Wednesday, June 4, 2025

Dark Age Clerics, Part II

Dark Age Tests
What has come has gone, perhaps never to return, whether a Bronze Age collapse, Iron Age collapse, or not.

1-9. All things come to an end, some more unfortunately than others. The dark age cleric (or whomever is affected by this test) experiences austerity. Each result will compound when experienced more than once, and might only be undone once he (or the dark age cleric who caused it) rolls a magical side-effect of 12 at some point (see Part I). 

As for what the thing affected is, roll 1d8: [i] magic spell, [ii] thing held, [iii] thing worn, [iv] thing consumed, [v] thing read, [vi] thing sat upon, [vii] mode of transport, [viii] furnishing.

Wednesday, May 28, 2025

Dark Age Clerics, Part I

Gods of the Dark Age
When the glory times are over, the shadows are what remain.

Tenets of Dark Age Gods

  • Respect the end of things
  • Do what you can to help yourself and your group to survive
  • Do what you can to help your enemies to not
  • Beware those who would denounce you

Wednesday, May 21, 2025

Bronze Age Clerics, Part III

Bronze Age Magic
Copper and tin can create results far beyond themselves.

Spells Known: Bronze Age clerics can know 1d4+2 spells of levels that they can cast, determined at random
These are drawn from the standard cleric list, or from a divinity or other list if combining rules (see Folk & Epoch Variations below). For example, a 4th level palace cleric might know just three 1st level spells, but five 2nd level spells. 

Wednesday, May 14, 2025

Bronze Age Clerics, Part II

Bronze Age Tests
Great works may collapse with an even greater fall.

1-9. The gods appear angered! The bronze age cleric loses access to all his spells and his turn ability. Roll on a matching table below to determine what tasks he must perform to have each one of them restored.

Glorious Warrior (d6)
  [1] Ride upon a c
hariot with 3d4 or more spectators viewing the resplendent act.
  [2] Hold twin, golden weapons before the brilliant sun.
  [3] Spy a new land, place, woman, or group to be conquered by his might, drinking well afterwards in celebration.
  [4] Deposit 3d3 weapons in water, or have them be bent and buried as an offering at least.
  [5] Capture 2d3 cattle, whether beasts or lesser men.
  [6] Impressively defeat 1d3 foes from a rival group.

Wednesday, May 7, 2025

Bronze Age Clerics, Part I

Gods of the Bronze Age
Glorious warriors, palaces, and god-kings abound, with forgings for divinities to match.

Tenets of Bronze Age Gods

  • Achieve glory for oneself according to one's caste 
  • Obey the paternal order
  • Ensure the success of your family, your clan, and your people
  • Trade with others as needed
  • Do not deign to use iron or other non-bronze armament or protection

Wednesday, April 30, 2025

Stone Age Clerics, Part III

Stone Age Magic
Bones of old brings magic that goes beyond rock.

Stone Age clerics can know 1d3 spells of levels that they can cast, determined at random. That's a lot! 
For example, according to Stone Age sages, a 3rd level Stone Age cleric might know two 1st level spells and three 2nd level spells.

1st Level (d8)
1. Cure Light Wounds (reversible)   5. Resist Cold
2. Protection from Evil           6. Shillelagh (D)
3. Purify Food and Drink                   7. Affect Normal Fires*
4. Remove Fear (reversible)          8. Shield*

Wednesday, April 23, 2025

Stone Age Clerics, Part II

Stone Age Tests
Staying alive may not turn out like one intends.

1-9. Primitive urges demand the cleric's action. Roll again to see what must be done right now!

Caveman (1d4)
   [1] Smash the next 1d6 things he sees that he is forbidden from using (e.g. metal, pottery, pants). Those using them at the time will likely not appreciate it.
   [2] Yell at the closest person or thing in a random direction until either they attack or flee. Inanimate objects might need to be yelled at for quite a while.
   [3] Dance especially crazily, causing 2d10-1 damage to himself and to all within 1d3 x 5' who don't save vs. death/ make a Reflex save DC 10. He has a 50% chance of singing too (per Caveman Do's in Part I)
   [4] Regress, losing 2d4 Intelligence and having to make a check (DC 15) to say words, take simple actions, or even use fire for the next 2d6 turns. Much grunting is required.

Wednesday, April 16, 2025

Stone Age Clerics, Part I

Gods & Spirits of the Stone Age
Whether caveman, hunter-gatherer, or neolithic, divinities can be followed from the dawn of time as proto-gods or especially potent spirits.


Tenets of Stone Age Gods & Spirits

  • Survive how you can
  • Support and protect your family, tribe, and clan
  • Honor beasts, plants, and the land
  • Never use (depending on which epoch the stone age cleric is from)...!

Wednesday, April 9, 2025

Clerics of Aegir, Part III


Spells of Aegir
What wonders gush from Aegir's halls?

1st LevelCreate Water, Cure Light Wounds (reversible), Purify Food and Drink, Resist Cold, Shield*, Divine Weather (D, winds inland or any weather at sea)Bestow Blessing & Curse^ (link), Blasting^ (link)Warding^ (link)