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.

12-17. A greater challenge arises, providing both a test of the cleric's mettle and an opportunity. Roll 1d5.
[1] The weather shifts, turning clear sky to storm, turning storm to clear sky again. Mortals may react with panic, but Zibelthiurdos only watches, even with a 1 in 6 chance of the change being severe.
[2] A vagabond blocks the cleric's way. See Volume I for a table to generate one. Stubborn, he refuses to move and will likely have to be dealt with either the patience of the sky, its wrath, or both.
[3] Very fortunate, the cleric has a great dream and is thereby encouraged the following day, gaining a +1 bonus to all his rolls. Somewhat unfortunate, he must also save vs. spell/ make a Will save DC 15 to back down from any challenge during that time as well.
[4] A dangerous serpent arises- and must be defeated! Its HD will equal the divine test result, and it most certainly will be minion of the Chaos Dragon!
[5] Upon a fleet horse, the cleric is immediately sent 1d100 miles in a random direction. He can then return as normal with his new steed below and the sky father watching above.

18+ The daytime sky reveals all. Anyone within 360' who has dwelt underground or been even somewhat chaotic any time within the last 4d6 hours must save vs. spell/ make a Will save DC 15 or take 2d6 damage per divine test result over 17. The results will likely be illuminating.


Folk Variations
Select guidelines, magical side-effects, divine tests, and spells of similar sky gods can be substituted for and with those of Zibelthiurdos to provide even more options.

Dyeus Pater: proto Indo-European, his concern is more on horses and even cattle, helping his people to spread to new lands.
Jupiter: a fitting force of order, though in the urban and farm-based ways of Rome.
Perun: thunder-striking, he's Slavic and espousing noble justice.
Svarog: quite orderly and sky-based Slavic too, though monogamous and seeking orderly societies.
Taranis: a quite thunderous, less earthy counterpart to the Dagda, he is more chaotic and Gallic.
Thor: fond of thunder and striking monsters too, he is a hero god of the Norse, focusing on strength and fighting.
Tyr: though not a sky father, his espousing of order and fighting chaos fits well in his own Norse way.
Odin: grim, yes, though also father to the Norse too, reigning on high Valhalla.
Zeus: very similar, his many Greek myths abound, while Zibelthiurdos reflects a more primal, Thracian approach.

For example, a cleric of Perun could have the same turn ability, along with some of the same magical side-effects and spells as a cleric of Zibelthiurdos, and vice versa.


Kapnobatai 
Treat as clerics of Zibelthiurdos or similar deities, except that they:
* Fight as magic-users and cannot wear any armor.
* Cannot engage in violence unless innocents are clearly in danger.
* Must roll on the Kapnobatai Magical Side-Effects table below and follow its requirements whenever they cast a spell, in addition to rolling on the one for their divinity. These results can be adjusted based on the kapnobatus' tradition, per Referee. 
* In return, they can 'smoke-tread', transcending certain mishaps much as a mystic does. Up to once per day per level, they can save vs spell/ make a Will save DC 15 to ignore up to 20 hit points of damage or the like, allowing them to symbolically float over them like the great sky above.

Kapnobatai  Magical Side-Effects (d6)
1. Make a Wisdom check (DC 15).
2. Take 1d6 rounds to reflect and commune before casting the spell.
3. Refrain from partaking in one of the following for at least the next 1d6 days (roll 1d8): [1] liquid spirits and the like, [2] all but milk and honey, [3] carnal relations, [4] all violence, [5] adornment, [6] unnecessary speech, [7] crowds, [8] splendor.
4. Take no apparent action for the next 1d6 rounds, but receive a +5 bonus to both AC and saves.
5. At the earliest opportunity, either commune in or simply view an area befitting their god for the next 1d6 turns.
6. Reroll twice.

For example, a 3rd level kapnobatus of Zibelthiurdos would roll on both the table above and on Zibelthiurdos' in order to make his spells work, but could save to ignore a sword's damage, a fall, or (even save again against) some enemy's spell during a day. 



Next week: spells of Zibelthiurdos and a Zibelthiurdos encounter!