
Divine Tests
The sea will claim what's needed.
The sea will claim what's needed.
1-3. Oceans and storms give, though they take too. A random object is washed away or otherwise lost when next around a water body or a breezy place. Roll 1d4 again to see what it is:
[1] One of the cleric’s garments
[2] An item on the cleric’s person
[3] An object that’s adjacent to the cleric
[4] One in a random direction from the cleric, up to 1d6 x 5’ away
4-8. Winds and waves hasten change. Aegir's cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability until he performs some acts. Roll 1d6 for each one lost to see what he must do to recover it.
[1] Drench one who would not like to be.
[2] Stand in a storm for at least 1d3 turns.
[2] Stand in a storm for at least 1d3 turns.
[3] Remind a sea-goer to honor and respect Aegir and his domain, or else.
[4] Remove a roof or other protection so that what's inside can then be more fully subject to weather.
[4] Remove a roof or other protection so that what's inside can then be more fully subject to weather.
[5] Assist storm giants, sea giants, or similar folk for at least 1d3 hours.
[6] Challenge a follower of Surtr, Thrym, or other non-water or non-storm jotunn or elemental deity to see who is best.
9-14. The tempest is here. Aegir changes the cleric forever, making him more fitting for turbulent gust or current. If not so before, he grants him the ability to breathe water and ignore 50% damage from lightning and the like, but also takes +50% damage from fire, cold, and earth effects from now on. Roll 1d5.
[1] Wet Hide: Like a sea jotunn, the cleric radiates intense moisture, reducing fire or drying damage by 1d4 to himself and to all who are next to him. If any remaining damage is enough to affect the cleric though, then he will now receive double damage from it.
[2] Shocking Mane: Even if standing on end already, the cleric's hair and beard are forever charged. This state causes any who would touch him to take 1d2 damage from electric shock.
[3] Hospitable One: Though not all sea or storm giants are fond of guests, followers of Aegir who experience this test will be. He must provide for any that are at least reasonably polite, unless his wife wishes to send them to live with Ran.
[4] Kin of Fornjótr: Aegir's father also begat Kari (air) and Logi (fire). As a result, his cleric too can now sense the presence of those who embody elemental traits, whether giant or spellcaster, within 1d12 x 30'.
[5] Flowing Drink: With an ever-full horn, the cleric can now provide all necessary ale or mead to those he gives it to, just as in Magical Side-Effect #12, Brewer's Hall. He may do so for up to 1d3 turns per day, though he must also save vs. death/ make a Will save DC 10 to not stop to give a drink when asked by someone, even if it would be unwise.
15-16. Submergence can be best. Whenever he encounters a new water vessel or a structure prone to storms, the cleric must save vs. death/ make a Will save DC 10 to resist attempting to sink it or opening it up, despite the fact that taking such an action would incite the ire of those nearby or within. What is more, for every time he experiences this test, the save becomes 3 harder. Staying afloat can be an illusion after all.
17+ The jaws of Aegir collapse upon another in a random direction from the cleric. If at or close to the sea, the nearest vessel breaks and sinks. If inland, the nearest objects or structures in a 1d3 x 20' radius area are likely destroyed by winds unless made quite sturdy. All aboard or inside will have 2d4 rounds to escape or face their demise when this occurs. What is more, for every divine test result over 17, an additional water vessel or area is targeted- even if in another direction.
Folk Variations
Various guidelines, turn abilities, magical side-effects, divine tests, and spells of similar divinities can be substituted for and with those of Aegir.
Manannan: Celtic, he embodies the sea but otherworlds too.
Njordr: Reflecting the prosperity and fertility of the sea and elsewhere instead.
Oceanus: The Greek titan of the great river encircling the world, the sea.
Njordr: Reflecting the prosperity and fertility of the sea and elsewhere instead.
Oceanus: The Greek titan of the great river encircling the world, the sea.
Poseidon: Also Greek, he rules over the sea and all all that it contains, along with earthquakes and horses.
Surtr: A fiery jotunn counterpart.
Thor: Stormy too, though he uses it to help the common man and to fight monsters.
Thrym: A frosty jotunn counterpart.
Thor: Stormy too, though he uses it to help the common man and to fight monsters.
Thrym: A frosty jotunn counterpart.
For example, a cleric of Aegir could have the same turn ability, as well as some of the same magical side-effects, tests, and spells as a cleric of Thrym. A cleric of Thrym could do the same with Aegir's.
Jotnar Vikings
As detailed in Volume I, vikings gain a +1 bonus per odd level that can be added each round either to hit, damage, or even to improve their AC when doing something daring.
Jotnar vikings also gain +2 to rolls involving savagery, but -2 to ones involving assistance, even healing. They also cannot improve their AC with their viking ability, but can ignore the same amount of damage each round instead, being quite large. Many honor Aegir.
Sea Giants
Norse or Greek-looking giant humans to blue- or green-haired or even -skinned.
Hospitable to indifferent to openly destructive dispositions.
Mnstr: (& roll 1d6): [1-3] Aegir +0, [4-6] Poseidon +1
- Sea Born (100%): Are able to breathe water and swim well.
- Wet Hide (66%: Radiates intense moisture, reducing fire or drying damage by 2d4 to itself and to all who are adjacent. If any remaining damage is enough to affect the giant though, then it will now receive double damage from it.
- Wet Hide (66%: Radiates intense moisture, reducing fire or drying damage by 2d4 to itself and to all who are adjacent. If any remaining damage is enough to affect the giant though, then it will now receive double damage from it.
- Lighting Immune (50%): Are immune to harm from electricity.
- Sjojotnar (33% if associated with Aegir): Are also one of the jotnar.
- Titan (10% if associated with Poseidon): Gain 3d6’ in height, 1d4+1 HD, does 1d3 extra d6’s in damage.
- Fish Tail Instead of Legs (10% per Monstr): Gain 1 HD and can move at 1d3 x speed in water, but only 1/4 speed on land..
- Fish Tail Instead of Legs (10% per Monstr): Gain 1 HD and can move at 1d3 x speed in water, but only 1/4 speed on land..
See Volume V for rules on monstrousness (Mstr) and other giant considerations.
Next week: our series on additional Norse divinities concludes with spells of Aegir and an Aegir encounter!
RPG srd Old School 1st ed AD&D Aegir