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?

12-17. The harmony of Zalmoxis can be found in setting things right. The priest must experience one of the following for the next 1d7 days to do so. Roll 1d7.
   [1] Partake not in wine, flesh, or other indulgence.
   [2] Dwell in a subterranean chamber, emerging reborn.
   [3] Gain a 25% bonus to his spell range, effect, and duration when the measurements of his target or affected area are known, the opposite when they are not. Numbers contain the key.
   [4] Experience an insight of a previous incarnation, gaining one level from a random class, but also losing one level of his current class for the duration (roll 1d4): [1] fighter, [2] thief, [3] magic-user, [4] cleric.
   [5] Be turned into a white wolf, unable to speak or cast spells, but otherwise remain in full control of his actions.  MV 60', AC 7, HD (same as the priest's level), Atk 1 (bite), Dmg: 1d6, +1 per every 3 levels the priest has, SP: +3 to hit foes when fighting in defense of the priest's homeland, SV (as priest)
There's a cumulative 10% chance of him being turned into a werewolf each time he experiences this test too. See Volume V for details. 
   [6] Organize a feast of 2d6 nobles and other chosen ones in order to share the truth about the immortality of the soul.
   [7] Cast off all clothing, turn somewhat red, & roam about with just an axe and perhaps a bearskin. One must enforce harmony somehow...

18+ The priest (or a suitable substitute) is to be thrown upon spears. It must be done within 8d8 hours and will cause 6d6 damage. Dying is then seen as a good sign, with a small chance of the one thrown becoming a divine being afterwards (a base 1% chance). Failing to perish in this case causes the priest to be cursed instead: he will experience one of test results #12-17 above, but for the next 4d4 days. And for each divine test result over 18, decrease the countdown by one die, increase the damage and curse duration by one die. For example, a result of 20 will cause 8d6 damage to be inflicted within 6d8 hours and curse for 6d4 days if not fatal. In the end though, all will ultimately reach a heavenly reward in the afterlife. 


Folk Variations
Various guidelines, magical side-effects, divine tests, and spells of similar gods can be substituted for and with those of Zalmoxis to provide additional options.

Epimenides: a Cretan and semi-mortal version, though no less philosophical and poetic.
Pythagoras: incorporates a greater importance of numbers in a Greek way.
Wolf Spirit: bringing out more of the lupine, especially if a wolf-priest (see below).
Zagreus: shadows Zalmoxis' more chthonic aspects.
Zibelthiurdos: illuminating Zalmoxis' more celestial aspects.

For example, a priest of Zalmoxis could have the same turn ability and some of the same magical side-effects as a priest of Zagreus, and vice versa.


Wolf-Priests
Wilder priests and priestesses of Zalmoxis and similar divinities, especially Dacian ones.
  • Treat them as clerics, except that they must roll for wolf magical side-effects (detailed in Volume V) in addition to those of their divinity, following both results. They are otherwise wolfish.
  • In return, they can have a special wolf standard, the draco, which grants the use of a random wolf ability to one who is in their group each day. See Volume V for a list. Assistants can carry the standard, but the wolf-priest must touch it to activate its power. If lost, it takes 3d4 days to create a new one.


Next week: spells of Zalmoxis and a Zalmoxis encounter!