Spells of Ing
1st Level: Create Water, Cure Light Wounds, Light, Purify Food & Drink, Protection From Evil, Remove Fear, Resist Cold, Sanctuary, Divine Weather (D), Charm Person*, Jump*, Sleep*
Background: A mound arises in the distance. Covered in verdant grass and flanked by fertile fields, it would appear inviting to most.
Bounty flows from what is kept and bestowed. See also spells of Freyr (link) to substitute with or expand upon these.
1st Level: Create Water, Cure Light Wounds, Light, Purify Food & Drink, Protection From Evil, Remove Fear, Resist Cold, Sanctuary, Divine Weather (D), Charm Person*, Jump*, Sleep*
2nd Level: Augury, Bless, Delay Poison, Holy Chant, Hold Person, Know Alignment, Reveal Charm, Speak with Animal (boars and horses only), Amnesia*, Auditory Illusion*
3rd Level: Animal Growth (for agricultural use), Cure Blindness, Cure Disease, Locate Object, Prayer, Remove Curse (reversible), Plant Growth (D, also only for agricultural use), Summon Animal I (D, boars and horses only)
4th Level: Create Food and Water, Cure Serious Wounds, Divination, Neutralize Poison, Protection from Evil 10’ Radius, Summon Sylvan Beings (D), Hallucinatory Terrain*
5th Level: Cure Critical Wounds, Dispel Evil, Summon Aelf (see Part III & stats below), Commune with Nature (D)
6th Level: Find the Path, Heal, Plane Shift
7th Level: Regenerate, Restoration
Background: A mound arises in the distance. Covered in verdant grass and flanked by fertile fields, it would appear inviting to most.
Those who approach will find a hole atop its 20' height that's large enough for one party member to fit through at a time. Still, gazing through it will reveal something different depending on who looks (roll 1d4): [1] a gentle glowing, [2] total darkness, [3] a burial chamber, [4] the thing they most desire- so it may be unclear just how inviting the mound might actually be.
Main Event: Those with the courage (or curiosity) to enter will find it to indeed be a burial mound, roughly 10' deep by 10' long by 30' wide, replete with various Anglo-Saxon items of value (per Referee). Holy symbols of Ing are prominent.
Considerations: Any who attempt to remove an item will be accosted by 1d4 ylfe (Anglo-Saxon elves- see Part III). These have been called up by Frithugeorn (see below) to guard the treasures here.
Ylfe (Anglo-Saxon elves)
Ylfe (Anglo-Saxon elves)
Align: N, MV: 40’, AC: 5, HD: 1+1, Atk: 1 (seax), Dmg: 1d5, SP: each has 1 random high elf (link) & 1 gray elf ability (link), SV: F1, Mor: 6, Items: chainmail, seax, 1d6 gold pieces.
Those who leave the mound will be greeted by Frithugeorn himself, priest of Ing. If they are still carrying any items from the mound, he will attack. If not, then he will be congenial. If any are attractive females, then he will be very congenial.
Frithugeorn, Lvl 4 Anglo-Saxon Priest of Ing
Align: N, MV: 40’, AC: 7, HD: 4, Atk: 1 (long seax), Dmg: 1d7, SP: handsome, Aelfish I, spells prepared (1st: Cure Light Wounds, Sanctuary, Charm Person*, Jump*, Sleep*; 2nd: Hold Person, Speak with Animal (boars and horses only), Amnesia*, Auditory Illusion*), SV: C4, Mor: 8, Items: robes, holy symbol, long seax, ivory codpiece, 4d20 gold pieces..
Connections: Frithugeorn would wish to woo Wendhild (link), though she would instead wish for someone more warlike.
Next week: our series on Anglo-Saxon divinities continues with Freo!