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.

12-17. It's strange how often desire will bring ruin upon the foolish. The lyrist undergoes a challenge, knowing that nothing lasts forever except love. Roll 1d7.
   [1] Face 3d3 sirens and their bewitching songs. See also the lyrist counteracting ability below.
MV 40’/ swim 80', AC 9 (0 vs. those who are attracted to them), HD 3, Atk (none), SP: +1 weapons or better required to hit, breathe water, charm person at will that draws men to them (save vs. spell/ Will save DC 15 negates), SV: E3, Mor: 7, AL: C
   [2] Have their woman (or the last one they were with) be set upon by a satyr.
Align: C, MV 45’; AC 7; HD 3; Atk: 1 gore or spear; Dmg: 1d4+2 or 1d6; SP: sleep, charm person, or fear; SV: E7 (-4 vs. attractive females)
   [3] Have their woman (or the last one they were with) face a venomous snake. They must save vs. poison/ Fortitude save DC 15 or perish).
   [4] Have their women (or any others within 1/4 mile), set upon them, attacking the lyrist for the next 3d6 rounds. 
   [5] Journey through the underworld, being gone for 2d6 hours, with just a 75% chance of returning. If not, then a whole new journey might be needed, per Referee.
   [6] Lead a spirit of his love without looking back for 3d6 hoursEach time he does so, he takes 1d2 damage to a random ability score due to the great despair of her slipping away.
   [7] Yearning for his lost love, the lyrist is overcome by a great melancholy. He suffers -2d6 to all rolls for the next 2d6 hours with haunting dirges his only relief.

18+ The maenads come, tired of the lyrist's impudence. Within 1d20 turns, they arrive and drag him to the underworld for 1 day per divine test result over 17, tearing him apart for 2d6 damage for each day gone. If slain in the process, his head will be returned so that it can be preserved as an oracle if he so wishes, used to convey his wisdom and recite his poetry until its demise. In any case, transcendence will be his only hope.


Folk Variations
Various guidelines, magical side-effects, divine tests, and spells of similar divinities can be substituted for and with those of Orpheus to provide additional options. Note that since his just a demi-god, the potency of his followers remains limited.

Apollo: corresponds with his musical, poetic, and bright aspects.
Baldr: Norse, appreciating beauty, and returning to the Underworld too.
Dionysus: connects to the maenads and tragic love.
Zagreus: aligns with his fallen and chthonic ways.

For example, a lyrist of Orpheus could have some of the same magical side-effects and tests as a cleric of Apollo, and vice versa, though the lyrist still would be unable to turn since Orpheus is just a demigod.


Orphism
A mystery tradition that includes Zagreus (link), with the Referee's permission, it allows Orpheus to have clerics and priests too. If not, then he will only be served by mystics (see Volume II) and lyrists (see below).


Lyrists
Divine musicians and poets of Orpheus and similar divinities.
  • Treat them as clerics, except all their spells must be spoken or sung, playing music and/or reciting poetry. 
  • They cannot wear metal armor, as it tends to get in the way of their performances.
  • They must also save vs. spell/ make a Will save DC 15 to not suffer a -1d6 penalty to all rolls for the next 1d6 turns when one of their spells fails, when one of their targets saves against one of his spells, or when someone they care about leaves, all due to melancholy.
  • In return, they can cast Chant instead of other spells they have prepared each day, giving them ready access to such magic.
  • In addition, they can make a Charisma check (DC 15) to counteract the effects of another song or charm-like effect being cast on themselves or others within hearing range. Lyrists can do this with their own melodies or rhymes up to thrice per day per level, and will prevent others from being affected by such things as a siren song if successful. 

Next week: spells of Orpheus and an Orpheus encounter!