Wednesday, June 25, 2025

Medieval Clerics, Part II

Medieval Tests
Remaining on the holy path will lead one to redemption.

1-12. The medieval cleric loses access to all his spells and turn ability. He must engage in various forms of penance in order to receive absolution and no commutations will be accepted. Roll 1d4 to see what specifically must be done to have each one restored. 
   [1] Confess to a stranger 1d4 unvirtuous acts that he has done.
   [2] Fast, eating very little or not at all for 1d6 days, taking -1d3 to all physical rolls during that time.
   [3] Recite psalms for 2d6 turns, doing so where others will hear him.
   [4] Give alms worth 1d10% of his current wealth.

Wednesday, June 18, 2025

Medieval Clerics, Part I

Orders of the Medieval Age
Serve your faith, and it will serve you well.


Tenets of Medieval 
Orders

  • Be virtuous & humble
  • Be pure (abiding by chastity & poverty)
  • Doing one's duty (obedient)
  • Denounce evil (especially magic!)
  • Following the principles of one's faith (by angel or saint)

Wednesday, June 11, 2025

Dark Age Clerics, Part III

Dark Age Magic
Most things aren't easy in the dark ages- magic included. Whether spells don't function well or even at all, most would dislike even a cleric using magic.

Spells Available: Use either the standard cleric spell list or the divinity's, but check for each spell to determine its degree of availability for a particular dark age cleric. Different dark age clerics might thus have different spell selections, limited in various ways. Rolling a 12 as a magical side-effect is the only way to restore such spells, and even then, it's not guaranteed (see Part I). Roll 1d8.

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*