Wednesday, December 18, 2024

Clerics of Baldr, Part II


Divine Tests
Trickery can lead the blind to catastrophe.

1-11. Baldr calls his faithful to be restored in his ways. His cleric loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to determine what he must do to have every one of them restored.
   [1] Appreciate a thing of beauty for 4d6 turns.
   [2] Be peaceful (unless attacked first) for 2d4 hours.
   [3] Allow himself to be hit by 1d3 ranged attacks. He may use his mysteries of Baldr to protect himself if he wishes, that is, if he has enough of them remaining that day.
   [4] Glow bright white for 2d6 hours, making detection and love from the goodly automatic, gaining +1d4 Charisma with such types, the reverse with all others.
   [5] Meet with a diviner for 3d4 turns, seeking guidance on one's doom.
   [6] Be kind to all he meets for the next 1d6 hours, no matter their disposition.

Wednesday, December 11, 2024

Clerics of Baldr, Part I

Baldr
Norse God of Beauty, Peace, Light, Invulnerability, & Acceptance of Fate

Tenets of Baldr

  • Appreciate the beauty that the gods provide
  • Seek peace within unless sorely pressed without
  • Spread the light
  • Be invulnerable in the gods' love
  • Weep not for your doom

Wednesday, December 4, 2024

Lyrists of Orpheus, Part III


Spells of Orpheus
Songs sung echo beyond the world's end. 

1st Level: Command, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Detect Snares and Pits (D), Entangle (D), Charm Person*, Message*, Sleep*, Ventriloquism*, Bestow Blessing & Curse^ (link)Warding^ (link)

Wednesday, November 27, 2024

Lyrists of Orpheus, Part II


Divine Tests
Enjoy the chords that the gods play, for otherwise this world might only break your heart.

1-11. The songs are spent. What can be regained? The lyrist loses access to some of his spells (50% chance for each one). Roll 1d7 to see what things he must do to get them back.
   [1] Make music for 3d6 turns.
   [2] Compose an original poem, taking 1d3 turns and an Intelligence check (DC 15), unless the lyrist's player composes one faster.
   [3] Challenge one who would seduce with voice or beauty. Doing so will likely earn her ire (an 85% chance), and the certainly of further tests from her.
   [4] Journey underground for 2d6 turns, alone.
   [5] Traffic with a random spirit for 1d3 turns. There's a 25% chance of it being hostile, in which case the lyrist must save vs. death/ make a Will save DC 10 or take 1d2 damage to a random ability score.
   [6] Look forward only and remain above ground. Do not gaze back or turn around for 1d6 turns.
   [7] Only sing or speak in rhymes for the next 1d6 hours.

Wednesday, November 20, 2024

Lyrists of Orpheus, Part I

Orpheus
Thracian Demigod of Music, Lost Love, Underworld Journeys, and Fate

Tenets of Orpheus
  • Harmonize the world with music
  • Seek one's lost love
  • Traveling to the underworld if need be
  • Don't look back

Wednesday, November 13, 2024

Priests of Zalmoxis, Part III

Spells of Zalmoxis
What one would test can bring greatness.

1st Level: Command, Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead)Purify Food and Drink, Remove Fear (reversible), Sanctuary, Hold Portal*, Read Languages*, Bestow Blessing & Curse^ (link), Warding^ (link)

2nd Level: Augury, Bless, Find Traps, Hold Person, Holy Chant, Reveal Charm, Silence 15' Radius, Spiritual Weapon, Arcane Lock*, Knock*, Detect Invisible*, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, November 6, 2024

Priests of Zalmoxis, Part II


Divine Tests
After trials, only that which is immortal will remain.

1-11. What one's fate may be just might be of one's own making. The priest loses access to a portion of his spells (50% chance for each one), potentially including his turn ability. Roll 1d6 to see what he must do to have each one restored.
   [1] Shoot 1d6 arrows into the sky, like with Zibelthiurdos (link).
   [2] Free one who has been bound by another that the priest doesn't know.
   [3] Be purer, giving up some pleasure or usual comfort for the next 2d12 hours.
   [4] Be delayed in his next travel by at least 1d20 turns, for the true journey is within.
   [5] Take an orderly approach to his next 1d3 activities, albeit secretly, so that no more than 1d3 others see each time.
   [6] Contemplate a past life for the next 2d10 turns. What will one behold?

Wednesday, October 30, 2024

Priests of Zalmoxis, Part I


Zalmoxis
Dacian God of Immortality, Divination, Asceticism, & Protection

Tenets of Zalmoxis
  • Transcend death, knowing oneself to have eternal life
  • Guidance shows the truth via the hidden
  • Purity leads the way
  • The wolf protects the domain

Wednesday, October 23, 2024

Clerics of Kotys, Part III


Spells of Kotys
Havoc explodes in both glory and gore.

1st Level: Command, Cure Light Wounds (reversible), Remove Fear (reverse), Allure*, Charm Person*, Dancing Lights*, Enlarge*, Bestow Blessing & Curse^ (link), Blasting^ (link)

2nd Level: Delay Poison, Hold Person, Holy Chant, Resist Fire, Snake Charm, Spiritual Weapon, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, October 16, 2024

Clerics of Kotys, Part II


Divine Tests
Debauchery can prove liberating for most, whether asked for or not.

1-11.
 It is revelry who blesses those who come. The cleric loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to see what she must do to get each one of them back.
   [1] Scream wildly for 1d6 turns.
   [2] Bathe in water or some other fluid for 1d3 turns. Screaming is optional.
   [3] Become quite drunken, taking -1d6 to all rolls for the next 2d6 turns. Screaming is likely.
   [4] Be unclad, or at least promiscuously inappropriately dressed, for 3d6 turns. Others may scream.
   [5] Attack the first remotely appropriate adversary she sees, whether to engage in violence, pleasure, or both. The two will tend to scream in any case.
   [6] Copulate with the next possibly appropriate partner she encounters for 2d6 turns. Screams are then certain.

Wednesday, October 9, 2024

Clerics of Kotys, Part I

Kotys
Thracian Goddess of Wildness, War, & Slaughter

Tenets of Kotys
* Be wild, free in one's ecstasy
* Make war, whether to do battle or indulge

* Leave none standing

Wednesday, October 2, 2024

Priests of Zagreus, Part III


Spells of Zagreus
What arises below can bring one to magic heights.

1st Level: Cure Light Wounds, Detect Magic, Light (Reversed), Remove Fear (reversible), Purify Food and Drink (on raw meat and wine), Sanctuary (in dark or underground areas), Detect Snares and Pits (D), Dancing Lights*, Bestow Blessing & Curse^ (link), Warding^ (link)

2nd Level: Augury, Bless (reversible), Find Traps, Holy Chant, Resist Fire, Reveal Charm, Silence 15' Radius, Charm Person or Mammal (D), Obscuring Mist (D), Amnesia*, Darkness Globe*, Magic Mouth*, Conjure Realm^ (link)

Wednesday, September 25, 2024

Priests of Zagreus, Part II

Divine Tests
Realms beyond are revealed via transcendence of the flesh. 

1-11. From below comes great strength and challenge. The priest loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what things he must do to get them back.
   [1] Walk barefoot underground or at night for 3d6 turns.
   [2] Feast upon raw meat of a hard-to-find variety.
   [3] Contemplate whence one came and where one shall go for 3d6 turns.
   [4] Receive 1d2 damage, or some other passing unpleasantness of the flesh equally unpleasant.
   [5] Experience betrayal, whether someone or something relied upon that now failed to assist, whether unsurprisingly or not.
   [6] Be especially dark and grim, unnerving at least 1d2 would-be jovial individuals.

Wednesday, September 18, 2024

Priests of Zagreus, Part I

Zagreus
Thracian God of the Underworld, Trials, Death, Doom, & Rebirth

Tenets of Zagreus
* Dwell under, for below is primal
* Beware the treacherous and the titans who would consume you
* Honor death and doom, uncovering inner truth
* Be born again, transcending via the gods

Wednesday, September 11, 2024

Clerics of Bendis, Part III

Spells of Bendis
The great goddess bestows many blessings.

1st Level: Cure Light Wounds, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (in mountainous areas), Bestow Blessing & Curse^ (link), Blasting^ (link), Warding^ (link)

2nd Level: Bless, Hold Person, Spiritual Weapon, Stoneskin (as Barkskin, D, but looks like stone instead), Pass without Trace (D), Call Champion^ (link), Conjure Realm^ (link)

Wednesday, September 4, 2024

Clerics of Bendis, Part II

Divine Tests
Fertile rises draw forth potency, binding before the return.

1-11.
Curved flowing reflects Bendis' endeavors. Roll 1d6 to see what the cleric should do, for she loses access to some of her spells (50% chance for each one), possibly including her turn ability, until each one is resolved.
   [1] View the moon, or at least something very similar and deep, for 1d6 turns.
   [2] Hunt for 2d6 turns, whether for sustenance or fertile succor.
   [3] Spend 2d6 turns in the mountains, or at least view them, or even something very similar and majestic.
   [4] Copulate or encourage others to do so - all in appropriate ways of course- for 2d6 turns.
   [5] Help the local land's vitality, whether via one or more of the approaches above or some other way, for the next 3d6 turns.
   [6] Administer to their children for 2d6 turns or if not, act joyously to make more.

Wednesday, August 28, 2024

Clerics of Bendis, Part I

Bendis
Thracian Great Goddess of the Moon, Hunting, Mountains, & Fertility

Tenets of Bendis
* Honor the moon and your people
* Hunt for what takes you
* Mountains show mighty, one must bend to them
* Indulge in fertility, nourish the land

Wednesday, August 21, 2024

Clerics of Zibelthiurdos, Part III

Spells of Zibelthiurdos
Cleric-types of Zibelthiurdos can cast the following spells.

1st Level: Command, Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead), Remove Fear (reversible), Sanctuary, Divine Weather (D), Shocking Grasp*, Bestow Blessing & Curse^ (link), Blasting^ (link), Warding^ (link)

2nd Level: Augury, Bless, Create Water (via rain), Hold Person, Holy Chant, Silence 15' Radius, Spiritual Weapon, Knock*, Levitate*, Magic Mouth*, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, August 14, 2024

Clerics of Zibelthiurdos, Part II

Divine Tests
The sky father rides far, claiming all that the eye can see.

1-11. Something need get Zibelthiurdos' attention. Until the cleric does so, he loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what the cleric must do to have each restored.
   [1] Shoot 1d3 arrows into the sky. There's also a 1 in 12 chance of causing a significant weather change, though those affected by the falling arrows (a 33% chance each) might have more impending concerns.
   [2] Gain a wife, or at least spend 2d3 turns working to gain one. If the cleric already has a wife, then more are fine.
   [3] Be on horseback for at least 3d3 turns.
   [4] Spend at least 2d3 turns working to help one's family or to help it expand by siring more.
   [5] Mark a new territory as Zibelthiudos' own, one even as small as 1d6 quarter acres.
   [6] Stay beneath the open sky for the next 4d3 turns.

Wednesday, August 7, 2024

Clerics of Zibelthiurdos, Part I

Zibelthiurdos
Thracian God of the Sky, Thunder, Horsemanship, & Order

Tenets of Zibelthiurdos
* Honor the sky and your family
* Be like thunder, resounding
* Ride well upon your steed, siring many
* Preserve order, defeating the Chaos Dragon

Wednesday, July 31, 2024

Lords of Arms & Armor, Part III

 
Arms & Armor Tests
Both blade and barrier can be turned on its master.

1-6. The attunement's source goes awry. The arm or armor becomes associated with another type of lord instead, making what would be demonic potentially fey, or that which would be angelic that of elemental earth. Roll 1d5, rerolling to get another besides one's own lord in this case if need be:
[1] angelic, [2] fey, [3] elemental, [4] demonic, [5] devilish.

7-13. Accursed thing! The item is enchanted wrongly, now having one or more fell features (roll 1d6):
   [1] It causes the opposite of what it was meant to do.
   [2] Its bearer suffers under the Blessing & Curse of a random lord (most likely the latter, link)
   [3] Its bearer only thinks the item works as magically intended. It doesn't, much to his peril.
   [4] It cannot be gotten rid of except as one would remove a curse.
   [5] Its bearer no longer wishes to part with it, having to save vs. spell with a -10 penalty/ make a Will save DC 25 or will consider it 'precious' from now on.
  [6] Reroll twice. 

Wednesday, July 24, 2024

Lords of Arms & Armor, Part II


Additional Arms & Armor Attunements
The one wielded cuts a path to a lord's greater glory.

Using a Higher Level Spell
Increasing the Attune Arms & Armor spell's level can grant additional bonuses. For every 2-level increase, one modifier can increase by 1, whether +1 to hit or damage certain foes with a weapon, or +1 to AC or saves against certain foes via armor. 

For example, casting Attune Arms & Armor as a 5th level spell to make an angel sword could grant a +2 to hit and +1 to damage the evil and disorderly, +2 to both as a 7th level spell, or even +2 to hit and +3 to damage as a 9th level spell.

Wednesday, July 17, 2024

Lords of Arms & Armor, Part I

Take hold of what sustains you.

Ways of Arms & Armor
They harm or protect against:
Angelic: the evil and the disorderly
Fey: the evil and the orderly
Elemental: those who embody two other elements or non-neutral alignments
Demonic: the good and the orderly
* Devilish: the good and the disorderly

Wednesday, July 10, 2024

Lords of Blastings, Part III


Blasting Tests
Divine might can be too much for mortal wielding.

1-6.  The blasting fails to meet its mark. The spell instead targets a random individual in range, possibly including the caster. Whoever it hits will certainly consider it to be quite a pain in the backside.

7-12. Magic of a different color, it has the effect of a different type of lord. What would be devilish, might be angelic; what would be elemental fire, would be elsewise, much to the target's (and the caster's) surprise. Roll 1d5, rerolling to get another besides one's own lord in this case if need be: [1] angelic, [2] fey,
[3] elemental, [4] demonic, [5] devilish.

Wednesday, July 3, 2024

Lords of Blastings, Part II

Additional Blasting Results
There's more than one way to smite one's enemies.

Using a Higher Level Spell
As alluded to in Part I, the Blasting spell's level can also be increased beyond 1st. Doing so can compound the range, damage, or individuals affected for each level its raised.

For example, making its range 120', targeting 2 individuals in range instead of one, or adding 1d6 to the damage would make Blasting a 2nd level spell. Compounding two of those three options would make it a 3rd level spell.

Wednesday, June 26, 2024

Lords of Blastings, Part I

Things arising are phenomenal.

Ways of Blastings
They can:
Angelic: be used in defense to harm the unrighteous
Fey: cause much misfortune
Elemental: harm via an element
Demonic: create great suffering
* Devilish: be hard to detect

Wednesday, June 19, 2024

Lords of Blessings & Curses, Part III

Blessing & Curse Tests
What one asks for may not be all that's provided.

1-4. The Bestow Blessing & Curse spell will be barred from the petitioner for the next 1d3 days. Similar spells may still work (a 66% chance), though they remain subject to their own divine tests.

5-12. Forsooth, the next blessing or curse the petitioner casts is reversed. A target intended blessed is now cursed with the opposite effect. Vice versa for the one to be so cursed. Boon and bane shift by the judgment of the gods.

Wednesday, June 12, 2024

Lords of Blessings & Curses, Part II

Additional Blessing & Curse Results
Whether via divine test or the Bestow Blessing & Curse spell, divinities and cults can make their pleasure (and displeasure) known.

Specifically for the Blessing & Curse spell, once what occurs has been determined and if the Magical Side-Effect allows (see Part I), the caster can then select what specifics happen. He may experience unique effects via his lord too if a result of 'other' occurs. See below.

Using a Higher Level Spell
As mentioned before, the spell's level can be increased beyond 1st no matter what the initial result of the Blessing & Curse spell is. Doing so can boost its range, allow additional effects to occur, allow more individuals to be affected, or increase the duration of the effects. With the Referee's permission, a prepared higher level spell can then be considered expended instead when Bestow Blessing & Curse is cast to cause a higher level effect. Even in these cases, Bestow Blessing & Curse would still be prepared as a 1st level spell.

Wednesday, June 5, 2024

Volume V Now Available


 The Magic of the Beast Spirits & Folk await!

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

Get your copy here.

Divinities and Cults: Volume V explores various beast spirits and mythic folk, including new rules to use in your old school game. Along with additional guidelines, magical side-effects, tests, and spell lists, assorted bestial and folk abilities are also available. These animalistic and kindred endowments allow for even greater customization of barbaric characters that follow beast spirits or of others whose race is from myth or folklore. What is more, these abilities are sorted by various divinities and cults, expanding upon the information presented in previous volumes.

Lords of Blessings & Curses, Part I

 
What may benefit one might not benefit others.

Ways of Blessings & Curses
Those bestowed often are:
Angelic: wholesome for the righteous
Fey: subject to chance
Elemental: based on what element is invoked
Demonic: unpleasant except for the chaotic & the evil
* Devilish: unpleasant except for the one causing them

Wednesday, May 29, 2024

Lords of Champions, Part III


Divinities & Cults of Champions
When their faithful is in need, the gods can send champions to aid their efforts.

Greek & Roman
Artemis / Diana: fey & elemental earth
Athena / Minerva: angelic
Ares / Mars: demonic & elemental fire
Hades / Dis Pater: devilish & elemental earth
Poseidon / Neptune: fey & elemental water
Zeus / Jupiter: angelic & elemental air

Wednesday, May 22, 2024

Lords of Champions, Part II

Champion Types 
For every odd HD they have (1st, 3rd, 5th, etc.), champions gain a special ability based on what type they are. Abilities conferred multiple times may compound their modifiers, though additional abilities are suggested if they may not.

Angelic Champions
Smiting evil and chaos, they can be a (roll d6).
   1. Grim Warrior: personifying righteous death, all who first encounter them, whether friend or foe, must save vs. spell / make a Will save DC 15 or flee in fear for at least 1d6 rounds.
   2. Hero: have a Strength, Dexterity, or Constitution score of 17 (or 18 or even 19 if this ability is taken twice or thrice), allowing them to make heroic feats, but also be the preferred target of enemies when in a group.

Wednesday, May 15, 2024

Lords of Champions, Part I

When called on to battle, champions serve their true lords above all else.

Ways of Champions
Champions prefer battling those who are.
Angelic: evil or chaotic
Fey: evil or lawful
Elemental: not of the same elemental makeup
Demonic: good or lawful
* Devilish: good or chaotic

Wednesday, May 8, 2024

Lords of Food & Drink, Part III

Food & Drink Divinities & Cults
Nourishing deities may grant great bounty, though they sometimes may not.

Greek & Roman
Demeter / Ceres: angelic, fey, & elemental earth
Dionysus / Bacchus: fey & demonic
Hecate / Trivia: devilish, demonic, & fey
Hestia / Vesta: angelic

Wednesday, May 1, 2024

Lords of Food & Drink, Part II

That which we consume just might consume us, even if we need food badly.

Food & Drink Tests
1-5. Something is off, and the food and/or drink does not agree with the partaker. Such indigestion will cause them to suffer a -1d6 penalty to all rolls for the next 1d6 hours unless some form of remedy is administered earlier.

Wednesday, April 24, 2024

Lords of Food & Drink, Part I

Such fare can reflect memorable characteristics, no matter one's taste.

Ways of Food & Drink
Food & drink should be...
Angelic: light and beneficial
Fey: enticing and changing 
Elemental: hot, cold, airy, watery, or earthy
Demonic: horrifying and changing
* Devilish: appearing as one of the above, but corrupted

Wednesday, April 17, 2024

Lords of Wards, Part III

Ward Divinities & Cults
Protective deities grant access to certain lords of wards.

Greek & Roman
Apollo: angelic & elemental fire
Athena / Minerva: angelic
Dionysus: fey & demonic
Hades / Dis Pater: devilish & elemental earth
Hephaestus / Vulcan: elemental fire & earth
Hecate: devilish, demonic, & fey
Hermes: angelic & fey
Hestia / Vesta: angelic
Zeus: angelic & elemental air

Wednesday, April 10, 2024

Lords of Wards, Part II

What might be kept out might not resolve what's within.

Warding Tests
1-4. How much time to spare? The warder becomes (overly?) cautious for the next 1d3 days, causing his ward spells to each take 1d12 rounds longer to cast. If he experiences this test again while it's still in effect, then the time required is compounded (2d12, 3d12 extra rounds to cast, etc.) for the duration.

5-7. What the warder would resist becomes increasingly trying, even under normal circumstances. When exposed to what he last cast a warding spell against (e.g. cruelty, disorder, jerkishness, etc.), the warder must save vs. death/ make a Will save DC 10 or suffer a -3 penalty to all rolls. This test lasts for the next 1d3 days, though if experienced while the same is still in effect, it becomes permanent. Perhaps its time for another warding spell?

Wednesday, April 3, 2024

Lords of Wards, Part I

Lords of Wards grant spells that protect individuals or areas via angelic, fey, elemental, demonic, or devilish craft. Each prevents access to that which could harm or can even prevent the escape of such perils too.

Ways of Wards
Wards may bar or contain that which is...
Angelic: disorderly, disruptive, messy, unhealthy, jerkish, or cruel
Fey: orderly, restrictive, banal, unhealthy, prudish, or cruel
Elemental: hot, cold, airy, watery, or earthy
Demonic: orderly, restrictive, banal, healthy, normal, or kind
* Devilish: disorderly, disruptive, unhealthy, free, or kind

Wednesday, March 27, 2024

Lords of Maidens, Part III

Maidens can embody the essence of their lords and divinities. What is more, such beautiful entities can often be found in the entourage of goddesses too, whose beauty is greater yet.

Maiden Divinities & Cults
Certain types of maidens tend to serve certain divinities.

Greek & Roman
Aphrodite / Venus: fey (nymphs & sirens) & elemental (fire & water)
Artemis / Diana: fey (fairy godmothers & sprites) & elemental (earth)
Athena / Minerva: angelic (muses & valkyries)
Hecate / Trivia: devilish (erinyes), demonic (succubi), & fey (fairy godmothers)
Hera / Juno: angelic (guardian angels & ancestral spirits) & devilish (nemeses & erinyes)
Hestia / Vesta: angelic only (guardian angels, muses, & ancestral spirits)

Wednesday, March 20, 2024

Lords of Maidens, Part II

As with mortal maidens, supernatural maidens can surely test as well.

Maiden Tests
1-7. Longing, the enchanted one loses access to his maiden for a time, being unable to call upon her and also suffering a -1d3 penalty to all rolls for the next 1d3 days. With her return, he will likely feel more connected again, though perhaps more of a man from the experience too.

Wednesday, March 13, 2024

Lords of Maidens, Part I

Working at the behest of divinities, lords of Maidens send angelic, fey, elemental, demonic, or devilish spirit women to be companions for mortals. Such maidens may then use their powers on their behalf, which can be quite compelling.

Ways of Maidens
Maidens are...
Angelic: peaceful, harmonious, & bountiful, remaining honorable and pure
Fey: wondrous, enchanting, & sentient, though elusive or entrapping
* Elemental: fiery, cold, wet, dry, or airy.
Demonic: bizarre, mutagenic, wanton, and possessing, but can be quite enticing.
* Devilish: empowering, dominating, punishing, and entrapping, though may be rewarding

Wednesday, March 6, 2024

Lords of Realms, Part III

Realms can range from heavenly to horrifying, and might even stretch to where one is. The lords provide the doors to such places, but the gods themselves can give their followers the keys, even if they themselves don't exactly match the realm's alignment.

Realm Divinities & Cults

Greek & Roman
Hades (Dis Pater): Beneath the earth, his faithful call upon earthy elemental and taking demonic lords of realms most often.
Hermes (Mercury): Travelling any of the realms, his messengers are most at home in the angelic and fey.
Poseidon: To sea realms, watery elemental and fey lords are fitting.
Zeus: Atop Mt. Olympus, he is served by both the angelic and the airy elemental lords.