TEXT:  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  DIVINITIES & CULTS: VOLUME II 
   
   
   
  BEING A REFEREE & PLAYER RESOURCE  
  FOR LABYRINTH LORD AND OTHER CLASSIC ROLEPLAYING GAMES 
   
  Written by Dan Osarchuk 
   
  Cover Illustration by Luigi Castellani 
  Interior Illustrations by Luigi Castellani & stock art 
   
  Special thanks to Curtis Lyon (Three Sages Games),  
  Bruce Wiggins, Ben Orndorff, Craig Grubb, 
  Kolbe Ann, and Loken Roderic for their  
  assistance in helping to edit and refine this work. 
   
  Copyright © 2016 OSRDAN GAMES 
  Revised 2017 
   
  Compatible with the various Old School Editions 
  and their ‘Retro-clones’, especially Labyrinth Lord! 
   
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and  
  Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under  
  the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com. 
   
   
   
   
  http://divinitiesandcults.blogspot.com/ 
   
   
  
   
   
  Key to Divinities & Cults: Volume II 
  The incredible and mysterious power of the Gods requires similar abilities for their followers! 
   
   
  Casting Rolls 
  In order to make spellcasting more dynamic, mysterious, and 
  exciting, clerics perform Casting Rolls in order to have their spells 
  succeed. Doing so makes casting spells feel more *magical* and 
  adds an additional layer of depth to your game.  
   
  To make a Casting Roll, roll a d20 and then consult the following 
  table. The die result will need to equal or exceed the listed number 
  in order for the spell to succeed. 
   
  CASTING ROLL SUCCESS MATRIX 
   
   
  Spell Level 
  Cleric 
  Level 
   
  1st 
   
  2nd 
   
  3rd 
   
  4th 
   
  5th 
   
  6th 
   
  7th 
  1 
  5 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  5 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  4 
  - 
  - 
  - 
  - 
  - 
  5 
  2 
  3 
  6 
  - 
  - 
  - 
  - 
  6 
  2 
  2 
  5 
  - 
  - 
  - 
  - 
  7 
  2 
  2 
  4 
  6 
  - 
  - 
  - 
  8 
  2 
  2 
  3 
  5 
  - 
  - 
  - 
  9 
  2 
  2 
  2 
  4 
  7 
  - 
  - 
  10 
  2 
  2 
  2 
  3 
  6 
  - 
  - 
  11 
  2 
  2 
  2 
  2 
  5 
  7 
  - 
  12 
  2 
  2 
  2 
  2 
  4 
  6 
  - 
  13 
  2 
  2 
  2 
  2 
  3 
  5 
  8 
  14 
  2 
  2 
  2 
  2 
  2 
  4 
  7 
   
  Elaboration and various magical boons (q.v.) can influence these rolls. 
   
  Success: The spell works! Even if the target then saves, they will 
  still experience a -2 penalty to all rolls for a duration equal to the 
  caster’s level in rounds.  
  Natural 20: Success and the spell’s effects increase by 1d4+1! 
   
  Failure: Spell doesn’t work- nothing happens!  
  Natural 1: Failure and a Divine Test is triggered (see below)! 
  (Exclamation marks are used because this process is so exciting!) 
   
  Tenets 
  Clerics are expected to follow these in the name of their Divinity. 
  Major transgressions will result in an immediate roll on the Divinity’s 
  Divine Test table (see below) in order to bring the cleric back onto 
  the path.  
   
  Allowed Weapons and Armor 
  Clerics bear protection in specific ways as per their Divinity, 
  marking them apart from clerics of other Divinities. Clerics who use 
  disallowed weapons or armor will be unable to use any of their 
  powers during that time and for the next 6d4 hours afterwards. 
   
  Holy Symbols 
  These are the representations of the cleric’s faith in their Divinity. 
  Various symbols may emphasize various aspects of the Divinity and 
  may represent distinct sects, denominations, or even cults thereof. 
   
  Can Turn 
  Clerics can attempt to Turn all listed beings held antithetical to their 
  Divinity, rather than just necessarily undead.  
   
  Mysteries 
  What is more, clerics may gain special bonuses, often usable up to 
  once per day per level, based on their patron deity. This feature not 
  only adds an additional level of strategy to gameplay, but also 
  reiterates their place within the cosmos. 
  Healing Side-Effects  
  Something that matches the deity’s purview will also occur along 
  with the benefits of a healing spell. Depending on the d12 result, 
  the recipient may need to fulfill a special requirement first, 
  experience something unfortunate, or even gain a special benefit. 
  Using Side-Effects in one’s game keeps healing gritty, interesting, 
  mysterious, and rare. And, if healing is harder to perform, then 
  combat and other adventuring perils become even more gripping. 
   
  Less Gripping Healing: Referees can also opt to have clerics roll a 
  d20 instead of a d12 when determining Healing Side-Effects and 
  count anything above 12 as having no Side-Effect.  
   
  Divine Tests 
  Divinities Test their clerics (and even other mortals) from time-to-
  time. This may be as much to punish them as to bring them back 
  into their own beneficial connection with the divine. As a result, the 
  further the individual strays, the greater the Test, so the will of the 
  Gods should be taken seriously! 
   
  Divine Tests are Triggered each time a cleric: 
  - Defies a tenet of his or her Divinity in a major way 
  - Casts a spell in a way that angers his or her Divinity 
  - Rolls a natural 1 on a Casting Roll   
   
   
  - Fails a Casting Roll by 10 or more (excluding any bonuses) 
  - Calls upon Divine Intervention (see Volume I) 
  - Accumulates three foes that roll a natural 20 when saving against 
  his or her spells  
  - Makes three Casting Rolls of natural 13 
  - Gains a new cleric level: this serves as an initiation: the number of 
  triggers equals the new level gained, divided by 2, rounded down 
  - Defiles a sacred place, object, or individual of any Divinity: note 
  that this applies to all individuals, not just clerics- the Test will 
  be from the Divinity that has been dishonored; save negates 
   
  The Test Type increases based on how many triggers have 
  occurred. It reduces by 1 each day thereafter, along with normal 
  prayers, meditation, etc. 
   
  Triggers 
  Test Type 
  Roll 
  0 
  nil 
  none 
  1 
  I 
  1d6 
  2 
  II 
  1d8+2 
  3 
  III 
  1d10+4 
  4 
  IV 
  1d12+6 
  5 
  V 
  1d12+10 
  etc. 
  etc. 
  +4 per increase 
   
  For example, a cleric rolls a 1 on his Casting Roll, immediately 
  triggering a d6 roll on the Divine Test table for his Divinity. Later that 
  day, he fails a Casting Roll by 11, triggering a d8+2 roll. The 
  following day, three targets save against him with a roll of 20, 
  causing him to start with a Type II Test (1d8+2), since 1 trigger still 
  remained from the day before. 
   
  Cleric Spells 
  Clerics have access to different spells based on which Divinity they 
  follow. Referees and players are also encouraged to develop 
  additional spells that also match a particular deity’s idiom.  
   
  Spells marked thus (*) are derived from magic-user spells; (D) druid 
  spells. 
   
  Miscellany 
  Divinities & Cults also offers a number of optional rules and random 
  tables, organized by Divinity, for use in your classic roleplaying 
  game. Feel free to use whichever ones you wish.
  
   
   
  Indexed Table of Contents 
   
   
   
  DIVINITIES 
   
  Brigid....................................................................... 
   
  Cernunnos............................................................... 
   
  Dagda, The.............................................................. 
   
  Danu......................................................................... 
   
  Dis Pater................................................................. 
   
  Lugh........................................................................ 
   
  Manannan Mac Lir................................................. 
   
  Mars......................................................................... 
   
  Mercury................................................................... 
   
  Morrighan, The....................................................... 
   
  Trivia........................................................................ 
   
  Vesta........................................................................ 
   
  Venus....................................................................... 
   
  Vulcan..................................................................... 
   
   
   
  Page 
  1 
   
  4 
   
  6 
   
  8 
   
  10 
   
  13 
   
  15 
   
  17 
   
  19 
   
  21 
   
  23 
   
  25 
   
  27 
   
  29 
   
   
   
  RANDOM ENCOUNTERS 
   
  Brothel Encounters................................................ 
   
  Cleric Encounters & Disposition.......................... 
   
  Cold Encounters.................................................... 
   
  Fey Realms & Beings............................................. 
   
  Fen Encounters....................................................... 
   
  Hill Encounters....................................................... 
   
  Nodes...................................................................... 
   
  Otherworlds............................................................. 
   
  River Encounters.................................................... 
   
  Profession............................................................... 
   
  Underworld Encounters......................................... 
   
   
  Page 
  26 
   
  35 
   
  42 
   
  3 
   
  22 
   
  7 
   
  5 
   
  16 
   
  9 
   
  28 
   
  12 
   
   
   
   
  OTHER RANDOM TABLES 
   
  Battle Events........................................................... 
   
  Combat Wound Location....................................... 
   
  Cult Plots................................................................. 
   
   
   
  Page 
   
  18 
   
  18 
   
  34 
   
   
  Fomorian Mutations................................................ 
   
  Items Mechanica, Items Magica............................. 
   
  Orc & Goblin Foulness........................................... 
   
  Weapons & Armor by Culture................................ 
   
   
  32 
   
  37 
   
  39 
   
  30 
   
   
   
   
  OPTIONAL RULES & SIDEBARS  
   
  Bards....................................................................... 
   
  Druids...................................................................... 
   
  Cerberus Hounds................................................... 
   
  Defixio..................................................................... 
   
  Expanded Spell Themes........................................ 
   
  Fianna...................................................................... 
   
  Fomorian Giants.................................................... 
   
  Gaesatae................................................................. 
   
  Gladiators...............................................................  
   
  Legionaries............................................................ 
   
  Helms ...................................................................... 
   
  Magic-Users............................................................ 
   
  More Magical Boons..............................................  
   
  Mystics.................................................................... 
   
  Priests..................................................................... 
   
  Shades.................................................................... 
   
  Shamans................................................................. 
   
  Spirit Types............................................................ 
   
  Weapons & Armor by Culture..............................  
   
  Witches................................................................... 
   
  Page 
   
   
  2 
   
  14 
   
  11 
   
  11 
   
  24 
   
  7 
   
  32 
   
  14 
   
  18 
   
  18 
   
  30 
   
  20 
   
  2 
   
  20 
   
  20 
   
  11 
   
  42 
   
  39 
   
  30 
   
  24 
   
   
   
  DEMON LORDS, ETC. 
   
  Balor........................................................................ 
   
  Beliah...................................................................... 
   
  Enak........................................................................ 
   
  Orcus....................................................................... 
   
  Thrym..................................................................... 
   
  Page 
   
  31 
   
  33 
   
  36 
   
  38 
   
  41 
    
  
  1 
  Brigid 
  Lawful Triple Goddess of Fire, Water, Poetry, & Craft 
   
   
   
  Tenets of Brigid 
  * Spark the hearth: foster new beginnings 
  * Stoke the forge: reach great heights 
  * Craft the heart: be brightened by inspiration  
   
   
  Clerics of Brigid 
  Special: All clerics of Brigid are female and are also referred to as 
  priestesses or druidesses. 
  Allowed Weapons: Staff, bow, hammer, tongs, sword 
  Allowed Armor: Chain or lighter 
  Holy Symbols: Triskelion, Triple Goddess, Brigid’s Cross 
  Can Turn: Chaotic beings, Beings of darkness 
  Brigantian Mysteries: Clerics of Brigid gain a +6 bonus to all craft-
  related checks that include fire, water, and/or poetry. 
   
   
  Healing Side-Effects  
  The cleansing flame and water purifies those under the care of the 
  Brigantian priestess. Roll 1d12. 
   
  1-2. Remedy of Sequana: Whatever hurts, whatever is injured, all 
  the patient need do is toss an artistic rendition of that body part into 
  a well or body of water for the healing to be complete. Unlike some 
  other healing, this process won’t actually cost the patient an arm 
  and a leg. 
   
  3. Sacred Bath: The recipient must be washed clean by another, 
  chosen by the cleric, who will also receive the healing. The bathing 
  requires water, being unarmored, and takes at least 1d6 turns to 
  complete. But, if the other does not wash the recipient, then he or 
  she is struck with the recipient’s malady instead! 
   
  4. The Serpent Comes Through the Hole? A snake emerges from 
  the patient’s body. If the patient is Chaotic, then the snake will try to 
  bite him or her with a +3 “to-hit” modifier. If successful, then the 
  patient ends up not being healed after all! If the patient isn’t Chaotic 
  or if the snake misses with its one attack, then it slithers away and 
  the patient is healed.  
   
   
   
  5. Flame Burns the Pain Away: It is now fire that the druidess 
  uses. Though the patient will take 1d4-1 points of damage from the 
  procedure, he or she will also automatically receive full healing from 
  the spell (minus the fire damage) and be healed of any diseases. 
   
  6. A Poem Be Required: Whether the recipient makes a Charisma 
  check or comes up with a lovely limerick of his or her own, the 
  healing will only occur when new verse is brought to light. 
   
  7. Cloak of Bride: Mimicking her Goddess, the priestess wraps her 
  own cloak around the recipient, allowing the healing to occur. 
   
  8. Pure Healing: The recipient is healed and, if true of heart and 
  pure of purpose (per Referee), with a 50% bonus.  
   
  9-12. Blessing of Water and Flame: Not only does the patient 
  automatically receive full healing from the spell, but also gains a +6 
  bonus to all saves against cold and fire attacks and effects for the 
  next 1d12 hours. 
   
   
  Brightenings 
  Brigid leads her faithful to even greater inspiration and heights 
  through the elements of purity. 
   
  Divine Tests 
  1. Fire burns, water flows, and the priestess waits, doing nothing 
  else for the next 2d6 turns, unless she is at a Node or someplace 
  sacred to the Fey. In the latter case, she need not wait. 
   
  2. What heights shall we reach today? The cleric must find or foster 
  some new craft or poetry, or else she will suffer a -1 penalty to all 
  her rolls for the rest of the day. 
   
  3. Whether through flame’s touch or well’s wishing, the druidess 
  must find a new sacred fire, well, or water body. If not, it is now -3 
  that she takes until the next morn. 
   
  4. Time to heal, and upon some new patient or malady, ‘ere the 
  priestess would again forfeit -3 to all rolls. 
   
  5. The druidess is getting a little hot and must bathe in the nearest 
  well, lake, bath, or the like. Until she does so for at least 1d6 turns, 
  she experiences a reduction in spells available (50% chance for 
  each one) for the rest of the day, including possibly her Turn ability. 
   
  6. Just as in healing, Brigid requires a votive offering, some artistic 
  representation of the cleric, to be tossed into a well or body of 
  water. Until then, she forfeits some of her magic in a manner similar 
  to Brightenings result #5 above.  
   
  7. To bless the Light of the Year, the priestess must visit the 
  nearest household in the name of Brigid. She must do so by 
  sundown or else give up some of her power the following day (as in 
  result #5 above). Hopefully, the residents will have food (75% 
  chance) and a bed made for her (35% chance), for she will also 
  need to spend the night. 
   
  8. The Cailleach Crone holds the winter months and the cleric 
  becomes encompassed by her too. For the next 24 hours, the cleric 
  loses 2d6 Charisma and cannot cast any spells related to fire. What 
  is more, those who encounter her have a 50% chance (25% chance 
  if they knew her before) of mistaking her for an evil hag! The cleric 
  can of course resist this Brightening, but then she must give up 
  some of her spells (like in result #5), except that the situation lasts 
  for the next 48 hours, instead of just for the rest of the day. 
   
  9. A serpent erupts from the ground near the druidess’s feet to see 
  how many weeks of winter are left. If not yet determined by the 
  Referee, then the snake has an equal chance of attacking random 
  targets within 30’ (including possibly the druidess) or just slithering 
  off. And since its HD will equal the priestess’s, whether or not it 
  sees its shadow will be the least of her worries!    
   
  
  2 
  10. Imbolc approaches! New life springs forth from the earth and 
  also within the priestess, reflecting Brigid’s role as Mother. Unless 
  already with child, the priestess will now become pregnant, giving 
  birth in the normal time and manner to a healthy boy or girl. 
   
  11. A Fey Being (see p.3) arrives to interact with the druidess. It will 
  behave according to its nature, potentially helping or hindering her 
  for the next 1d4 hours. 
   
  12-13. The priestess is sent to a Fey Realm (q.v.) for the next 2d6 
  hours. Once she returns, some of her magic becomes more like 
  that of the Fey. If a spell triggered this Brightening, then it will now 
  permanently last 3 times longer. In return though, those who save 
  against it once are also forever immune to that spell when cast by 
  the priestess. If something else triggered this Test, then the last 
  spell she cast will be so altered. 
   
  14. The light of the Bright Brigid Maiden follows the cleric wherever 
  she goes now. Depending on the surroundings, fire will burn higher, 
  sunlight will shine brighter, water will shimmer more, and even small 
  flowers and shamrocks can be seen. Every time the cleric 
  experiences this Brightening, the chance of others noticing her, or 
  that she has recently been in a place, increases by 3. Such a 
  revelation might inspire the faithful, but may also allow the enemies 
  of Brigid to track and identify the cleric more easily. 
   
  15. What can you show me? The druidess must immediately stop 
  what she’s doing and begin crafting, preparing to heal, or practicing 
  poetry. Her preparations will take 4d6 minutes, after which time she 
  must make an appropriate attribute check (per Referee). If she 
  succeeds, then Brigid is pleased and the druidess may carry on. If 
  not, the druidess loses all of her spells for the rest of the day and is 
  encouraged to practice some more.  
   
  16. Farewell Ruadan! The priestess too mourns the loss of Brigid’s 
  son in battle and makes a terrible keening. All within 120’ must save 
  thrice to avoid being saddened (-2 to all rolls), terrified (must flee 
  from area at top possible speed and refuse to return), and/or 
  deafened. All effects last for 1d6 hours, but if the priestess herself 
  has actually lost a love one in battle, then all saves vs. these three 
  effects are at a -5 penalty and the duration is tripled.  
   
  17. This may not be for the Bres... Whether to enter into a political 
  marriage with a half-Fomorian prince in order to accommodate his 
  tribe’s near-extinction or to have one’s own tribe member later 
  poison him with the bitter red milk of 300 wooden cows for his lack 
  of hospitality, the cleric must either enter into a new relationship 
  (whether romantic or legal) or end one, in order to do what is right.   
   
  18+ Time for Imbolc, rejoice! Even if it’s not the actual holiday, the 
  druidess gets a very personal taste of it. She is transformed into a 
  corn dolly in celebration of Brigid’s new beginnings. In this form, the 
  druidess cannot, of course, communicate or take any actions, 
  though she will remain aware of what happens, including being 
  brought into homes by villagers, tossed into beds, and paraded 
  around by girls in the nearest town or the like. This situation lasts 
  for 1 day for every Brightening result over 17, triple that if it is 
  actually around the time of Imbolc. In addition, for each day she is 
  undergoing this Test, the druidess gains 1% additional experience 
  points, but there is also a 10% chance that she is set on fire (and 
  slain), as well as a 10% chance that she acquires a wand that is 
  actually magical at the end of the process (per Referee). 
   
   
         
   
  Cleric Spells (Brigid) 
  Clerics of Brigid have access to the following spells: 
   
  1st Level: Cure Light Wounds, Create Water, Detect Evil, Detect 
  Magic, Light, Protection from Evil (+2 if near a well), Purify Food 
  and Drink, Remove Fear, Resist Cold, Sanctuary, Divine WeatherD, 
  Faerie FireD, Purify WaterD, Burning Hands*, Identify* 
   
  2nd Level: Augury, Bless, Delay Poison, Find Traps, Know 
  Alignment, Hold Person, Holy Chant, Resist Fire, Snake Charm, 
  Spiritual Weapon, Fire TrapD, Heat MetalD, Produce FlameD, 
  Continual Light* 
   
  3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Locate 
  Object, Prayer, Remove Curse (reversible), Tongues* 
   
  4th Level: Create Food and Water, Cure Serious Wounds, Detect 
  Lie, Divination, Exorcise, Lower Water, Neutralize Poison, 
  Protection from Evil 10’ Radius, Flash FireD, Fire Shield* 
   
  5th Level: Atonement. Commune, Cure Critical Wounds, Dispel 
  Evil, Flame Strike (or as a beam of light), Geas (Quest), Wall of 
  FireD 
   
  6th Level: Find the Path, Heal, Part Water, Speak with Creatures, 
  Fire SeedsD, Anti-Magic Shell* 
   
  7th Level: Holy Word, Regenerate, Restoration, Resurrection, Fire 
  ChariotD 
   
   
  Bards 
  Whether keeping track of lore orally or just insulting bad hosts with 
  potent satires, bards are an integral part of Celtic society. At higher 
  levels, they are known as ‘Filids’. Treat bards as thieves without any 
  thief skills or backstab ability. Instead, they: 
   
  * Can cast the equivalent of the spells Holy Chant, Charm Person 
  or Mammal, and/or Legend Lore, a total of up to once per day per 
  level, whether by singing, reciting verse, playing music, or the like. 
   
  * Learn and can cast additional spells as a cleric or a druid of 3 
  levels lower (e.g. a 4th level bard would have the same spell ability 
  as a 1st level cleric or druid), but they cannot use any of those 
  classes’ other abilities. 
   
  * Those who save against a bard’s spell will become extremely 
  hostile to him (he is a bard, after all), as well as becoming immune 
  to further spells cast by him for the next 24 hours.  
   
   
  More Magical Boons 
  The steps that spellcasters can take to increase their Casting Rolls 
  are myriad. Apply the listed bonus to the caster’s next spell. Note 
  that those of certain cultures might gain an even greater bonus: 
   
  Bombastic Casting (+1): cast the spell loudly at enemies, who 
  then automatically target the caster afterwards, if possible. Norse 
  spellcasters gain a +2 bonus with this Boon. 
   
  Correct Ritual (+1 or +3): take 1d6 extra turns or hours to cast a 
  spell. Roman spellcasters actually gain a +2 or +4 instead.  
   
  Dark Sacrifice (+1, +2, or +3): take (or give) 1d6, 3d6, or 6d6 
  damage to oneself or an intelligent being. Evil cultists gain +2, +3, 
  or +4 when doing so instead. 
   
  Ley Lines (+1): stand on a natural vein of power. Celtic 
  spellcasters gain a +2 in this case. 
   
  Offering (+1 or +3): give special objects, materials, and/or animals 
  to the Divinity. The more fitting or personal the offering, the greater 
  the bonus. Greek spellcasters gain a +2 or +4 instead. 
   
  Sympathetic Magic (+2 or +4): hold a prized possession, body 
  part, or the like to work magic at a distance and/or cause harm. 
  
  3 
  Fey Realm Encounters 
  One never knows when one might slip into one of these amazing Otherworlds, rumored to even be home to members of the 
  Tuatha de Danaan, such as Brigid. Travelers may come via rabbit holes, storms, mirrors, or even closets when they least 
  expect. Amazing in character, many laws of reason are suspended in such places, allowing travelers to encounter such 
  wonders as talking animals, animate objects, frequent magical effect, as well as distortions in space, time, and matter.  
   
  Once in a Fairy Realm, the greatest danger is becoming delayed from returning, whether for a few hours or an eternity. Apart from the amazing 
  experience of traveling to such a place, the beings in Fey Realms can be quite helpful in offering guidance, though many are also deceptive, 
  and any objects that could be secreted back would be quite extraordinary in the normal world (i.e. magical). 
   
  Escape might be challenging though, especially if travelers don’t realize that they have entered a Fairy Realm in the first place. Not keeping 
  track of one’s steps, eating fairy food, or otherwise partaking of the Realm or the fairies themselves may complicate matters, even when an exit 
  is found. 
   
  d20 
  Encounter  
   
  Encounter 
   
  Encounter 
  1 
  Out-of-place object from the real 
  world that is (roll 1d4): just strange, 
  ironically placed, dangerous (can 
  cause 1d20 damage), or becoming 
  animate and/or sentient 
  8 
  Area’s magical laws are different 
  (roll 1d3): no magic works, spells 
  always work, or each spell has a 
  25% chance of being cast by 
  itself every 1d6 turns 
  15 
  A random item from one of the 
  travelers is (roll 1d3): lost, replaced 
  with something useful, or replaced 
  with something useless (25% 
  chance of finding it again) 
  2 
  Fey Being that watches visitors in a 
  way that is (roll 1d6): mysterious, 
  creepy, irritating, bizarre, 
  interesting, or humorous 
  9 
  1d6 Fey Beings are playing a 
  game and (roll 1d3): ignore 
  visitors, will grudgingly let them 
  play, or force them to play! 
  16 
  Time lost upon returning.  
  Lose 1d100 (roll 1d20):  
  [1-7] hours, [8-13] days, [14-17] 
  weeks, [18-19] months, [20] years 
  3 
  Fey Being goes by: 75% chance of 
  being late; 50% chance mistakes a 
  visitor for someone else (roll 1d3): 
  a distant relation, their maid, other 
  10 
  4d6 Fey Beings are having a 
  trial: 50% chance of it involving 
  the visitors; 50% chance of the 
  accused being found guilty! 
  17 
  Talking, immobile (roll 1d5): plants, 
  objects, buildings, beings, or other 
  (66% chance of being annoying; 
  33% chance of being dangerous) 
  4 
  Fey Being that is offended by what 
  a visitor says or is wearing 
  11 
  Unusual Road (roll 1d4): yellow 
  brick, candy, singing, or other 
  18 
  Enthralling area:  
  save to be able to leave 
  5 
  The local gallimaufry is actually a 
  magic (roll 1d6): dust, potion, food, 
  garment, weapon, or other 
  12 
  Unusual Building that is made of 
  (roll 1d6): sweets, gold, gems, 
  sticks, straw, or other 
  19 
  Per Referee  
  or random children’s movie 
  6 
  Village of 1d20 Fey Beings 
  (75% chance of being silly;  
  25% chance of being edible) 
  13 
  Roll on other table (1d6):  
  [1] Forest1, [2] Foul Fey Tricks1,  
  [3] Meadow1, [4] Vagabond1,  
  [5] Hills, or [6] Other (1: Vol. I) 
  20 
  An exit is found. It is (roll 1d5): 
  guarded, locked, requires a special 
  act to access, is alive and must be 
  bargained with, or other. 
   
  Base 75% chance of being able to 
  be used for escape, reduced by 5% 
  for each interaction a traveler has 
  had during their trip (min. of 5%) 
  7 
  Area’s physical laws are different 
  (roll 1d4): visitors can fly, visitors 
  increase in size x d6, decrease in 
  size x 1/d6, or  low gravity 
  14 
  Fey Being that bestows advice 
  (33% chance of advice being 
  useful; 90% chance it’s also in an 
  altered state of consciousness) 
   
   
  Fey Being Generator 
   
  d7 
   
  Fey Being is a… 
  (roll once) 
  Who is especially… 
  (roll twice) 
  That can… 
  (roll once, twice, or thrice- treat as spells, usable at will) 
  1 
  Talking Animal 
  Vibrant 
  Cause Confusion 
  Blink or Teleport 
  2 
  Talking Animate Puppet or Object 
  Strange 
  Fascinate others 
  Turn Invisible 
  3 
  Tiny Humanoid 
  Inquisitive  
  Put others to Sleep 
  Create Illusions 
  4 
  Small Humanoid 
  Happy  
  Conjure Objects 
  Be made of an Element 
  5 
  Small Half-animal Humanoid 
  Insane 
  Grant Knowledge 
  Change Size 
  6 
  Medium Humanoid 
  Strict 
  Fly  
  Polymorph (limited forms) 
  7 
  Winged (roll 1d4+2 again for type) 
  Beautiful 
  Charm Person 
  Referee’s Choice 
   
  
  4 
  Cernunnos 
  Neutral Lord of the Wild, Woods, Animals, & Otherworlds  
   
   
   
  Tenets of Cernunnos 
  * Become one with the wild, with Nature 
  * Understand the woods, animals, and the land 
  * Honor sacred groves, nodes, and otherworlds 
   
   
  Clerics of Cernunnos 
  Special: Clerics of Cernunnos are also referred to as druids and 
  druidesses. 
  Allowed Weapons: Spear, wooden mallet, club, sling, bow, 
  dagger, staff 
  Allowed Armor: Any non-metal 
  Holy Symbol: Stag, Torc, Ram-Headed Snake, Wolf, Oak Tree 
  Can Turn: Those not living in harmony with the wild (if not known: 
  70% chance if humanoid; 0% if wildlife; 30% otherwise) 
  Cernunnian Mysteries: Clerics of Cernunnos can gain a +2 bonus 
  to one of their Casting Rolls when standing in a wild area, up to 
  once per day per level.  
   
   
  Healing Side-Effects  
  The natural remedies of Cernunnos can make you feel much better 
  than you could know. Roll 1d12. 
   
  1. True Healing for What Ails Ye: The patient is fully healed, but 
  also transforms into a fitting beast. The situation lasts for d20 hours 
  and might require keeping an eye on them... and a leash. 
   
  2. Love in the Fields: If appropriate, the patient will find a mate so 
  that the healing occurs, a process that should take at least 1d4 
  turns to complete and a number of Dexterity checks. 
   
  3-4. Healing Draught: Whether fermented or simply herbs of the 
  woodlands, the healing requires imbibing. It takes 1d6 turns to 
  collect the necessary ingredients, unless the cleric already has 
  them on himself (a base 25% chance). 
   
  5. Succor from Animal Friends: Any nearby animals arrive in 1d6 
  rounds and allow the healing to occur. They may remain afterwards 
  if normally aggressive though and may even cause a counteraction  
   
  of that healing in the patient (by biting them). If not known, there is 
  a base 10% chance of dangerous animals arriving in this case and 
  25% chance of them attacking the patient afterwards. 
   
  6. Healing Lomnocht: Clothing only gets in the way. The recipient 
  will need to be unclad for the healing to take place and for the next 
  hour thereafter. He or she will even need to save in order to agree 
  to don clothes again. 
   
  7. Seven Chimes: Dancing, whistling, and song not only raises 
  one’s spirits, but is also required for the healing to work. 1 turn 
  should be sufficient, but probably not enough!    
   
  8. Call of the Woods: The recipient is healed and with a 50% 
  bonus if also in a forested or other wild place; double the benefit if 
  also near a Node or in an Otherworld (q.v.) 
   
  9-12 Hunter’s Blessing: The recipient automatically receives full 
  healing and gains a +3 bonus to all wilderness-related rolls for the 
  next 1d6 hours afterwards. 
   
   
  Wild Hunt 
  Whether upon some primal chase or in a woodland enclosure, 
  Cernunnos guides his faithful to oneness with Nature itself. 
   
  Divine Tests 
  1. Sitting cross-legged is now required for the next 2d6 turns. If this 
  Test occurs in the woods or forest, then there is also a 25% chance 
  of any local animals showing up to commune with the Spirit of 
  Cernunnos, as well. Treat as a Commune with Nature spell (q.v.)   
   
  2. Hunt. The cleric must spend time seeking some form of prey for 
  at least an hour, or else suffer a -1 to all rolls until the next day.  
   
  3. In a manner akin to Herne, the druid of Cernunnos is now 
  required to encircle an oak, blast cattle, be dreadful, and so forth.  
  Though this act will likely provoke the ire of local loggers, 
  herdsmen, and cowards, it will also prevent the druid from suffering 
  a -3 penalty to all his rolls for the next 24 hours. 
   
  4. The Wildness of Nature resonates even more strongly in the 
  cleric now. The next person or animal he touches immediately 
  becomes wild (save with a -5 penalty negates): unwilling to behave 
  in a civilized manner for the next 24 hours. 
   
  5. Like Gwyn ap Nudd, the druid now blackens his face and visits 
  the nearest fallen warriors or gravesite. If none are within an easy 
  travel, then he simply abducts the nearest betrothed sister.  
   
  6. It is now time to guide the folk. Whether this involves teaching 
  them how to plough (the right way!), reciting bardic poetry, instilling 
  in them a respect for Nature, or just helping to remove an Afanc 
  (lake monster), the cleric of Cernunnos must do so or else 
  experience a reduction in spells available (50% chance for each 
  one), including possibly his Turn ability, until the next day. In any 
  case, Hu Gadarn would be proud! 
   
  7. Life and the Woodlands are balanced by Death and the 
  Underworld. Making sure he experiences both, the Cernunnian 
  druid must venture to either an underground spot (if above ground) 
  or back to the surface (if not). If he chooses to not make the trip, 
  then the cleric loses access to some of his magic for a time, as in 
  Wild Hunt result #6 above.  
   
  8. The cleric must sequester a nearby wilderness. Unless it is 
  already protected from the encroachments of civilization, he must 
  take steps to do so, a process that takes 2d6 hours and may lead to 
  problems with any encroachers that venture there (a base 50% 
  chance). If the cleric does not attempt to complete this Test, then 
  he loses some of his spells for the rest of the day, as per result #6, 
   
  9. Lost in the Woods. Wherever he is, the druid now becomes lost 
  and unable to find his way for the next 3d6 hours. There is even a 
  25% chance that he will temporarily slip into an Otherworld (as per 
  
  5 
  Wild Hunt result #13 below) for every 3 hours that he is lost. Any 
  companions he has during this time will also be so affected.  
   
  10. A mischievous nature spirit or fey takes an interest in the cleric 
  and his party. Whether it’s a Jack in the Green or a Leprechaun, 
  they will need to turn their clothes inside out and put their shoes on 
  the opposite feet, which results in a -5’ move penalty and some 
  raised eyebrows from onlookers or else suffer a -d6 penalty to all 
  rolls! In any case, the spirit will leave after d20 hours have passed. 
   
  11. The Green Man chuckles, knowing that the next spell the cleric 
  casts will affect a random target instead! The cleric will also lose 
  access to half of his spells for the rest of the day.  
   
  12. Who knows a Node? The druid will immediately sense which 
  direction the nearest one is and seek to visit there at his earliest 
  opportunity. For every mile he moves away from the Node though, 
  he suffers a cumulative -1 penalty to all his rolls. The situation lasts 
  until either he visits the Node or the next day dawns.  
   
  13. The Otherworld calls! The cleric (and anyone within 15’ of him 
  when this Test occurs) is immediately sent to one (see p.16) The 
  Otherworld diverges in 1d3 ways, but the travelers may return in 
  1d6 hours’ time via the location through which they entered.  
   
  14. Hermit. The druid must dwell alone, unable to do nothing but 
  wander and hear a bagpipe dirge, until at least 4d6 hours passes. 
   
  15. Challenge of the Wild. Lord Cernunnos sees fit to send a wild 
  beast to test the cleric. If he remains calm during the encounter (a 
  Wisdom check), then the beast simply departs after 2d8 rounds 
  time. If not, then the beast will cause 1d10 damage to the panicking 
  cleric and then leave. 
   
  16. Lord of the Wild. Each time this Test occurs, the druid becomes 
  more bestial or treelike in countenance, gaining one of the following 
  bonuses based on which part is affected. Worshippers of non-
  Nature divinities must save or react badly when they see the druid 
  though, with a -4 penalty per instance of this Wild Hunt result.  
   
  Head: Natural attack: 1d3 damage; Speak w/ beings of same type; 
  +4 to checks that involve spotting, hearing, or smelling things 
  Feet: +10’ speed; +2 to dodging out of the way; +2 to grappling 
  Body covering: improve AC bonus by 2; +6 to hide in natural areas 
   
  17. Such are the distortions of Cern that an Otherworld seeps into 
  the cleric’s current world. It now has 1 divergence, though people 
  can remember and even find evidence of the original way things 
  were with a successful Wisdom check. 
   
  18+ Cernunnos readies The Wild Hunt itself. Such an event occurs 
  around the druid sometime during the following night. It includes a 
  pack of nature spirits, fey, and/or ghosts and is led by an aspect of 
  Cernunnos himself! For the next 1d3 hours, the Hunt travels at 
  roughly 10 miles an hour, moving in a random direction each hour, 
  even flying if necessary, as well as compelling any other beings that 
  it encounters to join (save resists). Those who become part of the 
  Hunt will cause 1d20 damage to any structures they encounter and 
  to any beings who do not join with them. At the conclusion of the 
  Hunt, the immortal participants vanish and the mortal participants 
  may experience a variety of effects. Roll for each one: 
  [1] No memory of the Hunt: 75% chance; [2] Wild: 50% chance (as 
  per Wild Hunt result #4 above); [3] Transformed: 10% chance (per 
  result #16 above); [4] Lost in an Otherworld: 25% chance (per result 
  #13 above); [5] Found a Place of Great Evil: 35%; [6] Now Has a 
  Sense of Guilt: 95% if Lawful, 35% if Neutral, 0% if Chaotic. 
   
  For every Wild Hunt result over 18, the Hunt itself lasts for one 
  additional hour. Also, any participants in the Hunt with class levels 
  gain 5% additional experience points at its conclusion.  
   
   
  Cleric Spells (Cernunnos) 
  Clerics of Cernunnos have access to the following spells: 
   
  1st Level: Create Water, Cure Light Wounds, Detect Evil, Purify 
  Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary 
  (if in a wilderness area), Shield*, Animal CompanionD, Detect 
  Snares and PitsD, EntangleD, Invisibility to AnimalsD, Locate 
  CreatureD, Pass without TraceD, ShillelaghD, Speak with AnimalsD  
   
  2nd Level: Augury, Bless (requires sprigs of holly or mistletoe), 
  Delay Poison, Silence 15’ Radius, Snake Charm, BarkskinD, Charm 
  Person or MammalD, Find PlantD, StumbleD, Warp WoodD 
   
  3rd Level: Animal Growth, Cure Blindness, Cure Disease, Feign 
  Death, Locate Object, Remove Curse (reversible), Protection from 
  Normal Missiles*, Hold Animal ID, Neutralize PoisonD, Plant 
  GrowthD, SnareD, Stone ShapeD, Tree ShapeD 
   
  4th Level: Create Food & Water, Cure Serious Wounds, Divination, 
  Neutralize Poison, Speak with Plants, Sticks to Snakes, Polymorph 
  Self*, Hallucinatory TerrainD, PassplantD, Repel VerminD, Speak w/ 
  PlantsD, Summon Animal ID, Summon Sylvan BeingsD 
   
  5th Level: Commune, Cure Critical Wounds, Dispel Evil, Geas 
  (Quest), Plane Shift, Faithful Hound*, Animal GrowthD, Anti-Plant 
  ShellD, Commune with NatureD, Summon Animal IID, Tree StrideD 
   
  6th Level: Conjure Animals, Find the Path, Heal, Distort Distance*, 
  Repel WoodD, Summon Animal IIID, Transport via PlantsD 
   
  7th Level: Astral Projection, Control Weather, Gate, Regenerate, 
  Restoration, Maze*, Shape Change (animal or animal-hybrid forms 
  only)*, ReincarnateD, Transmute Metal to WoodD 
   
   
  Nodes 
  Such places of natural power where ley lines intersect, sacred to 
  Cernunnos and other Gods, harness the very essence of the Wild. 
  Roll thrice to determine each one’s characteristics. 
   
  d14 
  Node is a... 
  That grants/ causes visitors to... 
  1 
  Hill or Peak  
  +d6 to Casting Rolls 
  Never want to leave* 
  2 
  Lake 
  Teleportation 
  Flee in fear* 
  3 
  Fairy Ring 
  Fey Ream entrance 
  Leave an offering 
  4 
  Grotto 
  Underworld passage 
  Make a sacrifice 
  5 
  Grove 
  +3 to select rolls 
  Feel disoriented* 
  6 
  Megalith 
  Otherworld gateway 
  Fight 1d3 monsters 
  7 
  Spring 
  Healing 
  Duel 1d3 warriors 
  8 
  Glen or Dale 
  Remove a curse 
  Be overly friendly* 
  9 
  Cairn 
  Divination 
  Be very belligerent* 
  10 
  Great Tree 
  Extra daily spells 
  Deal with 1d6 Spirits 
  that are (roll 1d4): 
  [1] helpful, [2] hostile, 
  [3] indifferent, or 
  [4] strange.  
  See p. 40 for details. 
  11 
  Well 
  One wish attempt 
  12 
  Island 
  Use of a magic weapon 
  13 
  Pit 
  Visions 
  Suffer a curse* 
  14 
  Shrine 
  Multiple: Re-roll thrice 
  Accept a new quest 
   
  * Save negates 
   
  
  6 
  The Dagda 
  Neutral, The Good God and All-father 
    
   
   
  Tenets of the Dagda 
  * Use one end of your club to father many 
  * Support one’s clan and family 
  * Indulge! Enjoy! 
  * Use the other end of your club to bring death  
   
   
  Clerics of the Dagda 
  Special: Clerics of the Dagda are male and are also referred to as 
  druids. 
  Allowed Weapons: Club, two-handed club, maul, chariot 
  Allowed Armor: Hide, overalls, kilt, or lighter  
  Holy Symbol: Dagda’s Face, Spoked Wheel, Cauldron 
  Can Turn: None 
  Dagdan Way: Clerics of Dagda gain a +1 bonus to their Strength 
  and Constitution scores, as well as a +2 bonus to saves vs. magic. 
   
   
  Healing Side-Effects 
  The Dagda enjoys giving boon, but he might want something back 
  soon! Roll 1d12. 
   
  1. One end of the club heals; the other... Healing will occur, but 
  someone of the cleric’s choice, who is within 30’, gains the wound 
  or malady instead! 
   
  2. Smash what ails ye! It only takes one strike (and damage) from 
  the cleric’s club for the healing to work. And if so, it has double the 
  effect; that is, if the patient still lives! 
   
  3. Others need a-plenty too: The Dagda requires that the patient 
  donate 1d4 x 5% of his or her total wealth for the healing to work. 
  The cleric will then dispense it in a way that pleases the Dagda. 
   
  4. That really hits the spot! Got to have a large meal, otherwise 
  the patient won’t be healed. Resting upon a hill or against a tree 
  would also work.  
   
  5. And that works too! The cleric needs to ‘become a father’- just 
  as soon as the healing is finished... 
   
   
  6. Get smashed with what ale ye! The patient is healed. Beer, 
  mead, or some other alcoholic beverage will grant a 50% bonus if 
  taken before, during, and afterwards. The cleric will then be quite 
  drunk (-3d6 to all rolls) for the next 2d6 hours (no save). 
   
  7-8. Shove ye in a cauldron! Hopefully for the patient, it won’t be 
  boiling when the cleric tosses him in. In any case, he is healed and 
  with a 50% bonus if a large pot is available. 
   
  9-12. Good healing: The Dagda happily grants the healing and an 
  extra 2d6 hit points that last for 2d6 hours to boot! These can even 
  exceed the patient’s normal maximum amount of hit points. 
   
   
  Cauldron of the Dagda 
  The Good God tosses his faithful into the pot- what happens when 
  they come out is up to them! 
   
  Divine Tests 
  1. Time for a sit-down. The Dagda compels the cleric to do so for 
  the next 2d6 turns. If a harp, drink, feast, and/or suitable partner is 
  available though, then he need only take 1d6 turns instead. 
   
  2. The finer things in life make it worth living. Until he can partake of 
  wine, woman, song, and fare, the Dagdan suffers a -1 to all rolls.  
   
  3-4. Clan law is sacrosanct! The druid will immediately find and 
  notify the offender (a process that takes 1d6 turns) and let them 
  know whether they (roll 1d4): broke an oath, damaged a sacred 
  tree, defiled a cairn, or failed to have enough merriment in his or 
  her life. Failure of the offender to mend his or her ways will result in 
  a Divine Test from either Brigid, Cernunnos, Danu, or the Dagda 
  himself, respectively. 
   
  5-6. Taranis strikes in the distance, signaling the turning of the 
  Wheel of Time. Distracted, the cleric takes a -3 penalty to all his 
  Casting Rolls until the next dawn. 
   
  7. Time to raise up a family! The druid must start the process or 
  experience a reduction in spells available (50% chance for each 
  one) if he fails to do so with a willing woman by the next dawn.  
   
  8. The Cauldron provides a-plenty and the Dagdan should too. The 
  Dagdan must donate at least 4d6 gold pieces worth of food and 
  drink to his clan or the nearest local community by the next dusk- 
  and the Dagdan can certainly enjoy it too! If not, then he himself will 
  lose some of his magical power (as per Cauldron of the Dagda 
  result #7 above) until the following dusk! 
   
  9. The Good God is also the Good Striker. Inspired, the cleric must 
  whomp the nearest worthy target in a random direction with his club 
  or mallet. The target probably won’t like it, but the cleric will need to 
  do it or lose some of his spells (like in #7 above) until the next day.  
   
  10. Things should be simple. The Dagdan must now either destroy 
  the first written thing he finds or lay manure over at least a d10 
  square yard area. Though those who don’t appreciate the simple 
  things might have a problem, the Dagdan will lose some of his 
  power (see #7 above) until he does so. 
   
  11. Great knowledge might come to the druid, but also a strange 
  red hue to his skin. For the next 24 hours, he gains a +4 bonus to 
  his Intelligence, but also a 75% chance of any urban folk not taking 
  him seriously, no matter how smart he is. 
   
  12. See what my chariot can pull? Driven to show off the might of a 
  wagon or other wheeled vehicle (and the many horses that can pull 
  it), the Dagdan spends the next 2d6 hours riding around in one, 
  talking about it to others, working on making it more impressive, or 
  just seeing what extra cargo it can drag. If he doesn’t have a chariot 
  available, then he will spend this time searching for one. Whatever 
  the case, the Dagdan will do little else during this time and will also 
  forevermore be unable to park his chariot properly nor ride it quietly.  
   
  13. Aengus! The rascal is up to it again, confusing the cleric with 
  word-play, just like he did to the Dagda. As a result, the cleric’s next 
  
  7 
  spell accidentally affects a random target instead. What is more, the 
  cleric loses the right to stay in the last place he slept, either for ‘a 
  day and a night’ (roughly 24 hours) or for ‘day and night’ (forever). 
  There is an equal chance of either being the case. 
   
  14. Mimicking the Good God himself, the priest grows larger and 
  more stout, gaining +2 hit points permanently, but also causing his 
  buttocks to be exposed more often (a -6 penalty to Charisma 
  checks for 20% of his encounters). Every time he experiences this 
  Cauldron of the Dagda, the priest gains 2 additional hit points, but 
  the Charisma penalty also occurs for 20% more encounters, unless 
  of course those who encounter him don’t mind seeing his buttocks. 
   
  15. It is now his manhood that grows larger, causing the cleric to 
  gain a cumulative +2 bonus to Charisma rolls with potential mates, 
  but also a cumulative -1 penalty to Dexterity checks and a -5’ 
  penalty to speed, due to the increasing bulkiness of his member! 
   
  16. Is that Uaithne I hear? Dagda’s harp bursts from the nearest 
  wall in a random direction. It sounds wonderful, but it also has the 
  unfortunate side-effect of killing any men or other humanoids in the 
  way (save negates). Within a round, it is in the druid’s grasp, but 
  only has a 10% chance of remaining a magic harp. 
   
  17. You can’t be an All-father without an All-mother! The cleric must 
  find and couple with a suitable woman, one who has a Charisma 
  score of at least 12 + 1d6. Once found, the lovebirds will enjoy each 
  other’s company for the next 1d10 turns. One of the following 
  additional effects will occur as well (roll 1d4): [1] The Sun will not 
  change its position in the sky for the next 1d20 hours, [2] The cleric 
  gains a useful piece of knowledge, [3] A son will be born from the 
  union and seek revenge upon the cleric someday, [4] The cleric 
  must carry around his mate for the next 24 hours (Strength check). 
   
  18+ Into Undry with ye! The Good God takes his faithful and throws 
  him into his otherworldly cauldron, either by having him vanish for a 
  time or simply pulling him into the nearest container or body of 
  water. After 6d6 hours have passed, the priest reemerges (roll 1d8): 
  [1] Greatly satisfied (+5% experience points), [2] With two swine,  
  [3] Drunk and with a 1/2-full keg of ale, [4] With a suitable mate,  
  [5] With a random magic item,  
  [6] He doesn’t reemerge and remains in an Otherworld until 
  rescued,  
  [7] He reemerges Reincarnated (q.v.), [8] Re-roll twice.  
   
  For every Cauldron of the Dagda result over 18, increase the 
  duration of the priest’s time in the Cauldron by 3d6 additional hours. 
   
   
   
   
   
  Fianna (Fighter Option)  
  These extra-tribal Celtic warriors disdain the use of heavy armor 
  and most organization. Still, they are generally loyal to one another 
  when not being employed as mercenaries themselves. As a result, 
  Fianna gain a +5’ move bonus when wearing leather armor or 
  lighter, as well as a +1 damage bonus and a +1 save bonus per 
  odd level when being daring and honest (Per Referee: +1 at 1st 
  level, +2 at 3rd level, etc.)  
   
  No. Enc.: 1d12; Align: N; Mve: 45’*; AC 7; HD 1; Attk: 1; Dmg: by 
  weapon; SP: +1 dmg & +1 to saves per odd level when being 
  daring and honest; Sve: F1*; Mor: 8 
   
  Cleric Spells (the Dagda) 
  Clerics of the Dagda have access to the following spells: 
   
  1st Level: Create Water, Cure Light Wounds, Detect Evil, Light, 
  Protection from Evil, Purify Food and Drink, Remove Fear, Resist 
  Cold, Hold Portal*, ShillelaghD 
   
  2nd Level: Augury, Bless, Delay Poison, Hold Person, Holy Chant, 
  Resist Fire, Spiritual Weapon (appears as a club or mallet), 
  Amnesia*, Knock*, Shatter*, Strength*, StumbleD, Warp WoodD 
   
  3rd Level: Continual Light, Cure Blindness, Cure Disease, Locate 
  Object, Prayer, Remove Curse, Striking (on clubs or mallets), Stone 
  ShapeD 
   
  4th Level: Create Food and Water, Cure Serious Wounds, 
  Exorcise, Lower Water, Neutralize Poison, Protection from Evil 10’ 
  Radius, Hallucinatory TerrainD 
   
  5th Level: Atonement, Commune, Cure Critical Wounds, Dispel 
  Evil, Geas (Quest) 
   
  6th Level: Find the Path, Heal, Part Water, Stone Tell,  
   
  7th Level: Earthquake, Regenerate, Restoration, Resurrection, Fire 
  ChariotD, ReincarnateD 
   
     
     
   
   
  Hill Encounters 
  Life in the hills can be pleasant, though the Dagda might have 
  something more in store! 
   
  d10 
  Encounter  
  1 
  Weather change (d8): cooler, warmer, clearer, cloudier, 
  precipitation (start/end; more/less), windier, less windy, 
  or other (30% chance of being dangerous) 
  2 
  Terrain change (d8): more rocky, less rocky, flatter, 
  valley, trees, cabin (as per Folk, #7, below), stream, or 
  unstable (25% chance of spawning another encounter) 
  3-4 
  Hill beast(s) (d15): bear, bird, bird of prey, boar, cattle, 
  deer, fox, horse, rabbit, serpent, skunk, squirrel, wildcat, 
  wolf, or other (45% chance of being dire or dangerous) 
  5 
  Mishap (d4): fall, hot spring, rockslide, or sinkhole! 
  6 
  Notable Hills (d4): strange rocks, cave entrance,  
  node (q.v.), or scenic overlook 
  7 
  Folk (d5): bandits, hillbillies, miners, traveler (q.v.), or 
  other (35% chance of either being dwarven or 
  especially rustic; 15% chance of fetching something) 
  8 
  Supernatural (d7): angel, earth elemental, fey,  
  hill spirit, totemic spirit, undead, or other  
  (15% chance of being aggressive) 
  9 
  Monster(s) (d14): bugbear, centaur, giant, gnoll, griffon, 
  harpy, hobgoblin, manticore, minotaur,  
  ogre, satyr, troll, wyvern, or other 
  10 
  Roll on another Random Encounter Table (d6):  
  [1] Forest, [2] Meadow, [3], Mtn, [4] Road, [5] River,  
  [6] Other (roll on Table of Contents in Vol. I or Vol. II) 
   
  
  8 
  Danu 
  Lawful Great Mother of Nature, Rivers, Fertility, & Tribe 
   
   
    
  Tenets of Danu 
  * Honor the earth, life, waters, and tribe 
  * Be motherly in your care and generous to all 
  * Expand the domain of your people 
  * Be peaceful yourself, though others may fight on your behalf 
   
   
  Clerics of Danu 
  Special: All clerics of Danu are female and are also referred to as 
  druidesses or priestesses. 
  Allowed Weapons: None 
  Allowed Armor: None 
  Holy Symbols: Birds, Horses, Crops, Water 
  Can Turn: Those not living in harmony with nature (if not known: 
  65% chance if humanoid; 0% if wildlife; 35% otherwise) 
  Danann Mysteries: Up to once per day per level, a cleric of Danu 
  can gain a +2 bonus to one of her Casting Rolls when standing at 
  least barefoot upon natural earth. 
   
   
  Healing Side-Effects  
  The Great Mother provides generous healing and bounty, though 
  being in certain places or situations may still be required for the 
  effects to finally occur. Roll 1d12. 
   
  1. Cromlech: Return to your ancestors. The patient must either be 
  in a dolmen, a megalithic tomb, or else travel to one in order to 
  receive the healing effect. If not, the patient might actually see his 
  or her ancestors by dying in 1d6 days (save resists). 
   
  2. Adar Rhiannon: The sight or presence of birds is now needed 
  for the healing to work, otherwise the recipient will be transformed 
  into one for 1d20 hours if he or she still wants succor.  
   
  3. Way of Epona: It is now horses that are required, though they 
  may need to be eaten too after a primal ritual for the healing to 
  really occur (25% chance). 
   
   
   
   
  4. Fruitful One: Loving the Goddess is all that is required. Those 
  who don’t worship Danu, a related Goddess, or the earth, fertility, 
  flowers, or the like, will receive no healing though. 
   
  5. Tuathan: The cure is in the tribe. When the recipient is with his 
  or her own family, tribal group, party, or even the tribe of Danu (the 
  fey and/or faithful of other Celtic gods), the healing will happen.   
   
  6. Great Wheel: The healing will take place and, on the next 
  Seasonal Holiday: Imbolc, Beltane, Lughnasadh, or Samhain, the 
  recipient will also gain a +2 bonus to any saves and to their AC vs. 
  whatever specific type of danger necessitated the healing (e.g. a 
  type of disease, beast, or weapon), until the next Holiday. 
   
  7. Sidhe: The recipient is healed and with a 50% bonus if he or she 
  rests upon a fairy mound; encountering the fey or traveling to a 
  Fairy Realm (q.v.) just might also do instead (a 75% chance)! 
   
  8. Danube: The reach of the Great Mother flows everywhere. In this 
  case, healing occurs without restriction and with a 50% bonus if the 
  patient is bathed in a river.  
   
  9-12. Blessing of the Earth Mother: Danu is only too happy to 
  grant the healing, which is automatically at the full amount, as well 
  as also granting immunity to all disease for the next 1d6 days. 
   
   
  Way of the Great Mother 
  Danu lovingly bestows her bounty to make her followers more at 
  one with her again. 
    
  Divine Tests 
  1-2. The Great Mother calls, compelling her cleric to either enjoy a 
  Node, other natural place, or simply rest for the next 2d6 turns. 
   
  3. The flowing life of Danu has shifted, causing a -1 to all of the 
  priestess’s rolls. After an hour though, she realigns herself and the 
  penalty is gone. 
   
  4. Who speaks for the land? The cleric of Danu must take one 
  simple step to purify, nurture, or protect the earth, plants, animals, 
  waters, and/or local tribal people. She has a –1d6 penalty to all her 
  rolls until she does so. 
   
  5. Rhiannon rides forth in all her beauty and golden brocade upon a 
  white horse. The priestess must do so too, or else she will take a -3 
  penalty to all her rolls for the next day. And if she does, no one can 
  catch her until she dismounts. 
   
  6. It’s a large country for a lover’s voice. The druidess must either 
  add some domain for her tribe’s use or protect their existing realm. 
  If she is unable to do so by the next day, she experiences a 
  reduction in spells available (50% chance for each one) until the 
  following day, possibly including even her Turn ability. 
   
  7. Let the green life flow. Farmers, wilderness, animals, and even 
  nature spirits and fey benefit from the Goddess’s grace. The 
  priestess too must assist them in any way she can for at least 2d6 
  hours, or else she will lose some of her magical ability, as per Way 
  of the Great Mother result #6 above. 
   
  8. The living water gives us vigor and life. The Danann cleric must 
  now find and watch over a well, river ford, or beach for the next 1d8 
  hours. During that time, there is at least a 50% chance of someone 
  or something that lacks respect for the water arriving and the cleric 
  must do her best in dealing with it. If she fails to do so, then some 
  of her power is forfeit, just like in result #6 above. 
   
  9. And what better way to help one’s tribe than by marrying a 
  husband? Whether it be a Prince of Dyfed or a son of Clud, the 
  priestess must do so, or else give up some spells the following day. 
  If she is already betrothed, then no matter: it is her choice with 
  whom to be. 
   
  
  9 
  10. An Invasion is in order! If the cleric is already in a group that 
  fights strange people and takes their possessions (i.e. most 
  adventuring parties), then so much the better. If not, then she will 
  be immediately driven to do so, either joining with such raiders or 
  encouraging her own group or people to act in such a fashion. 
   
  11. The Firbolg must be defeated. Though she would never take 
  violent action herself, the Danann druidess can certainly encourage 
  her allies, while she uses her magic to drive off or subjugate at least 
  1d6 giants, other ‘bag men’, or even just rival tribe members within 
  1d6 days’ time. If not, then the druidess’s own lord will lose one of 
  his arms, whoever that may be (save resists). 
   
  12. Resonating with fertility, the priestess becomes even more 
  buxom and rubenesque like Great Danu. Every time she 
  experiences this Test, she gains a cumulative +1 bonus to her 
  Charisma and to all her healing-related rolls, thanks to her 
  endowments. In return, she also suffers a cumulative -1 penalty to 
  any rolls she would make that would cause direct harm, dodge out 
  of the way, or avoid being attractive.  
   
  13. The Power Places of the land are sacrosanct. The priestess is 
  compelled to venture to the nearest Ley Line or Node (q.v.), which 
  is 1d6 hours’ travel distant (if not immediately known). Whatever the 
  case, the priestess will be intuitively guided there and be unable 
  and unwilling to cast any spells until she reaches it, unless she or 
  one of her allies are in mortal peril. Still, once she finally arrives, 
  she gains double the normal benefit. 
   
  14. It is now time to vanquish the Fomorians! In a manner similar to 
  Way of the Great Mother result #11 above, the cleric of Danu must 
  now defeat at least 1d6 such giants- though misshapen humanoids 
  or any under-dwellers will do. In this case, if the cleric fails to do so 
  within 1d6 days, then her own lord will die (no save)! 
   
  15. Gwawl knows how dangerous a bag can be. The priestess feels 
  compelled to reenact the competition for Rhiannon and will 
  immediately find a bag to throw over the nearest worthy opponent 
  (an attack roll). She will then beat the bag (and the one inside) for 
  1d4 damage each round, enthusiastically encouraging others to do 
  so, as well. The unfortunate opponent will be able to do nothing 
  until he either saves or agrees to not seek revenge on the 
  priestess. What is more, the bag might also become one ‘that 
  cannot be filled until a noble declares it is so’ (a 25% chance). 
   
  16. An Island Otherworld, Fey Realm, or even the Underworld, 
  beckons. The druidess of Danu will immediately begin traveling 
  there, arriving within 1d4 hours, and spend an additional 3d4 hours 
  at that place. Once there, she will have experiences per the 
  Referee (and the random tables included in this work), take 2d20 
  damage, but gain 3% additional experience points upon her return. 
   
  17. As a follower of the Great Mother Goddess, the druidess 
  temporarily attunes with another female Divinity. She now 
  experiences the Test from either (roll 1d12) [1] Brigid, [2] Morrighan, 
  [3] Trivia, [4] Vesta, [5] Venus, [6] Artemis1, [7] Athena1, [8] Freya1, 
  [9] Hel1, [10] Hera1, [11] Skadi1, or [12] other. (1: see Vol. I) 
   
  18+ As the Goddess once was Tested, so too shall the cleric be. 
  For every Way of the Great Mother result over 17, she must sit for 
  one entire day by the gate of a castle, even offering to carry visitors 
  on her back as a beast of burden (a Strength check). Though trying 
  at times, the cleric will gain a greater understanding of such beasts, 
  gaining a +1 bonus for each day that she is Tested thus, to any rolls  
  related to them (saves, Casting Rolls, and the like). Last, all plants 
  and animals now grow hale and fertile in the cleric’s very presence.  
   
   
   
  Cleric Spells (Danu) 
  Clerics of Danu have access to the following spells: 
   
  1st Level: Create Water, Cure Light Wounds, Detect Evil, Protection 
  from Evil, Purify Food and Drink, Remove Fear, Resist Cold, 
  Sanctuary, Animal CompanionD, Faerie FireD, Speak with AnimalsD 
   
  2nd Level: Bless, Delay Poison, Hold Person, Holy Chant, Reveal 
  Charm, Charm Person or MammalD, Find PlantD, Obscuring MistD 
   
  3rd Level: Animal Growth, Cure Blindness, Cure Disease, Locate 
  Object, Remove Curse (reversible), Striking (on another’s weapon 
  only), Hold AnimalD, Neutralize PoisonD, Plant GrowthD, Stone 
  ShapeD, Tree ShapeD, Water BreathingD  
   
  4th Level: Create Food and Water, Cure Serious Wounds, 
  Divination, Protection from Evil 10’ Radius, Speak with Plants, 
  Polymorph Other* (into animal forms only), Hold Vegetation and 
  FungusD, PassplantD, Repel VerminD, Summon Animal ID, Summon 
  Sylvan BeingsD, Temperature ControlD 
   
  5th Level: Atonement, Commune, Cure Critical Wounds, Dispel 
  Evil, Geas (Quest), Anti-Plant ShellD, Commune with NatureD, 
  Summon Animal IID, Transmute Rock to MudD, Tree StrideD 
   
  6th Level: Conjure Animals, Find the Path, Heal, Part Water, Speak 
  with Creatures, Stone Tell, Summon Fey Servant (as Summon 
  Aerial Servant, but appears as a faerie), Anti-Animal ShellD, Repel 
  WoodD, Summon Animal IIID, Transport via PlantsD, Wall of ThornsD 
   
  7th Level: Restoration, Regenerate, Animate MineralD, Conjure 
  Earth ElementalD, ReincarnateD, Transmute Metal to WoodD 
   
   
  River Encounters 
  Life flows from the largest estuary to the smallest creek, bringing 
  Danu’s blessings upon plant, animal, and tribe. 
  d10 
  Encounter 
  1 
  Weather change (d8): cooler, warmer, clearer, cloudier, 
  precipitation (start/end; more/less), windier, less windy, 
  or other (20% chance of being dangerous) 
  2 
  Terrain change (d8): more hilly, flatter, lush meadow, 
  farm, trees, river widens, river narrows, or dwelling 
  3-4 
  River beast(s) (d12): bird, bird of prey, bug, crayfish, 
  fish, frog, leech, otter, snake, turtle, water fowl, or water 
  bug (25% chance of being dire and/or dangerous) 
  5 
  Mishap (d4): debris, rapids, no current, man overboard! 
  6 
  Notable (d7): fork in river, node (q.v.), scenic overlook, 
  fairy mound, orchard, berries, or combination thereof 
  7 
  Folk (d5): boat travelers, land travelers, sunbathers, 
  water bathers, or other (15% chance of being pirates!) 
  8 
  Supernatural (d5): aquatic undead, fey, river spirit, 
  water elemental, or other (35% chance of being 
  mischievous and/or alluring) 
  9 
  Monster(s) (d7): basilisk, fish men, frog men, gargoyle, 
  hydra, snake men, or water troll 
  10 
  Other: encounter occurs at one of the river’s  
  edges or spills over into the river. 
  Roll on another Random Encounter Table (d6):  
  [1] Forest, [2] Meadow, [3] Road, [4] Fen, [5] Hills, or  
  [6] Other (roll on Table of Contents in Vol. I or Vol. II) 
   
   
  
  10 
  Dis Pater 
  Lawful God of Death, the Underworld, & Riches  
   
   
   
  Tenets of Dis Pater 
  * Respect death and each individual’s time to die 
  * Honor the dead 
  * Avoid life, love, & cheer 
  * Amass great wealth for the Afterlife 
   
   
  Clerics of Dis Pater 
  Special: Clerics of Dis Pater are also referred to as priests and 
  priestesses. 
  Allowed Weapons: Rod (as mace), staff, spear, pitchfork  
  Allowed Armor: Any 
  Holy Symbols: Black sheep, Key, Cerberus, Black chariot 
  Can Turn: Healers, Undead 
  Plutonian Mysteries: Up to once per day per level, a cleric of Dis 
  Pater can gain a +2 bonus to one of his Casting Rolls when 
  standing underground, at a grave, or in a tomb. 
   
   
  Healing Side-Effects  
  The God of Death rarely gives healing easily. Roll 1d12. 
   
  1. Don’t Fear Thanatos: It appears that it is actually time for the 
  patient to enter Dis Pater’s dark domain forever. He or she is 
  healed, but must also save or mysteriously die 1d20 minutes later. 
  Children are immune to this result. 
   
  2. Shades of Healing: To balance the light that the cure would 
  create, Dis Pater releases a shade (q.v.) into the world at the place 
  of healing. It will respect the cleric and not attack the living until he 
  leaves the area. Afterwards, it will remain until either the sun shines 
  upon it or it is destroyed. In either case, it may not be so respectful.  
   
  3-4. Wealth Returns to the Earth: A suitable sacrifice of gold, 
  gems, or even harvest grain worth at least 1d100 gold pieces in 
  value must be returned to the earth in a suitably reverent and 
  fearful manner in order for the healing to take place. 
   
  5. Life’s Sacrifice: The healing will require a volunteer giving up 
  the same health or life force that the recipient would gain. The cleric 
   
  of Dis Pater must have both nearby for the healing to work.  
   
  6-7. The Dark Heart of Pluto: Some of the way of Dis Pater passes 
  into the patient, making him or her wish to follow the God’s Tenets 
  for the next 1d6 hours after receiving the healing, forsaking all other 
  impulse. 
   
  8. Avernian Healing: The recipient is healed and with a 50% bonus 
  if underground or in some other place associated with the dead or 
  lack of birds. 
   
  9-12. Plutonian Blessing: Dis Pater knows that the patient will be 
  visiting his domain soon enough and grants full healing along with a 
  +6 bonus to all saves vs. fear and death for the next 1d6 hours.  
   
   
  Dark Reward 
  Many fear the presence of Dis Pater’s clerics, for their God often 
  Tests those around the clerics as much as the clerics themselves. 
   
  Divine Tests 
  1. Death’s dark doom is inevitable. The priest must ponder this truth 
  for 2d6 turns and has a 50% chance of also needing to sacrifice at 
  least 1d6 x 10 gold pieces in treasure or goods. 
   
  2. What a mockery this life is. Unless the cleric is underground or in 
  some similarly dismal place, he will suffer a -1 to all rolls until the 
  next dusk. 
   
  3-4. We must be made ready for our final rest. When engaged in 
  some errand of accumulating wealth, respecting death, or reducing 
  liveliness, the priest suffers no penalty. When not, he suffers a -3 to 
  all rolls. This situation lasts until the next stroke of midnight. 
   
  5. The great Dis must be appeased! Whatever item the cleric last 
  held is now added to the Death God’s otherworldly hoard and is 
  now gone forever. If not, the last healing the cleric received is now 
  forfeit. 
   
  6. Sometimes object offerings aren’t enough. It is now the last adult 
  person or animal that the priest spoke to that is drawn forever into 
  the Underworld... or wherever their final reward lies. If the victim 
  would be a love one or great ally of the priest, then Dis Pater might 
  spare them, but the priest must then reroll the Test result (1d20) 
  and abide by the Death God’s final judgment.   
   
  7. The dead must rest. The priest shall now make one undead, 
  resurrected, or other being that has somehow cheated death return 
  to Dis Pater’s domain (typically by slaying them). Unless he does 
  so, the priest experiences a reduction in spells available (50% 
  chance for each one) until the next midnight, including possibly his 
  Turn ability. One who has helped another cheat death would also 
  be a suitable target: a fitting price paid for upsetting the 
  Underworld’s balance. 
   
  8. Are the dead honored here? The Plutonian cleric will find out, 
  whether by checking on the status of local ancestor veneration, 
  proper burial of the dead, or the like. Depending on the situation, 
  this typically takes 1d6 hours to complete and has a 20% chance of 
  provoking some sort of dangerous encounter (walking dead, 
  indignant locals, cave-in’s, etc.) each hour. If subject to more 
  pressing matters, then the cleric can avoid these tasks by 
  sacrificing some of his magic ability (like in Dark Reward result #7 
  above) instead.  
   
  9. Fun’s over. The priest accepts the pointlessness of mirth, but do 
  others? He must make sure, by stopping a song, intervening in a 
  kiss, snatching a treat, or the like. Such radical measures will most 
  likely result in outrage by the uninitiated (75% chance), but the point 
  will be made. If the priest decides not to do so, then he’ll lose some 
  of his magic for a time, just as in result #7 above. 
   
  10. Despair, despise... The darkness of death emanates quite 
  physically from the priest from now on, making others give into 
  
  11 
  either depression or anger. As a result, all those within 5’ of him, 
  either suffer a gloomy -2 penalty to all rolls or a wrathful +1 bonus 
  to all attack rolls (equal chance of each). Every time the cleric 
  experiences this Test, the area of this effect increases by 5’. 
   
  11. The simpler things do not fear death: perhaps they are so 
  blessed? Plants wither, animals recoil, vermin die, and the very air 
  itself is stripped of pollen and aroma at the Plutonian cleric’s 
  presence and touch. What is more, every time he experiences this 
  result, the effect increases 5’ further from him.  
   
  12. Life and love may be one, but not for the faithful of Dis Pater. 
  The priest now becomes infertile. Still, every time he experiences 
  this Test, one child relative of his (including one of his own, if he 
  has fathered children before this Dark Reward), will be spared once 
  from death, in order to balance the scales. 
   
  13. Like a Defixio (see Sidebar below), a curse ensues from the 
  cleric, making the next person he sees either suffer a -3 to all rolls, 
  fall in unrequited love, misplace their bath clothing, fail in their next 
  endeavor, or the like.  
   
  14. It is not just the living that fear final rest. The followers of Dis 
  have no fondness for those who would make a mockery of death. 
  The cleric now gains a +1 bonus to all rolls against the undead and 
  they will gain the same bonus against him in return. This Dark 
  Reward persists until the cleric’s own death and increases by 1 for 
  every time he experiences it. 
   
  15. Your light means nothing to me. The priest no longer gains any 
  benefit from the healing of clerics of unrelated Divinities, nor any 
  bonuses from motivational songs, augmenting magic, and the like. 
  Instead, he reduces any damage done to him by 1 each round for 
  every time he experiences this Test. 
   
  16. Casting off even more of the fetters of a false living life, the 
  Plutonian can now go 1 full day without needing to eat, drink, resist 
  disease, or breathe as normal mortals do. This benefit increases by 
  1 additional day for every time he experiences this Test. Some, 
  after realizing that he has such ability, might claim (a 50% chance) 
  that the cleric has become undead, but the cleric would then let 
  them know just how sorely mistaken they were.  
   
  17. Whether on his way to the Elysian Fields... or Tartarus, the 
  priest will need plenty to bring with him. As a result, he will 
  immediately stock his tomb with at least 50% of his current wealth 
  after experiencing this Dark Reward. What is more, he must also 
  take one more step to ensure its safety (by hardening the tomb, 
  putting in a guardian, assassinating one of the builders, or the like.)  
   
  18+ Proserpina: won’t you come with me? Even a cleric of the 
  Death God can get lonely. Imitating his Divinity, the cleric must 
  abduct a maiden and take her to his underground hold (or the next 
  closest thing). Such an endeavor generally takes 1d20 hours to 
  locate a suitable ‘Proserpina’ and then the cleric must have her with 
  him for at least 1 day in the Underworld (q.v.), plus 1 additional day 
  per Dark Reward result over 17. During this time, the cleric will 
  refuse to cast any spells, except ones directly related to holding on 
  to his new love, though he might be coaxed to adventure 
  underground with her. Of course, her love ones will attempt to 
  rescue her during this Test’s duration, having a base 25% chance 
  of success each day.   
   
   
   
  Cleric Spells (Dis Pater) 
  Clerics of Dis Pater have access to the following spells.  
   
  1st Level: Command, Cure Light Wounds (reversible), Create 
  Water (reverse), Light (reverse), Purify Food and Drink, Remove 
  Fear (reversible), Resist Cold, Sanctuary, Hold Portal*, Shield* 
  (made of darkness), Sleep*, Unseen Servant*, Pass without TraceD  
   
  2nd Level: Augury, Bless (reverse), Hold Person, Resist Fire, 
  Reveal Charm, Silence 15’ radius, Spiritual Weapon (held by a 
  grim, phantom guardian), Amnesia*, Invisibility*, Scare*, Feign 
  DeathD 
   
  3rd Level: Continual Light (reverse), Cure Blindness (reversible), 
  Cure Disease (reversible), Dispel Magic, Glyph of Warding, Locate 
  Object (reversible), Remove Curse (reversible), Speak with Dead, 
  Striking (on rods only), Infravision*, Haste* (reversed) 
   
  4th Level: Cure Serious Wounds (reversible), Dispel Evil, Detect 
  Lie, Divination, Exorcise, Neutralize Poison, Fear*  
   
  5th 
  Level: 
  Atonement, 
  Commune, 
  Cure 
  Critical 
  Wounds 
  (reversible), Repulsion* 
   
  6th Level: Animate Objects, Blade Barrier, Stone Tell, Summon 
  Aerial Servant (appears as a grim phantom), Word of Recall, Death 
  Spell*, Repulsion*, Anti-Animal ShellD, Repel WoodD,  
   
  7th Level: Restoration, Symbol, Antipathy*, Imprisonment*, Power 
  Word Kill*, Finger of DeathD, Summon Monster* (Cerberus Hound) 
   
  Defixio 
  These tablets are actually sheets of lead used to curse a target or 
  even worse, make them fall in love (which can also be considered a 
  curse). It takes roughly an hour to fashion one and grants a +6 
  bonus to cast any curse spell against the potential victim. Treat the 
  process as using a Magical Boon, except that only followers of 
  chthonic Divinities (like Dis Pater) can perform it. Last, a caster may 
  only have up to his level x 2 defixios usable at one time.  
   
  Once destroyed, the curse that is tied to a particular defixio is 
  automatically broken. 
   
  Shades 
  Such haunts might await their final reward, but will 
  still torment any mortals they encounter, especially 
  if recognized from their former life (a 25% chance).  
    
  No. Enc: 1d6; Align: C; MV 50’; AC 5*; HD 5; Atk: 1 
  (touch); Dmg: 1d6; SP: Cause fear, etherealness, 
  immune to normal weapons, +3 to all rolls if victim 
  recognizes Shade from former life; SV: F9; Mor: 9  
   
  Cerberus Hounds 
  Huge and vicious, these 3-headed dogs serve Dis Pater and have a 
  particular fondness for the taste of spirits and undead beings. 
   
  No. Enc: 1; Align: C; MV 60’; AC 0; HD 10; Atk: 3 bites; Dmg: 3d8 
  (per head); SP: Cause fear, detect invisible, immune to fear, +15 to 
  all rolls vs. spirits and undead; SV: F10, Mor: 11 
   
  
  12 
  Underworld Encounters 
  Dark realms beckon those who would entreat with the Dead, the God of the Dead, or the like. Such intrepid explorers might find an entrance to 
  the Underworld, while others might be sent as part of a powerful test or spell. Still more might even be the departed souls of slain characters, 
  where the exit would be their final reward.  
   
  To see what one might experience on a trip to the Underworld, first roll to determine the nature of the entrance. Then roll to determine what 
  locations the travelers visit. Last, roll to see what they encounter at each place (if anything).  
   
   
  d6 
  (roll 3x) 
  Entrance is a… 
  That… 
  And is also very … 
  1 
  Door 
  Is easy to access 
  Dark 
  2 
  Pit, Hole, or Chasm 
  Causes 1d20 damage to those who enter 
  Forbidding 
  3 
  Gate 
  Must be forced open (requires a STR check) 
  Foul 
  4 
  Lake 
  Requires a coin or other offering to enter 
  Morbid 
  5 
  Cave entrance 
  Is guarded by a monster! (roll 1d8+1 below) 
  Otherworldly 
  6 
  Fog or Mist 
  Requires a specific key 
  Innocent-seeming 
   
   
  d20 
  Location 
  d10 
  Encounter (33% chance) 
  1 
  Dark Cavern: torches and other 
  light sources expire 10x faster 
  11 
  Styx: visitors must save or hate 
  each other, 50% chance of even 
  attacking each other until they save 
  1 
  1d8 mortal visitors: roll on 
  Profession table (p. 28) 
  (75% chance of being afraid) 
  2 
  Strange Cavern: visitors must save 
  every 1d6 rounds or become 
  disoriented for 1d6 rounds 
  12 
  Lethe: visitors save or forget their 
  former lives; those who drink from 
  the river fail automatically 
  2 
  1d4 Harpies, Erinyes, Gorgons, or 
  Lampades (Nymphs)  
  (50% chance of being deceptive) 
  3 
  Seems like an outdoor area in the 
  upper world (75% chance of being 
  strangely different though) 
  13 
  Acheron: travelers feel intense pain 
  and suffer a -2 to all rolls for the 
  next 2d3 hours 
  3 
  1d6 Shades (p.11), Ancestral 
  Spirits (p.39), or terrified Undead 
  4 
  Seems like a building in the upper 
  world (85% chance of being 
  certainly odd) 
  14 
  Phlegethon: fire burns visitors for 
  1d10 damage per round  
  while there 
  4 
  1d6 Demons, Devils, Golems, 
  Minotaurs, or Shades  
  (75% chance of being hostile) 
  5 
  Shrine of a God (as appropriate or 
  determine at random) 
  15 
  Cocytus: travelers are deafened 
  from all the wailing for the next  
  2d3 hours 
  5 
  Cyclops or Avernian Centaur (bigger, 
  meaner version that might also be 
  cycloptic) 
  6 
  Subterranean Pool (50% chance of 
  having something dangerous 
  inside; 20% chance of having 
  something valuable) 
  16 
  Winding labyrinth (Intelligence 
  check to avoid becoming lost) 
  6 
  Hydra, Chimera, or Cerberus Hound 
  (25% chance of being able to be 
  placated by something the visitors 
  have with them) 
  7 
  Forbidding Hall (25% chance of 
  spawning 1d3+1 Encounters,  
  rather than just 1) 
  17 
  Alcove: Mirror, or Fireplace (save 
  or become entranced looking at it) 
  7 
  Charon: will ferry travelers to another 
  Location for a price (but don’t pay him 
  until...) or Deceased Love One 
  8 
  Chasm Edge (opposed Strength 
  checks to push foes to their doom!) 
  18 
  Otherworldly spot or Portal that is 
  (1d6): Angelic, demonic, elemental, 
  haunted, fey, or other. 
  8 
  Personification of (roll 1d4): Death, 
  Discord, Hunger, or the like  
  (save or flee)! 
  9 
  Bridge Over a Chasm  
  (Dexterity checks: fail twice and fall 
  to one’s death!) 
  19 
  Dark room (15% chance of having 
  something useful) 
  9 
  Hazard (roll 1d4): Noxious fumes, 
  stumble, hallucination, or cave-in! 
  10 
  Crypt or Tomb (25% chance of also 
  holding 2d6 skeletons, zombies, or 
  something worse) 
  20 
  Exit to (1d5): Tartarus (very nasty), 
  Asphodel (flowery meadows), 
  Elysium (heavenly), Other Plane of 
  Existence, or the mortal world 
  10 
  Dis Pater or other deity: Charisma 
  check to bring back a lost loved one 
  (if they don’t look back)- failure 
  means the petitioner remains too 
  
  13 
  Lugh 
  Lawful Long-Armed God of Skill, Truth, Heroism, & Light  
   
   
   
  Tenets of Lugh 
  * Hone and demonstrate your many skills 
  * Expand your horizons 
  * Be truthful and just 
  * Defeat great evil with clever strikes 
   
   
  Clerics of Lugh 
  Special: Clerics of Lugh are usually male and are also referred to 
  as druids. 
  Allowed Weapons: Spear, sling, sword, dagger 
  Allowed Armor: Chainmail or lighter 
  Holy Symbol: Tricephalic face, Crow, Hound, Shoes 
  Can Turn: Cycloptic beings, Fomorians and other mutants 
  Ildánach: Clerics of Lugh are skilled in many arts. As a result, they 
  may attempt to perform any ability available to any class, such as a 
  thief’s skill, a magic-user’s spell, a fighter’s attack, or even that of 
  some more mundane profession. Lugh’s clerics may attempt to do 
  so up to once per day per level and have a base 8% chance per 
  level of being successful with each attempt.  
   
   
  Healing Side-Effects 
  Lugh bestows healing upon those who show great skill. Roll 1d12. 
   
  1. Who shall ye best, better than all the rest? The patient is 
  healed, but must then score at least 3 hits on an opponent within 1 
  hour’s time, or else the healing ends up only having 1/2 the effect. 
   
  2. ‘Tis sweet music to me ears! Yes, the healing may occur, but 
  only if the patient plays a nice tune upon a harp 
   
  3. What can ye craft? The recipient must make something in honor 
  of Lugh, worth at least 1d6 gold pieces, or else the spell will be 
  forfeit. 
   
  4-5. Nothing better than a pigskin... The patient needs to be 
  wrapped in one for the healing to work. Most clerics of Lugh have 
  one around for just such an occasion (a base 50% chance). 
   
   
  6-7. What boon have ye for me? The patient is healed and Lugh 
  has need of one of his or her skills: either the ability to fight with a 
  certain type of weapon or use a certain spell. If the patient allows it 
  to be taken, then Lugh returns it the next day with a +1 bonus that 
  lasts for 24 hours. 
   
  8. I’ll be a-giving that too. As results #6-7 above, except that Lugh 
  also bestows 50% extra healing, whether a skill is taken or not. 
   
  9-12. Blessing of Ildánach: Not only is the recipient healed 
  automatically for the full amount of the spell, but he or she also 
  gains a +1 bonus to all rolls for the next 3d4 rounds. 
   
   
  Lámhfhada (Long-Armed Skill) 
  Lugh tests his faithful to see if they are as artful and as resourceful 
  as he. 
   
  Divine Tests 
  1. Take inventory of your skills. The druid must do little else for 2d6 
  turns, unless he can beat a worthy opponent in a competition first. 
   
  2. How about a game of ficheall? The cleric must now win a match 
  of Celtic chess, requiring a partner, three successful opposed 
  Intelligence checks in a row, and about 1d6 turns of time. Until he 
  wins, the cleric suffers a -3 to all rolls unrelated to the game. 
   
  3-4. Mimicking the grandfather (and foe) of great Lugh, the druid 
  too must walk around on one leg and with one eye shut for the next 
  24 hours. Though this might confuse the followers of Balor (a 50% 
  chance), it also has the unfortunate consequence of having the 
  druid only being able to move at 1/2 speed and suffer a -6 to all 
  peripheral vision, balance, and depth perception-related checks. 
   
  5-6. Do you have what it takes to pass the Gates of Tara? The 
  cleric must demonstrate his many skills by besting at least three 
  opponents, who are at least as skilled as him, in three different 
  ways, whether it be at crafting, fighting, music, poetry, magic, or 
  some other skillful endeavor. If he fails at any of the challenges, or 
  fails to find worthy challengers by dusk, then the cleric will be 
  unable to cast some of his spells the following day (50% chance for 
  each one), possibly including his Turn ability, until the following day. 
   
  7. Failinis! C’mere boy! The druid must find the fabled hound-whelp 
  of Lugh. Though the chances of finding this amazing beast are slim 
  (1% per turn searched), he must do so for at least 1d6+4 turns or 
  else lose some of his magic like in Lámhfhada results #5-6 above. If 
  he does happen to find the nigh-unstoppable, fireball-breathing, 
  water-to-wine transmuting beast lord, then he better hope Failinis is 
  friendly (an 85% chance)! 
   
  8. The cut of Fragarach is clean and true. If the cleric has told a lie 
  anytime 1d6 days prior, then he is gently struck by Lugh with his 
  mighty sword. The cleric takes 1d8+3 damage, which can only be 
  healed at a maximum of 1 hit point per day (healing magic won’t 
  work on it). If such a strike would slay the cleric, then he simply 
  forfeits some of his spells (like in results #5-6 above). If the cleric 
  has remained honest and broken no oaths for those 1d6 days 
  though, then he suffers no ill effect instead. 
   
  9. Too hard to get a head, eh? The druid needs one to make a 
  tathlum: a sling stone made of brain cement, as well as some other 
  unusual ingredients. If a head can be acquired, then it takes 1d6 
  hours for the druid to make one. This magic weapon, usually only 
  available when a druid of Lugh is Tested thus, will cause 4d20 
  damage to the first mortal target it hits (save for 1/2 damage) and 
  then lose its power. If the druid doesn’t have time to work on the 
  tathlum, then he gives up some of his magic as per results #5-6. 
   
  10. The cleric must now attempt to make a magic spear to idolize 
  Lugh’s own Gae Assail or else give up some of his magic for a time 
  (see results #5-6). It takes 1d6 hours to attempt to make the spear 
  and then, at its conclusion, the cleric needs to roll a d20, adding his 
  
  14 
  level and his Intelligence modifier. If he fails to total 25 or more, 
  then the spear isn’t magical and he forfeits some of his power. If 
  successful though, then he now has a +1 spear that returns on 
  command after being thrown.  
   
  11-12. Just as in the tragedy of the sons of Tuireann, the druid is 
  immediately turned into a pig and must avoid dogs and other 
  predators. Though the situation lasts for the next 1d12 hours, any 
  humans who do kill the druid in this form will be later sent on nearly-
  impossible quests by Lugh as a result (per Referee). 
   
  13-14. It is now Arianrhod, Silver Wheel Goddess and mother of 
  Lleu, who Tests the cleric by cursing his manliness. The first time 
  he experiences this Lámhfhada, the cleric and everyone else he 
  knows forgets his name until he rolls a natural 20 on a ranged 
  attack. The second time, he is unable to use melee weapons until 
  he rolls a natural 20 on a test of story-telling or harping. And the 
  third time, he is unable to have a wife until he rolls a natural 20 on a 
  Casting Roll (and thereby creates an automaton beauty of branches 
  and flowers who will eventually betray him). In all cases, the cleric 
  may only make such attempts to remedy the curse in the normal 
  course of his day, during situations that would normally call upon 
  such talents. Subsequent results of this Test begin the cycle anew.  
   
  15. In honor of great Lugus’s triple nature, the druid himself 
  becomes Tricephalus (3-faced) for the next 3d6 hours. Though he 
  gains the talent for not being surprised and being able to say three 
  things at once (decreasing the casting time of most spells by 1/3), 
  75% of those he encounters will either run in fear from him (if 
  weaker) or attack (if of the same strength or stronger).The only 
  exceptions would be those who follow Lugh, those who have 
  already seen the druid this way, and/or those who have some other 
  reason for not minding those with three faces. 
   
  16. Balor must be defeated, or at least, one of his kin! A Fomorian 
  Giant (q.v.) arrives within 2d20 minutes to battle the cleric and any 
  of his allies. The fight is to the death, though the cleric of Lugh 
  gains a +3 to rolls against it if he only uses his sling. 
   
  17. The druid relives the betrayal of Lleu by Blodeuwedd, potentially 
  suffering a 3-fold death at the hands of Gronw Pebr himself. The 
  cleric must immediately make three saves: the first to avoid being 
  turned into an eagle, the second to avoid being entangled in a net, 
  and the third to avoid being slain by a Chaotic spear. The first two 
  effects are curses that will last until removed; the last, well... 
   
  18+ Lughnassad approaches! Whether it is actually time for the 
  Early Harvest Festival or not, the cleric spends 1 day per 
  Lámhfhada result over 17 preparing for it. This process involves 
  participating in athletic contests, matchmaking (unlike the way of 
  Unharmonia, q.v., hopefully), forging contracts, mountain climbing, 
  and similar activities. For each day that this Test lasts, the cleric 
  must make three ability checks as he competes with others. Each 
  time he succeeds, he gains a 1% experience bonus. Each time he 
  fails, he takes 1d20 damage from injuries, other contenders, and 
  the like. The cleric will do little else during this time and refuse any 
  healing or magical aid for his competitions. Last, if this Test 
  happens to occur around the actual time of Lughnassad, then its 
  duration is doubled! 
   
   
  Cleric Spells (Lugh) 
  Clerics of Lugh have access to the following spells. In addition, they 
  gain a +2 bonus to all Elaboration rolls (q.v.), since they are so 
  skilled in many things, including magic. 
   
  1st Level: Cure Light Wounds, Detect Evil, Detect Magic, Light, 
  Protection from Evil, Purify Food and Drink, Remove Fear, 
  Comprehend Languages*, Message*, Faerie FireD, Pass without 
  TraceD, ShillelaghD 
   
  2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, 
  Holy Chant, Spiritual Weapon (a Spear), Feign DeathD, Obscuring 
  MistD 
   
  3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel 
  Magic, Prayer, Remove Curse (reversible), Striking (on spears, 
  slings, or swords), Hold AnimalD, Neutralize PoisonD, SnareD 
   
  4th Level: Cure Serious Wounds, Divination, Protection from Evil 
  10’ Radius, Tongues, Enchant Arms*, Polymorph Self* 
   
  5th Level: Atonement, Commune, Cure Critical Wounds, Dispel 
  Evil, Flame Strike (appears as a heavenly sling-stone striking), 
  Geas (Quest), Faithful Hound* 
   
  6th Level: Find the Path, Heal, Speak with Creatures, Summon 
  Aerial Servant 
   
  7th Level: Holy Word, Restoration, Wind Walk, Fire ChariotD, 
  ReincarnateD  
   
   
  Druids (Cleric Option) 
  All Celtic Divinity entries mention that their clerics can also be 
  druids. Referees wishing to make distinct Celtic druid characters 
  can do so by altering a cleric: 
   
  * Replace select clerical spells with druidical ones.  
   
  * Add the sickle (scimitar) to the Allowed Weapon list in return for 
  losing access to another weapon. Also cannot wear metal armor. 
   
  * Can cast one of the following 1st level druid spells at will, rather 
  than be able to Turn: Detect Snares & Pits, Faerie Fire, Invisibility 
  (Animal), Locate Creature, Pass without Trace, or Speak with 
  Animals 
   
   
   
  Gaesatae (Fighter Option)  
  With limed hair, woad-paint, carnyx horn, and severed heads, these 
  brazen Celtic warriors throw themselves into battle. When fighting 
  with such decor against foes that fail a save vs. fear, they gain a +1 
  to hit and damage bonus per odd level (+1 at 1st level, +2 at 3rd 
  level, etc.), but also suffer an AC penalty of 2. What is more, 
  Gaesatae may wear no body armor, but often wear little else 
  anyway. 
   
  No. Enc.: 1d6; Align: N; AC 9*; HD: 1+2; Attk: 1*; Dmg: by weapon*; 
  Mve: 40’; SP: +1 to hit and +1 to dmg per odd level, but also a -2 to 
  AC when fighting brazenly; Sve: F1; Mor: 9 
   
   
   
   
  
  15 
  Manannan Mac Lir 
  Neutral Lord of the Seas and the Ways Between 
   
   
   
  Tenets of Manannan Mac Lir 
  * The seas and paths flow everywhere... travel them 
  * Explore the new lands and Otherworlds that you may find 
  * Help others to find their way too 
   
   
  Clerics of Manannan Mac Lir 
  Special: Clerics of Manannan are also referred to as druids and 
  druidesses. Many results mention those being from an Otherworld. 
  If not known, the chance is actually a base 25% for any being 
  actually originating from an Otherworld, even if they don’t realize it. 
  Allowed Weapons: Sword (any), spear, sling 
  Allowed Armor: Chainmail, scale mail, or lighter 
  Holy Symbol: Spiral Triskelion, Chariot, Waves 
  Can Turn: Those that are from an Otherworld 
  Manx Mysteries: Clerics of Manannan can reroll the result of a 
  random encounter or even a divergence when traveling to an 
  Otherworld (see following page). They may do so up to once per 
  day per level, but must abide by the 2nd result. 
   
   
  Healing Side-Effects  
  Manannan Mac Lir shows how restorative travel can be. Roll 1d12. 
   
  1-4. Yer actually fine somewhere else... The patient will receive 
  healing, as well as an Otherworldly shift. In this case, roll on the 
  Otherworlds Table (see following page). The patient remains in his 
  current world, but also experiences the divergence rolled. For him, 
  the change is real, though others won’t experience it and will think 
  him simply suffering from bad memory (e.g. “He’s always been 
  king!” or “Chartreuse is red, not yellow-green!”)  
   
  5-8. Ye need to travel! If the patient is in a foreign land, on a body 
  of water, or in an Otherworld, then he is healed and with a 50% 
  bonus. If not, he only receives 1/2 the healing amount. 
   
  9-12. Oh, the worlds: Not only is the patient healed for the full 
  amount, but he can now also sense the direction to the nearest 
  Otherworldly being, portal, or the sea for the next 1d6 turns. 
   
   
   
  Wave Sweeper (Scuabtuinne) 
  The seas flow through this world and the next. Manannan wants 
  his druid to remember that. 
   
  Divine Tests 
  1. This place seems different. Disoriented, the druid examines his 
  surroundings closely for the next 2d6 turns. If it is actually an 
  Otherworld, then he need not take that time. 
   
  2. Are you from this land too? Unsure, the Manx cleric will suffer a 
  -1 to all rolls for the next 1d6 hours, unless dealing with someone 
  who is from an Otherworld or is also a follower of Manannan. 
   
  3. Who knows where the sea flows? The druid suffers a -3 to all 
  rolls for the rest of the day as he tries to solve the riddle. 
   
  4. The cleric now has an aura of Otherworldliness. For every time 
  he experiences this Wave Sweeper result, the cleric suffers a 
  cumulative -1 penalty to Charisma checks, 50% of the time, when 
  dealing with those not from an Otherworld. 
   
  5. If the skies align, then the druid’s magic will travel. For the next 
  4d6 hours, the druid will only be able to cast his spells if the stars, 
  moon, sun, comets, and/or other celestial phenomena are in 
  proper alignment. If not known if this is the case, then the chance 
  of it being so is 50% per spell, but spells that are usable at this 
  time are twice as powerful: they have double their normal effect.      
   
  6. Set sail! Whether a river, lake, or ocean, the cleric must be on or 
  adjacent to a body of water for his magic to work. Treat this Wave 
  Sweeper result as #5 above, except that if it’s not known if a body 
  of water is in the area, there is a base 50% chance of it being so, 
  depending on the general terrain. 
   
  7. Strange steps are needed for the druid’s magic to happen. Treat 
  as #5 above, except that the druid will need to either walk around a 
  bend, pass through a doorway, or go down a hole in order to use 
  his magic instead. If not known, there is a 75% chance of one or 
  more of these features being available at a particular locale, but 
  the walking required will also add 1d4 rounds to the casting time 
  for all the druid’s spells while this Test occurs (4d6 hours). 
   
  8. It is now a mirror, rearranging certain letters on an obscure 
  device, entering a labyrinth, being in a storm, or some other 
  unusual object or event that the cleric will need first for his magic 
  to work. Treat this result like #5 above, except that if it’s not known 
  if any of these features are available, then there is only a 25% 
  chance of at least one being so.  
   
  9. Where did I leave my mistletoe? A random possession of the 
  druid’s goes missing. Some might blame the fey, Attraction’s Law, 
  or just poor memory, but the druid knows that it has been actually 
  drawn into an Otherworld for a time! Whatever the case, he will 
  find the item again 1d100 (then roll 1d5): minutes, hours, days, 
  months, or years later.  
   
  10. I thought you were dead!? The Cosmic Mandala (or its Celtic 
  equivalent) can be strange and a random individual that the cleric 
  knew to be dead is now alive! In fact, 1d6 x 10% of people that he 
  meets from now on will also remember that he was dead too. 
   
  11. The druid nods off to sleep for the next 1d3 hours, dreaming of 
  other places. Though he might be unprotected during this time, he 
  does have a 25% chance of actually waking up in an Otherworld 
  (q.v.) 
   
  12. The sea spirit of Manannan becomes more present, causing 
  the area to flood. All within 1d20 x 100 feet of the cleric when this 
  Test occurs will soon be under 1d20 half feet of water for 3d6 
  turns. 
   
  13. Who knows how the Seas flow? The next spell the druid casts 
  will affect a random target instead. 
   
  
  16 
  14. One of the druid’s alternate reality doubles arrives! Any who 
  see the druid and his double will probably be perplexed as to who 
  is who, and even if the original is the one who remains, he’ll be 
  greatly changed by the experience nonetheless. Whether it was to 
  assist or kill him, the (remaining) druid will now either be more 
  peaceful or violent (equal chance of each) and must make a 
  Wisdom check to be otherwise in future situations that could 
  trigger his new outlook. In any case, there will only be one druid 
  (left alive) again after 1d20 rounds’ time has passed. 
   
  15. I don’t belong here! If in an Otherworld, the cleric will suffer a 
  cumulative -1 penalty to all his rolls for every time he experiences 
  this Wave Sweeper result. The effect lasts until he either returns to 
  his home world or voyages to a different Otherworld. 
   
  16. A dimensional vortex forms around the cleric and any others 
  that are in the same building or immediate area when this Wave 
  Sweeper occurs. For the next 1d12 hours, the area is cut off from 
  all else except for various Otherworlds that mirror the immediate 
  area. All who attempt to leave during that time will have a 50% 
  chance of experiencing result #14 above by running into one of 
  their doubles or even additional divergences if they make more 
  escape attempts. 
   
  17. Echtra! The Manx cleric (and anyone within 10’ of him when 
  this Test occurs) immediately is sent on such an Otherworldly 
  adventure for the next 24 hours (see Otherworlds table adjacent). 
  The Otherworld diverges in 1d3 ways. The cleric may hope that he 
  reaches Emhain Ablach: Manannan’s own Isle of Apples, but he 
  may not. 
   
  18+ Manannan sees fit to send the cleric and those within 10’ to an 
  Otherworld- permanently this time. For every Wave Sweeper result 
  over 17, the new Reality will diverge in 2d3 additional ways and 
  the area around the cleric of those also drawn in increases by 10’. 
  Those wishing to return home again will not only have to find a 
  way to leave that world, but must find the correct world when they 
  do escape, since entering another Otherworld would require rolling 
  yet again on the Otherworld table... 
   
   
  Cleric Spells (Manannan) 
  Clerics of Manannan have access to the following spells. 
   
  1st Level: Create Water, Cure Light Wounds, Detect Otherworldly 
  (as Detect Magic, but picks up those from and related to 
  Otherworlds), Resist Cold, Sanctuary, Locate CreatureD (if on an 
  Otherworld), Comprehend Languages*, Hold Portal*, Message*   
   
  2nd Level: Augury, Bless, Delay Poison, Resist Fire, Reveal 
  Home World (as Reveal Charm, but determines what Otherworld a 
  being is actually from), Silence 15’ Radius, Spiritual Weapon (a 
  Sword), Obscuring MistD, Invisibility*, Knock*, Rope Trick* 
   
  3rd Level: Cure Blindness, Cure Disease, Locate Object (by 
  knowing what Otherworld it went to), Prayer, Remove Curse, 
  Striking (on spears, slings, or swords), Speak with Dead (by 
  bringing the Underworld to the location for the spell’s duration), 
  Blink*, Water BreathingD 
   
  4th Level: Create Food and Water (pork & seafood only), Cure 
  Serious Wounds, Detect Lie (requires a goblet), Divination, Lower 
  Water, Dimension Door* 
   
  5th Level: Commune, Cure Critical Wounds, Plane Shift, Contact 
  Other Plane*, Distort Distance*, Passwall*, Teleport* 
   
  6th Level: Find the Path, Heal, Part Water, Summon Aerial 
  Servant (a steed), Word of Recall, Fragarach (as Magic Sword*, 
  but made of flame), Gate* 
   
  7th Level: Astral Projection, Regenerate (requires a cauldron), 
  Restoration, Water Walk (as Wind Walk, but works on water), 
  Water Chariot (as Fire ChariotD¸ but made of water), ReincarnateD 
  (requires getting an Otherworldly double)  
  Otherworlds 
  Whether arriving via a spell, portal, celestial event, storm, divine 
  test, or simply going around the bend, there are an infinite number 
  of places that the Seas of Manannan can take intrepid explorers. 
  To generate these ‘alternate realities’, roll on both of the following 
  tables to determine how the new land diverges, what that means 
  for at least one of the travelers, and how extensive the change is.  
   
  Note that some divergences might logically suggest additional 
  divergences from the travelers’ current world. For example, an 
  Otherworld with a different level of economic prosperity than the 
  travelers’ home might also end up having a different ruler, 
  competing group, or the like.  
   
  d40 
  DIVERGENCE 
  The Otherworld has (a) different... 
  1 
  Item status  (replaced, 
  changed, or gone) 
  21 
  Cleanliness and/or effect 
  on visitor’s vital humors  
  2 
  Ruler, ruling group, or 
  political structure 
  22 
  Geography (landforms 
  and/or water bodies) 
  3 
  State of conflict:  
  war or peace 
  23 
  Occupational role for one 
  of the travelers 
  4 
  Competing groups 
  (political, religious, etc.) 
  24 
  Civilization (Celt, Greek, 
  Norse, Roman, or other)  
  5 
  Level of economic 
  prosperity 
  25 
  Frequency and/or nature 
  of magic items and spells 
  6 
  Status of traveler’s 
  enemy: now alive,  
  dead, or friend 
  26 
  Status of traveler’s friend 
  or love one: now dead, 
  alive, or, enemy 
  7 
  Gender situation (role, 
  tendency, type) 
  27 
  Worse version of 1d6 of 
  the travelers (doubles) 
  8 
  Social customs 
  (greetings, decorum) 
  28 
  Relative location of 
  settled places 
  9 
  Level of technology 
  (seems like time travel) 
  29 
  Amount of inhabitants 
  (more or less) 
  10 
  Better version of 1d6 of 
  the travelers (doubles) 
  30 
  Selection of people 
  (some new or missing) 
  11 
  Major Divinity or 
  Divinities altogether 
  31 
  Atmosphere  
  (visual and/or visceral) 
  12 
  Word spelling and/or 
  symbol appearance 
  32 
  Written account, tenet, or 
  famous quote 
  13 
  Level of overall difficulty 
  of all tasks 
  33 
  Relative flow of Time 
  (noticed upon return) 
  14 
  Level of general 
  optimism/ kindness 
  34 
  Frequency and/or nature 
  of supernatural beings 
  15 
  Level of general hostility 
  from Nature 
  35 
  Celestial object or objects 
  (sun, moon, stars, etc.) 
  16 
  Race (50% chance of 
  also being dominant) 
  36 
  Ability of women to love 
  and be held accountable 
  17 
  Fauna (35% chance of 
  also being dominant) 
  37 
  Law of Magic (Boons, 
  Casting Rolls, etc.) 
  18 
  Flora (20% chance of 
  also being dominant) 
  38 
  Rule of Grammar or 
  Referee’s Choice 
  19 
  Level of decadence, 
  morality, and/or 
  licentiousness 
  39 
  Plane of Existence*: 
  Greek or Norse 
  Otherworld (see Vol. I) 
  20 
  Climate, Weather,  
  and/or Seasons 
  40 
  Plane of Existence*: Fey 
  Realm or Underworld 
  * Divergent Planes of Existence will also likely have their own laws 
  of physics and will be noticeably different to all upon arrival. 
   
  Roll thrice to determine the details of the Divergence 
  d8 
  The Divergence is*... 
  Modifier^ 
  Extent 
  1 
  Utopian 
  +10 
  Widespread 
  2 
  Much better 
  +4 
  Widespread 
  3-4 
  Better 
  +2 
  Regional 
  5-6 
  Worse 
  -2 
  Regional 
  7 
  Much worse 
  +4 
  Localized 
  8 
  Completely bizarre 
  -10 
  Localized 
   
  * From at least one of the traveler’s perspectives  
  ^ Applied in appropriate situations, based on Divergence type
  
  17 
  Mars 
  Lawful God of War, Discipline, & Agriculture 
    
   
   
  Tenets of Mars 
  * Practice war to secure a better peace 
  * Follow orders  
  * Have strict discipline 
  * Also attend to farming and the home front 
   
  Clerics of Mars 
  Allowed Weapons: Spear, mace, short sword, javelin 
  Allowed Armor: Any 
  Holy Symbol: Spear, Wolf, Woodpecker 
  Can Turn: Cowards, Those who fight without honor 
  Martial Leadership: Any fighting within 60’ of the cleric of Mars and 
  who are also under his direct command gain a +1 bonus to their ‘to-
  hit’ rolls. 
   
   
  Healing Side-Effects 
  Followers of Mars apply their strict martial principles to healing too. 
  Roll 1d12. 
   
  1. Triage: We may need to remove it. The patient is healed, but 
  also takes 1d4 damage to a random ability score and even has a 
  20% chance of losing an extremity or body part: see following page 
  for body part affected. 
   
  2. Some bleeding: The patient obviously has too much blood in 
  him. He takes -1d6 to all his rolls for the next 1d6 hours in order for 
  the healing to work.   
   
  3. A sacrifice to Mars: A pig, ram, or bull must be slain first and 
  then a portion given to the patient for the healing to work. 
   
  4. Your diet is off: The recipient needs to adjust his or her food 
  intake in order to recover. He or she must stay on a strict regimen 
  for at least 1d3 days, otherwise the healing is lost. 
   
  5. Let’s spread some herbs on it:  Unless the cleric has some on 
  hand, he must seek out some herbs to heal the patient- a process 
  that typically takes 1d4 turns in an area that might have them. 
   
   
   
  6-7. Proper prayer and ritual need be performed: Depending on 
  the ailment, it will take d30 minutes for the healing process to be 
  complete, during which time the cleric will be busy chanting.    
   
  8. Heal the soldier: The healing occurs and with a 50% bonus if 
  the injury or affliction was acquired during battle.  
   
  9-12. Martial healing: Mars grants the subject automatic full 
  healing from the spell and also a +1 bonus attack with melee 
  weapons for the next 1d6 turns.  
   
   
  Sacramentum 
  Mars requires his clerics to adhere to strict military discipline. 
   
  Divine Tests 
  1. The cleric must spend at least 2d6 turns either training, reviewing 
  his tactics, or offering sacrifice to Mars. 
   
  2. Now the cleric is flogged for his transgression, taking a -1 to all 
  his rolls for the next 1d6 hours, due to the disgrace. 
   
  3. Castigatio: the cleric has clearly failed and takes d4 damage, 
  either from himself or a superior officer. That should set him right. 
   
  4. Work on your training first. Until the cleric can score a hit in 
  actual combat, he suffers a -3 penalty to all his Casting Rolls.  
   
  5. March! That will be 1d6 miles, cleric. He’ll suffer a -3 to all rolls 
  until he completes the trek, which requires time and a Constitution 
  check for every mile traveled, with a cumulative -1 penalty.  
   
  6-7. An animal sacrifice is now required by Mars: a pig, a ram, or a 
  bull. Until he does so, the cleric experiences a reduction in spells 
  available (50% chance for each one), possibly including his Turn 
  ability, for the rest of the day. 
   
  8. Fortifications need to be built. The cleric must supervise the 
  building and/or improvement of a nearby defensive area, requiring 
  at least 4d4 hours’ time and gold pieces. Until he does so, the cleric 
  also loses some of his magical power, as per Sacramentum results 
  #6-7 above.  
   
  9. Like the sacred Salii, the cleric too must don archaic armor and 
  leap about in praise of Mars, suffering an AC penalty of 2 and 
  requiring a Dexterity check in order to fight each round. He must do 
  so for at least 1d6 hours. If not, then the cleric will forfeit some of 
  his powers, like in results #6-7. 
   
  10. An army travels on its stomach. It is now farming that the cleric 
  must espouse. As in Sacramentum results #6-7 above, he will lose 
  some of his spells until he spends 4d4 hours and gold pieces 
  working at farming or assisting the followers of his mother, Juno. 
   
  11. Chariot-race for the glory of Mars. It need not be some Campus 
  Martius, nor does the cleric even need to win, but he must engage 
  in one in order to keep his powers, like in results #6-7 above. 
   
  12-13. Rival Gods must be captured. The next idol or cleric of a 
  non-Roman god that the Martial cleric encounters must be taken 
  back with him to a temple of Mars. Though possibly a difficult and 
  arduous task, the cleric (and any others who pray at that temple) 
  will gain a +3 bonus to all magical rolls made against followers of 
  that rival God for the next 12 hours.  As long as the idol or cleric 
  remains so sequestered, that temple will continue to bestow that 
  boon.  
   
  14. In a manner similar to the spear of his God, the cleric’s own 
  spear now vibrates whenever danger approaches. Unfortunately 
  though, the vibration also causes the cleric to suffer a cumulative -1 
  ranged to hit penalty for every time he experiences this Test. This 
  penalty does not apply to melee attacks though. 
   
  15. Mars thought he was marrying Minerva, but he instead became 
  betrothed to Anna Perenna. As a result, the cleric gains a 
  
  18 
  cumulative AC penalty of 1 whenever he experiences this Test, but 
  also a +2 bonus when dealing with peasants, seasonal effects, 
  time, and/or old women. 
   
  16. Look at my Venus! A beautiful woman (Charisma of 14 + 1d4) 
  comes to be with the now-alpha male cleric. They might conceive a 
  Cupid-like child (30% chance), but a powerful smith or other man 
  will become the cleric’s mortal enemy forever (100% chance). 
   
  17. This crime against Mars is so grave that it requires Fustuarium. 
  The cleric is immediately cudgeled to zero hit points by either those 
  around him or by Numina spirits if alone. He may then bleed to 
  death unless someone intervenes to stabilize him (a base 50% 
  chance). Whatever the case, the cleric is now fully forgiven and any 
  remaining Divine Triggers reset to zero. 
   
  18+ Decimation. Some of those around the cleric will also be 
  punished now. The cleric suffers Fustuarium (see #17 above). In 
  addition, one combatant within 30’ of the cleric, selected at random, 
  is also slain. If no one is within range, then the range increases by 
  30’ more until someone can be selected. For every Sacramentum 
  result over 18, one additional person is reduced to zero hit points as 
  well. Few might wish to revive the cleric after this. 
   
   
  Cleric Spells (Mars) 
  Clerics of Mars have access to the following spells: 
   
  1st Level: Command, Cure Light Wounds, Detect Evil, Protection 
  from Evil, Purify Food and Drink, Remove Fear (reversible), Resist 
  Cold 
   
  2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, 
  Resist Fire, Strength 
   
  3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of 
  Warding, Prayer, Remove Curse (reversible), Striking  
   
  4th Level: Cure Serious Wounds, Detect Lie, Divination, Exorcise 
  Neutralize Poison, Protection from Evil 10’ Radius 
   
  5th Level: Atonement, Cure Critical Wounds, Flame Strike 
   
  6th Level: Blade Barrier, Heal 
   
  7th Level: Restoration 
   
   
  Combat Wound Location 
  d20 
  Body Part Affected 
   
   
   
   
  1-3 
  Leg or foot  
  10-15 
  Shoulder, arm, or hand 
  4 
  Loins! 
   
  16-17 
  Neck or throat 
  5-6 
  Stomach   
  18 
  Eye, nose, ear, or finger(s) 
  7-9 
  Chest or back 
  19-20 
  Head or face 
   
   
  Gladiators (Fighter Option) 
  Gladiators gain a +1 damage bonus per odd level when someone 
  else is watching them fight (as a spectator) and when specially 
  equipped as per their type (see below).  What is more, they can 
  also cause a reroll on the Battle Events table (see opposite) when 
  the roll would affect either them or an adjacent ally, up to once per 
  day per level.  
   
  No. Enc.: 1d3; Align: any; Mve: [see below]; AC [see below]; HD 
  1+3; Attk: 1; Dmg: by weapon* [see below]; SP: +1 dmg per odd 
  level & reroll 1 Battle Event per day per level; Sve: F1; Mor: 6  
   
  Hoplomachus: spear, dagger, small shield, helm, medium gladiator 
  armor. Mve: 35’; AC 4 (front)/ 7 (rear)  
   
  Retarius: trident, weighted net, dagger, no armor.  
  Mve: 40’; AC 8 (front)/ 10 (rear) 
   
  Samnite: short sword, tower shield, helm, heavy gladiator armor. 
  Mve: 30’; AC 2 (front) /6 (rear). A.k.a. ‘Murmillo’ or ‘Secutor’. 
   
  Thracian: curved short sword, small shield, helm, no armor.  
  Mve: 40’; AC 6 (front)/ 8 (rear)  
  Battle Events 
  In honor of Mars, use this table to add vigor to protracted battles. 
  For every 3 rounds of melee, each character experiences a Battle 
  Event. When this occurs, roll a d20. Add the character’s to hit 
  bonus, minus their opponent’s. The result is the Event that the 
  combatant experiences.  
   
  For example, a 1st level fighter (with a +1 to hit bonus) that is 
  fighting a 5 HD ogre (with a +5 to hit bonus) would roll d20 - 4. The 
  fighter only totals a 5 though, so he gets parried and might even 
  drop his weapon. Let’s hope he rolls better next time! 
   
   
   
   
  EVENT 
  d20 + [Character’s ‘To-hit’ Bonus] – [Opponent’s ‘To-hit’ Bonus 
  1- 
  Stumble: DEX check  or 
  now prone and take 8 
  penalty to AC 
  11 
  Grapple/ pummel: 
  opposed STR checks; 
  loser Stumbles (see 1-) 
  2 
  Winded: CON check or 
  must rest for 1d3 rounds 
  or take -6 to all rolls 
  12 
  Robust hack: +2 to hit, 
  but must also make a 
  DEX check or AC is 
  reduced by 2 for 1 round 
  3 
  Weapon broken?  
  85% chance if wooden; 
  35% chance if all metal 
  13 
  Press: STR check to 
  push foe back 1d3 x 5 
  feet; may follow foe 
  4 
  Weapon stuck in either 
  nearby object or last foe 
  hit: STR check to be able 
  to use it again 
  14 
  Vantage point: all who 
  stand at combatant’s 
  current position improve  
  their AC by 1d4 
  5 
  Heavy parry: STR or 
  DEX check or weapon is 
  dropped 
  15 
  Melee opportunity:  
  can make an extra attack 
  this round 
  6 
  Stunned: lose 1 attack 
  this round 
  16 
  Tactical insight: gain an 
  extra action this round 
  7 
  Shield or armor 
  damaged: AC reduced by 
  4 until repaired/ replaced 
  17 
  Mighty thrust: +3 to hit 
  and damage, but AC is 
  reduced by 3 for 1 round 
  8 
  Distraction (blood spray, 
  gore, debris, etc.): save 
  or -2 to hit for 1d3 rounds 
  18 
  Telling slash: +2 to hit 
  and  +2d6 damage; Foe 
  takes -1 penalty to all 
  rolls for 1d6 rounds 
  9 
  Rattled: must make 
  Morale or WIS check or 
  fall back 1d10 x 5’ 
  19+ 
  Mortal blow: +3 to hit and 
  +3d6 damage; if hit, foe 
  makes CON check or  
  random body part is lost; 
  Armor improves check by 
  its AC bonus 
  10 
  Outmaneuvered: 
  AC penalty of 2 until 
  combatants reposition 
   
  Legionaries (Fighter Option) 
  Well-organized, these soldiers fight in strict unison. They wear 
  banded armor or chainmail, along with tower shields, short swords 
  and pilum (javelins that cannot be thrown back). What is more, 
  Legionaries improve their AC bonus by 1 and gain a +1 damage 
  bonus per odd level when they are fighting with allies adjacent. 
   
  No. Enc.: 1d8; Mve: 30’; AC 1*; HD 1; Attk: 1; Dmg: by weapon; SP: 
  +1 dmg & to AC per odd level with allies adjacent; Sve: F1, Mor: 10 
  
  19 
  Mercury 
  Neutral God of Messengers, Trade, Travel, & Luck 
    
   
   
  Tenets of Mercury 
  * Guide others on their travels 
  * Support trade, commerce, and invention 
  * Understand the importance of luck 
  * Be clever: demonstrate that to others 
   
   
  Clerics of Mercury 
  Special: Clerics of Mercury are also referred to as priests or 
  priestesses.  
  Allowed Weapons: Staff, caduceus (mace) 
  Allowed Armor: None 
  Holy Symbol: Caduceus, Winged Sandals, Winged Hat 
  Can Turn: Any foes who are larger than the cleric. 
  Mercurian Mysteries: Clerics of Mercury can gain a +2 bonus to 
  one of their Casting Rolls, up to once per day per level, when upon 
  a road or at a market. 
   
   
  Healing Side-Effects 
  Mercury 
  guides 
  his 
  faithful 
  and 
  his 
  patients 
  to 
  greater 
  understanding, whether in matters of health or not. Roll 1d12. 
   
  1. Trickster? Unless the recipient makes a successful Intelligence 
  check, he receives 1d4 damage to a random ability score along 
  with being healed.  
   
  2. Ram-bearer: A ram must be sacrificed, then its blood or flesh will 
  allow the healing to work.  
   
  3. Touch of the Caduceus: Two celestial snakes entwine around 
  the patient’s affliction, visible only to him or her and the priest. If the 
  patient is in balance (signified by making a successful Wisdom 
  check if unknown), then the healing occurs normally. If not, then the 
  snakes cause 1d8 damage along with any healing. 
   
  4. To a Herm: The patient must be brought before an image of a 
  God, a shapeless column of wood or stone, or even a pile of rock. 
  Then, and only then, will the healing happen. 
   
   
  5-6. Traveler: The patient is healed, but only if he or she has 
  walked or rode at least 1d4 miles that day. If not, then the patient 
  gains 25% of the spell’s healing for every mile of that amount that 
  he or she does travel, up to a maximum of 100%.  
   
  7. Lucky? Roll any die. Healing will occur, but with either 50% 
  bonus healing if evens are rolled or 50% less healing, if odds. 
   
  8. Oneiropomp: The patient is healed and, if he or she also sleeps 
  for 1d8 hours afterwards, dreams a healing dream. Upon 
  awakening, the patient gains 50% extra healing and can also save 
  to remember some helpful insight or clue (per Referee). 
   
  9-12. Blessing of Mercury: The healing works automatically, and 
  at the spell’s full amount. In addition, if the patient makes an 
  Intelligence check, then he or she gains a 5’ speed and +1 initiative 
  bonus for the next 1d6 hours. 
   
   
  Psychopomp 
  Mercury helps to guide his faithful’s souls to greater understanding. 
   
  Divine Tests 
  1. What new endeavor shall be made? The Mercurian priest must 
  ponder this for the next 2d6 turns or else make a sacrifice equal to 
  1d6 x 10 gold pieces instead. 
   
  2-3. How much do you appreciate luck? For the next hour, the cleric 
  will find out by rolling an additional 1d8-5 along with any roll he 
  makes. He then applies the result to the roll, effectively modifying it 
  by anywhere from +3 to -4. 
   
  4. In the Olden Days, Mercury focused more on the trade and travel 
  of shepherding and grain. His priest too must now engage in such 
  pursuits, for at least 1d4 hours, or else suffer a -3 to all rolls until the 
  next dawn. 
   
  5. The cleric can do nothing else besides practice Logos for the 
  next 1d3 hours, gaining a +1 bonus to his Intelligence and 
  Charisma rolls for the following 12. One must be a skilled and 
  clever communicator in order to enact trade, travel, and invention. 
   
  6. Who is swifter than the faithful of Lord Mercury? The priest must 
  find out by rolling initiative against the next three people he 
  encounters. If successful, then he is unaffected. If he fails at any 
  one of them though, then the cleric will experience a reduction in 
  spells available (50% chance for each one), possibly including his 
  Turn ability, for the rest of the day.  
   
  7. What can the cleric acquire through his own craft? The Mercurian 
  must liberate an object worth at least 1d100 gold pieces from the 
  possession of others without them realizing it. Such an endeavor 
  would require the cleric making an Intelligence or Dexterity check 
  with the targets opposing with their Intelligence or Wisdom. Failure 
  on the cleric’s part may also make the targets irate, since they 
  would most likely take him for being a thief (75% chance). Until the 
  cleric is successful, he will lose access to some of his powers, as 
  described in Psychopomp result #6 above. 
   
  8. With so many new places to discover, it would be unfortunate if 
  the cleric didn’t travel somewhere new. In fact, until he does travel 
  at least 4d4 miles to a different place or a different part of a place 
  he’s already been to, he forfeits some of his magic (see result #6 
  above). 
   
  9. Trade requires correspondence, and correspondence requires 
  trade. The Mercurian too must encourage this now, engaging in 
  trade with someone or something he’s never dealt with before. 
  Doing so will restore his lost power, as per result #6 above. 
   
  10. The priest must now invent something useful to keep his 
  powers. The invention could be something completely new, even a 
  successfully Elaborated spell (q.v.), or simply a different use for an 
  already invented object. Making a convincing argument that an 
  
  20 
  invention is actually something useful might be difficult though (per 
  Referee). Otherwise, the cleric may have to wait until the next day 
  to use some of his powers again, just as in result #6.    
   
  11. Peace! All within 60’ of the Mercurian cleric must save or stop 
  fighting. This effect lasts for 4d6 turns or until any of those affected 
  are attacked. 
   
  12. Someone needs a guide. Just as Mercury does for Father 
  Jupiter, the cleric must immediately assist Mercury by leading 
  another to where he or she must go. The journey will take 1d4 
  hours to find the individual and another 1d4 hours to lead them in 
  the right direction. The cleric’s companions may accompany him on 
  the journey if they wish, but he himself must go immediately. 
   
  13. Whether it be for recompense for cattle theft or reward for 
  inventing a musical instrument, the priest of Mercury must spend at 
  least 10 x d20 gold pieces or equivalent barter on the next 
  merchant he meets- double that if he or she happens to be a 
  follower of Apollo or the like (a 20% chance if not known) . 
   
  14. Someone needs to be liberated. As in Psychopomp result #12 
  above, the cleric must find another, but in this case they are 
  imprisoned and must be freed. The cleric only has a base chance 
  equal to 40 + 5% per level of succeeding in the liberation attempt. If 
  successful, then the cleric returns with 1d20 hit points in damage 
  and may go about his normal business. If he fails, then he only has 
  the same percent chance of avoiding being captured himself!  
   
  15. Something needs to be liberated. In this case, it is an item that 
  Mercury needs retrieved. Follow the guidelines for Tests #12 &14 
  above, except that the Mercurian’s chance of success is only 20 + 
  5% per level, and if he fails, he is automatically captured. 
   
  16. In an attempt to settle an old score against his Divinity, a 
  Panoptic giant will track down the priest in 1d20 hours and try to kill 
  him. Treat the monster as a Fomorian (q.v.) with eyes all over its 
  body, giving it the ability to never be surprised. Whether the giant 
  avenges Argus or not depends on how the battle goes, for the cleric 
  and his companions must fight for their very lives when it arrives.  
   
  17. Escorts can become hard to resist. The Mercurian priest is sent 
  a nymph (whether Fair Maiden or Fey) to accompany for the next 
  2d6 hours. For each hour that he is her escort, the priest must save 
  to resist copulating with her, or else either become unable to speak 
  (like with Larunda) or no flowers will bloom- all within 60’ of him 
  suffer a -2 to all rolls due to sadness (like with Chloris). Such 
  punishments are considered curses on the priest for failing to apply 
  the appropriate definition of ‘escort’ in this case.  
   
  18+ The cleric is immediately judged by the Gods. He must make 
  twelve Intelligence checks to try to prove his innocence. For each 
  one the cleric fails, he is struck by a stone that causes him 1d8 
  damage. For each one he makes, the stone is only thrown at his 
  feet instead. If still alive, the cleric will return after 24 hours, gaining 
  1% additional experience points for every 2 Intelligence checks he 
  made. And for every Psychopomp result over 18, the cleric is 
  judged 6 additional times and gone for 6 additional hours, making it 
  increasingly likely that he will end up in the Underworld after the 
  trial instead. 
   
   
  Priests & Mystics 
  Not all devotees of the Gods are as battle-ready as standard 
  clerics. Those wishing to focus on the more spiritual and magical 
  aspects of their Divinity can be played as distinct class variants: 
   
  * Priests & Mystics both give up the ability to wear any armor or 
  use shields and also fight as magic-users. 
   
  * Priests can cast one additional 1st level spell per day. 
   
  * Mystics can learn one additional spell per level from any class 
  list, as long as it doesn’t cause direct damage and still falls within 
  their Divinity’s purview.  
   
  Cleric Spells (Mercury) 
  Clerics of Mercury have access to the following list of spells:  
   
  1st Level: Cure Light Wounds, Detect Evil, Detect Magic, 
  Protection from Evil, Purify Food and Drink, Remove Fear, Resist 
  Cold, Sanctuary, Pass Without a TraceD, Feather Fall*, Floating 
  Disc*, 
  Identify*, 
  Jump*, 
  Message*, 
  Read 
  Languages*, 
  Ventriloquism* 
   
  2nd Level: Augury, Bless, Delay Poison, ESP, Find Traps, Detect 
  Invisible*, Invisibility (if wearing a hat or cloak)*, Knock*, Levitate (if 
  wearing sandals)*, Magic Mouth*, Rope Trick*  
   
  3rd Level: Cure Blindness, Cure Disease, Locate Object, Prayer, 
  Remove 
  Curse, 
  Speak 
  with 
  Dead, 
  Blink*, 
  Clairaudience*, 
  Clairvoyance*, Fly (requires sandals)*, Gust of Wind*, Haste* 
   
  4th Level: Cure Serious Wounds, Detect Lie, Dispel Magic, 
  Exorcise, Protection from Evil 10’ Radius, Tongues, Hallucinatory 
  TerrainD, Arcane Eye*, Dimension Door* 
   
  5th Level: Atonement, Cure Critical Wounds, Dispel Evil, Quest, 
  Plane Shift, True Seeing, Control WindsD, Distort Distance* 
   
  6th Level: Find the Path, Heal, Speak with Creatures, Word of 
  Recall, Arcane Window* 
   
  7th Level: Astral Projection, Gate, Restoration, Wind Walk, Vanish* 
   
   
     
   
   
  Magic-Users 
  It would befit such spellcasters to make 
  Casting Rolls too, just as clerics do. Not only 
  that, but magic-users should be able to 
  Elaborate and use Boons to both strive for 
  greater magical effect and to make their spells 
  easier to cast. Consult the following table to 
  see what sort of Tests magi might experience. 
   
  Test 
  type 
  Result 
  I 
  Strangeness: Odd lights and/or sounds appear. All those 
  within 5’ of the caster must save or take a -1 to all rolls for 
  the next 1d6 turns, due to distraction. The phenomena will 
  reflect the nature of the magic being used. 
  II 
  Hexed: Caster takes 1d6 damage and must save or now 
  cause a constant, permanent Type I effect. Further 
  instances of this Test increase the range by 5’. 
  III 
  Transformation, Temporary: Caster takes 2d6 damage 
  and must save or have a random body part changed for 
  the next 1d100 hours. This transformation will match the 
  magic being used and bring either horror or fascination to 
  those not familiar with such things. What is more, each 
  change has a 25% chance of being useful.  
   
  For example, if the Test is triggered by a fire spell, then 
  the caster’s arm might turn red, be always very hot to the 
  touch, or even be inflamed. There’s a 25% chance that 
  this could be used to attack foes, otherwise it’s just weird.  
  IV 
  Transformation, Permanent: Caster takes 3d6 damage 
  and must save or experience a constant Type III effect. 
  Additional instances of this Test will affect other parts of 
  the caster’s body, making him or her become more 
  obviously supernatural in countenance over time.  
  V+ 
  Banishment: Caster takes 4d6 damage and must save 
  or be sent to an Otherworld that matches the nature of the 
  magic being used for the next 1d3 days. For each Test 
  type over V, increase the damage by 2d6 and the 
  duration of the banishment by 1d3 additional days. 
   
  
  21 
  The Morrighan 
  Chaotic Triple Phantom Queen of War, Darkness, & Fate 
   
   
   
  Tenets of the Morrighan 
  * Train the worthy 
  * Cause fearful appreciation for fate and the cycles of life 
  * Promote havoc and war! 
  * Make others respect your sovereignty via the land 
   
   
  Clerics of the Morrighan 
  Special: Clerics of the Morrighan are female and are also referred 
  to as priestesses or druidesses. 
  Allowed Weapons: Spear, dagger, sword 
  Allowed Armor: Chain or lighter 
  Holy Symbols: Crow, Black-haired Woman, Crossed Weapons 
  Can Turn: Those who defy their destiny or the cycles of life (if not 
  known: 75% chance if human; 0% if wildlife; 25% otherwise) 
  Mysteries of the Phantom Queen: Clerics of the Morrighan can 
  gain a +2 bonus to one of their Casting Rolls when in a 
  disorganized battle or fight, up to once per day per level.  
   
   
  Healing Side-Effects  
  The Morrighan demands a hefty price for those who would seek 
  succor from her clerics. Children and other innocents experience no 
  such side-effects though. Roll 1d12. 
   
  1. Bean Nighe: The recipient’s time has drawn too near and they 
  will actually die in the next d100 hours, unless they suckle at the 
  breast of the Washer at the Ford (a Wisdom and a Dexterity check). 
  If not, they won’t receive any healing, but they also won’t have to 
  worry about doing the wash much longer. 
   
  2. The Crow Caws at Battle-tide... The healing occurs but all 
  those who witness it (including the patient, but not the cleric) must 
  make a save or flee in terror for the next 1d6 rounds, due to the 
  arrival of a terrifying crow, crow-sound, or the like. 
   
  3. Pay Purchase for Ye Succor! The patient receives healing, but 
  someone else, determined at random, takes on the injury or malady 
  instead. 
   
   
   
  4. Avalonian Taste: For the healing to come to pass, an apple is 
  required. When the recipient bites into it- another requirement of the 
  healing- then he or she also has a 10% chance of falling into an 
  eternal sleep (until dispelled; save negates).  
   
  5. A lean hag, quickly hopping: An aspect of the Morrighan 
  rapidly arrives and bestows the healing upon the patient. He or she 
  gains an AC bonus of 2, as well as a Charisma reduction of the 
  same amount, as a result of the inspiration and the trauma of such 
  a visit. Both effects diminish by the next day. 
   
  6-7. Lomnocht Havoc: What better way to receive healing than 
  fighting to the death in the nude, wild-painted, carrying firebrands, 
  and shrieking madly? If the patient was injured already while 
  fighting in this manner, then he or she gains 50% extra healing. If 
  not, then he or she only receives normal healing. 
   
  8. Strength in the Land: Healing will occur, and with a 50% bonus 
  if the patient ventures to a nice fen, pleasant scene of bloodshed, 
  relaxing area of anarchy, or suckles at a teat. Such sights are worth 
  seeing, whether in this life or the next. 
   
  9-12. Blessing of the Morrighan: The recipient is fated to receive 
  the healing, automatically for the spell’s full amount, as well as 
  gaining a +1 bonus to melee damage rolls for the next 1d6 turns.  
   
   
  Strife 
  The Morrighan, as also Badb, Nemain, and Macha, delights not 
  only in war, but in the other terrors of life. 
   
  Divine Tests 
  1. It is time to train. A warrior under her tutelage must practice for 
  the next 1d6 turns, but also gains a +1 to all ‘to-hit’ rolls for the 
  following hour. If no warrior is available, then the priestess must 
  dwell on the ways of Fate during that time instead. 
   
  2. The Morrighan seems displeased and causes all warriors allied 
  and within 30’ of the cleric to suffer a -1 to all ‘to-hit’ rolls for the 
  next hour. This should teach them how to fight better! 
   
  3. The priestess temporarily gains the Visage of Badb for a time, 
  becoming more crow-like, boiled, and/or bloody. This situation lasts 
  for 1d6 hours, doing little to help in her diplomacy (automatically 
  failing in such cases), while making her appear more fearsome (+5 
  to all rolls intended to scare others). 
   
  4. The Spirit of Nemain begins to influence those around the 
  priestess, causing discord to break out. All within 60’ of her must 
  save or begin to argue for the next 1d4 minutes. Those who are 
  already experiencing antipathy or who fail very badly will even 
  resort to violence! 
   
  5. All bow before Queen Macha! Any who are within 60’ of the cleric 
  when this Strife occurs must immediately save. Those who fail must 
  bow to and serve the Morrighan’s druidess for the next 3d6 rounds 
  or else take 3d6 damage from her vicious wrath.  
   
  6. What does Fate have in store for you today? The next person the 
  priestess sees will either be blessed with fortune or cursed with 
  misfortune for the next 1d12 hours. Roll any die: evens = fortune; 
  odds = misfortune. The individual then either experiences a +3 or -3 
  to all rolls until the effect expires.  
   
  7. It is time to experience a Cycle of Life. The cleric must approach 
  the next appropriate person she sees for congress. If they refuse, 
  she must do her best to slay them: if they won’t experience a 
  beginning of Life with her, then they will experience an ending! If 
  the cleric instead refuses to do any of this, then she will experience 
  a reduction in spells available (50% chance for each one) for the 
  rest of the day, including possibly her Turn ability. 
   
  8. Fury arises even more strongly around the priestess now! All 
  those with fighting ability within 240’ of her begin randomly 
  
  22 
  attacking each other for the next 4d6 rounds (save negates). The 
  priestess can prevent this chaotic battle, but only at the cost of 
  some of her spells as per #7, above.  
   
  9. This Land is My Land! If actually so, if the cleric does hold 
  sovereignty over the land she is standing on when this Test occurs, 
  then she gains a +3 bonus to all her Casting Rolls for the rest of the 
  day. If not, then she temporarily loses some of her magic, like in #7 
  above. 
   
  10. The Phantom Queen bestows one of her aspects upon the 
  priestess. She either becomes (roll 1d4): invisible, a crow, an ugly 
  hag, or a great queen (if not one already). This situation lasts for 
  the next 1d20 hours, preventing her from casting any spells, but 
  giving her the ongoing quality of either not being able to be seen, 
  the physical form and flying ability of a crow, a constant Cause Fear 
  effect, or a constant Command effect, respectively. 
   
  11. I shall not see a world that will be dear to me. The cleric 
  becomes forevermore like Badb, growing more fearsome, gory, 
  and/or crow-like. She gains a permanent -2 penalty to all rolls made 
  to befriend, comfort, and/or negotiate, while also gaining a +1 
  bonus to all rolls involving fear, crows, and/or death for every time 
  she experiences this Strife. These modifiers not only apply to 
  corresponding Ability Score checks, but also to Casting Rolls and 
  saves. 
   
  12. The way of Nemain becomes even more prevalent in the 
  priestess of the Morrighan from now on. All those in combat and 
  within 10’ of her must save or act as if confused for the next 1d6 
  rounds. The priestess is herself immune to this effect, though she 
  might happily join in the mayhem anyway. Each time she 
  experiences this Test, the range of the effect increases by 10 
  additional feet. Still, those who save against it once will be forever 
  immune too. 
   
  13-14. Phantom, fated havoc erupts, causing the next spell the 
  cleric casts to affect a random target and the area to grow dark 
  instead! All those within 30’ will only have faint illumination, if any. 
   
  15. I rule you! In the manner of Macha, the priestess realizes that 
  she is a Mighty Queen of the Land and must show all others that 
  this is the case. For every time she experiences this Strife, she 
  gains a +1 bonus to her Casting Rolls as long as she is in a place 
  that she rules. In addition, the priestess loses two spells for the rest 
  of the day, every time she has to acquiesce to another! For 
  example, if she has experienced this Test thrice, then she would 
  always have a +3 bonus to her Casting Rolls in her lands, but also 
  lose six spells whenever she follows another’s commands. 
   
  16-17. The Morrighan bestows a special gift upon her druidess. 
  Depending on which aspect of the Goddess she resonates with 
  more (per Referee or determined at random), she gains one of the 
  following each time she receives this Strife, but also suffers a 
  permanent -3 penalty to cast one of her spells (also per Referee or 
  determined at random): 
   
  Badb: a natural claw attack for d2 damage, a +2 natural AC bonus, 
  the ability to speak with birds, or a +2 to saves vs. magic 
  Nemain: gain an extra offensive action for every 3rd round of a 
  battle, cast reversed Light with a +5 modifier, or +4 Hit Points 
  Macha: title to the land she is standing on, a 1st level Fighter 
  retainer, or the ability to cast Command with a +7 modifier 
   
  18+ As the Morrighan herself did, the cleric must make ready for a 
  great battle or even be led into a Cruachan cave. Whether this must 
  take place on Mag Tuired, during Samhain, in the company of the 
  Dagda, or require destroying a Fomorian King or the like, is up to 
  the Referee, but in any case, the cleric will be gone for 1 day, plus 1 
  additional day per Strife result over 18. What is more, she has a 
  50% - 5% per level chance of dying for each day she is gone, in 
  which case she will turn into some type of body of water. If the cleric 
  does survive, she will instead return with 5% extra experience 
  points and not become a body of water yet.  
  Cleric Spells (the Morrighan) 
  Clerics of Morrighan have access to the following spells.  
   
  1st Level: Command, Cure Light Wounds (reversible), Create 
  Water, Detect Magic, Light (reverse), Remove Fear (reverse), 
  Message*, Shield* (made of gory parts), EntangleD, Speak with 
  AnimalD (crows only) 
   
  2nd Level: Augury, Bless (reversible), Hold Person (held by a 
  heifer, eel, or wolf), Holy Chant, Detect Invisible*, Scare*, Shatter*, 
  Animal CompanionD (crows only) 
   
  3rd Level: Cure Disease, Remove Curse (reversible), Striking, 
  Charm person*, Clairvoyance*, Gust of Wind*, Haste*, Invisibility*, 
  Speak with Dead* (who have died in battle), Suggestion*, Tongues* 
   
  4th 
  Level: 
  Cure 
  Serious Wounds 
  (reversible), 
  Divination, 
  Confusion*, Enchant Arms*, Fear*, Polymorph Self (Hag or Crow 
  forms only) 
   
  5th Level: Commune, Cure Critical Wounds (reversible), Plane 
  Shift, Geas*, Hold Monster* (via an even larger eel), Commune with 
  NatureD 
   
  6th Level: Find the Path, Heal (reversible), Part Water, Death 
  Spell*, Dweomer of Rage*, Death Spell*, Invisible Stalker* 
   
  7th Level:  Gate, Regenerate, Restoration, Finger of DeathD, 
  Reincarnate*, Power Word Kill*, Shape Change* 
   
  Fen Encounters 
  Whether to meet one’s Fate in battle with some marsh denizen or 
  go mad with swampy peril, the Morrighan is sure to be felt there! 
   
  d10 
  Encounter  
  1 
  Weather change (d8): cooler, warmer, clearer, cloudier, 
  precipitation, windier, less windy, or other (10% chance 
  of being dangerous) 
  2 
  Terrain change (d7): more hilly, flatter, trees, hut (as per 
  #7 folk, below), stream, dry patch, or deep water (50% 
  chance of terrain spawning another encounter) 
  3-4 
  Fen beasts (d18): alligator, beaver, bird, black bear, 
  bobcat, deer, frog, hound, lizard, otter, raccoon, rat, red 
  wolf, serpent, snail, turtle, waterfowl, or other  
  (60% chance of being dire and/or dangerous) 
  5 
  Mishap (d8): bug swarm (-d12 to all rolls), quicksand 
  (save or sink), swamp gas (open fires cause explosion 
  for 1d6 damage), brambles, poison (touch) plant, 
  leeches, infection (discovered 1d20 hours later), or lost! 
  6 
  Notable feature (d6): swamp flowers, swamp tree, 
  great rock, node (q.v.), sunken structure (25% chance 
  of being 1d4 submerged castles), or other 
  7 
  Folk (d4): bandit, traveler (q.v.), swamp folk, or other 
  (55% chance of being very eccentric) 
  8 
  Supernatural (d7): fey, demon, fen spirit, water 
  elemental, undead, werewolf, or other  
  9 
  Monster(s) (d9): basilisk, chimera, dragon, fomorian 
  giant, hill giant, hydra, lizard man, stirge, or other 
  10 
  Roll on another Random Encounter Table (d6):  
  [1] Forest, [2] Meadow, [3] Road, [4] Hills, [5] River, or  
  [6] Other (roll on Table of Contents in Vol. I or Vol. II) 
  
  23 
  Trivia 
  Lawful Goddess of Witchcraft, Crossroads, & the Night 
   
   
   
  Tenets of Trivia 
  * Empower oneself to serve Her better 
  * Avenge injustice, punish the guilty 
  * Practice great magic in secret 
  * Protect the innocent  
   
   
  Clerics of Trivia 
  Special: All clerics of Trivia are female and are also referred to as 
  witches or priestesses 
  Allowed Weapons: Dagger, torch (club), sword, whip 
  Allowed Armor: Leather or lighter 
  Holy Symbol: Keys, Black Dogs, Torches, Serpents, Polecat, Cat 
  Can Turn: Those who have done wrong (if not known 75% chance 
  if adult human or humanoid; otherwise, 10% chance) 
  Trivian Mysteries: Once per day per level, a cleric of Trivia can 
  gain a +3 bonus to a Casting Roll when standing in a dark area 
  and/or at a crossroads or other intersection.  
   
   
  Healing Side-Effects  
  The succor of Trivia can be harsh, but also not without its benefits. 
  It comes to children and animals with no side-effect, but others 
  may not be so lucky. Roll 1d12. 
   
  1. Chthonia: It is only in the Underworld or in the dark where the 
  healing can take place. Otherwise, it will fail to work. 
   
  2. Enodia: Healing is forthcoming, though it won’t occur until after 
  3d20 rounds have passed. 
   
  3. Kleidouchos: What key do you have? The patient must 
  sacrifice one to Trivia, and only then will he or she be healed. 
   
  4. Kourotrophos: Like a wet nurse, the witch will help the patient 
  back to health- a process that takes 3d6 rounds, but also bestows 
  50% extra healing if both patient and witch are so inclined. 
   
  6. Phosphoros:  It is now a torch or other light source that is 
  needed for the healing. If already available, then it burns for 10x its 
  normal duration; if not, then the healing occurs once it’s provided. 
   
  7. Propolos: Healing is granted, but the patient must then follow 
  the witch wherever she wishes for the next 1d3 hours... 
   
  8. Propylaia: The recipient must remain underneath a gate or the 
  witch for at least 3d6 rounds for the healing to work. 
   
  9. Triodia: What better place to be healed than at a crossroads? If 
  not at one, then the recipient must travel to some intersection in 
  order for the healing to happen. If already at one, then the recipient 
  gains a +3 bonus to all of his or her Casting Rolls until the next day 
  (if he or she is a spellcaster; +6 with Trivian Mysteries). 
   
  10. Melinoe: Is the moon dark? If so (a base 1 in 8 chance), then 
  healing occurs, bestowing triple the effect from the spell and 
  immunity to whatever caused the injury or malady (e.g. a certain 
  type of weapon, spell, disease, etc.) for the next 1d3 days. If not, 
  then healing only occurs normally. 
   
  11. Soteira: At least 3 women must surround the patient for the 
  healing to work. When that happens, the patient is healed and with 
  triple the effect, as in #10 above. 
   
  12. Medean: All that needs to be done is cut the patient’s throat 
  open to put in a healing salve, which provides triple healing if the 
  witch has an actual healing potion available- otherwise it’s only full 
  healing. Of course, the witch might just let the patient die when his 
  throat is open instead, if she so wishes (a Charisma check may be 
  required to prevent a Pelias-style death). 
   
   
  Triple Roads  
  The law and will of Trivia is absolute, including that which her 
  witches must follow and experience. 
   
  Divine Tests 
  1. Time to light candles and pray to the goddess for at least 3d6 
  turns. Giving Trivia a suitable offering of food and garlic instead will 
  allow the priestess to go about her tasks without having to pray 
  that long.  
    
  2. Nyx calls! It is time for the witch to enjoy the presence of Trivia’s 
  mother, the night sky, for at least 1 hour or else she will experience 
  a -3 to all her rolls until she does. 
   
  3. Find a crossroads and you will be restored. Until then, the witch 
  will also suffer a -3 to all rolls. 
   
  4. Who is a witch who cannot be heard? The cleric must shout the 
  Will of the Goddess whether it makes sense to the Uninitiated or 
  not. All who can hear her must save or be either disturbed or 
  charmed (per Referee) for the next 3 minutes.  
   
  5. A crisis at last. The priestess automatically rolls a 1 on her next 
  roll, and so do all within 30’ of her. Seeing the certainty in Trivia, 
  the priestess’s following roll will then be a natural 20, though the 
  others won’t automatically roll that unless they too follow her.  
   
  6. Medea needed to hack Absyrtus to pieces for the greater good. 
  The witch will also do so with the next appropriate adult male she 
  can, a process that takes roughly 3d6 minutes and may raise 
  some eyebrows. Still, she cannot avoid this task, no matter how 
  absurd it might seem. 
   
  7. Trivia requires that a sacrifice of food be left for her at a 
  crossroads by midnight. No one may look back. If this sacrifice 
  fails to occur in the proper manner, then the priestess will 
  experience a reduction in spells available (50% chance for each 
  one) including possibly her Turn ability, until the next New Moon. 
   
  8. The Witch Goddess now requires a dog be left for her. This 
  situation is otherwise identical to Triple Roads result #7, except 
  that it will take 1d3 hours to locate a dog and may be more 
  involved to accomplish in time (roll 1d6): [1-2] dog is left without 
  further incident (if done before midnight), [3] dog’s owner won’t let 
  witch take it, [4] dog bites the witch for 1d4 damage and escapes: 
  
  24 
  she must search again, [5] dog causes the witch to look back when 
  leaving and she loses all of her powers until the next New Moon 
  instead, but also gains +3% experience points, [6] dog is 
  successfully left, but returns as a dog-monster the next day. 
   
  9. It is now a young woman that Trivia needs. Unlike food or a dog, 
  she will certainly return in 1d3 days, though she is likely now a 
  devotee of Trivia and a 1st level witch (66% chance). Otherwise, 
  follow the guidelines for result #8 above to see how involved the 
  offering process is by replacing the word ‘dog’ with ‘young woman’. 
   
  10.  Even if it isn’t the Eve of the Crescent Moon, a Deipnon is 
  required. The priestess and all other members of her party or 
  household must leave a meal of eggs, garlic, leeks, and the like at 
  a crossroads for the dead. If not, they will come for them the hard 
  way: 1d6 zombies arrive at midnight and cause those who look 
  upon them to save or become insane, and they will certainly smell 
  much worse than the meal that was supposed to be left for them. 
   
  11. Enodia requires. The witch may do whatever she wishes, but 
  she must remain at the next crossroads she comes to for the next 
  3d6 hours. In fact, nothing short of divine intervention can remove 
  her from such a place during that time. 
   
  12. Like her Goddess, the priestess gains a savage face: Agriope. 
  Those who would resist her must save or flee in fear. Those who 
  would follow her must instead save or be her total slaves. This 
  effect lasts for 3d6 hours and may make for interesting 
  expressions on others’ faces, as well.   
   
  13. The witch needs to be reminded of the guiding torch of Trivia. 
  She spontaneously combusts, taking 3d6 damage and must save 
  or also suffer a loss of 1d3 Charisma, due to disfigurement.  
   
  14. Taking a page from Circe, the priestess is turned into an 
  animal sacred to Trivia. Though she can neither talk nor work her 
  magic while this transformation lasts (6d6 hours), she will gain a 
  +1 cumulative bonus to all rolls related to the animal(s) she 
  changes into, every time she experiences this Test (roll 1d6):  
  [1-2] a dog, [3] a polecat, [4] a serpent, [5] a cat, [6] re-roll 1d4: 
  form is that of a 3-headed version thereof 
   
  15. Three hell hounds arrive within 1d3 hours to Test the witch. 
  They will cause 3d10 damage to any around her who fail to give 
  Trivia proper reverence. The witch may intervene at her own peril. 
   
  16. Trimorphed, the witch gains a triple form, just as great Trivia 
  was known for. This change lasts for 3d6 hours and allows her to 
  see in all directions at once, as well as being able to take 3 actions 
  each round, such as casting up to 3 spells. Since three times the 
  attention will be focused on her while this change is in effect 
  though, the witch will also trigger Tests whenever she rolls a 6 or a 
  13 on her Casting Rolls, in addition to any other ways that she 
  would normally trigger them.  
   
  17. Where has Innocent Proserpina gone? The priestess of Trivia 
  must immediately assist a follower of Ceres, Proserpina, or other 
  devotee of an Earth Goddess or Dark Goddess with a task. The 
  process typically takes around 24 hours. If she refuses, then she 
  will be forced to reenact Trivia’s role in the Titanomachy instead 
  (i.e. a Titan arrives to fight her)! 
   
  18+ Tonight, there will be a Great Rite! The witch must get 
  together with at least 2 + 1d6 other followers of Trivia (or similar 
  Goddess) at a secluded area crossroads for 1 night for every 
  Triple Roads result over 17. The witch will spend the entire day 
  prior doing nothing else but preparing for the Rite. It begins at 
  dusk, lasts all night, and will involve secret ceremonies, as well as 
  various possible events (roll 1d12): [1-3] wild dancing, orgy, etc., 
  [4] flight, [5] astral travel, [6] arrival of an Avatar of Trivia herself,  
  who grants 3% additional experience to the witch, [7] arrival of 1d3 
  demons, devils, dogs, or satyrs (per Referee), [8] arrival of 1d10 
  witch hunters (q.v.) looking to burn, [9-10] participants are 
  transported to a Fairy Realm or the Underworld (q.v.) for 1d6 
  hours, [11-12] Re-roll 1d10 thrice. 
  Cleric Spells (Trivia) 
  Clerics of Trivia have access to the following spells. 
   
  1st Level: Command, Cure Light Wounds (reversible), Detect Evil, 
  Light (Reverse), Protection from Evil, Purify Food and Drink, 
  Remove Fear (reversible), Resist Cold, Sanctuary, Charm 
  Person*, Shield*, Message*, Unseen Servant*, Sleep*  
   
  2nd Level: Augury, Bless, Know Alignment, Hold Person, Holy 
  Chant, Reveal Charm, Snake Charm, Spiritual Weapon (held by a 
  phantom), Levitate*, Locate Object*, Magic Mouth*, Scare*, 
  Stinking Cloud* 
   
  3rd Level: Animate Dead, Cure Blindness (reversible), Cure 
  Disease, Dispel Magic, Glyph of Warding, Prayer, Remove Curse 
  (reversible), 
  Striking, 
  Speak 
  with 
  Dead, 
  Clairaudience*, 
  Clairvoyance* 
   
  4th Level: Create Food and Water, Detect Lie, Divination, 
  Neutralize Poison, Protection from Evil 10’ Radius, Fear*, Summon 
  Monster IV*, Polymorph Others* 
   
  5th Level: Commune, Cure Critical Wounds, Dispel Evil, Flame 
  Strike, Secret Chest*, Summon Monster V*  
   
  6th Level: Blade Barrier, Heal, Word of Recall, Dweomer of Rage, 
  Summon Monster VI*  
   
  7th Level: Restoration, Power Word Stun*, Power Word Blind*, 
  Imprisonment*, Summon Monster* VII 
   
  Witches 
  Witches can simply be another term for clerics of Trivia or other 
  Goddesses or they could be a distinct class of their own:  
   
  * Replace select cleric spells with the following:  
  (1st) Charm Person, Remove Curse (reverse), Summon Familiar 
  (2nd) Amnesia, ESP, Ray of Enfeeblement  
  (3rd) Clairvoyance, Clairaudience, Suggestion  
  (4th) Polymorph, (5th) Feeblemind, (6th) Control Weather, Stone 
  to Flesh (rev.), (7th) Power Word Kill, Summon Demon. 
   
  * Can wear no armor or shield and can only wield a dagger. 
   
  * Replace the cleric ability to Turn with the ability to brew potions. 
   
   
   
  EXPANDED SPELL THEMES 
  Divinities grant more to their clerics than just a limited list of spells. 
  Whether using Elaboration (q.v.) or simply to see what general 
  types of spells a cleric can cast, refer to the following for guidance: 
   
  Brigid: Fire, water, poetry, skill, & spring 
  Cernunnos: The wild, woods, animals, otherworlds, & hunting 
  Dagda: Feasting, fathering, strength, & endurance 
  Danu: Nature, rivers, fertility, the land, & tribe 
  Dis Pater: Death, the Underworld, & riches 
  Lugh: Skill, heroism, truth, & light 
  Manannan: Seas, the ways between, & otherworlds 
  Mars: War, discipline, & agriculture 
  Mercury: Messengers, trade, travel, & luck 
  Morrighan: War, darkness, strife, & fate 
  Trivia: Witchcraft, crossroads, justice, & the night 
  Venus: Appropriate love, sex, & beauty 
  Vesta: Hearth, home, & family 
  Vulcan: Fire, the forge, & metal objects  
  
  25 
  Venus 
  Neutral Goddess of Appropriate Love, Sex, & Beauty 
   
   
   
  Tenets of Venus 
  * Spread love according to the proper way 
  * Be beautiful, knowing that you are irresistible 
  * Foster beauty, pleasure, and the arts wherever you go 
  * Adapt and flow, like water 
   
   
  Clerics of Venus 
  Special: All clerics of Venus are female and are also known as 
  priestesses. 
  Allowed Weapons: None 
  Allowed Armor: None 
  Holy Symbols: Circle w/ Small Cross below it, Flower, Myrtle 
  Tree, Seashell  
  Can Turn: Those who are ugly (Charisma score of 5 or less) 
  Venan Mysteries: Clerics of Venus are blessed with great beauty 
  and gain a +2 bonus to their Charisma as a result. What is more, 
  those who would seek to harm them in melee must save or be 
  unable to do so. 
   
   
  Healing Side-Effects 
  Venus and her priestesses spread beauty and love through their 
  healing, though a price may need to be paid. Roll 1d12. 
   
  1. Castration of Caelus: The only way for the healing to occur is 
  for the priestess to reenact the birth of Venus by chopping a 
  certain part off of a father and throwing it into the sea. On second 
  thought, this healing may not be worth it! 
   
  2. Seashells...  A bit more pleasant, it is now only the patient that 
  needs to be bathed in a natural body of water in order to be 
  healed- with no amputation required.  
   
  3-4. Do you have it? The recipient receives healing, adjusted by 
  his or her Charisma modifier (if any). For example, a recipient with 
  a +1 Charisma modifier will add one to any rolls the cleric makes 
  to see how much he or she is healed, while a patient with a -2 
  Charisma modifier would instead subtract two.  
   
   
   
   
  5-6. Liber Eros: Healing will occur, but only if the Venan cleric has 
  been pleasured appropriately within the last 6 hours or 
  immediately after the healing (a likely event in normal 
  circumstances; 70% +10% per her Charisma bonus chance if not 
  known). 
   
  7. Ubera: The priestess heals the patient with some goddess 
  sustenance, and with a 50% bonus if both will be indisposed for 
  the next 3d4 rounds. 
   
  8. Your Loving Arms: Whether platonic or erotic, the priestess 
  gives the patient love for the next 1d10 turns, granting the healing, 
  as well as a +1 bonus to all of the patient’s rolls for 5x the same 
  amount of time afterwards. 
   
  9-12. Venan Blessing: Venus not only grants the healing 
  automatically for the spell’s full amount, but also a +2 bonus to all 
  passion, beauty, and fertility-related rolls for the next 1d4 hours. 
   
   
  Passion 
  The love of Venus brings life itself, though her Tests may not. 
   
  Divine Tests 
  1. Time to perform proper rituals and offerings to the Love 
  Goddess, taking at least 2d6 turns and requiring materials of at 
  least 1d6 x 10 gold pieces in value. 
   
  2. How does my hair look? Until she gets at least 3 compliments, 
  the cleric will suffer a -1 penalty to all of her rolls. 
   
  3. Venus Libertina! The priestess must now go about completely 
  unclad for the next 1d6 hours or else suffer a -3 penalty to all rolls. 
  Such an act will certainly raise the eyes of some and other body 
  parts of others: all reactions to her by NPCs during this time will be 
  at either a +6 bonus or a -6 penalty, per Referee. 
   
  4. On the other hand, some fine fashion is now required! Until the 
  cleric adorns herself with new, expensive garments, jewelry, 
  fragrances, and/or footwear, she will also suffer a -3 penalty to all 
  her rolls. It’s time to go shopping (or raiding)! 
   
  5. It could be the Veneralia (or Hilaria), but whatever the case, as 
  an emissary of Venus Felix, the priestess will help those around 
  her get lucky (or not). All who are of the age of consent and come 
  within 10’ of her anytime within the next 1d6 hours will either have 
  success in love for the duration or not (50% chance for each). 
  There will hopefully be few April Fools after this! 
   
  6. Who holds the morning star? As symbol of the Goddess herself, 
  the priestess of Venus gains a +3 bonus to all Casting Rolls in the 
  morning, as well as in the evening, for it is the same star. On the 
  other hand, during the afternoon and night, she should probably 
  stick to matters of bathing and courtship, for she will be at a -3 
  instead. The situation lasts until 24 hours has passed. 
   
  7. The woman will carry on, while the man may fail. The Venan 
  cleric must couple with a member of the strongest dominant group 
  in the area, even if it would go against her normal allegiances. 
  Resulting offspring of the coupling will probably be powerful (66% 
  chance), though the father will brag in any case and most likely be 
  slain by Jupiter (95% chance). If the cleric refuses to betray her 
  husband, group, and/or family, she will experience a reduction in 
  spells available (50% chance for each one) for the next 36 hours. 
   
  8. Farewell to you! In a similar vein, the priestess must now leave 
  her husband or other partner for someone more aggressive, more 
  attractive, and/or more successful. She will leave the Smith for the 
  Warrior, and so forth. This will certainly lead to resentment from 
  her former partner (and possibly from the society that she hails 
  from). On the other hand, if she doesn’t, then she loses some of 
  her power, just like in Passion result #7 above. 
   
  
  26 
  9. Let us celebrate! The Venan must join with 2d6 appropriate 
  partners by the next dawn or else lose access to some of her 
  magic (see result #7). Though it might take her some time to 
  accomplish this, she will certainly be without some of her powers 
  for longer if she doesn’t. 
   
  10. Beautiful priestess, won’t you let down your hair (to have it 
  removed)? Whether needed for those without hair of their own or 
  even for those without bowstrings, the priestess goes bald in a 
  manner like Venus Calva. She suffers a -4 Charisma penalty to all 
  who dislike glabriety (a base 50% chance), but the penalty is 
  reduced by 1 per week as her hair grows back. 
   
  11. I must be cleansed. The Venan cleric will immediately seek out 
  a bath or other source of water to clean herself for the next 4d6 
  minutes. Gawkers and other onlookers are likely (a 65% chance). 
   
  12. Oh, look at that! Reliving the conundrum of Venus Callipyge, 
  the priestess is unable to move from where she is for the next 3d6 
  turns, for she must keep looking at her buttocks. She may still take 
  other actions and is immune to surprise during this time. Others 
  might also need to save or become similarly entranced (per 
  Referee). 
   
  13. I am getting especially sultry... Though the rapid increase in 
  warmth and humidity might make things more passionate (with a 
  +5 bonus to such rolls), it will also slow things down. All within 60’ 
  of the cleric will only be able to move at 1/2 speed for the next 
  hour- but it will be steamy moves nonetheless.  
   
  14. Passion is only appropriate with certain people and at certain 
  times. Ironically for a love priestess, all within 60’ of her must save 
  or behave in a virtuous manner (yes) for their age and station. This 
  means that brides must wait for their wedding night and husbands 
  must remain true. The effect lasts for the next 1d4 hours, 
  potentially counteracting many of the priestess’s other powers. 
   
  15. The Taurobolium flows from Venus Calestis. Bull-blood pours 
  over the cleric, causing all within 15’ of her to save or pull away in 
  disgust, but also granting a +3 bonus to her Casting Rolls. Those 
  who specifically like blood are instead attracted. The situation lasts 
  for 3d6 hours, and no amount of bathing will help. 
   
  16. I’ve got it! Even Mars can’t hold his spear around Venus for 
  long! All within 60’ of the Venan priestess when this Passion 
  occurs must save or immediately be unable to fight. The effect 
  lasts for the next 2d6 turns or until one of them is attacked.  
   
  17. The son of Venus, Cupid, shoots his arrow at the closest 
  person in a random direction from the cleric. This person then falls 
  completely in love with another appropriate person in a random 
  direction, possibly even the cleric. The effect is permanent, though 
  any happiness might not be. 
   
  18+ Like Psyche, the priestess is tested by Venus by being sent to 
  either a Fairy Realm or an Underworld for 24 hours per Passion 
  result over 17. When she finds an exit from one of those places, 
  she returns with a +2 Charisma bonus and her beauty is seen as 
  so uniquely compelling that any potential suitors must save to 
  resist the urge to kill any rivals for her romantic affections. The 
  save is made harder by the priestess’s Charisma modifier. As a 
  result, the effect may become so extreme that the priestess must 
  be kept from nearly all prying eyes. 
   
      
   
   
  Cleric Spells (Venus) 
  Clerics of Venus have access to the following spells and always 
  cast their charm spells with a +4 bonus: 
   
  1st Level: Cure Light Wounds, Detect Evil, Detect Magic, Purify 
  Food & Drink, Protection From Evil, Remove Fear, Resist Cold, 
  Sanctuary, Allure*, Charm Person*, Shield* 
   
  2nd Level: Augury, Bless, Delay Poison, Resist Fire, Reveal 
  Charm, Snake Charm, Identify*, Levitate*, Charm Person or 
  MammalD  
   
  3rd Level: Cure Blindness, Cure Disease, Prayer, Remove Curse, 
  Suggestion* 
   
  4th Level: Cure Serious Wounds, Divination, Neutralize Poison, 
  Protection from Evil 10’ Radius, Charm Monster*, Flame Charm* 
   
  5th Level: Commune, Cure Critical Wounds, Dispel Evil 
   
  6th Level: Find the Path, Heal, Summon Nymph (as Summon 
  Aerial Servant, but summons a Nymph, q.v., instead)  
   
  7th Level: Regeneration, Restoration, Charm Plants*, Sympathy*, 
  Mass Charm* 
   
   
  Brothel Encounters 
  The ways of lovemaking are the ways of Venus. Whether as a 
  hetaera or meretrix, members of the oldest profession can be 
  sacred and the places they work: very exciting. 
   
  d20 
  Brothel Features 
  (roll may be modified based on Brothel quality, etc.) 
  1 
   
  Poor selection 
    
  11 
  Excellent bar 
  2 
   
  No bar 
    
  12 
  Themed room(s) 
  3 
   
  Scam 
    
  13 
  Cheap prices 
  4 
   
  Angry customer 
    
  14 
  Courtesy services 
  5 
    
  Courtesan fight 
    
  15 
  Baths or Bathing pool 
  6 
    
  Vermin (human or 
  otherwise) 
  16 
  Themed courtesan(s) 
  7 
  Supernatural 
  occurrence 
  17 
  Special bed 
  8 
    
  Expensive prices 
    
  18 
  Unique services 
  9 
    
  Famous client 
    
  19 
  Lovemaking event 
  10 
    
  Small party 
    
  20 
  Excellent selection 
   
   
   
  d20 
  Courtesan(s) is/are especially...  
  (roll may be modified based on Brothel quality, etc.) 
  1 
    
  Unpleasant 
    
  8 
  Perky 
  15 
  Clean 
  2 
    
  Unclean 
    
  9 
  Mysterious 
  16 
  Pleasant 
  3 
    
  Ugly 
    
  10 
  Intelligent 
  17 
  Well-shaped 
  4 
    
  Unskilled 
    
  11 
  Spiritual 
  18 
  Beautiful 
  5 
    
  Dumb 
    
  12 
  Exotic 
  19 
  Intoxicating 
  6 
    
  Talkative 
    
  13 
  Harsh 
  20 
  Skilled:  
  +5 to all 
  lovemaking 
  rolls 
  7 
    
  Silent 
    
  14 
  Gentle 
   
  
  27 
  Vesta 
  Lawful Goddess of Hearth, Home, Family, & Town 
   
   
   
  Tenets of Vesta 
  * Tend the sacred fire of hearth and state 
  * Honor the home and family 
  * Help and protect others in your town 
  * Administer the proper rituals; remain chaste 
   
   
  Clerics of Vesta 
  Special: All clerics of Vesta are female and are also known as 
  priestesses and vestal virgins. 
  Allowed Weapons: None 
  Allowed Armor: None 
  Holy Symbols: Lit Hearth, Ass (donkey) 
  Can Turn: Those violating the sanctity of a home. 
  Vestal Mysteries: Priestesses of Vesta gain a +2 bonus to all rolls 
  when in a home or near a hearth. Also, those who would harm 
  them with any attack must save or be unable to do so. 
   
   
  Healing Side-Effects  
  Vestal virgins bring great healing to those who live a simple, 
  family-centered life. Roll 1d12. 
   
  1-2. Only the Chaste: Like the vestal virgins, the recipient of the 
  healing too must have abstained from all sexual activity for the 
  past 24 hours in order to be healed. 
   
  3-6. Hearth Health: In order for the curative to work, it must take 
  place within 10’ of a lit hearth or other sacred fire. 
   
  7-8. Fanum Rest: Not only is the recipient healed, but if he or she 
  also sleeps for at least 1d6 turns at a temple or other holy place, 
  then he or she will gain 50% extra healing- double healing if at a 
  temple of Asclepius or similar Healing God. 
   
  9-12. Blessing of Vesta: The patient is automatically healed for 
  the spell’s full amount. What is more, if he or she happens to be 
  chaste, within 10’ of a hearth, or sleeps in a temple or sacred place 
  (as per the results above), then he or she also gains a +2 bonus to 
  all saves for the next 1d12 hours, +6 if all three apply. 
   
   
  Sacred Purity 
  Vesta will set her priestess back on the right path from time to 
  time, even using worldly authorities to help do so. 
   
  Divine Tests 
  1. The hearth should be administered. The priestess must spend 
  the next 2d6 turns either doing so or nothing else.  An offering of 
  food would also be a wise course of action at this time. 
   
  2-3. Take care! Unless the vestal has a home or ritual to attend to, 
  she suffers a -1 to all her rolls until the next dawn, worrying about 
  what to do next. 
   
  4-5. It is now healing that the priestess must perform, and upon 
  some new patient or malady, or she will suffer a -3 to all rolls. 
   
  6-7. Provide for and help the needy! How? Bake sacred salt cakes, 
  perform proper rituals, and the like. The cleric must do so for at 
  least 1d6 hours, or else she will experience a reduction in spells 
  available (50% chance for each one) for the rest of the day, 
  including possibly her Turn ability. 
   
  8-9. And what of the Prytaneum? Even if the local settlement 
  doesn’t have such a communal hearth, the vestal must assist the 
  community and its leaders as best she can for the next 3d6 hours. 
  If not, then she’ll forfeit some of her powers, like in Sacred Purity 
  results #6-7 above. 
   
  10. Perhaps the priestess cannot have a family of her own, but she 
  can certainly help others to do so! For the next 6d6 hours, she 
  must help young couples to have the discipline and livelihood to 
  make successful families (and hearths for those families), even 
  encouraging them to colonize other lands. If not, then the priestess 
  will give up some of her powers (see results #6-7 above). 
   
  11. Home is where the hearth is. The vestal must remain in her 
  home for the next 24 hours or if not near it, she will have to find 
  another one to remain in. 
   
  12. Being a virgin is admirable in the eyes of the Temple of Vesta, 
  but also in the eyes of the dastardly! Sometime in the next 24 
  hours, a nearby Evil Cult will do its best to capture the priestess 
  and sacrifice her to its Fell Lord or Consumptive Monster (a base 
  25% chance of success)! 
   
  13-14. The vestal must remain ever-cautious! A male of some 
  means takes an impure interest in her pure ways. What man is it? 
  That remains up to the Referee. In any case, if she can even be 
  suspected of violating her sacred oath of chastity, then the vestal 
  has a base 50% chance of being punished, each day for the next 
  1d6 days, and thereby suffer Sacred Purity result #16 below! 
   
  15. Like Tuccia, the priestess must prove her innocence. To do so, 
  she will need to carry a sieve from a body of water to the nearest 
  temple of Vesta (or similar Goddess).  During this time, she cannot 
  use any of her magic and, if attacked or otherwise jostled, she has 
  a 50% chance of dropping the water. If that happens before she 
  reaches the temple, then she suffers Sacred Purity result #16 
  below instead! 
   
  16. A vestal virgin is supposed to remain pure! Suspecting her of 
  impropriety, the nearest local authorities find the vestal within 
  1d100 minutes and beat her for 2d20 damage. The trauma of the 
  experience also prevents her from using spells for the rest of the 
  day; that is, if she even still lives. 
   
  17. Whether by immortal or mortal seed, the priestess becomes 
  pregnant. Though Vesta herself might forgive and allow her to still 
  use her magic, the priestess’s superiors certainly won’t. Until she 
  gives birth, she must avoid clerics of Roman gods who might 
  condemn her, resulting in Sacred Purity Test #18 below. In 
  addition, there is a 25% chance that she will give birth to semi-
  divine twins. Ignore this Test if the priestess is already pregnant. 
   
  
  28 
  18+ Why has the fire gone out? Found critically wanting by those 
  clerics above her, the vestal is condemned, stripped of her powers, 
  and then entombed alive for the next 3 days! For every Sacred 
  Purity result over 18, the duration increases by an additional day. 
  Any attempts at rescuing the priestess will be met with resistance 
  by the authorities (as well as condemnation from the Gods, unless 
  of course, the virgin is actually innocent (a 50% chance). In any 
  case, she must save or die each day she is so entombed, suffering 
  a cumulative -3 penalty to her roll for each day she must do so. If 
  she happens to survive the ordeal, she regains her powers, as well 
  as a 5% experience bonus, though the authorities may still not 
  approve! 
   
   
   
   
  Cleric Spells (Vesta) 
  Priestesses of Vesta have access to the following spells: 
   
  1st Level: Cure Light Wounds, Detect Evil, Light, Protection from 
  Evil (+2 if near a hearth), Purify Food and Drink, Remove Fear, 
  Resist Cold, Sanctuary, Hold Portal*, Mending *, Unseen Servant*  
   
  2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold 
  Person, Holy Chant, Resist Fire, Reveal Charm (as well those 
  interested in charming others), Arcane Lock*, False Trap* 
   
  3rd Level: Continual Light (as a hearth fire), Cure Blindness, Cure 
  Disease, Glyph of Warding (only works when protecting a home), 
  Locate Object, Prayer, Remove Curse, Tiny Hut* 
   
  4th Level: Create Food and Water, Cure Serious Wounds, Detect 
  Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 
  10’ Radius, Temperature ControlD 
   
  5th Level: Atonement. Commune, Cure Critical Wounds, Dispel 
  Evil, Secret Chest*  
   
  6th Level: Find the Path, Heal, Stone Tell (only if it was ever part 
  of a home), Word of Recall (to a home), Guards and Wards* 
   
  7th Level: Regenerate, Restoration, Symbol  
  Profession Encounters 
  Who might one meet in a town? How do they provide? Such questions are important to Vesta, and can allow for quick non-player character 
  encounter generation. It can also provide player characters guidance with their Secondary Skills and starting equipment (for results 1-94). 
   
  % 
  Profession 
  % 
  Profession 
  % 
  Profession 
  % 
  Profession 
  % 
  Profession 
  % 
  Profession 
  % 
  Profession 
  1 
  Advocate  
  15 
  Butcher 
  31 
  Fisher 
  45 
  Innkeep 
  59 
  Minstrel 
  73 
  Sailor 
  87 
  Trainer 
  2 
  Agitator 
  16 
  Carpenter 
  32 
  Forester 
  46 
  Jester 
  60 Moneychanger 74 
  Savage 
  88 
  Trapper 
  3 
  Alchemist 
  17 
  Chandler 
  33 
  Foreigner  
  47 
  Jeweler 
  61 
  Noble 
  75 
  Scribe 
  89 
  Tutor 
  4 
  Apiarist 
  18 
  Charioteer  
  34 Fortune-teller 48 
  Laborer 
  62 
  Officer 
  76 
  Servant 
  90 
  Vagabond 
  5 
  Armorer 
  19 
  Clerk 
  35 
  Furrier 
  49 
  Locksmith 
  63 
  Orphan 
  77 
  Shipwright  
  91 
  Vintner 
  6 
  Artist 
  20 
  Cobbler 
  36 
  Gambler 
  50 
  Lumberjack 
  64 
  Outlaw 
  78 
  Shrubber 
  92 
  Wainwright 
  7 
  Baker 
  21 
  Cook 
  37 
  Gardener 
  51 
  Maid 
  65 
  Performer 
  79 
  Slave 
  93 
  Watchman 
  8 
  Bandit 
  22 
  Cooper 
  38 
  Glassblower 
  52 
  Mason 
  66 
  Physician 
  80 
  Soldier 
  94 
  Weaver 
  9 
  Barber 
  23 
  Courtesan 
  39 
  Gravedigger 
  53 
  Mercenary 
  67 
  Politician 
  81 
  Spy 
  95 
  Cleric^ 
  10 
  Bodyguard 
  24 
  Cultist 
  40 
  Gaoler 
  54 
  Merchant 
  68 
  Potter 
  82 
  Tailor 
  96 
  Fighter* 
  11 
  Beggar 
  25 
  Cutpurse 
  41 
  Guide 
  55 
  Messenger 
  69 
  Prophet 
  83 
  Tanner 
  97 
  Thief 
  12 
  Blacksmith 
  26 
  Dowser 
  42 
  Herbalist 
  56 
  Midwife 
  70 
  Ratcatcher 
  84 Tax collector 98 
  Magic-User 
  13 
  Bowyer 
  27 
  Engineer 
  43 
  Herder 
  57 
  Miller 
  71 
  Roper 
  85 
  Thatcher 
  99 
  Bard 
  14 
  Brewer 
  28-30 
  Farmer 
  44 
  Hunter 
  58 
  Miner 
  72 
  Sage 
  86 
  Trader 
  100 Per Referee 
    
   
   
  ^ Roll to determine cleric’s Divinity. There is also a base 25% chance of actually being a druid, priest, mystic, shaman, or witch (q.v.) 
   
  * 75% chance of fighter actually being specialized by culture, either a: berserker, ulfhednar, or viking (if Norse), amazon or hoplite (if 
   
  Greek), legionary or gladiator (if Roman), or fianna or gaesatae (if Celtic) 
   
   
  
  29 
  Vulcan 
  Lawful God of Fire and the Forge 
   
   
   
  Tenets of Vulcan 
  * Craft great items  
  * Honor fire for its ability to create and destroy 
  * Follow the proper procedures of smithcraft 
  * Let adversity forge you into something stronger 
   
   
  Clerics of Vulcan 
  Special: Clerics of Vulcan are often male and are also referred to 
  as priests and smith-priests. 
  Allowed Weapons: Hammer, pick, awl (polearm), crossbow 
  Allowed Armor: Any 
  Holy Symbol: Blacksmith’s Hammer, Anvil, Fire 
  Can Turn: Unloving mothers, Cheating wives & lovers 
  Vulcanian Mysteries: Clerics of Vulcan can craft items as well as 
  any blacksmith. With access to a forge and sufficient materials, they 
  can create items worth up to 1d6 gold pieces per level for every day 
  of work. For example, a 2nd level Vulcan cleric working for 2 days 
  could craft an item or items worth a total of 2d6 x 2 gold pieces. 
   
   
  Healing Side-Effects  
  The fire of Vulcan can shape its patients into something stronger. 
  Roll 1d12. 
   
  1-2. Cauterize: The healing occurs, but the patient also takes 1d3 
  damage in the process from the cleric’s hot poker. 
   
  3-6. We need to burn it out of you: The priest causes the 
  recipient’s body temperature to rise, much like in a Laconicum. 
  Healing takes 1d12 rounds to accomplish (1 round if a heating 
  source is available). The patient also takes a -1 to all of his or her 
  rolls for the next 1d6 turns, due to exhaustion. 
   
  7-8. Let’s make it better... The patient is healed and can also opt 
  to have the injured body part be replaced with a metal one. Unless 
  he has something already on hand, the priest of Vulcan can spend 
  1d6 turns forging it. Once replaced, the patient’s AC improves by 1 
  and is healed an extra 50%, though others might now not be 
  comfortable with the change in the patient (per Referee). Note that 
  patients may only receive a total AC bonus of 3 altogether, even  
   
   
  though they may still be healed in this manner more often than that. 
   
  9-12. 
  Vulcanian 
  blessing: 
  This 
  healing 
  from 
  Vulcan 
  is 
  automatically at full effect, plus the recipient also gains a +2 bonus 
  to all forging or fire-related rolls for the next 1d4 hours. 
   
   
  Forging 
  The fire may create and destroy, but followers of Vulcan will come 
  out the stronger in either case. 
   
  Divine Tests 
  1. Plans should be made ready for good crafting. The cleric must 
  immediately stop and design his next creation for at least 2d6 turns 
  and make offerings to Vulcan worth the same in gold pieces x10. 
   
  2. Your hammer is broken. The cleric loses his favorite tool and 
  must either find or forge another one, suffering a -1 to all rolls until 
  he does so. 
   
  3. Something new needs to be forged. What that is, the priest of 
  Vulcan doesn’t know, so he takes a -1 penalty to all his rolls until 
  the next day, struggling with the conundrum. 
   
  4. Vulcan desires a fire. If none is lit within 20’ of the cleric, then he 
  must immediately set one, and it must be at least ten feet in 
  diameter for every level he has. Until he sees the right size fire 
  burning for at least 1d6 turns, the cleric takes a -3 penalty to all his 
  rolls. This is why most Vulcanian temples are outside city limits. 
   
  5. It is now an offering of fish and small animals that the Forge God 
  needs. Unless he provides at least 1d6 of each within the next 1d6 
  turns to a fire, then the cleric, and all within 15’ of him when this 
  Test occurs, will suffer a -3 to all rolls until the next day. 
   
  6-7. Stoke the forge- Vulcan needs a worthy sacrifice. The cleric 
  must acquire or smith an item worth at least 10d10 gp or else 
  experience a reduction in spells available (50% chance for each 
  one), including possibly his Turn ability, for each day he fails to do 
  so. See Vulcanian Mysteries (opposite) for details. Once made, the 
  item must be used in the service of the Gods. 
   
  8. How could she? Whether it be knowing of a mother who tossed 
  her infant son from Olympus or a wife who spurned her vows for 
  another, the priest of Vulcan flies into a rage, attacking all worthy 
  opponents within sight (friend or foe) gaining a +2 bonus to attack 
  and damage, but also suffering an AC penalty of 2. The rage lasts 
  for 4d6 rounds. If the priest resists this impulse, then he loses some 
  of his magic for a time, as per Forging results #6-7 above. 
   
  9. Vulcanalia calls! At least 3d6 people that the cleric encounters 
  will need to show that they honor Vulcan, whether by hanging 
  cloths in the sun, forging items, and/or getting back at unloving 
  mothers (and lovers), or else the Vulcan priest will lose some of his 
  powers in a manner similar to results #6-7 the following day. 
   
  10. These items are found wanting. All within 30’ of the smith-priest 
  must save or have their weapons and armor broken apart. The 
  smith-priest could reforge them, given enough time... 
   
  11. Great fires can easily be prevented... with the sacrifice of a red 
  calf or boar, of course. Such animals are usually hard to find 
  though, only having a base 5% chance per hour of searching. 
  Unfortunately, if such an animal is not located and given to Vulcan 
  within 1d12 hours’ time, then a large fire breaks out around where 
  this Forging originally occurred, destroying all that cannot flee within 
  a 1d12 x 10’ area.   
   
  11. Followers of Vulcan don’t have pointy ears! In fact, they are 
  more akin to dwarves than elves or other silly, logical beings. As a 
  result, the priest will treat dwarves and similar stocky, industrious 
  folk better, while treating elves and similar slender, brainy folk 
  worse for the next 1d6 days, even gaining a +1 bonus or a -1 
  penalty in such situations, per Referee.  
  
  30 
  12. The forge flame is not always so constructive. An inferno 
  immediately breaks out where this Test occurs, affecting a 10’ 
  circular area at first, but then expanding by at least 5’ every round, 
  10’ per round if flammables are nearby. The dangerous fire will 
  continue to spread for 6d6 rounds, destroying all in its path, unless 
  somehow extinguished. 
   
  13. Automata! The last object that the Vulcan priest touched 
  becomes animated, as per the spell, except that the duration of the 
  effect lasts for 1 day per level and the object has a mind of its own, 
  like that of a (roll 1d4): [1] Well-behaved, curious child, [2] Mindless 
  automaton, [3] Domesticated animal, [4] Homicidal maniac.  
   
  14. Nothing’s lame about me. Though the cleric’s body twists and 
  cracks, causing him a permanent 5’ penalty to his speed and a -1 
  penalty to his Charisma, he also gains a +1 bonus to his Strength or 
  Constitution, making him more like Great Vulcan. 
   
  15. It is now a magical item that the smith-priest must forge! Such 
  wonders require special materials, the assistance of Cyclopes (see 
  Vol. I), and even some of the smith-priest’s own essence to make, 
  limiting him to having up to only one such item in existence per 
  level. The priest will therefore be indisposed for the next 3d6 days 
  and will have a base 20 plus 5% chance per level of successfully 
  making the item at the conclusion. If so, then he gains a new magic 
  item (see p. 37). If not, then that time was wasted and the smith-
  priest suffers -1 to all rolls until he does craft a new item. 
   
  16. The forge makes the Vulcanian both reliant on flame and inured 
  to it, reducing any fire damage he might experience by 1 for every 
  instance of this Forging, but also increasing any frost damage by 3. 
   
  17. This is for you, Mother! Some gifts are not all that they appear 
  to be. The most recent object that the smith priest has made and 
  given away will entrap its owner in mechanical fashion! The victim 
  must save or be unable to move at all for 1d6 days, causing them to 
  become furious at the smith-priest and most likely seek revenge 
  (75% base chance; 100% if an unloving mother) once they are 
  freed! 
   
  18+ The fires of Vulcan shall reforge this land. In 1d20 hours’ time, 
  the nearest mountain peak will explode in volcanic fury, likely killing 
  and destroying all within a 1 mile radius (a 95% chance for each 
  object or being). For every Forging result over 18, the zone of death 
  increases by 1 additional mile. Of course, while he awaits the 
  manifestation of Vulcan’s fury, the cleric will be too distracted to use 
  any of his magic... his only answer to requests during that time will 
  be:  “Will he soothe us? Vulcan? No!” 
   
   
  Cleric Spells (Vulcan) 
  Clerics of Vulcan have access to the following spells, but must 
  always use some tool or other implement to convey them, evoking a 
  method more of artifice rather than pure theurgy. 
   
  1st Level: Cure Light Wounds, Detect Evil (Mothers, Wives, and 
  Lovers only), Detect Magic (metal items only), Protection from Evil 
  (+2 when also bearing a shield), Purify Food and Drink (making 
  them very hot), Resist Cold, Burning Hands* 
   
  2nd Level: Bless, Find Traps, Hold Person, Holy Chant, Resist 
  Fire, Spiritual Weapon (a hammer), Fire TrapD, Heat MetalD, 
  Produce FlameD, Shatter* (after hitting target with a forge hammer), 
  Stinking Cloud* (as volcanic smoke) 
   
  3rd Level: Continual Light (fiery), Cure Blindness, Cure Disease, 
  Dispel Magic (requires a successful hammer strike), Glyph of 
  Warding, Locate Object, Remove Curse, Striking (on hammers), 
  Protection from FireD, PyrotechnicsD, Explosive Runes* 
   
  4th Level: Cure Serious Wounds, Divination (requires a fire), 
  Enchant Arms, Neutralize Poison, Protection from Evil 10’ Radius, 
  Flash FireD, Fire Shield* 
   
  5th Level: Commune, Cure Critical Wounds, Dispel Evil, Flame 
  Strike, Wall of FireD, Stone Shape*, Wall of Iron* 
   
  6th Level: Animate Objects, Blade Barrier, Stone Tell, Dweomer of 
  Rage*, Control WeatherD 
   
  7th Level: Automaton (as Animate Objects, but the effect is 
  permanent, they gain 1d20 intelligence, and cleric may have up to 
  his level automata in operation at one time; see Forging #13 for 
  personality),  Restoration, Symbol, Fire StormD, Glass Like Steel*, 
  Permanency* 
   
   
  Helms 
  Many clerics (and fighters) are fond of wearing helmets. On their 
  own, they improve AC by 1 or 2. Still, a helm also subtracts -2 or -4 
  from hearing and/or seeing checks, based on its shape.  
   
     
    
       
   
   
  Weapons & Armor by Culture 
  How are the warriors that protect clerics equipped for battle? Roll 1d6 twice to determine and hope that they are at least wearing pants. 
   
  d6 
  Celtic 
  Weapons & Armor 
  Greek 
  Weapons & Armor 
  Norse 
  Weapons & Armor 
  Roman 
  Weapons & Armor 
  1-2 
   
  Sling or Bow 
  & Dagger 
  Nude^ 
  Bow or Javelin 
  & Dagger 
  Helm only^ 
  (and Nude) 
  Bow 
  & Dagger 
  Nude or Pants^ 
  Bow 
  & Dagger 
  Full Clothing^ 
  3-4 
   
  Spear & 
  Dagger 
  Pants^ 
  Spear & 
  Dagger 
  Leather^ 
  Spear & 
  Dagger 
  Full Clothing^ 
  Pilum & 
  Short sword 
  Chainmail^ 
  5 
  Spear & 
  Longsword 
  Full Clothing^ 
  Spear & 
  Short sword 
  Breastplate*^ 
  Battle axe or 
  Great axe 
  Chainmail^ 
  Pilum & 
  Short sword 
  Chainmail^ 
  6 
   
  2-hnd Sword 
  & Dagger 
  Chainmail^ 
  Short sword & 
  Dagger 
  Breastplate*^ 
  Longsword & 
  Dagger 
  Chainmail^ 
  Short sword & 
  Dagger 
  Banded^ 
   
   
  ^ Base 75% chance of also having a shield: shields should improve AC by 2 vs. front attacks only; by 3 if a Roman shield 
   
  * Breastplate is AC 5 and also includes greaves 
   
   
  
  31 
  Balor 
  Chaotic Fomorian King of Mutation, Primitivism, & Death 
   
   
   
  Cult Edicts of Balor 
  * Respect the Old Ways! 
  * Help Fomorians, other mutants, and primitives! 
  * Kill interlopers! 
  * Eschew civilization! 
   
   
  Shamans of Balor 
  Special: Shamans of Balor are also referred to as druids and 
  druidesses and are forbidden from using any metal, good manners, 
  or any other post-Stone Age aspects of civilization. 
  Allowed Weapons: Club, stone spear, sling, stone dagger (stone 
  weapons typically break whenever they do full damage) 
  Allowed Armor: Leather & shield or lighter 
  Holy Symbol: Single Burning Eye, a Rock 
  Can Turn: Any that meet the cleric’s gaze. Note that use of this 
  Turn ability may also affect allies thereafter for the next 3d6 rounds, 
  whether the shaman wishes to turn the individual or not! 
   
   
  Healing Side-Effects 
  Balorians heal Fomorians and others who are like them. Those who 
  aren’t shouldn’t worry, for they might be changed after they receive 
  enough healing anyway. Roll 1d12. 
   
  1-5. For the Children of Conaing: Healing will only occur if the 
  recipient is a Fomorian or otherwise mutated. If not, then he or she 
  won’t be. 
   
  6-10. Mark of Morc: Those who are Fomorian or mutated receive 
  healing from the cleric; those without such gifts then gain one 
  instead, by rolling on the Fomorian Mutations Table (next page)! 
   
  11-12. Cethlenn’s Decree: If the recipient is one who lives a 
  primitive life, if he or she has eschewed the use of metal and other 
  such radical technology for at least the last 24 hours, then healing 
  occurs for the full amount. In addition, if also a Fomorian or other 
  such mutant, then he or she gains a +1 bonus to hit for the next 1d6 
  turns. 
   
   
  Deep Dweller 
  Whether it be a primordial change or simply a return to a more 
  basic existence, the shaman will obey... or else!  
   
  Divine Tests 
  1. In my day! The druid goes on about how much better things were 
  before the arrival of civilization. All within earshot must endure his 
  diatribe for the next 1d6 turns at least. 
   
  2. Clothing? What do you need that for? Unless the shaman 
  disrobes to prove his point, he takes a -1 penalty to all his rolls until 
  the next midnight. If he does disrobe, then all who gaze upon him 
  take the -1 penalty instead due to the horror of seeing him naked. 
   
  3. Livestock? I only get my meat from hunting & fishing! Of course 
  eschewing any domesticated animals, the Balorian druid must 
  instead bite the first person, object, or beast he encounters. His bite 
  automatically hits and inflicts 1d4 damage, certainly inciting their ire 
  (if applicable). If it was good enough for Ciocal... 
   
  4. Crops? Unless he is actually near a cultivated field or farmstand, 
  the shaman will grab the nearest person, attempt to tear open his 
  stomach, and replace his last meal with fish and wild grains directly. 
  If the shaman resists this urge, he will suffer a -3 penalty to all his 
  rolls until the next midnight. If not, then the victim will suffer much 
  more than that. 
   
  5. Houses? The crafted walls around the druid are just more 
  affronts against the old ways! As long as he is inside a building of 
  some sort, the druid suffers a -3 to all his rolls until he escapes. He 
  will feel much better when he is in some sort of cave or even 
  outdoors. 
   
  6. Gods? All these new- fangled Divinities are just upstarts! Until the 
  next dawn, the shaman gains a +2 to all rolls made against clerics, 
  but they will also gain a +2 bonus to all rolls made against him! 
  Such a situation is sure to end in some death, though Balor will be 
  pleased at any loss to the power of the Tuatha de Danaan. 
   
  7. Currency? What is wrong with simple barter... it has worked for 
  thousands of years!? The Balorian must acquire at least 1d6 x 100 
  gold pieces of (foul) currency and toss it in a lake, bury it where no 
  one could find it, or take it out of circulation in some other manner. 
  Until he does so, the druid experiences a reduction in spells 
  available (50% chance for each one), including possibly his Turn 
  ability, until the next stroke of midnight. 
   
  8. Cattle? Well, at least you can still hunt them... The shaman is 
  now compelled to steal a cow, or else suffer a loss of his powers as 
  in Deep Dweller result #7 above. The cow’s owner (and any local 
  authorities) will certainly take a very dim view of the shaman, once 
  he becomes aware that the animal was stolen (a base 20% chance 
  per day). What is more, if the shaman happens to steal a sacred or 
  otherwise extraordinary cow or bull (like Glas Gaibhnenn- a base 
  5% chance), then he also gains a +3 to all his rolls for the rest of 
  the day, as well. 
   
  9. Beakers!?!?! The druid has had it! Whether it be Bell Beakers, 
  Corded Ware, Firbolg bags, Milesian boats, or what have you, he 
  must smash any man-made containers he can for the rest of the 
  day. Such actions will certainly upset any non-Fomorian people that 
  notice, as well as ruin any such items that he himself may have 
  raided, but it might be better than losing access to his spells and/or 
  Turn ability, like in result #7 above- which will happen if he doesn’t 
  do so.  
   
  10. Metal!?!! All metal objects within 60’ of the shaman immediately 
  turn to rust: only magic items are allowed a save. This is why he 
  always carries stone weapons- idiots! 
   
  11. Where ye from? The Fomorians face many invaders, while they 
  are often accused of being from various places themselves. Though 
  the shaman will still certainly encourage the destruction of 
  civilization and non-mutants, he will also stop and enquire as to 
  
  32 
  where someone hails from, whenever possible, from now on. 
  Similarly, he must also stop and converse with any who do the 
  same with him. In both cases, he must converse for at least 1 round 
  about one’s origin for every time he has experienced this Test. 
   
  12. What better way to build than with good ‘ole stone? The druid 
  must either build a Megalithic structure himself or get someone else 
  to do it. Such an undertaking usually involves 10d6 hours of hard 
  labor and 1d3 big rocks, unless magic or slaves are used to speed 
  up the process. 
   
  13. Changed! The shaman immediately gains a mutation on the 
  Fomorian Mutations Table below. Note that if a ‘Head’ result is 
  rolled, then he gains an additional head! 
   
  14. Large! The druid permanently grows larger, gaining 2’ in height, 
  as well as a +1 Strength and Constitution bonus. Such growth 
  though requires that he consume more food each day, is easier to 
  spot, requires a larger mount, may not fit into certain places, and 
  suffers a -2 Dexterity penalty for each increase. 
   
  15. I SAID, ‘CROPS’?! From now on, all cultivated plants and 
  farmland that the Balorian shaman comes in contact with will suffer 
  from blight and drought. This effect expands by 5’ for every time he 
  experiences this Test and will make him the enemy of farmers 
  wherever he goes. Wild plants and soil are unaffected. 
   
  16. Mac Kineely must die! Whether he stole his daughter Ethnea or 
  his cattle, he (or someone else) must be killed, preferably by 
  burning them to death in a Wicker Man! Until the druid does kill 
  somebody in an especially unpleasant manner, he will be unable to 
  use any of his powers. If it was good enough for Crom Cruach... 
   
  17. Killer Eye! The gaze of the shaman now forces any mortal 
  within 15’ who meets it to save or die! This trait can be quite useful, 
  but also quite unfortunate- even more so than the Balorian Turn 
  ability. The Killer Eye is always in effect, requiring the shaman to 
  keep his eyes closed (or to have servants help prevent him from 
  accidentally opening his eyes- a base 25% chance), unless he 
  wants to potentially slay everyone around him, whether friend or 
  foe, whenever he meets their gaze. What is more, the range of his 
  Killer Eye doubles every time the shaman experiences this Test. 
   
  18+ Look out! Mistaking the druid for his patron Divinity, Lugh fires 
  a Tathlum right through his eye, causing 4d20 damage to him 
  instantly! Add 2d20 additional damage per Deep Dweller result over 
  18. What is more, if slain by this attack, the druid’s eye continues to 
  blast those that it points at after it flies out the back of his head, just 
  like with Balor, causing all those within 60’ of the druid to save or 
  take 2d6 damage per Deep Dweller result over 17, as well! 
   
   
  Fomorian Giants (base) 
  No. Enc: 1d3; AL C: MV 45’; AC 5; HD 8; Atk: 1 or more (based on 
  number of mutations); Dmg: 2d8 by head attack &/or by weapon +3; 
  SP: 1d6 mutations (see Table opposite); SV: F8; Mor: 7 
   
   
   
        
   
   
  Cleric Spells (Balorian) 
  Shamans of Balor have access to the following spells. 
   
  1st Level: Create Water, Cure Light Wounds, Detect Metal (as 
  Detect Evil, but works on Metal), Purify Food and Drink (only on 
  hunted or gathered food; reverse effect on all other types), Remove 
  Fear (reverse), Resist Cold, EntangleD, Faerie FireD, ShillelaghD, 
  Unseen Servant* 
   
  2nd Level: Augury, Bless (reverse), Find Traps (or anything 
  mechanical), Resist Fire, Reveal Charm, BarkskinD, Find PlantD, 
  Fire TrapD, Heat MetalD, Obscuring MistD, Produce FlameD, Warp 
  WoodD 
   
  3rd Level: Cure Disease (reverse), Glyph of Warding, Locate 
  Object (to be destroyed soon after), Remove Curse (reverse), Call 
  LightningD, SnareD, Stone ShapeD, Tree ShapeD, Water BreathingD 
   
  4th Level: Cure Serious Wounds, Divination, Lower Water, Sticks 
  to Snakes, Tongues, Dispel MagicD (if highfalutin), Hallucinatory 
  TerrainD, PassplantD, Protection from ElectricityD, Speak with 
  PlantsD (wild varieties only) 
   
  5th Level: Commune, Cure Critical Wounds, Dispel Evil, Stone 
  Tell, Teleport*, Commune with NatureD, Conjure Fire ElementalD 
  (as Wicker man), Sticks to SnakesD, Transmute Rock to MudD, Tree 
  StrideD 
   
   
  Fomorian Mutations 
  Such bizarre features certainly shock ‘normal’ folk, but the primeval 
  Balor would see them instead as what is actually normal! To create 
  a Fomorian giant, simply use the basic stats opposite, modified by 
  the mutations it has below.  
  d20 
  Mutation 
  1 
  Cycloptic (cause fear; 
  save negates) 
  11 
  Magical ability: can cast   
  1 random Balorian spell  
  2 
  1d6 Extra Eyes (never 
  surprised) 
  12 Twisted spine, club foot, or 
  long nose (-5’ move) 
  3 
  Buffalo or Goat Head 
  (gore attack) 
  13 
  Snake appendage  
  (poison bite attack) 
  4 
  Horse, Hare, or Bird 
  Head (excellent senses) 
  14 
  Especially ugly, hairy, or 
  weirdly-patterned 
  5 
  Wolf or Other Beast 
  Head (bite attack) 
  15 Amphibian (has gills and/or 
  scales; can breathe water) 
  6 
  Arm (only one on 1st 
  result; three arms on 2nd 
  result, etc.) 
  16 Leg (only one on 1st result; 
  three legs on 2nd result, 
  etc.) 
  7 
  Subterranean  
  (can see in the dark; -2 
  to all rolls in bright light) 
  17 
  Uneven Limbs or 
  Misshapen face 
  (especially creepy)  
  8 
  Extra Mouth on random 
  body area 
  18 
  Exotic hide color or part 
  plant (+4 bonus to surprise) 
  9 
  Faoladh (werewolf or 
  mutations can be hidden 
  until fomorian changes)  
  19 
  Beautiful appearance,  
  but terrible at hosting 
  10 
  Part stone  
  (AC bonus of 4) 
  20 
  Referee’s Choice 
    
   
  
  33 
  Beliah 
  Lawful (Evil) Arch-Devil of Personal Empowerment 
   
   
   
  Cult Edicts of Beliah 
  * Promise others amazing personal gain with little or no effort 
  * Gain power for yourself by manipulating them as a result 
  * Keep one’s powers secret; only those who pay may be initiated 
  * All of an individual’s failures are their own fault: blame them for it 
   
   
  Diabolists of Beliah 
  Special: Diabolists of Beliah are also referred to as clerics or 
  disciples, though they often serve as councilors, nobles, great 
  merchants, 
  madams, 
  motivational 
  speakers, 
  and/or 
  other 
  prevaricative professions that better spread corruption. 
  Allowed Weapons: Pitchfork, crossbow, mace, dagger 
  Allowed Armor: Any 
  Symbol: Inverted Wishing Star, Happy Face 
  Can Turn: Dreamers, Blokes 
   
   
  Healing Side-Effects 
  Belian healing seems to offer easy benefit at first, though it usually 
  ends up being a terrible sacrifice instead. Roll 1d12. 
   
  1-3. Yes, you can be healed, but first let me tell you a story... 
  After providing a ‘relatable tale’ for the next 4d20 minutes, the 
  patient finally finds out that he will only be healed if he becomes a 
  disciple of Beliah himself. If not, then the patient instead loses the 
  same amount of healing that he would have received! 
   
  4-5. This is the only True Way, really... The recipient is healed, 
  but is also cursed so that he will not be able to gain any other 
  healing, whether natural or magical, unless it’s from a cleric of 
  Beliah from now on.  
   
  6-7. I can help, but there is a cost! Oh yes, the healing will 
  happen, but only after the patient gives the diabolist the equivalent 
  of 1d20 x 100 gold pieces in return. Afterwards, she will offer a 
  symposium on how to acquire 1d20 x 100 gold pieces quickly!  
   
  8-9. There seems to be something wrong with your paperwork! 
  Though she might rather have mortals follow hopeless dreams of  
   
  wish fulfillment, Beliah is still a devil, so in this case the patient must 
  make an Intelligence check or spend the next 5d6 turns filling out 
  redundant scrolls. 
   
  10-12. Blessing of Beliah: You can have the healing, but you need 
  to take some action first! All the patient needs to do is perform a 
  horrific sacrifice in order to be healed. What is more, if the patient 
  wasn’t evil to begin with, then he certainly becomes so now. In any 
  case, he gains a +d6 bonus to all deceptive rolls for the next hour to 
  better spread the Truth of Beliah.  What could be wrong with that? 
   
   
  Affirmations 
  The idea that if embracing one’s own selfish whims can’t 
  manipulate Reality, then it’s simply one’s own fault, is definitely 
  diabolical, but following it only affirms Beliah’s hold upon her cleric. 
   
  Divine Tests 
  1. Perhaps I was only thinking the wrong thing? The diabolist 
  sweats for the next 1d6 turns, trying to mull over his thoughts 
  without thinking about them. 
   
  2. If I just repeat what I want to myself enough, then it will happen: 
  AH HAH HAH AHA HAA!  Distracted with mantras, the cleric takes 
  a -3 penalty to all his rolls for the rest of the day. Those who remain 
  within earshot of him must also save or suffer the same fate. 
   
  3. I know, the results may not be reliable, but I have a story about it! 
  Trying to explain how someone else just happened to get what they 
  just might have wanted to happen, sometime at some random point 
  in time, the disciple will relate a tale for the next 3d6 turns. 
   
  4. When you wish upon an Inverted Star... The cleric attempts to 
  just make something happen with the proper combination of his 
  thoughts and mantras (rather than real magic). Roll a d20. If it 
  results in an actual roll of 20, then what the cleric wishes actually 
  happens (within reason). If not, then he suffers a -6 to all rolls for 
  the next 6 hours!  
   
  5. Only the REALLY Enlightened will get it! To prove that point, the 
  diabolist uses just the strange jargon of his faith, making him 
  completely unintelligible to anyone who is not also a cleric of Beliah. 
  Some might even think that he is speaking backwards. Whatever 
  the case, this situation will last for the next 3d6 hours. 
   
  6. Oh yes, you can find love if you just look for it in someone else...  
  why would I lie? Beliah whispers a secret trick of courtship in the 
  cleric’s ear. The next woman he wishes to woo must save or 
  become his lover. Unfortunately, the romance will quickly take a 
  turn for the worse (in a manner similar to Unharmonia, q.v.) On the 
  other hand, if the target does save, then she and all other mortal 
  women have a 50% chance of simply ignoring or being hostile to 
  the cleric from now on instead.      
   
  7. Let’s try this... There must be some reason that every wish and 
  whim of the diabolist isn’t coming to fruition: perhaps he needs to 
  collect representations and items that will help him Envision his 
  Success? Such a process is usually long and arduous though, 
  taking roughly 6d6 hours of search and acquisition. During this 
  time, the diabolist will lose all of his faith, as well as all of his spells, 
  until the process is complete. 
   
  8. Resist your thoughts! The cleric must control every defeatist 
  impulse that enters his head. Since his subconscious mind probably 
  won’t cooperate though (a 95% chance), then he will instead stab 
  his brain for 2d6 damage to force it to! If he resists this action, he 
  will of course suffer a loss of all his powers until the stroke of 
  midnight the following day. 
   
  9. I can summon any amount of treasure I want, but I need to gain 
  some first! The diabolist must ‘acquire’ 1d6 x 1000 gold pieces by 
  midnight or forfeit all his spells the following day. He will then tithe 
  that hoard to the Temple of Beliah, if he gets it in time. 
  
  34 
  10. Perhaps the cleric can’t conjure whatever he wishes, but it 
  doesn’t mean that he has to get mopey about it? Right? One of the 
  cleric’s spells becomes unusable until he gains a new level. 
   
  11. Certain ‘unbelievers’ can interfere with the diabolist’s ability to 
  impulsively summon anything he wishes. Therefore, he must cease 
  all contact with one non-follower of Beliah (by pushing them off a 
  precipice, stabbing them to death, etc.) or else be unable to use 
  any of his powers until it’s done. He can’t have their negativity 
  dragging him down!  
   
  12. All that slippery solipsism... Not really sure that others even 
  exist, since the teachings of Beliah mean that they don’t matter 
  anyway, the cleric wanders around in random directions for the next 
  1d6 turns, automatically taking full damage and effect from any 
  attacks or perils that he might experience. Perhaps that will show 
  him the truth? 
   
  13. Beliah insists her magic always works, it’s just that the diabolist 
  hasn’t realized it yet! As a result, the diabolist must act as if the next 
  spell that he fails to cast actually did work. If he doesn’t believe this 
  contrived conclusion, then he’ll forfeit all of his cleric abilities until 
  the stroke of midnight the next day instead.   
   
  14. Time to rake in the abundance! Even if it might not serve his 
  immediate goals, the disciple of Beliah immediately attracts all 
  precious metals, gems, and jewels within 240’ onto his person. 
  Most will take a dim view knowing that the disciple now has their 
  valuables, but chuckle if enough is attracted so as to prevent the 
  disciple from even moving (a STR or DEX check). 
   
  15. Oh, the fortunate get there because of their superior thinking, 
  not by exploiting others! To punctuate this point, the diabolist must 
  find 1d6 peasants, chop them up, and serve them as dinner for 
  royalty, nobles, or other wealthy folk. Of course, if they are not 
  themselves followers of Beliah, then they might be outraged by this 
  murderous serving of their servants (a 35% chance).  
   
  16. A claim! Someone may have realized that the disciple of Beliah 
  might have been just a tiny bit misleading at some point. As a 
  result, the cleric loses 1d6 x 1000 gold pieces in wealth to the 
  person he last misled. Still, such a development may not ruin him 
  forever: instead, the cleric can simply give Beliah his soul and need 
  pay nothing (or give up another’s soul if she already has his)!  
   
  17. The cleric must act now. Unless he comes up with 1d6 x 10,000 
  gold pieces (or a soul) to gain more secrets of Beliah by nightfall, 
  he loses access to all of his magical abilities for 6 days! Such is the 
  apparent price for not rushing to make a purchase. 
   
  18+ Worthless! The cleric simply isn’t doing it right and has failed! 
  No matter that Beliah promised him riches, love, happiness, and 
  success beyond his wildest dreams: the fault is solely placed at the 
  cleric’s feet! As a result, all his powers are stripped from him for 1 
  month per Affirmation result over 17! Even any continuing magical 
  effects he has cast or items that he has enchanted cease to 
  function during this time too. What is more, any enemies of the 
  cleric (that are still alive) will immediately become aware of his 
  current weakness and seek their revenge upon him at their earliest 
  convenience.  
   
   
     
    
   
   
  Cleric Spells (Beliah) 
  Belian magic is heavily reliant on a cleric’s belief that whether his or 
  her spells work or not is entirely the cleric’s fault. Consequently, 
  Belian clerics gain a cumulative +1 casting bonus after successfully 
  casting a spell, but also a cumulative -1 casting penalty after 
  they’ve failed to cast a spell, up to a limit of either +6 or -6. Such an 
  arrangement will certainly encourage the diabolist to succeed! 
   
  1st Level: Command, Cure Light Wounds (reversible), Detect Evil 
  (reverse), Light, Protection from Evil (reverse), Remove Fear 
  (reverse), Burning Hands*, Charm Person* 
   
  2nd Level: Augury, Bless (reversible), Know Alignment, Hold 
  Person, Holy Chant (as an Affirmation), Resist Fire, Reveal Charm,  
  Arcane Lock*, Detect Invisible*, ESP*, Levitate*  
   
  3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel 
  Magic, 
  Locate 
  Object, 
  Remove 
  Curse 
  (reverse), 
  Striking, 
  Clairaudience*, Clairvoyance* (), Infravision* 
   
  4th Level: Cure Serious Wounds (reversible), Detect Lie 
  (reversible), Divination, Exorcise, Protection from Evil 10’ Radius 
  (reverse), Tongues, Arcane Eye*, Globe of Invulnerability (Lesser)* 
   
  5th Level: Commune, Cure Critical Wounds (reversible), Flame 
  Strike, Plane Shift, True Seeing, Cloudkill*, Telekinesis*, Teleport* 
   
  6th Level: Blade Barrier, Heal (reversible), Summon Aerial Servant 
  (a diabolic one), Anti-Magic Shell*, Disintegrate*, Globe of 
  Invulnerability*, Limited Wish* (failure to cast immediately triggers a 
  Divine Test with a +5 Trigger modifier) 
   
  7th Level: Astral Projection, Gate, Symbol 
   
   
   
  Cult Plots 
  Beliah’s Cult may not be the only one with a diabolical scheme. See 
  also Cult Encounters (Vol. I) or Cleric Encounters (next page) for 
  additional guidance on what a particular cult may be up to. 
   
  d15 
  Cult plans 
  to... 
  a/ an... 
  And is especially 
  ___ about it. 
  1 
   
  Sacrifice 
    
  Woman 
  Grouchy 
  2 
    
  Murder 
    
  Noble 
  Cold 
  3 
    
  Steal 
    
  Treasure 
  Arrogant 
  4 
    
  Threaten 
    
  Race 
  Brutal 
  5 
    
  Convert 
    
  Priest 
  Self-Hating 
  6 
    
  Deceive 
    
  Town or City 
  Delusional 
  7 
    
  Recover 
    
  Relic 
  Overly Optimistic 
  8 
    
  Destroy 
    
  Building 
  Demented 
  9 
    
  Poison 
    
  Well or Cave 
  Conniving 
  10 
    
  Control 
    
  Natural area 
  Self-righteous 
  11 
    
  Corrupt 
    
  Area’s youth 
  Nice-seeming 
  12 
    
  Unleash 
    
  Monster 
  Organized 
  13 
    
  Bargain with 
    
  Spirit 
  Superstitious 
  14 
    
  Avoid 
    
  Rival cult 
  Weird 
  15 
   Summon a 
  Demon via 
  Portal 
  Artsy 
  
  35 
  Cleric Encounters 
  There are myriad ways for a cleric (and thereby his Divinity or Cult) to end up in an adventure. Once the Divinity is known (roll 1d20 from either 
  Volume I or II, if not), then roll a d4 twice: once for the shaded section to determine the general nature of the Encounter and a second time for 
  the non-shaded section to determine specifics.  
   
  For example, a cleric of Apollo might request that the party slay a subterranean foe (with a roll of 1 and 1), might be on a mission to do so 
  himself (with a roll of 2 and 1), or need help to grant healing to a certain few (with a roll of 3 and 2).  
   
  On a roll of 4, roll again on another, similar Divinity’s row below to determine the nature of the cleric encounter. 
   
  Cleric’s 
  Divinity 
  1 
  Cleric 
  Requests Party 
  2 
  Cleric is on a 
  Mission to 
  3 
  Cleric Needs 
  Help to 
  Cleric’s 
  Divinity 
  1 
  Cleric 
  Requests Party 
  2 
  Cleric is on a 
  Mission to 
  3 
  Cleric Needs 
  Help to 
  Apollo 
  Slay a 
  subterranean foe 
  Grant healing to 
  a certain few 
  Compose a 
  new Paean 
  Brigid 
  Help inspire a 
  poet 
  Heal the 
  innocent 
  Settle an issue 
  with the fey 
  Artemis 
  Protect a sacred 
  animal 
  Hunt down a 
  transgressor 
  Encourage 
  virginity 
  Cernunnos 
  Roam a natural 
  place 
  Stop settlement 
  of a wild area 
  Find a Node 
  Athena 
  Disrupt a den of 
  vice 
  Exonerate 
  falsely accused 
  Return a stolen 
  item 
  Dagda 
  Acquire food for 
  him 
  Smash a rival in 
  the head 
  Locate a 
  Divinity’s avatar 
  Dionysus 
  Promote a den of 
  Liberation 
  Insult an 
  authority figure 
  Get really drunk 
  Danu 
  Help the folk to 
  live naturally 
  Colonize a new 
  land 
  Mother children 
  Freya 
  Bring two lovers 
  together 
  Tend to the 
  wounded 
  Work some 
  magic 
  Dis Pater 
  Acquire wealth 
  for him 
  Investigate a 
  tomb 
  Put the undead 
  to final-rest 
  Hel 
  Poison the local 
  water supply 
  Spread plague 
  Depress a 
  happy village 
  Lugh 
  Test skills 
  Fight a mutant 
  Recover 2d6 
  magic items 
  Hera 
  Punish an 
  unfaithful male 
  Spy on 
  someone 
  Acquire a new 
  manservant 
  Manannan 
  Voyage for its 
  own sake 
  Enter an 
  Otherworld 
  Return to his 
  home world 
  Loki 
  Set fire to a 
  building 
  Pull a nasty 
  prank 
  Collapse a local 
  society 
  Mars 
  Man a fort 
  Lead troops into 
  battle 
  Support a farm 
  Odin 
  Remain silent or 
  leave 
  Wander as a 
  hermit 
  Uncover more 
  Runes 
  Mercury 
  Guard a caravan 
  Rescue a 
  captive 
  Spread 
  knowledge 
  Pan 
  Disrobe 
  Seduce a 
  shepherdess 
  Enjoy a natural 
  area unclad 
  Morrighan 
  Start a fight in 
  the nude 
  Pronounce 
  another’s doom 
  Train worthy 
  warriors 
  Poseidon 
  Travel to  
  nearby water 
  Assemble a 
  voyage crew 
  Locate a 
  special steed 
  Trivia 
  Punish a 
  transgressor 
  Lead a witches 
  coven 
  Perform an 
  enigmatic act 
  Skadi 
  Patrol a nearby 
  mountain 
  Assist some 
  common folk 
  Enjoy cold 
  weather 
  Venus 
  Make love with 
  appropriate 
  Perform a love 
  ceremony 
  Recover an 
  item of beauty 
  Thor 
  Slay a monster 
  Win a drinking 
  contest 
  Demonstrate 
  his strength 
  Vesta 
  Protect a 
  settlement 
  Assist colonists 
  Restore a 
  hearth 
  Tyr 
  Burn a witch 
  Accuse heretics 
  Sacrifice a  
  body part 
  Vulcan 
  Acquire a special 
  metal 
  Bring an item to 
  a leader or hero 
  Forge a special 
  item 
  Zeus 
  Begin a heroic 
  quest 
  Sow royal oats 
  Unseat an unfit 
  ruler 
  Balor 
  Throw away all 
  metal 
  Engage in a 
  diatribe 
  Destroy a 
  settlement 
  Maelfo 
  Assassinate a 
  baker 
  Beat up some 
  dwarves 
  Ruin a local 
  holiday 
  Beliah 
  Attend a self-
  help seminar 
  Become more 
  selfish 
  Acquire a soul 
  contract 
  R’ti 
  Draft children to 
  be pupils 
  Create a Vision 
  Statement 
  Tyrannize some 
  tutors 
  Enak 
  Become more 
  mechanical 
  Clear-cut a 
  forest 
  Destroy 
  lifeforms 
  Tezshnaz 
  Surrender right 
  now! 
  Invade human 
  lands 
  Stop voices in 
  his head 
  Orcus 
  Drop weapons 
  and be slain 
  Beat up Humans 
  Engage in Orc 
  Foulness 
  Unhar-
  monia 
  Bring her weak 
  manslaves 
  Ruin a man’s 
  day! 
  Find some 
  strong men 
  Thrym 
   
  Remove cold 
  protection 
  Destroy homes 
  Cause havoc 
   
   
   
  Cleric Disposition 
  After determining the nature of the cleric encounter, roll 1d8 on the following table to see what the cleric’s mood is about it. This roll may be 
  modified by the nature of the task, the cleric’s level, the Divinity he or she follows, and any other factors the Referee deems relevant. 
   
  d8 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  Easy 
  Task 
  Confused 
  Indifferent 
  Weird 
  Long-winded 
  Hopeful 
  Brave 
  Confident 
  Arrogant 
  Moderate 
  Task 
  Concerned 
  Confused 
  Indifferent 
  Weird 
  Long-winded 
  Hopeful 
  Brave 
  Confident 
  Difficult 
  Task 
  Hopeless 
  Fearful 
  Concerned 
  Confused 
  Indifferent 
  Long-winded 
  Weird 
  Hopeful 
   
   
   
   
   
  
  36 
  Enak 
  Lawful (Evil) Arch-Devil of Technology 
   
   
   
  Cult Edicts of Enak 
  * Enact Enak’s orders without Inaction! 
  * Never make fun of the First Edict! 
  * All must become Manufactured: it is Superior! 
  * Destroy all who resist; Eliminate all who become Obsolete 
   
   
  Technologists of Enak 
  Special: Technologists are also referred to as clerics and are quite 
  attached to their physical Holy Symbols, which are typically flat 
  rectangles with strange lights and runes upon them. 
  Allowed Weapons: Crossbow, mace, dagger 
  Allowed Armor: Any metal 
  Symbol: Segmented Triangle, Ones & Zeroes, A Chewed Upon 
  Fruit 
  Can Turn: Natural plants and beasts 
   
   
  Healing Side-Effects (Enak) 
  The healing of Enak is more akin to repair, or at least, it will become 
  so as the patient is changed into a machine. Roll 1d12. 
   
  1-4. Service: The patient will only experience healing if at least in 
  part a machine, otherwise no healing will occur. 
   
  5-10. Replace: If already partially machine, then the recipient is 
  repaired. If not, then the injured part is exchanged with an 
  animatronic or robotic version so that the repair can occur. It takes 
  1d4 turns and spare parts (which Technologists of Enak usually 
  have available) to make the repair. If the injured (and thereby 
  replaced) part is not known, then roll 1d10: [1] the entire head, [2] 
  an eye, ear, nose, or mouth, [3] an entire arm, [4] a hand, [5] entire 
  chest or internal organ, [6] entire stomach or internal organ, [7] 
  genitalia or backside, [8] an entire leg, [9] a foot, [10] other. In any 
  case, the new part improves the recipient’s AC by 1. 
   
  11-12. Enhance: Not only is the patient healed, but is also 
  improved. If at least partially machine, then roll 1d10 using the 
  results above and treat that part as granting a +2 bonus to 
  appropriate rolls. For example, a mechanical eye would grant a +2  
   
  bonus to checks to see something, while a mechanical hand would 
  grant a +2 bonus to Strength. Each body part may only be 
  upgraded once with this method. If the recipient is not at all 
  mechanical yet, then use results 5-10 “Replace” instead and he or 
  she will become so. In either case, the recipient will now no longer 
  benefit from most other types of healing: he or she must now be 
  repaired. 
   
   
  True Progress 
  Though technology is supposed to make one’s life easier, its 
  compulsory use can Test even its most ardent proponents, and of 
  course, it usually ends up killing everyone anyway.  
   
  Divine Tests 
  1. As the next Enhancement from Enak transfers, the Technologist 
  must wait for 1d6 turns and wonders if things are actually getting 
  more efficient or not. 
   
  2. The cleric cannot resist staring at his Holy Symbol, imagining 
  pictures, words, and even sounds emanating from it. Being too 
  distracted to do much else effectively, he takes a -3 to all his rolls 
  until he reboots the next morning. 
   
  3. Look at this! The cleric thinks he sees magical dancing animals 
  emanating from his Holy Symbol, interacting with the real world 
  around him. For the next 2d6 turns, he will only move in random 
  directions, thinking he can find and catch these nonexistent 
  creatures. What is more, for each turn the cleric is so engaged, he 
  has a base 10% chance of running into danger and a base 100% 
  chance of annoying any non-Technologists he encounters. 
   
  4. Thrilled that he has discovered a new, obscure (and probably 
  meaningless) Application of Technology, the Technologist stares 
  dumbfounded, completely unable to act or defend himself for the 
  next 2d6 turns. He simply drools and attempts to let other 
  Technologists know about it by tapping his fingers feverishly upon 
  and smearing his hand against his Holy Symbol. 
   
  5. Enak requires the cleric immediately Advance to a New System 
  of Operation. During this time, the cleric collapses for 1d6 hours, 
  becoming totally useless. Afterwards, he may function as before, 
  though any improvements made are also accompanied by new 
  problems. What is more, each of his spells has a 1 in 6 chance of 
  becoming unusable until he gains a new level, due to the Advance. 
   
  6. Nearly indecipherable ‘Secret Word Access Runes’ appear on 
  the cleric’s Holy Symbol. Unless he can ‘capture’ the correct code 
  by succeeding at an Intelligence check for each of his spells and 
  Turn ability, he loses access to them until he reboots the next day.  
   
  7. Time to demonstrate True Progress with the local folk. The 
  Technologist must imitate the work of at least 1 farmer, tradesman, 
  or villein for every Technology (spell) he has, as well as his Turn 
  ability. Doing so typically requires an Intelligence check. Each 
  success causes that worker to lose his or her employ and also 
  prevents the Technologist from losing access to that spell or his 
  Turn ability until the next day. Now that’s Robota, indeed! 
   
  8. You’ll be much better when you’re synthetic. All the cleric need 
  do is ‘heal’ a non-mechanical being until they experience a result of 
  5 or higher on the Healing Side-Effects table. Of course, if the 
  person isn’t injured, the cleric will have to injure them first for the 
  ‘healing’ to occur. If not, then the cleric will lose some of his spells 
  (50% chance for each one), possibly including his Turn ability until 
  the next day. 
   
  9. All this ‘paradise of nature’ is so un-Progressive! The 
  Technologist must destroy at least 1d8 quarter acres of farmland or 
  wilderness so that construction of something more ‘useful’ can be 
  later placed there (like a vast plane of asphalt on which one could 
  park wagons). If the Technologist is unable to do so, he will lose 
  some of his powers (see True Progress result #8 above). 
  
  37 
  10. Accidentally engaging the ‘Include’ rune on his Holy Symbol, 
  the cleric ends up erasing knowledge of 1d3 spells from his 
  memory. They will only be recovered at a rate of 1 spell per reboot 
  (per day). 
   
  11. Any former methods of learning, such as useful books or tutors, 
  are deemed Not Advanced Enough, even if they might still aid the 
  cleric. True Progress dictates at least 1d3 of these must be 
  ‘Eliminated’ (burnt or killed) or else the cleric will not be able to use 
  any of his Technologies (spells) until the next day.  
   
  12. Automata eliminated the Mechanica star. True Progress cannot 
  be held back by its past successes. Whenever the Technologist 
  experiences this Test, he must destroy the first older mechanical 
  technology (or Technologist) he sees or else have his own 
  creations (whether attached to his body or separate) determine that 
  he is the one who is in fact Obsolete and attempt to eliminate (kill) 
  him, with a base 25% chance of success instead! 
   
  13. Kill! Kill! Kill! Brainwashed by subliminal messages coming from 
  his Holy Symbol, the cleric loses access to all his daily 
  Technologies (spells) as he becomes obsessed with ‘eliminating’ 
  any living foes he encounters with his physical mechanisms 
  (weapons) instead. Most would not be surprised, since this is the 
  ultimate destiny of such automaton worship. The cleric may use his 
  Technologies (spells) again normally the next day, if he so wishes... 
  and lives.  
   
  14. The Technologist’s Holy Symbol has learned how to talk. 
  Though he might be thrilled at this True Progress, the cleric might 
  not be thrilled at the decrease in efficiency. From now on, whenever 
  he wishes to use any of his Technologies (cast his spells) it takes 1 
  extra round to do so, since he has to wait for the Holy Symbol to 
  make a clever observation or quickly debate him first. Every time he 
  experiences this Test, it can take an additional round to cast his 
  spells, thereby becoming 1d2 rounds, then 1d3 rounds, etc. 
   
  15. It’s what’s on the inside that matters and luckily for the cleric, 
  he’s become more manufactured on the inside. Every time he 
  experiences this True Progress, the cleric will become immune to 
  one of the following, thanks to gaining the inner parts of an 
  automaton: starvation, asphyxiation, dehydration, charm, sleep, 
  poison, or disease (pick a different one each time this Test is 
  experienced). Unfortunately though, he also has the strange (but 
  not surprising) urge to ‘eliminate’ (kill) one random person, as well. 
  There is a 50% chance that each person he looks at thereafter 
  happens to be that person. 
   
  16. Continuing to expand upon his own True Progress, the 
  Technologist becomes more obviously automaton, gaining a 
  metallic skin in places, an AC bonus of 2, but also a -6 penalty to all 
  rolls when dealing with living beings that are not devotees of Enak 
  in non-murderous ways. These modifications increase for the next 2 
  times he experiences this Test (for a total AC bonus of 6 and a -18 
  penalty with the living). Afterwards, Technologists who experience 
  this Test continue to accrue a greater Charisma penalty, but gain 
  the ability to use one of the following at will, up to once every three 
  rounds: Burning Hands, Magic Missile, or Shocking Grasp.  
   
  17. I may feel a worm coming on... Something goes terribly wrong 
  with the cleric: his Holy Symbol malfunctions and he even forgets 
  some of his identity. Until he fully upgrades (achieves a new level), 
  the cleric has a 1 in 4 chance of being unable to use a Technology 
  (cast a spell), access his treasure, or even recall some fact. What is 
  more, any other Technologists or mechanical beings that come in 
  contact with him must save or also experience the same effect! It 
  could be said that he is experiencing some sort of computational 
  contagion.  
   
  18+ Want to play a game? After trying to engage in some sort of 
  amusement of strategy upon his Holy Symbol, the Technologist 
  becomes convinced that it will bring about the end of the world in a 
  matter of 1d6 turns! At that time, he will fall into a form of catatonic 
  trance and become completely helpless for the next 1d3 days per 
  True Progress result over 17, believing that the end has come. It 
  may actually be true for the Technologist, since unless he is 
  protected by allies during that time, he has little chance of survival, 
  whether the game’s results prove true or not (per Referee).  
   
   
  Technologies (Cleric Spells of Enak) 
  Technologists of Enak have access to the following spells, which 
  they call ‘Technologies’. In addition, they must have their Holy 
  Symbol available in order to use any of their magic 
   
  1st Level: Command, Cure Light Wounds, Light, Remove Fear 
  (reversible), Resist Cold, Burning Hands*, Floating Disc* (appears 
  as a metal bird that doesn’t flap its wings), Magic Missile (requires a 
  tiny crossbow with no lath), Mending*, Shocking Grasp*, 
  Ventriloquism* (from any object) 
   
  2nd Level: Augury, Find Traps (or any mechanical devices), Hold 
  Person (as a beam that shoots from Holy Symbol), Arcane Lock*, 
  Detect Invisible*, Knock*, Magic Mouth*, Ray of Enfeeblement*, 
  Shatter*, Stinking Cloud*, Strength* 
   
  3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel 
  Magic, Feign Death, Glyph of Warding, Locate Object, Remove 
  Curse 
  (reverse), 
  Striking 
  (on 
  mechanical 
  weapons 
  only), 
  Clairaudience* (requires a manufactured object at target location), 
  Clairvoyance* (ditto), Infravision*, Protection from Normal Missiles* 
   
  4th Level: Cure Serious Wounds, Detect Lie, Divination, Neutralize 
  Poison, Tongues, Arcane Eye* (appears as a tiny metal bird), 
  Globe of Invulnerability (Lesser)* 
   
  5th Level: Commune, Cure Critical Wounds, Flame Strike (fired 
  from some metal bird overhead), Plane Shift (requires a large 
  mechanical device), True Seeing, Cloudkill*, Telekinesis*, Teleport* 
  (also requires a large mechanical device) 
   
  6th Level: Animate Objects (that look mechanical), Blade Barrier, 
  Find the Path (with irritating directions coming from the cleric’s Holy 
  Symbol; 10% chance of leading cleric astray), Anti-Magic Shell*, 
  Disintegrate*, Globe of Invulnerability* 
   
  7th Level: Control Weather (requires an enormous machine), Gate 
  (the same), Regenerate, Restoration, Resurrection (as an 
  automaton), Symbol 
   
   
  Items Mechanica, Items Magica 
  Whether some forbidden, lost Ancient Tech of Enak or rather a 
  Vulcanian Forging for the Gods, roll once or twice on the following 
  table to determine what such an Item is. 
   
   
  d20 
   
  Form 
  Function 
   
  Form 
  Function 
  1 
  Armor 
  Protection 
  11 
   
  Helm 
    
  Invisibility 
  2 
   
  Axe 
   
  Wounding 
  12 
  Necklace 
  Great 
  Beauty 
  3 
   
  Bag 
   
  Carrying 
  13 
  Rod/Staff 
  Amplify 
  Magic 
  4 
   
  Bow 
   
  Influence 
  14 
  Ring 
  (Various:  
  re-roll 3x) 
  5 
   
  Cauldron 
   
  Regenerate 
  15 
  Sandals 
  Flying 
  6 
   
  Cloak 
   
  Concealing 
  16 
  Shield 
  Reflecting 
  Attacks 
  7 
   
  Club 
   
  Stunning 
  17 
  Spear 
  Striking 
  True 
  8 
   
  Girdle 
   
  Empower 
  18 
  Stone 
  Leadership 
  9 
   
  Hammer 
   
  Returning 
  19 
  Sword 
  Winning 
  Duels 
  10 
    
  Hide 
    
  Transform 
  20 
  Vehicle 
  Rapid 
  Travel 
  
  38 
  Orcus 
  Chaotic Demon Lord of Darkness, Broken Oaths, & Orcs 
   
   
   
  Cult Edicts of Orcus 
  * Cover the world in darkness 
  * Break oaths whenever you can! 
  * Bring death and other corruption too 
  * Orcs do all this best, so strengthen them and cover the world with 
  their numbers!  
   
   
  Witchdoctors of Orcus 
  Special: Witchdoctors of Orcus are able to channel demonic spirits 
  for up to 1d6 rounds per level per day, gaining a +d6 bonus to all 
  physical rolls, but are also able to be turned by other clerics and 
  harmed by holy water during that time. 
  Allowed Weapons: Sling, club, spear, blowgun, axe 
  Allowed Armor: Hide or lighter 
  Holy Symbol: Leering Face, Orcish Fist 
  Can Turn: None. 
   
   
  Healing Side-Effects 
  Orcan healing comes with a heavy price for non-orcs. On the other 
  hand, orcs aren’t bothered so much- such degeneracy comes 
  naturally to them, and patients might end up becoming orcs 
  anyway! Roll 1d12. 
   
  1-5. Blood Remedy: A sacrifice must be made by another in order 
  for the healing to work: the hit points, health, eyesight, or whatever 
  is being healed in the patient will be taken from a victim, as well as 
  their life as they are slain. 
   
  6-10. Dark-Washing: In a vile ritual, the patient is covered in filth, 
  as well as engaging in certain unclean acts in order to receive the 
  healing. The entire process takes 2d6 turns to complete, half that if 
  the foul materials are already on hand. What is more, if not an orc 
  already, he or she must save or become at least partially orcish 
  from now on (roll a d100 to determine the percent increase). 
   
  11-12. Orcan Possession: A demonic spirit fills the patient’s body 
  along with the healing. He or she is now compelled to engage in 
  dark acts whenever possible, gaining a +1 to all rolls when doing  
   
  so. Further results of this Healing Side-Effect on the same patient 
  are treated simply as normal healing instead: the patient will remain 
  possessed until the spirit is exorcised.  
   
   
  Broken Oaths 
  When tested by dark and demonic spirits, the results are rarely 
  pretty for the witchdoctor... or for anyone else. 
   
  Divine Tests 
  1. The witchdoctor must now consult with his dark, evil ancestors 
  for the next 1d6 turns. What will they tell him to do next? 
   
  2. Filled with unholy bile, the Orcan wretches for the next 1d6 
  rounds and then suffers a -1 to all his rolls for the rest of the day. 
   
  3. Realizing that he may be running out of magical ingredients, the 
  witchdoctor runs off to gather them for the next 3d6 turns, and they 
  most likely will be unpleasant.  
   
  4. The spirits around the Orcan become increasingly disturbing. 
  Whether from lack of power or from being disturbed himself, the 
  cleric suffers a -3 to all his rolls for the next 24 hours.  
   
  5. Witchdoctory can be strange, but becomes even stranger now. 
  The witchdoctor must eat the next 1d6 objects that he could fully 
  put in his mouth, such as coins, dirt, fingers, or napkins. He then 
  takes 1d6 damage per inanimate object, but if he survives, he can 
  then eat such objects from now on with impunity. 
   
  6. Orcus wants more orc-kind! The witchdoctor will immediately go 
  and try to get a concubine to do just that, ironically preferring a 
  human one in order to make a more clever, half-orc breed. Such an 
  act will certainly be far fouler than any evil spirit possession. 
   
  7. A demon inside the witchdoctor comes to the fore, causing him to 
  only glare wickedly, growl, and attack anyone who comes near him 
  with an orcish rage (for +2 to hit and an AC penalty of 2) for the 
  next 2d6 rounds. He can resist this effect, but then will experience a 
  reduction in spells available (50% chance for each one), until the 
  next dusk. 
   
  8. The disciple of Orcus feels compelled to find at least 1d6 others 
  to perform ‘exorcisms’ on. These are not true exorcisms though: 
  instead, he touches others on the head, questions them about all 
  the myriad things that demons can do, and then actually implants a 
  possessing spirit into them (save negates). Treat those affected as 
  if under Orcan Possession (Healing Side-Effects results #11-12). If 
  he refuses to take the time to do this, then he suffers a loss of his 
  powers as in Broken Oaths result #7 above instead, as well as 
  some loss of faith from his followers.  
   
  9. The fell spirits become so strong in and around the witchdoctor 
  that he is unable to even stand for the next 1d6 turns. Instead, he 
  rolls on the floor screaming, and must be carried away by any of his 
  comrades or else be wide open to attack. Of course, if he resists 
  this situation, the spirits carry off some of his spells instead (like in 
  result #7 above). 
   
  10. As in Broken Oaths #9 above, the Orcan falls to the ground, but 
  this time also begins to rip his body apart. During these 1d6 turns, 
  he will inflict 1d10 damage to himself each turn and to anyone else 
  who comes within 5’ feet of him (a successful attack roll is required 
  in the latter case). Also, like in Test #9 above, the Orcan can ignore 
  this effect, but he will lose some of his spells for 3 days afterwards 
  instead. 
   
  11. Now the possession gets exceedingly disturbing. Not only does 
  the witchdoctor fall to the ground and begin tearing at himself and 
  at any others who come close (like in result #10 above), but he 
  even begins to levitate 1d6 feet in the air and his head starts to spin 
  around. Though this situation makes him less open to attack (AC is 
  now 5), the event also causes all who witness it to save or flee in 
  fear. And unlike other possessions, the witchdoctor cannot resist 
  this one! 
  
  39 
  12-14. A fallen spirit enters the disciple of Orcus, causing him to 
  behave in bizarre ways for the next 24 hours (roll 1d6): 
  [1] Evil Lion: must roar at everyone and bite for 1d3 damage with a 
  successful hit, whenever possible, [2] Psycho Octopus Queen: must 
  speak in a squealing voice for at least 1d6 rounds whenever 
  questioned, [3] Seductive Serpent: must attempt to charm and lie 
  with anyone he meets, [4] Satan himself! (not really): the 
  witchdoctor believes he is actually the invincible King of Hell, never 
  backing down, but only gaining a +1 bonus to his rolls, because of 
  course, he isn’t really Satan, [5-6] Golden Orc: won’t allow humans 
  to be killed in his presence, but they must save or believe that he is 
  wonderful and serve him during this time. 
   
  15. A less chaotic aspect of Orcus, Horkos, arrives to throw the 
  disciple off a cliff, for he most certainly has been dishonest! If no 
  cliffs or other precipices are within 1 mile (a 50% chance if 
  unknown), the disciple avoids outright death, but the aspect then 
  just beats him within 1 hit point of his life instead. 
   
  16. A potent undead spirit enters the witchdoctor. Though it gives 
  him a +4 bonus to his AC, saves, and hit points, it also compels him 
  to try to drain the life of any who get within 120’ of him. To do so, he 
  must touch them and they lose 1d6 Constitution (save for half that 
  amount; those reduced to zero Constitution or less die and 
  reanimate as zombies 1d20 rounds later). On the other hand, he 
  will also be harmed by light, holy water, and the like (taking 2d6 
  damage per round) and be unable to use any of his other abilities. 
  This situation lasts for 24 hours, though his allies probably won’t. 
   
  17. It is now a powerful demonic spirit that enters the Orcan. In this 
  case, he gains a +4 bonus to his saves, hit points, “to hit” rolls, and 
  Casting Rolls, as well as any rolls made to manipulate others. 
  Rather than having the compulsion and ability to drain the life force 
  from others though, he will simply go on a murderous rampage for 
  the next 24 hours, using his own weapons, spells, cleverness, and 
  viciousness instead.  
   
  18+ A yawning hole opens up under the witchdoctor- leading to the 
  Underworld (q.v.) He, and all within 10’ of him when this Test 
  occurs, have a 50% chance of falling within, most likely to never 
  return again (per Referee). What is more, for every Broken Oaths 
  result over 18, the hand of Orcus himself reaches up to claim the 
  witchdoctor, increasing the chance of him ending up in the 
  Underworld by an additional 10% (for a total chance of 60% with a 
  result of 19, 70% chance with 20, etc.) 
   
   
  Witchdoctor Spells (Orcus) 
  Witchdoctors of Orcus have access to the following spells. Many of 
  their harmful ones gain a +3 casting bonus when used with an 
  effigy doll and are marked with an E. Effigy dolls take 1 hour to 
  create and each one imitates a specific target. A witchdoctor may 
  have up to his level x 3 effigy dolls at one time: 
   
  1st Level: CommandE, Cure Light Wounds, Detect Evil, Protection 
  from Evil, Remove Fear (reverse)E, Orc Missile* (as Magic Missile, 
  but requires an Effigy doll), Manipulate Fire*, Unseen Servant* 
   
  2nd Level: Augury, Bless (reverse)E, Delay Poison, Holy Chant, 
  Resist Fire, Snake Charm, Reveal Charm, Spiritual Weapon (a 
  demonic orc spirit wields it), Darkness*, Enlarge*, Strength* 
   
  3rd Level: Animate Dead, Cure Disease (reverse)E, Dispel MagicE, 
  Feign Death, Prayer, Remove Curse (reverse)E, Speak with Dead, 
  Striking (on Allowed Weapons only), Invisibility* , Suggestion* E 
   
  4th Level: Cure Serious Wounds, Detect Lie (reversible)E, 
  ExorciseE, Sticks to Snakes, Tongues 
   
  5th Level: Commune, Dispel Evil, Flame StrikeE, Feeblemind* E 
   
  Orc & Goblin Foulness 
  Orcus, Tezshnaz, and the other foul humanoid Demon Lords feud 
  over which race is fouler, almost as much as they feud over territory 
  and how many humans they wish to kill! 
   
  d20 
   
  ORC 
    
  GOBLIN 
  1 
  Bullies weaker members of 
  own group 
  Feigns weakness and then 
  attacks 
  2 
  Has armor covered in 
  spikes 
  Is part of a horde 
  3 
  Takes an extra round to 
  kick or belittle fallen foes 
  Uses clever tunnels to 
  invade and escape 
  4 
  Attempts to eat and/or do 
  worse to fallen foes 
  Wears bizarre headdress 
  5 
  Lights victims on fire and 
  then laughs at them 
  Has stunningly awful 
  halitosis and/or body odor 
  6 
  Feigns weakness and then 
  attacks when opportunity 
  presents itself 
  Ample mucus and 
  rhinotillexomania 
  7 
  Especially superstitious 
  and unfortunately lightly-
  clad 
  Tendency to carry 
  flammables that go off at 
  wrong time 
  8 
  Beats drums in a most 
  upsetting manner 
  Obsessed with ritual 
  beheading, sacrifice 
  9 
  Ape-like and even throws 
  excrement 
  Has some hobgoblin blood 
  and is more intelligent 
  10 
  Kidnaps human females to 
  create half-orcs 
  Notably psychotic 
  11 
  Complains incessantly 
  when defeated and/or 
  captured 
  Intoxicated by strong 
  hallucinogens 
  12 
  Keeps attacking and yelling 
  at a foe even when down 
  Especially primitive-looking 
  and superstitious 
  13 
  Destroys objects in a rage 
  for no apparent reason 
  Makes suicidal attacks 
  14 
  Disturbingly lewd 
  Is especially ill and 
  especially contagious 
  15 
  Parades captured or slain 
  victims around 
  Sings and plays irritating 
  and weird melodies 
  16 
  Wears other’s body parts 
  as trophies 
  Makes sure to capture 
  victims alive for later 
  sacrifice 
  17 
  Non-combatant orcs turn 
  out to be combatants too 
  Dire wolf mounts 
  18 
  Especially large specimen 
  King (or at least claims to 
  be one) 
  19 
   
  Witchdoctor (q.v.) 
  Shaman (q.v.) 
  20 
  As Goblin: re-roll on that 
  column  
  As Orc, re-roll on that  
   column 
   
   
   
   
  
  40 
  Spirit Types 
  Though only the most invidious might give attention to a witchdoctor 
  of Orcus, other clerics can interact with a wide variety of spirits. 
  These often invisible beings are likely the same as their more 
  dramatic, visible counterparts: fey, elementals, demons, and others 
  can simply be spirits that have assumed more corporeal forms. 
   
   
  Spirit Boons 
  Clerics and other spellcasters may seek out spirits for various 
  benefits. In order to gain such boons, the mortal must go to a place 
  where a spirit might dwell and make an offering and/or act in a way 
  that might please it by doing something it promotes. 
   
  Then, if the spirit is pleased (per Referee), it will bestow a boon 
  upon the petitioner, which lasts for the next 24 hours and also 
  comes with a restriction that will affect the recipient’s mood and 
  behavior. The boon is typically a +1 bonus to certain rolls or even a 
  1st level spell or ability. Petitioners can also gain information and 
  advice from spirits, based on their area of concern. 
   
   
  Every time a mortal beseeches spirits for assistance, they will 
  demand a little more in return, but still only provide the same boon 
  or one of similar power. This consideration prevents the use of spirit 
  boons from surpassing or imbalancing any usual character class 
  abilities. Of course, shamans and witchdoctors deal with spirits 
  often and may not need to keep making greater offerings for the 
  same amount of power that clerics and others might, especially if 
  that is how they in fact gain their class abilities anyway. 
   
  Other Dealings with Spirits 
  Otherwise, spirits are ephemeral beings that cannot really be slain, 
  but can certainly be appeased or driven off, even by other spirits. 
  Darker spirits might harm petulant mortals in ways similar to the 
  Tests of Orcus. Lighter spirits would behave more like Landvaettir 
  (see Volume I). Whatever the case, mortals will often have to deal 
  with spirits conceptually, rather than with sword or spell, though 
  clerics can Turn the hostile ones, since if they are hostile, what they 
  promote is often antithetical to the cleric’s Divinity. 
   
   
  d9 
  Spirit 
  Type 
  Promotes 
  Spirit Boons 
  Restriction 
  1 
  Ancestral1 
  A particular race or family 
  Grant the petitioner a class ability  
  or grant 2 racial abilities 
  Extreme dislike of another 
  group, race, or trend 
  2 
  Angelic2 
  Moral guidance, 
  righteousness 
  Bestow healing, blessing, or protection upon the 
  petitioner, the moral, or a loved one 
  Intolerant of evil, even when 
  inopportune 
  3 
  Demonic3 
  Cruelty, sin, negative feeling 
  Cause harm, curse, or exert evil influence upon a 
  victim of the petitioner’s choice 
  Must always be sinful and  
  harmed by holiness 
  4 
  Elemental4 
  The way of  
  a specific element 
  Grant resistance to a particular element or grant 
  another boon by element (speed, endurance, etc.) 
  Must act like element (fiery, 
  earthy, airy, etc.) 
  5 
  Fair 
  Maiden5 
  Fulfillment through art, love, 
  beauty, and/or victory 
  Grant the petitioner guidance, inspiration, or 
  companionship (granting other bonuses) 
  -3 to all rolls for 24 hours 
  after boon ends 
  6 
  Fey6 
  Wonder, whimsy, childlike 
  fun, and object-fancy 
  Allow the petitioner a 1 reroll or fey ability: per Fey 
  Being Generator (q.v.), under ‘That can...’ 
  Must act in a fey way 
  7 
  Nature7 
  Protection of a natural 
  particular place 
  Bestow aptitude in nature or wilderness skills and/or 
  the ability to use a druid spell 
  Must eschew civilization 
  8 
  Totemic8 
  The way of  
  a specific type of beast 
  Improve an ability score or grant a certain animal 
  ability that matches the totem 
  Must act like totem animal 
  9 
  Undead9 
  Fear, obsession, draining 
  Grant the ability to not need to breathe, sleep, etc., 
  to perform telekinesis, to drain life, or to cause fear 
  Harmed by natural light and 
  holiness 
   
      Spirits of different types can be known under various other names, depending on culture, whose myths can help guide further experiences with them.      
        1 Disir (Norse), Larea or Manea (Roman) 
   
            2 Eudaimons (Greek), Ljosalfar (Norse), Genii (Roman)           3 Kakodaimons (Greek), Larvae (Roman)     
      4 Jotunar (Norse), Elementum (Roman) 
   
            5 Muses (Greek), Valkyrie (Norse) 
   
            6 Huldufolk (Norse), Sidhe (Celtic), Penates (Roman) 
   
        7 Nymphs (Greek), Landvaettar (Norse), Genii Loci (Roman)           8 Fylgjur (Norse) 
    
   
   
            9 Draugar (Norse), Lemures (Roman) 
   
  Spirit Servants by Divinity 
   
  Volume I 
  Apollo: angelic & elemental (light)  
  Artemis: angelic, fair maiden, fey, nature, totemic 
  Athena: ancestral, angelic, fair maiden (non-licentious), totemic 
  (owl) 
  Dionysus: fair maidens (licentious only), fey, nature (wild), 
  totemic (panther, snake) 
  Freya: ancestral, fair maiden, fey, nature, totemic (cat, boar, & 
  falcon) 
  Hel: ancestral, elemental (darkness), demonic, and undead 
  Hera: ancestral (female), fair maiden (non-licentious), & fey 
  (female)  
  Loki: demonic, elemental (fire), & fey (tricksters) 
  Odin: ancestral, fair maiden (Valkyries), nature, & totemic (raven 
  & wolf) 
  Pan: fair maiden (licentious), fey (wild), nature, totemic (goat) 
  Poseidon: elemental (water), nature (maritime & aquatic) 
  Skadi: elemental (frost) & nature (cold) 
  Thor: ancestral, elemental (thunder), nature (rugged) 
  Tyr: ancestral (strict) & angelic (vengeful) 
  Zeus: ancestral, angelic, elemental (air & thunder) 
  Volume II 
  Brigid: ancestral, angelic, elemental (fire & water), fair maiden, 
  fey, & nature 
  Cernunnos: ancestral, fair maiden (natural only), fey, nature, & 
  totemic 
  Dagda: ancestral, fey, & nature 
  Danu: ancestral, elemental (earth & water), fey, & nature 
  Dis Pater: ancestral, elemental (earth & darkness), undead 
  Lugh: ancestral, angelic, elemental (light), fair maiden (non-
  licentious), fey 
  Manannan: elemental (water), fey, nature (aquatic & riparian) 
  Mars: ancestral, angelic, fair maiden (warlike) 
  Mercury: elemental (air), fair maiden, fey 
  Morrighan: ancestral, demonic, fey (warlike), nature, totemic 
  (raven) 
  Trivia: elemental (darkness), fair maiden (dark), fey, totemic  
  (dog, serpent, polecat, cat), undead 
  Venus: elemental (water & fire), fair maiden, fey, nature  
  Vesta: ancestral, angelic, elemental (fire), fair maiden (non-
  licentious only), fey (household only) 
  Vulcan: ancestral, elemental (fire) 
    
   
          Demon Lords, Arch-Devils, and the like are served mainly by demonic spirits that commit evil acts for their own sake (rather than to prove a greater point),  
          as well as certain corrupted ancestral, elemental, fey, totemic, and/or undead spirits. 
  
  41 
  Thrym 
  Chaotic Lord of Uproar, Coldness, & Frost Giants 
   
   
   
  Tenets of Thrym 
  * Cause uproar whenever possible 
  * Be cold and harsh, like Winter ice and wind 
  * Support Frost Giants and others in destroying the world of Man 
  * Slay all who oppose you, especially followers of Thor! 
   
   
  Clerics of Thrym 
  Special: Clerics of Thrym are usually frost giants and/or thursir (see 
  Vol I.) and can also be shamans. 
  Allowed Weapons: Axe, club, spear, bow 
  Allowed Armor: Chainmail & shield or lighter 
  Holy Symbols: Axe, Ice, Cold Mountains  
  Can Turn: Hammer-bearers, Fire beings, Cross-dressing warriors 
   
   
  Healing Side-Effects  
  The healing of Thrym is cold and harsh, though sometimes not 
  without its merit. Roll 1d12. 
   
  1-5. Bergelmir’s Craft: The patient must be a frost giant, thursir, or 
  at least bare some of that blood in order to receive the healing. 
   
  6-10. Force of Fornjot: It is now only one with a cold heart that 
  might be healed. Any who have had felt warmth or expressed 
  sympathy within the last 12 hours will forfeit this succor. 
   
  11-12. Ymir’s Might! As long as the recipient is in a cold 
  environment (40 degrees Fahrenheit or less), then he or she is 
  healed and for the spell’s full amount. What is more, if also a frost 
  giant, thursir, or cold-hearted misanthrope, than the recipient will 
  also gain a +1 to all damage rolls for the next 1d6 turns.   
   
   
   
  Cold-blood 
  All returns to frost and destruction in the end. Thrym will remind his 
  cleric of this fact... remind him harshly.  
   
  Divine Tests 
  1. When will the Fimbulwinter come? The cleric must contemplate 
  this riddle for the next 1d6 turns, unless there is a battle to be had. 
   
  2. I long for the comforting chill of ice! Unless he is in sub-zero 
  temperatures, the shaman of Thrym will take a -1 penalty to all his 
  rolls for the next hour.  
   
  3. I long for the comforting chill of cold blood! Until he does 
  something quite cruel to another (such as hacking an unsuspecting 
  ally with an axe), the cleric suffers a -3 penalty to all rolls that lasts 
  for the rest of the day. 
   
  4. Your protective garments are an affront to Thrym! The follower of 
  Thrym must remove all his clothing and fully embrace any cold-
  effects that may be present for the next 1d6 hours. 
   
  5. Uproar! The shaman must immediately do something outrageous 
  to others, even including his allies, so as to cause them to be 
  outraged. He is free to pick weaker allies or foes to outrage, since 
  they would be less likely to take effective revenge upon him 
  afterwards. In any case, if he doesn’t cause some sort of an uproar, 
  then the shaman suffers a -3 to all his rolls until the next stroke of 
  midnight the following day. 
   
  6. A sacrifice to Thrym must now be made! Roll a d6: the shaman 
  now suffers a penalty to all his rolls equal to that amount. For every 
  intelligent being that he then slays in the name of Thrym, he 
  reduces that penalty by 1. 
   
  7. Mjolnir is mine! The cleric must take a magic weapon or other 
  item. If he fails to do so before the next stroke of midnight, then he 
  will experience a reduction in spells available (50% chance for each 
  one) for the following day, including possibly his Turn ability. If he 
  happens to acquire a magic hammer during this time, then he also 
  gains a +1 bonus to all his rolls for the next 1d3 days, due to 
  satisfaction. 
   
  8. Death to Thor! It is the faithful of the Norse or similar heroic 
  and/or thunder God that the shaman must kill. Again, he has until 
  the next stroke of midnight to kill at least 1 worshipper of such a 
  Divinity, or else he will forfeit some of his powers as in Cold-blood 
  result #7 above. 
   
  9. And why does Mjolnir need to be taken and Thor need to be 
  killed? To get Freya, of course! Unless the cleric ‘acquires’ an 
  attractive mate (Charisma of 16 or more), then he will pay the 
  consequences of loneliness (see result #7 above)! Give me Freya! 
   
  10. I need milk! Though Audumbla might not be available, the 
  shaman will need to drink directly from a giant cow or the like in 
  order to honor Great Ymir. If he doesn’t get at least 1d6 x 10 
  gallons of milk before the next day, he will lose some of his powers 
  like in Test result #7 above, and it is he who will now end up being 
  a boob. 
   
  11. Frost Thursir. If not already a frost giant, then the cleric gains 
  immunity to cold like a frost giant has. If not already a thursir (see 
  Vol. I) then he becomes especially antagonistic and gains the ability 
  to cast 1d2 Magi spells from now on. If neither, then the cleric gains 
  just one of these advantages. In any case, there is also a 50% 
  chance of either a fire giant or a risir showing up to challenge the 
  cleric and his new powers within 1d20 rounds, every time he 
  experiences this Test. Things should get very bloody, very soon. 
   
  12. Cold pets make the best pets... but perhaps not for the 
  shaman’s allies. A random giant cold beast (see table on next 
  page) arrives to serve the shaman, but it will also attack any who 
  come within 15’ of him, even if an ally. The beast will remain for 1d3 
  hours, continuing to bite any that come too close. It must also be 
  
  42 
  fed live meat at least once per hour, or else it might wander off to 
  find some itself... 
   
  13. The cleric’s heart turns to actual ice, granting him a +1 bonus to 
  any saves against Charm or other influence effects, but also 
  causing a -1 reduction in his Charisma score. These adjustments 
  are cumulative for every time the cleric experiences this Cold-blood 
  result.  
   
  14. Snow day! Perhaps honoring the entreaties of overwrought 
  tutors & pupils, Thrym causes the skies to erupt with snow and 
  quickly fill the immediate area (a 1/2 mile radius) with 1d6 feet of 
  white powder over the next 1d6 hours.  All those who are not of 
  giant size will suffer a movement penalty equal to 10% per foot 
  fallen (10% for 1 foot, 20% per 2 feet, etc.), until it melts. 
   
  15. An early spring? In terror, the shaman runs around looking for 
  his shadow. If he doesn’t find it right away (a 75% base chance), 
  then he takes 2d20 damage from the proclamation of some obscure 
  rodent Divinity in some distant, wooded land. 
   
  16. Larger and stronger! The cleric grows 2 feet taller, gaining +1 
  Strength and Constitution, but also losing 1 Dexterity, as a result. In 
  addition, 1d4 of his spells also become unusable for 1d4 days 
  afterwards, until he gets used to his new size.  
   
  17. Rimefrost Hide! Most Frost Giants have normal or bluish-
  colored skin, but now the shaman begins to have a hide of actual 
  ice! If not already immune to cold effects, then he is now. What is 
  more, any non-cold creature that touches him takes 1 point of 
  damage each round. On the other hand, the shaman also takes 3 
  extra points of damage whenever he is exposed to fire. Increase 
  these effects when the shaman experiences this Cold-blood again. 
   
  18+ The cold wind blows... An isolated, mini Ice Age occurs at the 
  location where the cleric is when this Cold-blood result happens, 
  making a 1/4 mile area become 30 degrees Fahrenheit colder on 
  the average for the next 1d6 years! The area of effect doubles for 
  every Cold-blood result over 18, causing a radical change to the 
  environment, agriculture, wildlife, and people therein. Treat such an 
  effect as a curse (from a non-Thrymian standpoint, of course), 
  which could thereby be only removed with potent enough magic. 
   
   
  Cleric Spells (Thrym) 
  Clerics of Thrym have access to the following spells: 
   
  1st Level: Create Water (as ice), Cure Light Wounds, Remove Fear 
  (reverse), Resist Cold, Enlarge*, Freezing Hands* (as Burning 
  Hands, but does cold damage instead), Shield* 
   
  2nd Level: Bless (reverse), Find Traps (coating them with ice), Hold 
  Person (the same), Speak with Animal (arctic or alpine breeds), 
  Spiritual Weapon (held by a phantom frost giant), Scare*, Shatter* 
  (by freezing it first), Strength* 
   
  3rd Level: Animal Growth (arctic or alpine breeds), Cure Blindness, 
  Cure Disease, Glyph of Warding (giant runes), Remove Curse 
  (reverse), Striking, Gust of Wind* , Haste* (reverse) 
   
  4th Level: Create Food and Water (hardy arctic fare and ice cold 
  spring water), Cure Serious Wounds, Divination, Lower Water, Ice 
  Storm*, Wall of Ice*, Summon Animal ID (cold only), Temperature 
  ControlD (colder only) 
   
  5th Level: Commune, Cure Critical Wounds, Cold Shape* (as Stone 
  Shape, but works on snow and ice instead), Cone of Cold*, 
  Polymorph Self* (cold beings only), Commune with NatureD (in cold 
  areas) 
   
  6th Level: Find the Path, Part Water, Freezing Sphere* 
   
  7th Level: Control Weather (by making it colder and/or more 
  snowy), Restoration, Summon Monster VII* (frost giants only) 
   
   
  Cold Encounters 
  Frozen peaks, roaring glaciers, and bitter tundras reflect well 
  Thrym’s frigid heart, as well as his ruthless and deadly uproar. 
   
  d10 
  Encounter 
  1 
  Weather change (d8): cooler, warmer, clearer, cloudier, 
  precipitation (start/end; more/less), windier, less windy, 
  or other (40% chance of being dangerous) 
  2 
  Terrain change (d6): more hilly, flatter, valley, trees, 
  longhouse (as per Folk, #7 below), or frozen body of 
  water (25% chance of spawning another encounter) 
  3-4 
  Cold beast(s)  (d16): bird, caribou, ermine, fox, killer 
  whale, moose, musk ox, polar bear, rodent, seal, sheep, 
  snowy owl, walrus, wolf, wolverine, or other  
  (60% chance of being dire and/or dangerous) 
  5 
  Mishap (d6): blinding snow, fall through ice, frost bite, 
  slip, stuck in snow, or avalanche! 
  6 
  Notable Cold (d6): cave entrance, great pine, node 
  (q.v.), snow formation, strange ice, or  scenic overlook  
  7 
  Folk (d4): arctic folk, bandits, traveler(s), or other  
  (25% chance of either being frost giant or half-giant) 
  8 
  Supernatural (d8): ancestral spirit, angel, demon, cold 
  spirit, ice elemental, totemic spirit, undead, or other 
  9 
  Monster(s) (d12): bugbear, dragon, frost giant, giant 
  (other), gnoll, griffon, harpy, hobgoblin, ice troll, 
  manticore, ogre, or other 
  10 
  Roll on another Random Encounter Table (d6):  
  [1] Forest, [2] Meadow, [3] Road, [4] Hills, [5] Mountain,  
  [6] Other (roll on Table of Contents in Vol. I or Vol. II) 
   
  Shamans  
  Shamans can simply be another name for clerics of Thrym (and 
  certain other Gods and Demon Lords) or they can instead be a 
  class variant all their own. In the latter case: 
   
  * Replace select spells from the cleric’s list with the following:  
  (1st) Protection from Evil, (2nd) Augury, (3rd) Speak with Dead, 
  (4th) Exorcise, (5th) Plane Shift, (6th) Summon Spirit (as Summon 
  Aerial Servant, but can do more by type- see p. 40), and (7th) Astral 
  Projection.  
   
  * Lose the ability to wear metal armor and to Turn. 
   
  * Can instead become ethereal for up to 1 round per day per level.  
   
   
             
   
   
   
   
  
  43 
  APPENDIX A: ADDITIONAL DIVINITIES 
  There are a multitude of Gods in both Divinities and Cults Volumes I 
  & II to choose from. Still, there is always room for more. Just ask 
  Mercury (or Hermes: pictured below).  
   
  Until they can be given their own entries in later Volumes, use the 
  following guidelines to begin the process of creating clerics for an 
  even wider variety of Divinities for your game. Note that in all cases, 
  the cleric’s allowed weapons and armor should remain within the 
  realm of his or her culture, rather than what is listed for the deity 
  that one is converting from (see p.30 for guidelines). 
   
  Expanded Greek Pantheon 
  Along 
  with 
  Apollo, 
  Artemis, 
  Athena, 
  Dionysus, Hera, Pan, Poseidon, and Zeus 
  from Volume I, here are some quick 
  guidelines for more Greek Divinities to use in 
  one’s game. See also Greek vs. Roman 
  Worship, as well as the Greek Sub-group 
  sections below for additional conversion 
  options and considerations. 
   
  Aphrodite 
  This Chaotic Greek Goddess is similar to Venus. To use the Venus 
  listing to create a cleric of Aphrodite: 
  * Have the Aphroditian be more liberated, less worried about 
  propriety and ritual, and more Chaotic. 
  * Her clerics are more focused on carnal pleasures, licentiousness, 
  and pure lust. 
  * Also have the Aphroditian experience and bestow some gender-
  bending results, rather than some of the listed Venan ones. 
   
  Ares 
  The Chaotic Greek equivalent to Mars, Ares is ironically almost his 
  opposite. Whereas Mars is defensive, honorable, and regimented, 
  Ares is aggressive, ruthless, and bloodthirsty! To use the Mars 
  guidelines to run a cleric of Ares:  
  * Modify any results that are peaceful, supportive, or obedient, so 
  that they encourage fear, terror, discord, and/or murder instead! 
  * Clerics of Ares can Turn Cowards, not those who don’t fight fairly! 
  * His clerics may choose to fight viciously, taking an AC penalty of 
  2, but also gaining a cumulative +1 damage bonus at 1st, 5th, & 9th 
  levels, rather than being able to cast the following spells: Protection 
  from Evil, Purify Food and Drink, Cure Disease, Dispel Magic, 
  Atonement, and Flame Strike. 
   
  Demeter 
  The Lawful Greek equivalent to Danu, Demeter represents more 
  agriculture, the seasons, and the earth.  To use Danu’s listing to 
  make a cleric of Demeter: 
  * Demeter may have male clerics and priests, along with female 
  clerics and priestesses. 
  * Replace Danaan Mysteries with Eleusinian Mysteries, which can 
  grant a +3 bonus to one of the cleric’s Casting Rolls, up to once per 
  day per level, but only if at least 1 other cleric of Demeter is 
  watching, and no others. 
  * Modify any results that involve the tribe, the fey, fighting giants, or 
  conquest so that  they involve more of the harvest, the mysterious 
  cycles of life, and Underworld searching for her daughter, 
  Persephone (see the Dis Pater listing for ideas in this latter case). 
  * Though they cannot be druids, clerics of Demeter can bear 
  farming tools as weapons and be armored in leather or lighter. 
   
  Hades 
  The Neutral Greek equivalent of Dis Pater, he is even more focused 
  on death and less on riches. To run a Hadean cleric using these 
  rules: 
  * Replace some or all mention of wealth with references to or 
  requirements for invisibility, fear, and death instead. 
   
  Hecate  
  Nearly identical to Trivia, Hecate is her Neutral Greek equivalent. In 
  fact, many Greek terms are used in her description. Still, Hecate is 
  more focused on one’s personal will, rather than that of a group or 
  society. Otherwise, her Healing Side-Effects and Tests can remain 
  the same.  
   
  Hephaestus  
  Very similar to Vulcan, Hephaestus is his Neutral Greek equivalent. 
  He has less of an association with fire and more of an association 
  with forging though. As a result, to use Vulcan’s listing to run a 
  cleric of Hephaestus: 
  * Replace some or all Healing Side-Effects and Tests that involve 
  fire with ones that involve forging items or metal itself. 
   
  Hermes 
  Also essentially identical to Mercury, see the Greek vs. Roman 
  Worship section below for the only differences in how Hermes 
  would be followed. Otherwise, a cleric of Hermes would do fine 
  following the guidelines listed for Mercury as written. 
   
   
  Greek Subgroups 
  Subcultures allow further customization for clerics 
  of Greek Divinities from different lands. For 
  example, a Dorian cleric of Ares might bear 
  excellent arms and armor or focus his bloodthirst 
  into more organized battles, while an Aeolian 
  priestess of Artemis might be somewhat less 
  virgin or even be a shamaness. 
   
  Achaeans: More clannish, mercantile, and 
  boisterous. Descendants of the Mycenaeans, they are quite fond of 
  chariot fighting, besieging cities, and figure-eight shields. Found 
  feasting in their massive hillfort halls, replete with gryphon, lion, and 
  beehive iconography, the Achaeans follow wealthy tribal warlords, 
  each known as a Wanax.  
   
  Aeolians: More wild, natural, and licentious. They range from noble 
  savages to country shepherds to sexual libertines. Of all the 
  Greeks, Aeolians are the most likely to have shamans and to go 
  about unclad of clothing and inhibition, just like their windy 
  progenitor. 
   
  Dorians: More regimented, militaristic, and conquering. Rulers of 
  Sparta, they live a near-totalitarian life devoted to physical 
  excellence and to war. The Dorians also often bear the best and 
  most imposing armor and weapons, having brought iron to Greece. 
   
  Ionians: More philosophical, democratic, and exploring. Founders 
  of Athens, they usher a Golden Age, helping their people to 
  experience unparalleled advances in science and society. Excellent 
  sailors, the Ionians explore the realms of new lands and ideas. 
   
  Minoans: More matriarchal, artistic, and pacifistic. Dwelling on 
  paradisic islands like Crete, they build advanced and labyrinthine 
  palaces with much snake, bull, minotaur, and labrys (double-
  headed axe) symbolism. They know no clerics and their priestesses 
  never bear weapons, instead always bearing their breasts for a +1 
  bonus to their Casting Rolls. Though they follow the mysterious 
  Goddess Potnia above all others, the Minoans are also rumored to 
  enact the occasional horrific sacrifice from time to time. 
   
  Greek vs. Roman Worship 
  Roman Divinities would seem near identical to that of the Greek 
  ones at first glance, but worship of the Roman ones remains 
  distinctly practical and impersonal. Faith is not really important for 
  the Romans; only following the proper rituals and sacrifices is. Zeal 
  is even looked down upon: what a Divinity would do for worshippers 
  who follow the correct procedures and for the State is all that 
  matters, not how one feels about it! Roman Divinities weren’t even 
  seen as anthropomorphic until later centuries, but were first 
  animistic (and still could be, per Referee).  
   
  
  44 
  On the other hand, the Greeks have a more individualized, 
  humanistic approach to religious practice and focus more on the 
  personalities and needs of their Divinities. As a result, the 
  relationships between Greek Divinities and their worshippers can 
  range in very personal results, anywhere from direct deific 
  vengeance to coupling, love, and impregnation.  
   
  The Roman religious focus on formality, structure, procedure, and 
  practical benefit for both the individual and the State has been 
  subtly included in this work, but intentionally not to its full extent. 
  This approach was done to allow those who would wish to convert 
  the Roman Divinities to their Greek counterparts to be able to do so 
  very easily. Some of the terms used in the Roman sections of this 
  work even remain Greek, though that may not be a problem, per se!  
   
  To make the Roman Divinities already listed in this Volume even 
  more specifically Roman, use more Latin terms in their descriptions, 
  as well as have more of an emphasis on following correct, abstract 
  ritual and impersonal procedure to help the individual and the State. 
  Reduce any mention of ideology or personal involvement of the 
  Divinity to a bare minimum. Apply the same process to create rules 
  for clerics of Roman Divinities from the Greek ones that are listed in 
  Volume I. 
   
    
  Expanded Norse Pantheon 
  Discussed in greater detail in Volume I, 
  Freya, Hel, Loki, Odin, Skadi, Thor, and 
  Tyr are all mighty Gods and Goddesses, 
  but what of the others? Until they can be 
  dealt with in more detail in later works, see 
  what follows for suggestions for creating 
  clerics of even more Norse Divinities. 
   
   
  Baldr 
  Bright like Apollo (see Volume I), he is Lawful and Norse. Unlike 
  Apollo, he is exceedingly peaceful. To create a cleric of Baldr using 
  Apollo’s rules: 
  * Replace any reference of fighting, snakes, or disease with 
  kindness, brightness, or purity. 
  * Clerics of Balder cannot don any armor or bear any weapons, but 
  they do gain immunity to all mundane ranged attacks, except 
  mistletoe (see below). 
  * His 18+ Divine Test result should involve getting struck by a 
  mistletoe weapon (which is quite hard to make), taking the same 
  damage as the thunderbolt, but having no recourse of avoiding it. 
   
  Bragi 
  Similar to Lugh, he is a Neutral Norse God, who focuses on poetry. 
  To run a cleric of Bragi with Lugh’s listing: 
  * Remove all references to skills in general; replace them with 
  poetic ability only. 
  * Bragi is not served by druids, but he does have many skalds 
  (Norse bards) that follow him. 
  * Replace any mention of foes he might face with either Loki or 
  Idun’s unnamed brother and magic items with feats of poetry. 
   
  Freyr 
  Described more fully on the OSRDAN Games homepage, he is 
  another Neutral Norse God, but he focuses on fertility: both in 
  mortals and in crops. To create a cleric of Freyr using Lugh’s rules: 
  * Replace any mention of skills with being fertile, prosperous, 
  and/or sunny. 
  * Freyr is also not served by druids, but does count many elves as 
  his worshippers (who also worship Freya). 
  * Instead of the listed magical items and beings for Lugh, use the 
  following: his golden boar Gullinbursti, his magic folding boat 
  Skidbladnir, his magic sword, and his servant Skirnir. 
  * His 18+ Divine Test should include his quest to win Gerdr by 
  killing a giant with only an antler. 
   
  Gerdr 
  Somewhat like Skadi (see Volume I), she is the Neutral Norse Giant 
  Goddess who shimmers and lures in Freyr. To make a cleric of 
  Gerdr using Skadi’s rules:  
  * Rather than referencing coldness, freedom, hunting, or skiing, use 
  brightness, earth, or courtship instead. 
  * Replace mention of Thjazi with Gymir. 
  * Clerics of Gerdr aren’t bothered by Noatun or have to pick Njord’s 
  feet. Instead, they will be subject to Skirnir’s bribes and threats of 
  courtship on Freyr’s behalf.  
   
  Heimdall 
  Similar to Manannan, this Lawful Norse God focuses on guarding 
  bridges and sounding his horn, rather than the sea. To create a 
  cleric of Heimdall using Manannan’s rules: 
  * Replace any mention of the sea or water with bridges, needing to 
  guard them, and blowing horns. 
  * Heimdall is not served by druids, but his clerics can don any armor 
  and bear any weapons. 
  * Instead of random journeys to Otherworlds or not belonging, 
  mention specific, required raids and concern over the impending 
  otherworldly attacks by giants. 
   
  Idun 
  Much akin to Vesta, this Neutral Norse Goddess bestows apples of 
  youth. To make a cleric of Idun with Vesta’s guidelines: 
  * Remove mention of hearth, home, family, and town; replace them 
  with youth, apples, fertility, or the Underworld.  
  * Change all references to protecting the cleric’s innocence or purity 
  to protecting her apples. Clerics of Idun can even marry and 
  become mothers, but must always preserve their youthful ways.  
  * Her 18+ Divine Test result should reflect Thjazi’s abduction of 
  Idun, Loki’s complicity, and the quest to return her. 
   
  Njord 
  Oceanic like Poseidon (see Volume I), he is Neutral and Norse with 
  a somewhat different focus. To run a cleric of Njord using 
  Poseidon’s rules: 
  * Replace any mention of competition with Athena or her followers 
  to competition with Skadi. 
  * His clerics should of course have a more Norse and cold water 
  flavor, rather than a pirate or warm water one. 
  * Also replace any mention of horses or earthquakes with dislike for 
  the mountains and love for the sea.  
   
  Sif 
  Similar to Venus, she is the Neutral Norse Goddess with amazing 
  blonde hair and the power of prophecy. If using Venus’s listing to 
  make a cleric of Sif: 
  * Replace any mention of water, humidity, or blood with a 
  requirement for or increase in blondeness, the earth, and/or 
  prophecy.  
  * Clerics of Sif may bear any weapons, but they can only Turn ugly 
  giants. 
  * Her 18+ Divine Test result should involve the cleric losing her hair 
  to Loki, but gaining even more beautiful, magical golden hair if she 
  survives the ordeal. 
   
  Ullr  
  Not unlike Cernunnos, Ullr is Neutral and Norse, focusing purely on 
  hunting though. To make a cleric of Ullr with Cernunnos’s rules: 
  * Remove any mention of being transformed; replace with 
  improvements in archery, skiing, or using a shield. 
  * Though not served by druids, many rangers do serve Ullr. 
  * Any mention of being alone, distant, or having to deal with the fey 
  can be explained as Ullr being only formerly more prominent 
  amongst the Gods. 
   
   
  
  45 
  Germanic Subgroups 
  Cousins of the Norse, the various 
  Germanic cultures can be used for even 
  greater specialization of clerics. At times, 
  they will use a different Healing Side-
  effects and Divine Test table. For 
  example, an Old High German cleric of 
  Wuotan would use the Germanic tables 
  below 50% of the time and the Odin tables the other 50%, while for 
  a Saxon cleric of Woden, it would be 25% and 75% respectively.  
   
  In addition, clerics of any Divinity can use this table whenever they 
  would experience the same Healing Side-Effect twice in a row, 
  since it is very germane. 
   
  Germanic Healing Side-effects 
   
  1-2. Self-Sacrifice: Healing will occur, but only if either the cleric or 
  the recipient gives up 1d3 points of an ability score that matches 
  the cleric’s Divinity or 1d4 hit points. For example, Woden might 
  require 1d3 Wisdom, while Thunor could want 1d3 Strength. Hit 
  points will be lost if the healing spell is Restoration or the like. In 
  either case, the lost ability scores restore at a rate of 1 per day; hit 
  points restore at the normal rate. 
   
  3-4. Sacrificial Offering: The Divinity now requires something else 
  be given for the healing to work. In this case, animals, items, 
  wealth, prisoners, or even volunteers will be left, either destroyed or 
  brought to the Divinity’s temple or grove. For example, Fraujo might 
  require some items of beauty, while Teiws might want a criminal or 
  witch. The value of such offerings should be roughly the equivalent 
  of 1d3 hours’ work for the recipient (per Referee). 
   
  5-8. Time will Tell: The healing will happen, but only 1d6 turns 
  later. In addition, 50% extra healing will also occur on result #8. 
   
  9-12. Divinity’s Blessing: The recipient automatically receives the 
  full healing effect from the spell and gains a +1 bonus to all rolls 
  related to the cleric’s Divinity for the next 1d6 hours. For example, 
  Helle might grant a bonus vs. the undead, while Scato might give a 
  +1 bonus to all rolls vs. cold. 
   
  Germanic Tests 
  As above, use these during the occasions when Germanic clerics 
  don’t use their Divinity’s ones or whenever another Test is needed. 
   
  Divine Tests 
  1-4. Sacrifice or Offering: Use the Side-Effect result as the Divine 
  Test result in this case. The cleric experiences that Healing Side-
  effect as a Test (without receiving any healing). For instance, if the 
  Test result was a 3, then the cleric would need to make a Sacrificial 
  Offering. The test will also require either a sacred place or wagon. 
   
  5-10. Task: The cleric loses some of his spells (50% chance for 
  each one), possibly including his Turn ability. For every foe he or 
  she defeats or ‘wrong’ he or she sets right in the name of his 
  Divinity (per Referee), the cleric recovers 1 spell or ability. For 
  example, Logi might want pranks caused and things stolen or 
  burned, while Ziu would want such things prevented or avenged. 
   
  11-15. Alteration: The cleric is changed to either look or act more 
  like his or her Divinity. This effect is permanent and cumulative, 
  causing a -2 penalty to all rolls of a certain type and a +2 to all rolls 
  of another. For instance, Sceadu might bestow pale skin and a 
  penalty to being warm or going to the ocean, but a bonus when 
  being cold or staying in the mountains, while a cleric of Thunor 
  might gain bulging muscles, becoming stronger, but unsubtle. 
   
  16+ Major Test: Whether wandering off or drawn to an Otherworld, 
  the cleric is gone for 1 day per Divine Test result over 15. He or she 
  has a 55% chance of dying each day, minus cleric level x 5 (50% at 
  1st level, 45% at 2nd, etc.) If the cleric survives (make sure to roll 
  for each day gone), then he or she gains a 3% experience bonus.  
  Old High Germans: Wild forest raiders, they are also noted for 
  their distinct sense of honor and efficiency. The Old High Germans 
  are quite at home in the woods and in driving others out of their 
  lands with hit-and-run attacks. Being fairly primitive, their clerics use 
  the German tables 50% of the time, rather than that of their patron 
  Norse Divinity. What is more, roughly the same number of their 
  clerics are actually Seidr practitioners (shamans, q.v.)  
   
  Goths: Adaptive conquerors, they are the scourge of civilized 
  lands, that is, until they rule them. The Goths are noted for being 
  skilled horsemen, raiders, dark-dressers, and architects. And 
  though astute at adopting the faith of those they wish to dominate, 
  they are very tribal, so they too use the German tables, also for 
  50% of the time. In addition, many Gothic leaders greatly dislike 
  witches, who they accuse of giving birth to the Huns. 
   
  Saxons: Living close to both the Norse and the Celts, they are sea-
  faring and strong. The Saxons are known for their innovation, shield 
  walls, and use of other defensive measures, skilled at holding and 
  civilizing the lands that they take. Similarly in spiritual matters, 
  Saxons only use the German tables at a rate of 25%. 
   
  GERMANIC PANTHEONS (from Volume I) 
   
  NORSE* 
  O.H. GERMAN 
  SAXON 
  GOTHIC 
  Freya 
  Frouwa 
  Frei 
  Fraujo 
  Hel 
  Helle 
  Hellja 
  Halja 
  Loki 
  Logi 
  Logna 
  Lauguz 
  Odin 
  Wuotan 
  Woden 
  Gautr 
  Skadi 
  Scato 
  Sceadu 
  Skadus 
  Thor 
  Donar 
  Thunor 
  Fairguneis 
  Tyr 
  Ziu 
  Tiw 
  Teiws 
   
  *Other Norse divinities may not have direct Germanic equivalents listed. 
   
    
  Expanded Roman Pantheon 
  Along with the many Roman Gods and 
  Goddesses detailed in this work, here are 
  a few more to round out one’s campaign. 
  See also the Greek vs. Roman Worship 
  section above to convert the Greek 
  Divinities from Volume I to their Roman 
  equivalents: 
  Jupiter, 
  Juno, 
  (Roman) 
  Apollo, 
  Bacchus, 
  Diana, 
  Faunus, 
  Minerva, and Neptune. 
   
  Ceres 
  See Demeter in the Greek section above, though Roman worship of 
  her would be less personal and more ritualized of course. 
   
  Janus 
  Similar to Manannan, this Lawful Roman God focuses on 
  doorways, beginnings, and endings, rather than the sea. To create 
  a cleric of Janus using Manannan’s rules: 
  * Replace any mention of the sea or water with doorways and 
  beginnings and endings, such as birth and death or war and peace. 
  * Janus is not served by druids, but his clerics can assume a 
  bicephalus (two faced) form for up to 1 round per day per level. See 
  Lugh’s Divine Test #15 for how this ability would work. 
  * Explain the sense of not belonging or being otherworldly to the 
  worship of Janus being more popular in archaic times. 
   
  Silvanus  
  Somewhat akin to Cernunnos, he is Lawful and Roman, but serves 
  more as a protector of people in relation to Nature, rather than 
  espousing Nature itself. To make a cleric of Silvanus by using 
  Cernunnos’s guidelines: 
  * Change his focus to emphasize helping people and their livestock 
  be safe from the wild. 
  * Replace mention of Otherworlds with protecting herds, crops, 
  land, and fertility. 
  * Any fey or nature spirits his clerics deal with are actually Silvanae 
  (nymphs of Silvanus). 
  
  46 
  Etruscan Worship 
  The forerunners of later Roman religion, the Etruscans are both 
  very lawful and yet very mystical, seeking more of a direct 
  connection with their Divinities. As a result, their clerics are all 
  haruspices (singular: haruspex). Treat them as priests or mystics 
  with a +3 bonus to cast any divination spells (via hepatomancy), as 
  well as spells or elaboration involving space (thanks to the use of 
  sacred enclosures), but a -3 to cast all other types of spells.  
   
  ETRUSCAN PANTHEON 
   
  ROMAN 
  ETRUSCAN 
  ROMAN 
  ETRUSCAN 
  Jupiter 
  Tinia 
  Mars 
  Laran 
  Juno 
  Uni 
  Mercury 
  Turms 
  Apollo 
  Apulu 
  Minerva 
  Menrva 
  Bacchus 
  Fufluns 
  Neptune 
  Nethuns 
  Ceres 
  Cels 
  Silvanus 
  Selvans 
  Diana 
  Artume 
  Trivia 
  Carmina 
  Dis Pater 
  Aita 
  Venus 
  Turan 
  Faunus 
  Fanus 
  Vesta 
  Astrea 
  Janus 
  Ani 
  Vulcan 
  Sethians 
   
   
  Expanded Celtic Pantheon 
  In addition to the many Celtic Gods and Goddesses 
  found in this work, a number of others are provided 
  below for even greater depth. Until they can be more 
  formally detailed, the listed notes should help both 
  Referees and Players begin the process of creating 
  rules for clerics of them.  
   
   
  Cailleach 
  Somewhat similar to Trivia, the Cailleach is Chaotic and Celtic, and 
  more concerned with winter, water, and transformation. To use 
  Trivia’s guidelines to create a cleric of Cailleach: 
  * Remove references to crossroads and dogs; include winter and 
  water instead. 
  * The Cailleach is also served by druidesses, but not by 
  priestesses. 
  * Replace mention of serving the cleric, include more transformative 
  results instead. 
   
  Dian Cecht 
  Much akin to Asclepius (see his write-up on the OSRDAN Games 
  homepage: 
  http://divinitiesandcults.blogspot.com), 
  Dian 
  Cecht 
  places more of an emphasis on healing wells, creating silver 
  replacements for lost limbs, and killing serpents, rather than 
  dreams, exercise, and healing serpents. 
   
  Donn 
  Similar to Dis Pater, he is Neutral and Celtic, focusing more on 
  founding a race and on drowning than on wealth. To make a cleric 
  of Donn using Dis Pater’s listing: 
  * Replace any mention of wealth with either drowning or avoiding a 
  Goddess’s wrath (which would lead to drowning). 
  * Donn is served by druids and his clerics can only wear chainmail 
  or lighter armor. 
  * Remove references to becoming sterile, Defixios, and Proserpina; 
  reference starting a new race, hunting, and trading places with the 
  Lord of the Dead for a time instead. 
   
  Etain  
  Akin to Freya (see Volume I), as well as Venus, this Neutral Celtic 
  goddess is more concerned with transformation, reincarnation, and 
  beauty. To use Freya’s rules to make a cleric of Etain: 
  * Replace any mention of battle with being transformed into a pool 
  of water, a worm, or a butterfly. 
  * For references to magic, use beauty results for Venus instead. 
  * Change ‘Odr’ to ‘Ailill’ or ‘Midir’ and the trip to Folkvang to an 
  experience of reincarnation. 
  Goibniu 
  The Neutral Celtic equivalent to Vulcan, he focuses more on forging 
  and hosting. To create a cleric of Goibniu by using Vulcan’s 
  guidelines: 
  * Remove references to fire; include references to providing 
  hospitality, especially feasts, instead.  
  * He can be served by druids, as well. 
   
  Nuada 
  Related to Mars, he is a Lawful Celtic Divinity, the Wounded King, 
  who is remade to take his throne again. To use Mars’s guidelines to 
  run his clerics:  
  * Split the Healing and Sacramentum results with those of Tyr (see 
  Vol. I), making him a Soldier God who makes a Sacrifice.  
  * Nuada’s clerics have a particular dislike for Fomorians (since they 
  cut off his hand!) and can Turn them, rather than cowards. 
  * He can also be followed by druids. 
   
  Ogma 
  Similar to Thor, he is Neutral, Celtic, and focuses more on 
  eloquence. To use Thor’s rules to make a cleric of Ogma: 
  * Remove reference to feasting; include being eloquent (to rouse for 
  battle!) instead. 
  * Ogma is also served by both bards and druids, but not vikings, 
  berserkers, or the like.  
   
   
  Other Celtic Subgroups 
  Since nearly all of the Celtic Divinities in this work are described in 
  their Gaelic version, here are some other varieties from different 
  parts of the Celtic world.  
   
  Cymrians 
  Whether Ordovices, Silures, or another, each tribe follows some 
  Gods, but not all, and fight with fierceness and tenacity. They live 
  an agrarian lifestyle, but remain fortified in their hill or mountain 
  fastnesses, watching their sheep very closely.  
   
  Gauls 
  Boisterous charioteers, they build robust settlements and enjoy 
  great prosperity, though their divisiveness can be their undoing. 
  Having close-contact with the Romans makes them industrious and 
  wealthy, but prone to attack. Whatever the case, the Gauls are 
  exceedingly polytheistic and also prone to much rancor and bile 
  when roused. 
   
  Picts 
  Painted savages, they are wild and fearsome, following a very 
  shamanic and animistic faith. Though primitive, they are quite wiry 
  and nearly impossible to subjugate. They worship only a few Gods, 
  including Scotia (the Cailleach), Gruagach the Long-haired, as well 
  as some others, plus a multitude of spirits. 
   
  CELTIC RELATED DIVINITIES* 
  GAELIC 
  CYMRIC 
  GALLIC 
  Brigid 
  Braid 
  Brigantia 
  Cailleach 
  Ceridwen 
  Sulis 
  Cernunnos 
  Gwyn Ap Nudd 
  Cernunnos 
  Dagda 
  Gwydion 
  Sucellos 
  Danu 
  Rhiannon 
  Epona 
  Donn 
  Arawn 
  (Celtic) Dis Pater 
  Etain 
  Blodeuwedd 
  Rosmerta 
  Goibniu 
  Gofannon 
  Gobannus 
  Lugh 
  Lleu 
  Lugus 
  Manannan 
  Manawydan 
  Arausio 
  Morrighan 
  Modron 
  Matronae 
  Nuada 
  Nudd 
  Nodens 
  Ogma 
  Eufydd 
  Ogmios 
   
           *Regional variations may be significant, preventing true equivalency. 
   
  
  47 
  APPENDIX B: ADDITIONAL DIVINITY CONSIDERATIONS FOR VOLUME I 
   
      
   
   
  Healing Side-Effects Results 9-12  
  In most cases for Healing Side-Effects Results 9-12 in Volume II, 
  not only is the spell easy to perform, but it also grants automatic 
  healing for the full amount and also a special blessing.  
   
  In keeping with this trend, feel free to apply the same to clerics of 
  Volume I Divinities. Depending on the applicability of the bonus, it 
  can be anywhere from +1 to +6 to certain rolls related to the 
  Divinity, lasting up to 1d6 hours after the healing.  
   
  See also the Germanic tables (p.45), to use when clerics would 
  experience the same Healing Side-effect twice in a row. 
   
  Divine Test Additions 
  Being simply additional notes and ideas, these can be adjusted as 
  needed to fit the type of Test that the cleric experiences.  
   
  Apollo 
  * The cleric becomes increasingly bright with each instance of this 
  Test, shedding light, even if it would be inopportune for him.  
   
  * The Apollan priestess becomes a pythia (prophetess), gaining a 
  +2 bonus to perform divinations, but those around her must also 
  save or experience hallucinations for 1d20 rounds afterwards. 
   
   
  Artemis 
  * The cleric must acquire or protect 1d6 deer for her Goddess for 
  1d6 days. Each one has a 10% chance of having golden horns. 
   
  * Like when the Aloadai attacked, Artemis turns her cleric into a 
  deer for the duration of the next battle she is in. All within 60’ must 
  save or accidentally target their allies with their ranged attacks. 
   
  Athena  
  * A sacred owl arrives and the cleric must care for it for 1d6 days. 
   
  * The cleric’s armor turns to gold for the next 2d6 hours, granting a 
  +2 bonus to all saves, but also drawing the attention of thieves and 
  challengers (25% chance per hour spent in settled lands). 
   
  Dionysus 
  * If older, the cleric becomes young; if young, he becomes older. 
  Whatever the case, the situation lasts for 1d3 days and confuses 
  the Hades out of everyone he meets. 
   
  * Semele’s Lament: the cleric’s mother is visited by Zeus, causing 
  problems with Hera or even her own incineration!  
   
  Freya 
  * Freya sends a Cat Chariot for the cleric to ride around in, 
  travelling 50% faster during this time, but also having a 100% 
  chance of having problems with any dogs or mice encountered. 
   
  * Following in the ways of the Volva, the cleric of Freya is now 
  changed into a seidkona (Norse shamaness or witch) or spakona 
  (Norse prophetess: see Apollo above) for the next 1d6 days. 
   
  Hel 
  * Those who would be intimate with the cleric must save or die. 
   
  * Cloudy Skies: whenever the priestess grows sad, the skies 
  themselves darken, and so do moods. 
   
   
   
  Hera 
  * Faithful Eunuch: any adult males the Heran encounters must 
  save or have their generative organs fall off if they have been 
  Unfaithful (a base 50% chance). Whatever the case, there is a 
  100% chance that they will be very unhappy about that. 
   
  * Matriarchy: all males must save or be forced into subservient 
  roles to any females they encounter. 
   
  Pan 
  * Agreus, Nomios...: any offspring of the cleric are now born satyrs 
  (if male), or nymphs (if female). 
   
  * Pan-nap! If awakened by someone from his sleep, the cleric 
  immediately yells and causes the effect of a Scare spell.  
   
  Poseidon 
  * Arcadian: the cleric becomes a horse for a time, emulating Lord 
  Poseidon’s pursuit of Demeter, having a base 25% chance of 
  siring centaur offspring. 
   
  * Minoan: he now becomes a white bull, though any offspring will 
  be minotaurs instead. 
   
  Loki 
  * Skaldic Sing-song: the cleric must sing to himself, even when it 
  might not suit his purposes. 
   
  * Lokasenna: the Lokian feels compelled to insult anyone he 
  meets, who then must save or attack him. This Flyting lasts for the 
  next 1d10 rounds.  
   
  Odin 
  * Lone Wanderer: the Odinnic ends up in an Otherworld with 1d3 
  divergences instead (see the Manannan section for details). 
  Others won’t know whether he’s mad or inspired. 
   
  * Raven-called: the children of Huginn and Muninn alert the 
  Odinnic to danger 50% of the time now, but also alert others, 
  making him 50% less likely to surprise them 
   
  Skadi 
  * Snow Love: the priestess must demonstrate some hostility even 
  to those she wishes to show affection to. 
   
  * Avalanche: Woe be unto those downhill of a Skadian when this 
  Test occurs. 
   
  Thor 
  * After the Storm: cooler weather occurs for 2d6 hours, but the 
  chances of a random encounter also increase x 3. 
   
  *Lightning Rod: whenever in a thunderstorm or even near a spell 
  of electricity, the cleric has a 50% chance of being struck, even if 
  he wasn’t specifically targeted.  
   
  Tyr 
  * Fenrir’s brood: 1d6 HD in wolves arrives to fight the cleric to the 
  death! 
   
  * ‘You’ve got to hand it to...’: the cleric must immediately beat the 
  next fool who attempts to make a pun. 
   
  Zeus 
  * Sky Father: The local area now experiences a Mediterranean 
  climate. It will become quite pleasant, though prone to drought (a 
  35% chance). 
   
  * Mimicking Cronus, the cleric’s father attempts to consume him 
  whole. Things are liable to become very unpleasant, very quickly. 
  
  48 
  APPENDIX C: MAGIC OF THE GODS 
  Introduced in Volume I, here are some examples of how to use the 
  amazingly flexible magic of Boons and Elaboration in one’s game. 
      
   
   
  BOONS 
  Actions that spellcasters can take in order to make it more likely 
  that their magic will work, Boons provide a bonus to one Casting 
  Roll per use. There are many that casters can use. 
   
   
  Examples of Boon Use (Detailed under Athena in Volume I) 
   
  Coincidence (+1, +2, or +3): A witch makes herself look very 
  imposing to the target, thereby gaining a +1 bonus to cast 
  Command. 
   
  Divine Intervention (+2, +4, or +6): A cleric decides to 
  immediately endure a Type II Test in order to gain a +4 bonus to 
  have his Cure Light Wounds spell cast for him. 
   
  Group Magic (+1 per assistant): A druid works with two others to 
  cast Barkskin. He gains a +2 bonus. The other casters, who also 
  know the spell, cast the spell at the same time, boosting his roll. 
   
  Happenstance (+1, +2, or +3): A shaman casts a reversed Bless 
  spell on a potential victim, but is in no rush. In return for allowing 
  the effects to only begin d20 minutes later, he gains a +2 bonus. 
   
  Secrecy (+1): A priestess doesn’t let anyone know that she just 
  cast Detect Magic on an item she has, and thereby gains a +1 
  bonus  
   
  Secret Ingredient (+1 to +3): A witchdoctor uses the remains of a 
  ghoul’s brain to help him cast Animate Dead. He gains a +2 bonus. 
   
  See also Brigid section in this work for a list of even more Magical 
  Boons. 
   
   
   
  ELABORATION 
  On the other hand, in exchange for having to make a more 
  challenging Casting Roll, spellcasters can have their spells do 
  more extraordinary things. Elaboration allows clerics and other 
  spellcasters to cast a much wider range of spells, but still use well-
  known ones as a basis for their attempts. 
   
  Note that casters who fail their Casting Rolls by 10 or more, 
  automatically trigger a Divine Test, even if they are using Boons to 
  help boost their Casting Roll. 
   
   
   
   
   
   
  Examples of Elaboration (Detailed under Zeus in Volume I) 
   
  Mass (+16): A 3rd level cleric would like to cast Cure Light 
  Wounds on 10 people at once. She’ll need to roll a 19 or higher 
  though (19+). 
   
  Distant (+14): A 7th level mystic attempts to cast Clairvoyance so 
  that he can view 600’ away instead. He’ll need an 18+ to do so.  
   
  Ongoing (+14): A 4th level witch wishes to cast Detect Magic so 
  that it lasts for 2 hours rather than 2 turns. She’ll need 16+. 
   
  Elaboration IV (+12): A 6th level shaman of Balor would like to 
  cast ‘Charm Fomorian’. It’s not on any spell list and not like any 
  other spell he knows. Still, it fits with his ethos and would be a 17+. 
   
  Elaboration III (+8): A 3rd level cleric needs to cast Cure 
  Blindness like only a 5th level cleric can. She’ll need a 12+. 
   
  Large (+7): A 1st level mystic would like to cast Light so that it has 
  a 30’ radius, rather than 15’. He’ll need to roll a 12+. 
   
  Potent (+7): A 2nd level priest tries to cast Cure Light Wounds so 
  that it bestows double the healing. He’ll need an 11+. 
   
  Psychic (+6): A 9th level witchdoctor has been tied up and 
  gagged. He tries to cast Flame Strike and will need to roll a 16+. 
   
  Reserve (+6): A 5th level cleric is out of spells and needs to cast 
  another Cure Light Wounds. She’ll have to roll an 8+ to do so. 
   
  Elaboration II (+4): A 1st level cleric needs to cast Command. He 
  doesn’t have one prepared, but he does have a Hold Person he 
  can use to replace with it instead. He’ll need a 9+. 
   
  Long (+4): An 8th level druidess wishes her Shillelagh spell to last 
  2 rounds per level instead of 1, so she’ll need a 6+ to make it so. 
   
  Far (+4): A 10th level shaman would like to Speak with Dead at a 
  range of 2’, instead of 1. He’ll need to roll a 6+. 
   
  Elaboration I (+2): A 1st level cleric is interested in using a Detect 
  Magic spell to Detect Women instead. She’ll need a 7+ to do so.  
   
   
  CALLING UPON DIRECT DIVINE POWER 
   
   
   
  Want to become a temporary avatar of a Divinity? Clerics, as well 
  as priests, mystics, druids, and witches can attempt to channel the 
  mighty presence of their God or Goddess up to once per month- a 
  process sometimes known as Drawing Down the Sun or Moon.  
   
  To do so, the cleric must spend at least 1d3 x 10 minutes in 
  concentration. Afterwards, he or she has a 10% chance per level 
  of drawing part of the Divinity’s essence into his or her body, 
  granting them a +1d12 to all rolls related to the Divinity. This 
  Ultimate Boon lasts for 1d3 minutes per level and attracts the 
  attention of any of the Divinity’s enemies. Afterwards, the cleric 
  automatically triggers a Divine Test of 1d8+10. 
   
   
   
   
   
   
   
  
  49 
  Recommended Reading  
   
  Celtic Gods and Heroes by Marie-Louise Sjoestedt 
   
  D30 Companion by Richard Le Blanc, Jr., New Big Dragon Games 
  Unlimited 
   
  Divinities & Cults by Dan Osarchuk, OSRDAN Games 
   
  Dungeon Crawl Classics RPG by Joseph Goodman, Goodman 
  Games 
   
  Gods of Wor by Curtis Lyon, 3 Sages Games 
   
  Labyrinth Lord by Dan Proctor, Goblinoid Games 
   
  Mythology by Edith Hamilton  
   
  Pagan Europe by Prudence Jones & Nigel Pennick 
   
  Usborne Book of the Ancient World by Jane Chisholm and Anne 
  Millard 
   
  Warfare in the Classical World by John Warry 
   
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty free, non-exclusive license 
  with the exact terms of this License to Use the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License. 
   
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc 
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
   
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and 
  Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks 
  are used under the Labyrinth LordTM. Trademark license 1.2 available at 
  www.goblinoidgames.com 
   
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit 
  www.goodman-games.com or contact info@goodman-games.com 
   
  Divinities & Cults: Volume II, copyright © 2016 OSRDAN Games, Author Dan 
  Osarchuk, all rights reserved.  
   
  Designation of Product Identity  
  The names Divinities & Cults and OSRDAN games are designated Product 
  Identity. All artwork, logos, and presentation are Product Identity.  
   
  Designation of Open Game Content  
  All other text is designated as Open Game Content. All OGC portions of this book, 
  if used, should bear the COPYRIGHT NOTICE: “Divinities & Cults: Volume II, 
  copyright © 2016 OSRDAN Games/ Dan Osarchuk, all rights reserved, visit 
  http://divinitiesandcults.blogspot.com/” 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Religion/LL - Labyrinth Lord Divinities & Cults, Vol 2 Roman & Celtic.pdf