
Ullr
Norse God of Hunting, Archery, Winter, Oaths, & Glory
Tenets of Ullr
- Hunt
- Master your bow
- Ski well
- Keep your word
- Find glory in honorable battle
- Special: Also known as Uller and Ollerus, Ullr is served by clerics. Most Norse hunters honor him too (detailed in Part II).
- Allowed Weapons: Bow, sword, axe, spear, dagger
- Allowed Armor: Chainmail and shield or lighter
- Symbols: Bow, Yew Tree, Skis, Oath Ring
- Can Turn: Those who defy one of Ullr's tenets (if not known, a base 20% chance)
- Ullr Mysteries: Clerics of Ullr are skilled hunters, being able to sense the direction to their prey up to once per day per level, whether for survival or to gain glory.
Magical Side-Effects of Ullr
What one brings down depends on the hunter. Roll 1d12.
1. Veiðr: The hunt demands. The target of the magic (if beneficial) or the cleric (if not) will take 1d4 damage. The sacrifice of a hunted animal of at least 1 HD per spell level can be used instead.
2. Bogaskot: The next arrow shot near the spell's target automatically hits them instead. They may save vs. death/ make a Will save DC 10 to prevent it, but then won’t receive any benefits from the spell if there are any.
3. Öndur: Like falling snow, the need to sleep comes quickly. Either the spell’s target or the cleric (equal chance of either) must immediately sleep for d30 minutes unless a battle or some skiing or other work is to be had that requires snow shoes.
4. Eiðr: What is pledged matters. The cleric will refuse to assist those who he knows has broken their oaths at any point in their lives (including himself if he has done so) for the next 1d6 hours.
5. Wulþuz: Glory resounds in battle, causing all within 120' a +1 bonus to hit when hunting or fighting honorably for the next 2d6 rounds.
6-8. Standard Casting: The spell works without side-effect for now.
9. Kjöt: Meat is meant to be eaten. Though it has a 50% bonus to its effect, range, or duration, the spell only occurs d30 rounds later, though the cleric’s level x 2 can be subtracted from that time as long as he has dined upon game or herded beast within the last 1d6 hours.
10. Skjöldr: If the spell would help those bearing a shield, then its effect, range, or duration can be strengthened by 50%. Ullr's ship may take one far.
11. Vetr: The spell works normally and if it is winter or snow is all around, then the magic will function at double the effect, range, or duration, quiet and bright.
12. Way of Ýdalir: Ullr has the spell work for double the effect, range, or duration, as well as not being expended so it can be cast again that day. He also grants the target a +3 bonus to all hunting, archery, winter, oath, and glory-related rolls for the next 1d2 hours if the spell is meant to aid them.
Next week: divine tests, folk variations, and a specialized class of Ullr in Part II!
RPG srd Uller Old School 1st ed AD&D