brings up a computer game designed for use with the Fantasy Trip. Pretty cool!

There are reviews of some cool miniatures from Ral Partha (hill giant, storm giant, cold drake), Heritage USA (hill giant and beholder and superheroes and supervillains), Castle Creations (condor and skull splitter giant), Penn-Hurst/Greenfield (a plastic castle), Citadel (ogre, giant spider) and Grenadier (the dragon’s lair), as well as Basic Role-Playing, TIMELAG and Dungeon Tiles.

Not a bad issue – more advice-centric than number-y, but you get bounty hunters and a paralyzing lizard, so what the hey!

I leave you as always with Tramp

Remember – never trust gamers discovered in the wild!!!

Holy Moses, It’s a New Class!

Yes, a new class … probably the last new class of 2014 … based on Moses, that fellow who parted the Red Sea and held the Ten Commandments.

At least, it’s based a little on Moses, and a little on other old time prophets. In essence, it’s a non-warrior cleric with more flexibility in terms of spells, but fewer spells to choose from.

In a moment, the class. First, a couple words from our sponsor (which happens to be me)

Two new e-books up on Lulu over the past couple days. The long awaited (well, by me anyways – took me forever to finish it) NOD 24, and the even longer-awaited (again, by me) Bloody Basic – Contemporary Edition. From my descriptions on Lulu.com …

BLOODY BASIC – CONTEMPORARY EDITION

Bloody Basic takes the advanced Blood & Treasure Fantasy Role Playing rules and boils them down to the essentials to make gaming easy, fast and fun. The Contemporary Edition rules include rules for the contemporary races, classes, spells and monsters of fantasy role playing, including automatons, drakkens, gnomes, fighters, sorcerers, clerics and thieves. $4.99 for 44 pages

NOD 24

2014 comes to a close with the 24th issue of NOD! In this issue, we continue the Ende hex crawl started in NOD 23, detail some Indian divinities, get into some court intrigue, make monsters with a dictionary, explore the ancient Red Sea as a campaign setting, tangle with space genies, and meet some 1920’s superheroes called the Roustabouts. 80 pages. $4.39 for 80 pages

Wow! What amazing bargains (if you’re into this kind of thing).

Now, back to our program!

The prophet is a cleric who goes way back … all the way to Moses in fact. The prophet is destined to be a religious leader of a people, if he or she can live long enough. Starting out in life, they are touched by a deity and tasked with leading their chosen people, or converting their chosen people, to their worship. They must eventually lead these people into the wilderness to found a new kingdom for them. The deity in question should be one that is, as yet, minor in stature, or a major deity that has largely been forgotten by his or her chosen people.

Obviously, this class is based on Moses. I won’t go over the story of Moses – it’s easy enough to find – but suffice to say he was a prince who discovered his true heritage and was chosen by God to lead his people through the Wilderness to the Promised Land. As an emissary for God on Earth, he could perform miracles, and as a man that was raised in a royal house, he had a good deal of non-spiritual leadership ability.

The prophet class has an innate ability to commune with the divine, a spell list based on the miracles attributed to Moses, other Biblical prophets and Christian saints. You’ll notice quite a bit of overlap with the normal cleric’s spell list. The prophet begins life as an aristocrat, and that means he has some capacity for fighting and leading people. His leadership abilities will continue to improve as he gains levels, though his fighting ability will improve more slowly. Prophets are not meant to be front-line warriors. A prophet’s spellcasting ability is in some ways more limited than a cleric’s, and in others superior.

Restrictions: Wisdom 13+, Charisma 9+, alignment must be LG, LN or LE

Hit Dice: d8 at first level, d6 at each level afterwards

Skills: Decipher Codes, Find Secret Doors

Weapons: Any*

Armor: Any*

Prophets are trained in the use of all arms and armor, but using arms and armor not allowed to a magic-user represents a lack of faith in their deity, and imposes a spell failure chance on them (cumulative):

Non-permissible light weapon +5%
Non-permissible medium weapon +10%
Non-permissible heavy weapon +15%
Non-permissible light armor +10%
Non-permissible medium armor +20%
Non-permissible heavy armor +30%

Spell failure chance should be rolled when the prophet beseeches her deity for a miracle. If the spell fails, the deity chooses to ignore her.

A prophet does not technically cast spells. Rather, he asks for miracles. A prophet is allowed a limited number of miracles of each miracle level per day. He does not need to memorize or prepare miracles, as long as he has access to a level of miracles, he can ask for any of them. The prophets’ miracles are listed at the end of this article.

Besides adventuring to earn money and power, a prophet’s most important job is to amass followers. To this end, a prophet must preach before multitudes, attempting to either convert them to his new faith, or reawaken them to an old faith. Treat conversion as a Charisma task in which the prophet is skilled.

The prophet can attempt to groups of 0 to 1 HD creatures, or individuals with more than 1 hit dice. With groups, the prophet makes a Charisma task check and, if successful, converts a number of followers equal to his 1d4 plus his level. Difficulties include differences in ethical alignment (law – neutral – chaos) and moral alignment (good – neutral – evil), or the people being strongly dedicated to another faith. The same basic process is used for individuals, with an additional penalty equal to the each level the target is higher than the prophet.

When 0 or 1 hit dice individuals join the prophet’s cult, you might need to determine what they are:

There is a 1 in 6 chance per person that they are wholly dedicated to their new faith, and need never check their morale. Others, however, may lose faith in the face of hardships (as determined by the TK). When this happens, the prophet must make a new conversion task check for each individual. If he fails, they decide to return to their homes and their old way of life.

A prophet must take care of his followers. He must provide food and water for them, protect them, provide some manner of shelter (tents at a minimum), and heal them when they are wounded or sick.

For one battle per day, the prophet can grant a benefice to his warriors in battle. As the prophet’s level increases, he gains additional benefices he can grant. Each benefice can be granted to one battle per day, and only one benefice can be granted per battle.

At 6th level, one of the prophet’s existing followers can become his acolyte. The prophet’s acolyte becomes a lesser divine servant of the prophet’s deity, gaining abilities as the prophet gains abilities.

A prophet with fewer than 10 followers by 6th level must perform a quest for his deity or lose his ability to request miracles. Likewise a prophet with fewer than 25 followers at 7th level, fewer than 50 followers at 8th level, and fewer than 100 followers at 9th level and each level beyond 9th.

A prophet that is killed might enjoy an apotheosis upon death. There is a 5% chance per level of the prophet. When an apotheosis occurs, the prophet transforms into an outsider of similar alignment with roughly as many Hit Dice as the prophet +1. In this form, the prophet remains in the material plane for one minute per level. Thereafter, he is called to his home plane and disappears forever unless resurrected. If resurrected, the prophet returns in his original body, not as an outsider.

FIRST LEVEL MIRACLES
1. Aid
2. Bless
3. Comprehend Languages
4. Control Light
5. Cure Light Wounds
6. Multiply Food and Water
7. Protection from Evil
8. Summon Nature’s Ally I
9. Sustenance
10. Turn Undead

SECOND LEVEL MIRACLES
1. Augury
2. Buoyancy
3. Calm Emotions
4. Consecrate
5. Cure Moderate Wounds
6. Detect Thoughts (ESP)
7. Gentle Repose
8. Levitate
9. Remove Paralysis
10. Speak with Animals
11. Summon Nature’s Ally II
12. Summon Swarm

THIRD LEVEL MIRACLES
1. Cause Disease
2. Create Food and Water
3. Cure Blindness/Deafness
4. Cure Disease
5. Cure Serious Wounds
6. Fly
7. Hold Person
8. Remove Curse
9. Summon Nature’s Ally III
10. Tongues
11. Water Walk

FOURTH LEVEL MIRACLES
1. Blight
2. Charm Monster
3. Control Water
4. Cure Critical Wounds
5. Divination
6. Flame Strike
7. Holy Smite
8. Restoration
9. Sticks to Snakes

FIFTH LEVEL MIRACLES
1. Awaken
2. Bilocation
3. Commune
4. Contact Other Plane
5. Healing Circle
6. Hold Monster
7. Insect Plague
8. Raise Dead

SIXTH LEVEL MIRACLES
1. Banishment
2. Geas
3. Move Earth
4. Wind Walk

SEVENTH LEVEL MIRACLES
1. Control Weather
2. Create Clay Golem
3. Transmute Matter

EIGHTH LEVEL MIRACLES
1. Earthquake
2. Holy Aura

NINTH LEVEL MIRACLES
1. Astral Projection

NEW SPELLS

BILOCATION
Level: 5
Range: Personal
Duration: 1 minute

For one minute, the prophet can be in two places at once. Each version of the prophet can carry out movement and actions as normal. The second version can appear within 1 mile per prophet level of the first. When the second version disappears, any damage or other effects he sustained, or any items he took possession of, return to the first version.

BUOYANCY
Level: 2
Range: Close (30 ft.)
Duration: 1 minute

One object within 30 feet designated by the caster becomes buoyant in water, and floats to the surface.

CREATE CLAY GOLEM
Level: 7
Range: Touch
Duration: 10 minutes per level

By fashioning a roughly human-sized and shaped object out of clay and inscribing a magic sigil on its head, the prophet can cause it to become a clay golem for 10 minutes per prophet level.

MULTIPLY FOOD & WATER
Level: 1
Range: Touch
Duration: Instantaneous

This miracle takes existing food and water and multiplies, creating one extra portion per prophet level.

SUSTENANCE
Level: 1
Range: Personal
Duration: Instantaneous

The prophet can go without food, drink and sleep for one day, but must sacrifice one point of constitution to do so. This constitution point cannot be healed while any casting of this spell is in effect. A prophet could, therefore, use sustenance for seven days straight, but would be without seven points of constitution on the seventh day, and would suffer the normal effects of a lower constitution. Constitution points sacrificed for this spell return at the rate of one per day of rest.

TRANSMUTE MATTER
Level: 7
Range: Touch
Duration: 24 hours

The prophet can transmute matter from one form to another, thus lead to gold or steel to adamantine. The effect lasts for 24 hours. At the end of this time, the object must pass an item saving throw (as its original matter) or disintegrate.

 

Undead, Yes … But What Else Can We Turn?

Now imagine the cross is a pole, and she’s a chasm. Image found HERE.

The title is making me think of the “Will It Blend?” videos.

At its heart, an RPG (or really any game) is just a collection of mechanics hiding underneath a layer of fluff. In an old school world, simplicity and, to some degree, minimalism is important – that means getting as much mileage as possible from the rules you have, so that you can avoid creating new rules. One rule mechanic that doesn’t get used enough, I think, is the Turn Undead table.Well … let me rephrase that. It gets used all the time when people are turning undead, but the rule concept itself could probably be used to do more than just turn undead.

What follows are a few ideas for how you can tweak the Turn Undead table.

1. Alternate Targets

I’ve used the basic concept of “turning” in my games and unhinged it from the undead. The beastmaster class I wrote, for example, can turn animals. I meant it as a means of representing Tarzan’s ability to cow animals and send them packing without having to necessarily fight them. In Grit & Vigor, I played with the idea of letting the dreadnought (a sort of big, scary guy archetype … think Mr. T) use a table like that to frighten low-level NPCs, or at least stun them into inaction. I’m picturing Mr. T walking into a room and glaring at the thugs while he and the A-Team walk through unscathed, nobody daring to mess with them.

What else can you turn?

Different alignments – perhaps a wretched villainous NPC can force good creatures away through a sort of self-righteous repulsion. Maybe a chaotic troublemaker has the ability to turn authorities, though in this case it would represent the troublemaker avoiding their notice rather than frightening them away.

Different creatures – if the beastmaster can turn animals, maybe a dragon slayer can attempt to turn dragons (probably only succeeding on the little ones). What about turning reptiles, or turning elementals, or turning specific creature types as a lesser special ability?

2. Alternate Effects

I already hit on this above, in the chaotic troublemaker using “turn undead” to avoid the notice of lawful creatures. You could also replace turn/destroy (and rebuke/command) with …

Annoy/enrage (a jester class might use this)

Charm/control (or dominate, great for a succubus class)

Stun/confuse (a riddlemaster? Kirk dealing with computers?)

Capture/kill

Maybe a swashbuckler can “turn blades” as a way to represent a lone swordsman confronted with a multitude of minor combatants. One swipe of his blade, and a random number of lesser swordsmen are “parried/disarmed”.

I’m sure there are many other possible variations. Just think in terms of partial success/complete success, pick a class of targets, and you’re done.

3. Alternate Function

The Elementalist class I wrote used a variation on the turn undead chart to cast spells. For the elementalist, the idea was that the magician was controlling elemental spirits and forcing them to create the magic effects on his behalf, so a turn undead table made sense.

You could further twist the Turn Undead table concept to entertain crowds, convert heathens or solve conundrums. How about turning spells, using the Turn Undead mechanic as a counterspell mechanic.

In fact, the Turn Undead table could probably serve as a general task resolution mechanic – rate the difficulty of a task from 1 to 10 (or skeleton to vampire – “Gee Bob, that chasm’s a real vampire – are you sure you want to try to jump it?) and roll the dice.

Just a few ideas for getting the most out of your chosen ruleset.

Unhinging Clerics from Alignment

A Chaotic cardinal for a Lawful church? Read on …

Since the beginning of the game, clerics (and anti-clerics and druids) have largely been defined by their alignment. In the context of the early game, this made sense. Clerics were based on a combination of Van Helsing the vampire hunter and the religious knights of the crusades. That clerics must be Lawful was logical when you considered that they were based on adherents of a moral religion.

Note – I’m not going to get in a discussion here about the morality of the medieval Christian church. What I mean to convey is the idea that while Jews, Christians and Muslims believe that God created the universe and has some measure of control over nature (i.e. he can control the weather and such), they put their focus on his code of rules (thou shall not kill, etc.). Clerics of God, therefore, should be defined by their alignment.

Almost as soon as the game was written, though, it started to change. Clerics stopped being tied to an implicit Medieval Christianity and instead were tied to polytheistic deities, most of them just anthropomorphized forces of nature. Rather than the pseudo-Templars and Hospitalers that seem to have been intended under the original rules, we got clerics of Thor and Loki. Since Thor was Chaotic Good (if my memory of the Deities & Demigods/Legends & Lore book), his clerics needed to be Chaotic Good as well, which meant they needed to be “crusaders” for enlightened freedom. The Thor of mythology, however, did not seem particularly concerned with moral concepts. He was a personification of thunder and lightning, and, if anything, a ready and eager foe of the giants (i.e. natural calamities). It should have made more sense to use druids as the priests of all the nature deities, but they became saddled with the concept of True Neutrality. Ultimately, several unrelated systems were mashed together to make something that was mostly fun, but also didn’t make much sense.

How about a different concept for clerics? One that keep the basic rules in place (and hopefully the fun), but changes with the whys and wherefores and takes the focus for clerics away from alignment, and puts it back on casting spells in armor and pounding heads with maces.

Clerics, like magic-users, are spellcasters. The universe they inhabit has physical laws that can be broken with magic spells. In other words, the supernatural in thus universe is natural – it’s just a nature with processes that are beyond most mortals. The universe also has gods, goddesses and other divine beings. Maybe they created the universe, maybe they just have a secret knowledge of how it works. Either way, clerics join their cults and learn how to perform rituals that can alter the fabric of reality in ways the gods and goddesses are willing to allow.

Think of the universe as the internet, and clerics as people who have been given passwords to systems by the owners/creators of those systems, as a bank gives a customer a password that allows the customer to access her account information and perform other allowed functions. Because clerics are given this access in exchange for performing the necessary rituals and living by the rules of their temple or order or brotherhood, they have more time to spend on learning to fight than magic-users.

Magic-users are the hackers of the universe. They alter the fabric of reality without anyone’s permission, and it’s not easy. They have to learn the code of the gods and hijack it. This forces them to spend all their time figuring out how to get things done, and gives them little time left over for learning to fight. It also allows them a much wider array of powers than the clerics (though they still haven’t figured out how to hack into the healing spells).

Clerics in this scheme are not champions of an alignment, but champions of their cult/church/temple/brotherhood/etc. They represent their little faction in the very dangerous fantasy worlds in which they live, just as fighters serve kings and thieves serve their guilds. The name of the game is survival and power. In this scheme we do not need to tie the god of thunder to a particular alignment. He has a cult of followers whose existence allows him to play games in the cosmos (think of the scene in Jason and the Argonauts with the gods moving mortals around like chess pieces) or who just brag about how awesome he is. In return for their service he lets them alter reality on his terms. Within this cult, there can be clerics of any alignment, so long as they advance his agenda. In fact, the god of thunder might not even pay much attention to the cult. Maybe he gave his “passwords” to somebody long ago, and they passed the knowledge down to those who would serve them loyally.

Alignments in this sort of universe are not warring cosmic factions (a rather heady concept when you consider that the game is mostly made up of swashbuckling adventures and puzzle solving in a quest for money and experience/power), but rather the personal codes if men and women that determine how they interact with the world.

Clerics of Thor can be lawful, neutral or chaotic. The lawful clerics like to stick up for the little guy, the neutrals serve their order loyally to stay in good with their masters, and the chaotics try to get away with as much as possible without being expelled. This would endow these invented religious organizations a bit more color and intrigue. The lawfuls and chaotics within the cult don’t quite trust each other, and each works to control the cult because they fear the other faction, but they aren’t necessarily at each others throats all the time. The lawful heads of the cult might even understand that the chaotic clerics have their value in the organization, doing things they might shy away from, but which are necessary to advance the cult’s goals in the world.

A deity that does represent or espouse a moral or immoral concept might, of course, restrict his or her clerics to a particular alignment. A deity of charity would want his clerics to be charitable – this would make chaotic clerics a bit tricky. Likewise, a god of trickery would want his clerics to be tricky – this might not work well for lawful sorts. Then again, consider Cardinal Richelieu – a member in good-standing of an ostensibly lawful church, and a terrible villain if most accounts are to be believed.

I guess this is a conception of alignment and clerics that would only fit in well in a Robert E Howard-style fantasy world, where the name of the game is power. It certainly wouldn’t be to every player’s taste, but it should please some players or at least prove entertaining for a while to veteran players. At a minimum, it could free clerics in the game from being forced into the role of do-gooder or do-badder, and instead make them more enjoyable to play.

The Gods of the Motherlands – Part Three

Mithras
Michael
Lawful god of valor, honor, chivalry and soldiers
Wields a lance
Served by angels
Symbolized by a bull or cross
Mithras’ clerics enjoy a +1 bonus to hit and damage the undead

Mithras is a demigod associated with Minerva. His cult originated with the dervishes, who cast him as the prophesied slayer of Tiamat. Mithras is a patron of chivalry and is worshiped by soldiers and the nobility.

Mithras is depicted as a handsome young warrior wearing a Phyrigian cap and a crimson cape. His temples, called mithraeum, are constructed in caves and kept secret, for his is a mystery cult that is spread from initiate to initiate. A place of honor in his temples is reserved for an idol of the god slaying a bull, a serpent and dog drinking from the animal’s bleeding wound. Other symbols that may appear with the idol are a goblet, small lion, raven and scorpion. Twin celestial torchbearers stand on either side of the idol with their legs crossed. Above Mithras, the symbols for Sol Invictus and Luna are present in the starry night sky. New initiates to the cult are brought to such a temple where a mystagogue explains the symbolism and theology. A rite is then performed to re-enact the Water Miracle, in which a bolt is fired into a rock, causing water to spout from it.

The Mithras cult has seven ranks, which are in order: Raven, Bridegroom, Soldier, Lion, Perseus, Sun-Courier and Father.

Mithras is celebrated September 29.

Neptunus
Nethuns, Poseidon
Neutral god of the sea, storms and earthquakes
Wields a trident
Patron deity of Dominions
Served by fey, water elementals
Symbolized by a trident or dolphin
Sacred animals are the dolphin, horse and bull
Neptunus’ druids can cast Water Breathing as a 2nd level spell

Neptunus is the god of the seas, oceans, rivers, lakes, and earthquakes. He has the power to create new life forms and is the creator of bulls and horses. He can also summon and control non-divine forms of sea life and change his own shape into that of any living being at will. In his true form, he is a man standing a hundred feet tall holding a trident and wearing a crown.

Neptunus is capable of raising islands up from the sea or shattering them with earthquakes. He can bring fair weather to sailors or strike them with a terrible storm, necessitating sacrifices in the form of drowning horses.

Neptunus is the son of Saturnus and Rhea, and the brother of Jove, Juno, Pluto and Vesta. His consort is Amphitrite. He has fathered many heroes, including Theseus and Orion. He is the father of Arion the talking horse by Ceres and the father of Pegasus by Medusa. Other monstrous children are the tritons, mermaids, cyclops and giants.

Neptunalia (July 23-24): Games are held during this festival, including a knightly tournament and boat races. People erect colorful pavilions and use them for feasting and entertaining friends.

Pluto
Aidoneus, Dispater, Hades, the Silent One
Neutral god of the underworld and its treasures
Wields a mace
Served by earth elementals and the undead
Symbolized by a ram’s head
Sacred animals are the ram, raven and serpent
Pluto’s druids can rebuke undead as a cleric 3 levels lower

Pluto is the King of the Underworld and lord over all it contains, from the souls of the dead to the precious metals and gems locked inside it. Pluto is also the god of wine under the name Dionysus Cthonios. He also has a measure of control over the creatures that dwell underground, especially the treasure hording dragons. Although not evil, Pluto is grim and morbid, and thus not popular among gods or mortals. In fact, mortals fear him enough that they rarely utter his name, lest they draw his attention. Although Pluto rules the Underworld, he is not death itself. That entity is called Thanatos.

Pluto’s kingdom is called Erebus and contains such places as the Asphodel Meadows, Elysium and Tarterus, the abode of the Titans and devils. The five rivers of Erebus are Acheron (Woe), Cocytus (Lamentation), Phlegethon (Fire), Lethe (Oblivion) and Styx (Hate).

Pluto is the brother of Neptunus and Jove, and with them defeated the Titans and claimed rulership over the cosmos. His wife is Persephone, daughter of Ceres.

Secular Games (May 31 – June 3): Every hundred years (a saeculum) the Secular Games are held in Pluto’s honor. The games include all manner of athletic endeavors, with nightly sacrifices of lambs, she-goats, bulls, sacrificial cakes, cows and sows.

Prometheus
Theuth
Lawful god of learning, writing and magic
Wields a staff
Patron deity of Ibis (as Thoth)
Served by elohim
Symbolized by a quill or book
Prometheus’ clerics can learn one 1st level magic-user spell at each odd level, and cast them in place of cleric spells

Prometheus is the god of magic, philosophy, science and learning. He is the patron of scholars, illusionists, scientists, wizards and potters (since he created man from clay). Prometheus’ temples are gathering places for philosophers and scholars to debate and learn; they are often connected to universities and colleges. Promethean clerics are dedicated to the protection of their deity’s worshipers, and the enlightenment of human and demi-humankind.

Prometheus is the brother of Epimetheus (“Afterthought”), Atlas (“Enduring”) and Menoetius (“Ruined Strength”). His parents are the titans Japetus and Clymene. Prometheus’ gift of fire to mortals earned him the enmity of Jove, who had him bound to a rock while an eagle ate his liver every day, only for it to grow back. Prometheus was eventually freed by Hercules.

Venus
Aphrodite, Astarte, Turan
Lawful goddess of love and beauty
Wields a mace
Patron deity of Ishkabibel
Served by elohim and nymphs
Symbolized by a mirror or crown
Venus’ clerics enjoy a +1 bonus to reaction checks

Venus is the goddess of beauty, love and gardens. As befits her position, she is an enthusiastic companion of the male gods. She is married to Vulcanus, but this did not stop her from consorting with Mars, Neptunus, Pluto and others. Venus can charm any male, god or mortal, and can generate strong emotions (love, hate, anger, sorrow, etc.) in any intelligent being. The myrtle, dove, sparrow and swan are sacred to her.

Although she can assume any form (all of them beautiful), in her true form she is a woman of astonishing beauty with golden hair. She also has a more martial aspect, sometimes appearing armored and carrying a mace.

Venus was created when Cronus castrated his father, Saturnus, and cast his testicles into the sea. She is married to Vulcanus, but has had notable affairs with Mars, Mercurius, Pluto and Adonis. Her children include Cupid, Phobos, Deimos, Harmonia and Fortuna.

May Day (May 1): The day is celebrated by the gathering of herbs and wild water (from which holy water is made), the blessing of houses, ‘beating the bounds’, greenwood marriages, and dancing around May Poles.

Volcanus
Hephaestos, Mulciber, Weyland
Neutral god of fire, volcanos, smiths and invention
Wields a battle axe
Patron deity of Galardis
Served by fire elementals
Symbolized by a hammer and anvil
Druid totems are the bull, boar and serpent
Volcanus’ druids enjoy a +1 bonus to save vs. fire and heat

Volcanus is the god of fire, earth, and the forge. He is the smith of the gods, creating their weapons, armor and thrones. Volcanus is also a patron of engineers and an expert trap maker. Temples of Volcanus are decorated with precious stones and metals and are usually supported by the local guild of smiths.

Volcanus is depicted as a dour, ugly man with a twisted leg. He carries the tools of a smith and his skin is blackened from soot and exposure to fire.

Volcanus is the son of Juno, created by her alone as Jove created Minerva. Hurled from heaven for his ugliness, he was found by the sea nymph Thetis and raised as her son. His wife is Venus, though they are estranged due to her indiscretions. He is the creator of Pandora from clay and the father of Periphetes, the demi-god of bandits.

Vulcanalia (August 23): Bonfires are created in honor of the god. The bonfires are used to roast fish and small animals and a red bull-calf and a red boar are sacrificed at the god’s temple to ward away destructive fires.

The Gods of the Motherlands – Part Two

Continuing the Gods of the Motherlands with Hercules through Minerva.

Also – For those that purchased an electronic copy of NOD #4, I have attached the missing cover. You should be able to download it again with the cover – if not, let me know and I’ll send it to you as a PDF.

Hercules
Donar, Heracles
Lawful god of strength, adventure, heroism and rebirth
Wields a club
Patron deity of Guelph
Served by elohim and cherubim
Symbolized by a lion
Clerics can cast the magic-user spell Strength

Hercules is strength personified. While still an infant, he strangled two huge snakes with his bare hands. Hercules is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his father.

Hercules appears as a stout man with a long beard, usually wearing a lion’s skin or leather armor, brandishing a large, wooden club. Hercules is the son of Jove by the mortal woman Alcmene. Being born by Jove from an extra-marital tryst has earned Hercules the enmity of Juno, protector of marriage and sister-wife of Jove.

Hercules is best known for his Twelve Labors, quests he had to complete to atone for killing his own children when he was driven insane by vengeful Juno. The labors included killing a giant lion, hydra, giant deer, giant boar, cleaning stables, killing the Stymphalian birds (giant cranes with metal beaks), capturing a giant bull, rounding up carnivorous horses, stealing the girdle of Hippolyte, queen of the amazons, herding the cattle of Geryon, fetching the Apples of Hesperides and capturing Cerberus, guard dog of Hades. Because many of these labors included slaying giant beasts, Hercules is often taken as a patron by rangers.

Grande Tourney (July 22 – August 7): During the Hercules’ tournament, people compete at various athletic and musical contests. Brass tripods are awarded to the victors.

Jove
God, Jupiter, Zeus
Lawful god of the upper sky and royalty
Wields a lightning bolt
Patron deity of Nomo
Served by angels and air elementals
Symbolized by a lightning bolt
Clerics can cast the magic-user spell Lightning Bolt as a 5th level spell, dealing damage as though 2 levels lower.

Jove is the king of the gods, though his command over them is far from absolute and his decisions are often challenged. Jove is the god of the sky, the ruler of all high things, including the clouds, rain, wind, thunder, and mountain summits. He is the protector of laws, friend of the weak, and dispenser of justice. Jove is also worshiped as Father Oak, or the Green Man, the masculine force of procreation.

Although Jove can take any form he wishes, he often assumes the form of a powerful, bearded man with regal bearing when he visits the mortal world. His true form is that of a ball of fiery light so intense that no mortal can look upon him without bursting into flames.

Jove is the husband of Juno, queen of the gods. He is the father of Minerva, Apollo Helios and Hercules. His brothers are Neptunus, ruler of the oceans, and Plutus, ruler of the Underworld. Jove’s father was Saturn, king of the titans.

Gulestide (December 22-28): Gulestide is not only a time of feasting and merriment, but also a time when the world is turned upside down; masters and slaves, teachers and students and nobles and peasants switch places for a time, with the proceedings led by an elected Lord of Misrule.

Juno Regina
Hera, Saturnia
Lawful goddess of women, marriage and cattle
Wields a spear
Served by angels and erinyes
Symbolized by the cow, peacock or pomegranate
Clerics of Juno can, at 5th level, summon an erinyes once per month to punish an oath breaker

Juno is the goddess who protects women and the sanctity of marriage. She is known for her vengeful nature, especially toward the paramours of her husband Jove. She is the queen of the gods, often depicted enthroned and wearing a diadem and veil. Poets usually describe her as cow-eyed, indicating large, beautiful eyes.

Offerings to Juno take the form of pomegranates and poppy seeds, or ivory ornaments in the shape of pomegranates and poppy seeds.

Juno is the wife and elder sister of Jove and the daughter of Rhea and Saturnus. Her children by Jove are Mars, Juventas, Discordia and Ilithyia, goddess of childbirth. She reputedly created Vulcan without the aid of her husband in response to his creation of Minerva.

Matronalia (June 1): On this day, women perform rites in the temple of Juno. They are permitted to wear their hair down and not permitted to wear belts or any knots in their clothing. Husbands are expected to say prayer for their wives and children give presents to their mothers.

Mars
Ares, Camulus
Chaotic god of war
Wields a spear
Patron deity of Azsor
Served by demons
Symbolized by a spear and shield
Clerics of Mars are permitted the use of swords, though they must be cleaned of blood after use and anointed with expensive oils (worth 10 gp with each use)

Mars is the god of blood lust and slaughter. He is fond of strife, anger, and unrestrained blood-letting. As such, he is not a very popular god and is only worshiped by a large numbers of people in the city-states of Guelph and Nomo. Vultures and dogs are sacred to him.

Mars usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his mouth. He wears ornate platemail armor and carries a flaming sword.

Mars is the son of Jove and Juno, the husband of Bellona and the lover of Venus. He is attended by Deimos (terror) and Phobos (fear) in battle, his sons by Venus, and by Adrestia, his daughter by his sister Discordia. Other members of his retinue are Nike, the deathless spirit of victory, Kydoimos, the demon of the din of battle, the Makhai (battles), the Hysminai (man-slaughters) and Alala, personification of the war cry. Mars’ other children by Venus are Cupid and Harmonia.

Armilustrium (November 12): On this day weapons of the army are purified and stored for the winter. The army is assembled and reviewed and garlanded with flowers. Trumpets blare and citizens gathered with their arms and armor take part in a procession with torches and sacrificial animals. Young noblemen dressed as ancient warriors with red capes take part in ritual dances.

Mercurius
Hermes, Lugus, Psychopompos
Lawful god of trade, gambling, thieves
Wields a club
Patron deity of Blackpoort
Served by elohim
Symbolized by a cadeuceus, tortoise, cock or winged sandals
Clerics can cast the magic-user spell Charm Person

Mercurius is the god of travelers, merchants, thieves, gamblers, athletes and eloquent speech. He also serves the gods as a messenger and an arbitrator of disputes. As a god of travelers and a slayer of giants (Argos, in particular), some rangers choose to worship Mercurius as their patron.

Mercurius is depicted as a handsome, athletic youth wearing a broad-brimmed traveler’s hat and carrying a white caduceus (winged rod entwined by two serpents).

Mercurius is the son of Jove and Maia, a daughter of Atlas. His children include Faunus, the god of satyrs, Hermaphroditus, a man merged with the nymph Salmacis, Fortuna, goddess of fortune, and Autolycus, prince of thieves and grandfather of Ulysses.

Shrovetide (April 1): Merchants sprinkle their heads, ships, wagons and merchandise with holy water. Shrovetide is a day of raucous celebrations with a carnival atmosphere.

Minerva
Athena
Lawful goddess of wisdom, crafts, strategy and war
Wields a long sword
Patron deity of Gwenth
Served by angels
Symbolized by an owl
Clerics can cast the magic-user spell Shield (see below)

Minerva is Jove’s favorite daughter and the virgin goddess of strategy, architecture, sculpture, spinning, weaving, horses, ox olives, prudence, and wise counsel. Though she is a warrior goddess, she is no less skilled in the arts of peace, inventing the potter’s wheel, teaching men to tame horses and helping them to build great ships. Minerva is also a patron of chivalry and knighthood.

Minerva is depicted as a statuesque woman of great beauty attended by an owl. She wears the Aegis, a breastplate of goatskin with serpent fringes, a shield that bears a gorgon face, and a helm decorated with a winged lion.

Minerva was created by Jove without a mother, and as a virgin has no offspring of her own. She is often accompanied by Nike, the goddess of victory. She has aided many heroes, including Ulysses, Jason and Hercules.

Candlemas (February 1): The highlight of the day are candle-lit processions and rites of purification. It is especially an artisan’s holiday. Women consult fortune tellers on this day, plays are exhibited, and contests for orators and poets are held.

The Gods of the Motherlands – Part One

The Priestly Colleges
Although many deities are worshiped in the Motherlands, the following deities are the most popular and well known. Most city-states have a temple or shrine to each of them. Each city-state in the Motherlands has a college of priests (usually 10 to 20), with one priest assigned to manage each temple. The college is headed by a pontiff, and each temple priest is assisted by a staff of lesser clergy. Some city-states have an upper college dedicated to the Motherlander deities and a lower college that oversees the temples of foreign deities.

Apollo Helios
Apollon, Apulu, Belenus
Lawful god of sun, music, archery and herdsmen
Wields a bow
Patron deity of Antigoon
Served by elohim and nymphs
Symbols are the lyre, crook, sunburst or cross
Clerics can cast the magic-user spell Fireball as a 5th level cleric spell, dealing damage as though 3 levels lower.

Apollo Helios is the god of the sun, archery, medicine, healing, light, truth, oracle, colonists, patron defender of herds and flocks, music and poetry, homosexuality, harmony, order, reason and plague. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. Apollo is not entirely beneficent. He carries a bow with terrible arrows that visit plague and disease upon the targets he fires them at.

In his true form, Apollo Helios is a beardless young man of divine beauty who radiates warmth and light. Apollo Helios always carries a lyre or longbow; in fact, the object he carries can take either form as the god desires.

Apollo Helios is the son of Jove and Leto, half-brother of Mars, Minerva and Hercules and twin brother of Diana.

Midsummer’s Day (May 15): People build huge bonfires and walk themselves and their livestock between them to protect them from the diseases of warm weather. Masked mummers frolic and folk stay up all night making merry.

Atlas Telamon
Lawful god of strength, perseverance, exploration
Wields a club
Patron deity of Dweomer Bay
Served by devas, giants
Symbolized by a globe or compass
Clerics can cast the magic-user spell Enlarge

Atlas is worshiped not only as a deity of strength and endurance, but also as a god of exploration and cartography. He is the strongest of the titans who separates the heavens from the earth. Atlas appears as a giant of man holding the tools of exploration: compass, sextant, spyglass and globe.

Atlas is the son of Japetus and Clymenem, the daughter of the titan Oceanus. His brothers are Prometheus, Menoetius and Epimetheus. His own children are mostly daughters, and include the Hesperides by Hesperis, the Hyades and Pleiades by Aithra, and Calypso, Dione and Maera by unspecified goddesses.

Atlas’ temples are supported by merchant societies and in turn fund cartographers and explorers. Temples of Atlas are decorated with images of exotic lands, animals and people. The classic cleric of Atlas will wear three-quarters plate and be found at the head of a column of explorers plunging into unknown lands.

Ceres Dea Frugu
Demeter
Neutral goddess of grain, agriculture and fertility
Wields a staff
Patron deity of Lyonesse
Served by fey creatures, earth elementals and erinyes
Symbolized by a poppy, sow or mare
Sacred animals are the bear, crow and horse
Druids can cast the spell Respite from Death

Ceres is the queen of the fruitful earth, goddess of agriculture, and patron of motherly love. Without her blessing, no crops may grow on the earth. Ceres will not hesitate to use this fact to blackmail men and other gods if the need exists. Ceres also has control over the weather. A sow is sacrificed to her when a death occurs in a family. Ceres is a usually a benevolent goddess. If her worshipers ignore their duties, however, she does not hesitate to destroy their crops and send famine upon them.

In her true form, Ceres is a beautiful woman, but she can change her own shape and that of others at will. She carries the cornucopia, or horn of plenty, and a scepter.

Ceres is the daughter of Saturn and Rhea and sister of Jove, Juno, Vesta, Neptunus and Plutus. She is the mother of Persephone by Jove. When pursued by Neptunus, she took the form of a mare to escape him. She could not hide her divinity, though, and Neptunus took the form of a stallion and coupled with her, producing a daughter called “the Damsel”, who leads the avenging erinyes, and a black-maned, divinely swift, speaking horse called Arion.

Lammastide (August 1): Celebration of first fruits, when loaves are baked from the first harvested grain and shared with friends and family.

Respite from Death (Druid Level 4): A recently killed comrade’s soul is released from the Land of the Dead as a shade for a limited time. If the person’s body has not been destroyed, it can re-animate it as a zombie with the mentality of the deceased (with one half of the deceased memorized spells, determined randomly, and all special class abilities except saving throws and attack bonuses, which are per a zombie’s statistics). The shade can persist in the re-animated body for 24 hours only. If the body cannot be inhabited, the shade uses the statistics of a shadow, but can only remain for 1 hour. In either case, the soul cannot subsequently be raised, resurrected or reincarnated for a period of 9 months.

Diana Prima Dea
Artemis, Brigantia, Nicevenn
Neutral goddess of maidens, the moon and hunting
Wields a bow
Patron deity of Tremayne
Served by dryads, nymphs and giant animals
Symbolized by a boar or the moon
Sacred animals are the eagle, boar and wolf
Druids may cast the spell Coursing Hound

The huntress Diana is the patroness of young girls and the mistress of beasts and all wild things. Because she will have nothing to do with men, she is a favorite goddess of the Amazons. Except for helping women during childbirth, she avoids involving herself in mortal concerns and matters. She values her privacy, and will severely punish any man violating it. Merchants, always on the hunt for profits, also pray to her to give them persistence.

In her true form, she appears as a slim young girl wearing buckskins and carrying a longbow. She is sometimes mounted upon a stag. Oak groves are sacred to her. Diana is the daughter of Jove and Latona and the twin sister of Apollo Helios. She is associated with the water nymph Egeria and the woodland god Virbius.

Diana’s high priest is the rex Nemorensis, or “King of Groves”, stationed near a sacred lake near Tremayne. The rex Nemorensis attains the position through a trial by combat, killing the reigning king of the grove. Combat may only be initiated, though, if the challenging druid is able to pluck a golden bough from one of the trees in the sacred grove.

Those trees in whose dim shadow
The ghastly priest doth reign
The priest who slew the slayer,
And shall himself be slain.

Whitsuntide (May 15): On this day Whitsun Ales (fairs) and horse races are held, mummers dress as wild forest men, and hunting is forbidden.

Coursing Hound (Druid Level 2): The druid conjures a ghostly hound that can track on a roll of 1-5 on 1d6 (-1 chance for each day since the tracks were made, additional -1 chance if the tracks have been obscured by snow, hard stone or running water). The hound exists for 24 hours and cannot attack or be attacked.

Hecate
Hekat, Trivia
Neutral goddess of ghosts, witchcraft and curses
Wields a dagger
Served by demons and the fey
Symbolized by a torch and key
Sacred animals are the wolf, serpent and horse
Priests can cast the spell Entrancing Dance

Hecate is the enigmatic and dark virgin goddess of the undead and witchcraft. She is also associated with childbirth and rearing, doorways, walls, crossroads, torches and dogs. Most city-states, towns and villages honor her with, at the very least, a shrine and a lichfield. She is also associated with the concoction of medicines and poisons, thus making her a patron of alchemists, apothecaries and assassins. Hecate is served by chaotic clerics and druids.

Hecate is depicted as a three-headed goddess, either with the heads of three maidens or with the heads of a dog, serpent and horse. She is the daughter of the titans Terra and Uranus, the Earth and Sky.

The most common offering to Hecate is meat left at a crossroads. Dogs are sometimes sacrificed to her. A more intense ritual requires one to bathe in a stream of flowing water at midnight, don dark robes, dig a pit and then offer a libation of honey and blood from the throat of a sheep. The libation is placed on a pyre next to the pit by the petitioner, who then leaves the site, never looking back.

Hallowtide (Nov 1): The boundaries between the Mortal World and the Ethereal Plane are thinnest on this day. People light bonfires, stay up all night, drink beer and enjoy the end of the harvest season.

Entrancing Dance (Cleric/Druid Level 3): As the priest dances, all those present (except the priest’s allies, unless the priest chooses to affect them as well) must save or become entranced. A new save must be made each round the priest dances without interruption (i.e. takes damage), and a dancing priest loses any dexterity bonus to Armor Class. Entranced creatures take on a bestial aspect and begin attacking one another savagely (+2 to hit and damage) until no rivals survive or the dance stops.

The Gods of the Golden Sea

The native deities of the Golden Sea region are based on the mythologies of the Eastern Mediterranean, especially the Phrygians, Dacians and Thracians. Almost everything that is known of these entities comes to us from the Greeks and later Romans, and is viewed through their lens. Most of these gods and goddesses were adopted by the Greeks into their own pantheon, usually in positions that were no doubt inferior to the positions they held in the estimation of their native worshipers. Because there were many gaps in the knowledge of these divinities, I did my best to fill them in a suitably pulp-fantasy style.

Besides the deities listed here, several of the deities of the Motherlander pantheon (to be published in the near future) originated in this pantheon, including Bacchus (Dionysus), Hecate and possibly Proserpina (Persephone).

Note: The spells below, and only the spells, are designated Open Game Content.

Kubeleya (Cybele)
Also called Great Mother, Mountain Mother
Deity of Nature, Mountains, Caverns
Wields a staff
Served by earth elementals, fairies of a grim humor
Symbolized by the lion, bees
Aligned with Neutrality
Druids can cast Victory Chant (see below)

Kubeleya, also called Cybele and Rhea, is the grim goddess of the mountains and mother of the gods. She appears as a stately woman with a dour expression. She wears a long, belted dress, a high, cylindrical headdress called a polos, and a veil covering her entire body. One of her hands rests on an attendant lion while the other holds an instrument that resembles the tambourine. She is often pictured in a lion throne or a lion-drawn chariot.

Kubeleya’s consort is the demigod Attis. Attis has a bizarre origin. The demon Agdistos was a creature that was half man and half woman. It so terrified the gods that they killed it in a suitably bloody manner, and from its castrated male organ grew and almond tree. The remainder of Agdistos became Kubeleya.

One day, Nana, the daughter of the river god Sangarius, picked an almond and laid it on her breast, where it promptly disappeared and impregnated her. Nana abandoned the infant, who was raised by a he-goat in the hills and later adopted by human parents. As an adult, his beauty was godlike and attracted the attention of Kubeleya. Unfortunately, Attis had already been promised to the daughter of the local king. As the wedding songs were being sung, the jilted Kubeleya appeared in all her transcendent power, causing the wedding-goers, including Attis, to go mad and castrate themselves. Attis died, apparently of blood loss, but Kubeleya relented and resurrected him as a pine tree. This occurred on March 25, and is celebrated in the Hilaria festival, an orgiastic ceremony of wild music, drumming, dancing and drinking.

Kubeleya’s priests are called korybantes. They are male eunuchs (self-castrated, like Attis) who worship the Great Goddess in full armor with rhythmic stomping and the clashing of spear on shield.

VICTORY CHANT (Druid Level 2): The druid, by chanting and stomping, gives his allies a +1 bonus to hit and damage for as long as he keeps it up.

Adrasteia (Nemesis, Invidia, Erinys)
Also called Implacable, One from whom there is no escape
Deity of Protection and Righteousness
Wields a long sword and scourge
Served by inevitables (see NOD #3)
Symbolized by a scourge
Aligned with Law
Clerics can cast Unerring Huntress (see below)

Adrasteia is the goddess of the cosmic sea, dispenser of justice to the wicked and protector of the righteous. In some myths, she is the nursemaid to the infant Jupiter, who grants him a golden ball containing the universe as a toy. In others, she is Nemesis or Invidia, the goddess from which escape is impossible. She appears to her worshipers as a winged maiden with a face unmarred by pity. She might carry the scales of justice, or simply a sword and scourge. Adrasteia is a patron of magistrates and judges, soldiers and gladiators.

UNERRING HUNTRESS (Cleric Level 3): This spell allows the cleric to follow the path of a wanted criminal or blasphemer unerringly for a number of days equal to her level. During this time, she has no need of sleep and feels no hunger. If she has not captured or killed her quarry by the time the spell ends, she collapses into a deep slumber for a full day and cannot be roused.

Kotys (Cottyto, Cottytus)
Deity of the Moon, Caves, Darkness, Lust, Hunting
Wields a spear
Served by bacchae, demons, satyrs
Symbolized by the full moon
Aligned with Chaos
Clerics can cast Benighted Revelry (see below)

Kotys is a lunar goddess of hunting and wild revels. All of her sacred rituals are conducted at night, preferably by the light of the moon. These rites include raucous midnight orgies accompanied by shrill piping, the clashing of brass cymbals and the thunderous roll of drums, and nighttime relay torch-races on horseback.

Kotys appears as a woman wearing a foxskin cap and short chiton, wrapped in a leopard skin and holding a spear in one hand and a torch in the other. She has a hooded mantle on her shoulders fastened with a brooch and high, leather boots.

Kotys’ priests are called baptai due to the purification ritual they undergo to join the priesthood. They are not unlike the baccae who worship Dionysus / Bacchus.

BENIGHTED REVELRY (Cleric Level 3): This spell affects all sentient creatures within sight of the cleric who fail a saving throw. For the duration of the spell (1d6 rounds per person) they will act in one of three ways:


1 – The person enters a drunken stupor, falling over themselves and finding it impossible to do anything.


2 – The person becomes a raving lunatic, attacking whomever the cleric desires with their teeth and claws. The lunatic attacks twice per round but suffers a 2 point penalty to their Armor Class.


3 – The person acts like a love-starved satyr, attempting to grapple the nearest creature they find even remotely attractive and, well, what they do if successful depends on what kind of game you run.

Men (Lunus)
Also called The Lunar Bull
Deity of the Moon
Wields an axe
Served by nocturnal fey
Symbolized by the crescent moon or an ox skull
Aligned with Neutrality
Druids can rebuke/command lycanthropes as a cleric two levels lower than their druid level

Men is the so-called Lunar Bull, a deity presiding over time and the changing seasons. He appears as a rugged man with crescent horns, like those of a bull, atop his head, and sometimes with the head of a bull in the manner of the minotaur. He wears a Phrygian cap and a belted tunic, and is accompanied by white bulls and white lions.

Sabazios (Karabazmos)
Also called Great God, the Horseman
Deity of Health, Vitality, Abundance, the Underworld
Wields a staff or spear
Served by barghests, demons, wraiths
Symbolized by Hand
Aligned with Chaos
Clerics can cast Ghastly Steed (see below)

Sabazios appears as a black-skinned rider on a white horse. He wears a himation and is depicted carrying a staff of power or a spear. Sabazios is the conqueror of the Lunar Bull and the Solar Dragon, and represents male vitality. Games are held in his honor every five years. Sabazios is believed to by the father of Dionysus. Motherlanders associate him with Pluto.

Sabazios rules the Land of the Dead, emerging with a party of cthonic fey and wraiths to conduct hunts on the nights of the new moon. On these nights, villagers stow away their animals and keep indoors, for all night they hear the baying the barghests and the blowing of spectral horns.

Sabazios’ is the patron of horsemen and his priests are all skilled at riding and mounted combat. They blacken their armor and conduct ritual sacrifices of white bulls and ritual hunts of great beasts like chimeras and manticores. Sabazios is also a psycho-pomp, and thus represents the transmigration of the soul after death. This makes him a patron of magic and magic-users. Such scholarly followers honor sabazios by tattooing their right hands with so many sigils and designs that they are nearly black.

GHASTLY STEED (Cleric Level 2): This spell summons a ghostly white steed with the stats of a warhorse with maximum hit points. The steed is tireless, and serves for a number of hours equal to the cleric’s level divided by three. The cleric can exchange one hour of the spell’s duration for one minute of etherealness, but only while mounted on the steed.

Zalmoxis
Deity of Thunder, Strength, War, Incantation
Wields an axe
Served by berserkers, demons
Symbolized by his axe
Aligned with Chaos
Clerics can cast Thunderstruck (see below)

Zalmoxis appears as a handsome man, unclothed, wielding an axe or lightning bolt. He is a sky father and a deity of masculine power, a god of uncontrollable passions that are often unleashed as violence.

Zalmoxis’ most fervent worshipers believe he is the one true god who accepts their souls after death. Because they do not believe they can ever truly die, they fight as berserkers, gaining two attacks per round and suffering a 2 point penalty to their Armor Class. Zalmoxis is also skilled in the arts of incantation and singing, and thus is worshiped by bards.

Zalmoxis’ clerics wear no armor and only a small amount of clothing. They cultivate a wild, feral appearance and are permitted to wield axes and chopping blades in battle. Because they do not use armor, their Hit Dice are increased to 1d6+2 and +3 hp/level after 9th level.

THUNDERSTRUCK (Cleric Level 2): This enchantment is placed on the cleric’s weapon. The next time it hits in battle, it unleashes a terrific peal of thunder. The victim of the hit must pass a saving throw or be stunned for 1 round. Everyone within 20 feet, including the victim of the hit but excluding the cleric, must pass a saving throw or be deafened for 1d6 minutes.