Wednesday, March 26, 2025

Clerics of Aegir, Part I

Aegir
Norse Jotunn God of the Sea, Storms, & Hospitality


Tenets of Aegir

  • Respect the sea
  • Endure the storms
  • Provide hospitality to deserving visitors
  • The rest can remain with Ran


Clerics 
of 
Aegir
  • Special: Aegir is served by clerics and gothar (Norse priests & priestesses). Many jotnar vikings, storm giants, and sea giants salute him too (see Part II).
  • Allowed Weapons: Trident, spear, carved club, dagger, also revised/ expanded weapons listed for Poseidonlink (see bottom of page)
  • Allowed ArmorChainmail and shield or lighter
  • Symbols: Sea, Waves, Storm, Drinking Horn
  • Can Turn: Earth Beings, Fire Beings
  • Mysteries of Aegir: Up to once per day per level, a cleric-type of Aegir can gain a +2 bonus to one of their spell rolls when they are in a watery or stormy area.

Magical Side-Effects of Aegir
The winds and waters churn and flow. Roll 1d12.

1. Tossed Overboard: Aegir requires a random person in the cleric's presence be thrown into the nearest body of water by the next dawn. Whether they can then swim is up to them. If there is one who is of a type that the cleric can turn, then that one will be picked indeed. In any case, failure to provide one in time provokes Aegir’s wrath (in the form of a divine test).

2. Wind StruckEither the spell’s recipient (if beneficial) or the cleric (if not) becomes hit by a quick gale, knocking them 1d12 x 5' in a random direction. Offering an item worth at least 1d6 gold pieces per spell level to the sea can be done instead, even if it wouldn’t be as cleansing.

3. Watery: Aegir decides to take a more direct interest in the spell's target for the next 3d6 rounds. The one affected will drip water, putting out any torches or lanterns they hold, make the ground muddy, must make a DEX check (DC 15) or slip on flat surfaces, and even suffer a -2 penalty when attempting to hold things. They can save vs. breath weapon/ make a Reflex save DC 15 to avoid these results, but then cannot gain any benefit from the spell.

4. By Wave and Shore: The cleric must be in a windblown place or near a large body of water. If not, the spell will only have just 50% its usual power.

5. Oceanic RuleAll within 120’ becomes more like Aegir's realm for the next 2d6 rounds. Due to the moisture and winds, all fiery and earthy beings suffer a -3 penalty to all rolls while there.

6-8. Standard Magic: The spell works without side-effect for now.

9. Servant of Sea & TempestThe cleric turns aquatic or stormy-looking for the next hour, causing all non-followers of Aegir or similar divinities to save vs. spell/ make a Will save DC 15 or flee in fear from (if lower HD) or attack him (if equal or higher HD) for at least 1d4 rounds.  Still, he can breathe water and ignore electricity damage during that time. The spell gains a 50% increase to its effect, range, or duration too, so it may be a blessing.

10-11. Sign of the Sjojotnar: If copious quantities of liquid is present or there are strong winds, then a 50% bonus to its effect, range, or duration is added to the cleric’s magic. If both are there, then one of those aspects can be doubled.

12. Brewer's HallAegir dispenses his hospitality with pleasure and provides for the spell to be at double its usual effect, range, or duration, as well as it not being expended so it can be cast again that day. In addition, he allows the cleric to be able to provide all necessary ale or mead to those he gives a drinking horn to for the next 1d3 turns.


Next week: divine tests, folk variations, a specialized class that favors Aegir, and a new type of giant 
in Part II! 
RPG srd Aegir Old School 1st ed AD&D