Monday, December 9, 2013

Using Cargo Cults in Role Playing Games

(This is not an article on the End of the World, but I need a place to put it. Enjoy, and I'll resume writing Stormfist Articles soon!)

CARGO CULTS

A belief system commonly known as "cargo cult" religion focuses on the benefits to be gained from worship and ritual action, often in the form of material wealth and power. Such beliefs often form in times of social conflict and upheaval, such as when two societies of unequal power come into contact. In adapting to the strange and unsettling new order, some in the less powerful society may seek to assimilate the bewildering new world they've found into the traditional beliefs that they've always relied upon. The conflict that they experience is a certain sign that they live in troubled times, they say, and they seek to bring about a golden age through a return to traditional ways. This golden age is often seen as one where the less powerful society, through the righteousness of their actions, becomes powerful and regains control over its own destiny.

The disparity between the conflicting societies is often readily seen through matters of wealth. The material resources of the more powerful society are beyond anything that the less powerful society possesses, and often beyond their understanding. To them, these riches are understood as supernatural in origin, the work of the gods or ancestors. The more powerful society is not necessarily seen as supernatural in and of themselves--while the goods that they bring are, they may have simply stolen them or received them by mistake.

To gain the desired supernatural riches, the members of the less powerful society may copy the actions of the more powerful society. Without knowledge of the reasons behind these actions nor the true origins of the riches, these actions become rituals to summon the attention of the divine.

REAL-WORLD SOURCES

Real-world examples of cargo cults include the Vailala Madness of early 20th century Papua New Guinea and the John Frum cult of post-World War II Vanuatu. The believers of the movement behind the Vailala Madness believed that their ancestors would return to them by a ghost ship, and bring with them food, tools, weapons and other useful resources, perhaps to be used to drive away the colonial occupiers. To summon the ghost ship, the believers were said to imitate the use of radio equipment, as they had seen the colonists do.

Though it started earlier, the John Frum cult grew rapidly during the occupation of Vanuatu by American soldiers fighting in the Pacific War. During the war, the soldiers brought a steady stream of foreign goods with them. After the war, the soldiers left, and took with them the means of acquiring more foreign goods. To lure the soldiers (and their cargo) back, the followers of the cult built runways, control towers, offices, and other relics of the American armed forces. The John Frum cult is still extant, and continues its rituals and military-style parades in faith that John Frum will return again.

USING CARGO CULTS IN GAME
The concept of cargo cults can be incorporated into a For Gold & Glory campaign in a number of ways. While the followers of a cargo cult may not understand the reasons behind the rituals they've adopted, they may still be effective in contacting the divine. The divine beings worshipped by a cargo cult may be benevolent or malevolent, or perhaps act benevolent while pursing a darker purpose. The very obscurity of the rituals used to summon these beings often serves to obscure their motives.

On the other hand, a cargo cult may worship an entity that does not respond. Perhaps the rituals and ceremonies conducted by the cult are not performed correctly, or perhaps the cult believes in a being that does not exist. Such cults may be genuine but misled, or perhaps they were created by the cult leaders to trick and swindle gullible followers. Any supernatural abilities attributed to the beings that these false cults worship are either arcane or supplied by other divine sources.

AN EXAMPLE: THE ELVES OF RA'AKIEN


In ages past, a powerful elven nation sailed across the sea and established a colony in the land of Ra'akien. This colony grew rich from trading Ra'akien's resources--rare and wondrous mithral--back to their parent civilization. But with their riches, the elves of Ra'akien became decadent, and their greed and degeneracy eventually consumed their society. All that remains now are several scattered tribes of elves.

The tribes of Ra'akien possess only a few memories of their past glories, religious rituals included. Both the elves of Ra'akien and their mother culture worshipped eldritch entities, foremost among them a being named Irothex, through complex and arcane rituals. Though these rituals have been mostly forgotten by the tribesfolk, they are still practiced by the elves across the sea. The elves of the mother country still maintain contact with their wayward colony, exploiting the tribesfolk of Ra'akien for cheap labor in the mithral mines. They keep the riches from the ore to themselves, and see it in their best interest to keep their cousins in a primitive state to maintain their power over them.

Impressed by the power and riches of the elves from across the sea, some of the the tribesfolk have taken to imitating the ways of their cousins. Through ceremonies combining bastardized religious rites from across the sea, their own home-grown religion, and the mundane daily activities of their cousins, they seek to summon Arthek, who they believe will drive away the elves from across the sea and lead them back to a golden age of glory and power. And indeed, Arthek answers, granting spells and blessings to his followers. Thus, the cult of Arthek is growing, as more and more of the tribesfolk of Ra'akien see his power with their own eyes. The elves from across the sea rightly see the cult of Arthek as a threat to their dominance, and have begun to take steps to crush the movement before it becomes too large to control.

ARTHEK

Duties of the Priesthood: Arthek's priests see the maintenance of their traditional culture and the expulsion of the foreign invaders as of utmost importance. As worship of Arthek is a recent occurance, his priests have yet to develop official positions within their society, although they are often drawn from the tribal ranks of leadership and already wield significant influence. Rituals calling upon Arthek involve

Requirements: AB as cleric; AL any; WP as cleric; AR all; SP all, astral, charm*, combat*, creation, divination, elemental*, protection*, necromantic*, summoning, ; PW 2) ESP 1/day, 5) spells cast from scrolls have a 20\% chance of not disappearing when used, 8) may use scrolls or other magical items created for wizards as if a wizard; TU turn; HD d8; LL as cleric.

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Tuesday, October 29, 2013

Nardoth, the Interloper

Nardoth is a god of magic and knowledge. Though he is an orcish god, he does not seem to be of the traditional orcish pantheon. Indeed, worship of the Keeper of Secrets seems to be a recent occurrence, with the earliest mentions of his faith a few hundred years ago. Nardoth does not venerate physical strength like most other orcish gods. Though he is not weak, his strength lies in his magic. Even as he is looked down upon by Korgath and his ilk as a weakling and an interloper, they grudgingly admit that his knowledge and power is valuable.

Nardoth has few worshipers amongst the more warlike orcish tribes, who distrust the magic that he wields. They may beseech him for knowledge useful for battle, but most shun him in favor of Korgath. The less warlike tribes are more likely to venerate him, but he is never a major figure in the beliefs of most orcs. Nardoth, however, is not selective in who worships him, and his faith actively cultivates followers from all races. As a god of magic, he has gained a following amongst the magically inclined hobgoblins and kobolds, and as one who accepts all worshipers, he appeals to mongrels. Nardoth even has worshipers amongst the Others, at least those whose thirst for knowledge and power overcomes their traditional religions and their antipathy towards worshiping a god of the People.

Statistics: AL le, WAL any; AoC magic, knowledge; SY a dark tower on a gray background

Nardoth's Avatar (Fighter 10, Mage 20)
While Nardoth sends avatars best suited for his current purposes, he favors that of a tall orc with delicate features, robed in black and silver. Though he prefers to fight with his magical abilities, he sometimes carries a massive battle axe of black steel and silver, with which he is almost as capable as he is with magic.

Str 21 Dex 13 Con15
Int 23 Wis 10 Cha 15
MV 12 SZ L MR 20%
AC -2 HD 20 HP 200
#AT 1 THACO 4 DMG 2d8 + 12 (battle axe)

Special Attacks/Defenses: Nardoth's avatar has access to all wizard spells and can cast twice as many spells per day as a mortal mage. He can communicate with any creature of low intelligence or greater via telepathy. He may cast ESP at will. His axe is a +4 weapon.

Duties of the Priesthood:
Nardoth's priests are collectors of knowledge, and are not stingy with it. They share their knowledge with all who seek it, as long as the seekers share knowledge in return. As Nardoth is a new god, his priests have yet to gain many duties amongst their societies, and seem unlikely to gain them among those of the People who distrust magic.

Requirements: AB int 15; AL any; WP as cleric, battle axe; AR all; SP all, astral, charm*, combat*, creation, divination, elemental*, protection*, necromantic*, summoning, ; PW 2) ESP 1/day, 5) spells cast from scrolls have a 20% chance of not disappearing when used, 8) may use scrolls or other magical items created for wizards as if a wizard; TU turn; HD d8; LL as cleric.

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Monday, October 28, 2013

Goblin-kind Mongrels

Mongrels

Mongrels are hybrids of various parentage between the goblin-kind races. While other people of mixed races between the People are not unheard of, it is only the mongrels who are common enough and prolific enough to be considered a people of their own. As befits their mixed ancestry, they vary widely in appearance, but all share the flat faces, wide mouths, and pointed ears typical of goblin-kind. Those who favor goblin blood are short and wiry, while those who favor bugbear ancestry are tall and bulky, but the majority fall somewhere in between the extremes.

Though they possess little society of their own, mongrels tend to reflect the values of their parent cultures. They are often treated as outsiders, and sometimes struggle for acceptance. In the rare cases where they gather in large enough numbers to form their own societies, they are more accomodating of outsiders, valuing those who wish to join them as long as they can contribute to the strength of the group.

Mongrels vary in personality as widely as they do in appearance, though their status amongst other societies tends to encourage independence and resourcefulness. They value weapons and tools that make them more formidable. They do not fear magic, though few show much talent towards its use. They often live among other goblin-kind, though their attitudes towards their pure-blooded relatives varies depending on how they are treated by them. They have few strong feelings towards other races, although they may share the prejudices of the cultures they live in.

Mongrels are a relatively young race, and have no gods of their own. They tend to venerate the gods of their parent cultures, though their belief is usually not strong.

Mongrels are found anywhere two or more kinds of goblin-kind are present. They are adaptable, and claim whatever homes they can.

Mongrels share the infravision out to 60feet common to their parent races. While they do not like bright sunlight, they suffer no penalties from it. They are naturally stealthy, and incur a -2 to the surprise rolls of their opponents.

Mongrel characters may be fighters, rangers, mages, clerics, druids, and thieves. They may multiclass as fighter/clerics, fighter/thieves, cleric/thieves, and fighter/cleric/thieves.

Racial Ability Requirements (Minimum/Maximum)
Strength 6/18
Dexterity 8/18
Constitution 3/18
Intelligence 3/18
Wisdom 3/18
Charisma 3/16

Racial Ability Adjustments
+1 Dexterity, -1 Charisma

Average Height and Weight (Male / Female)
(52 / 49) + 6d6 inches, (128 / 110) + 14d4 pounds

Age
Starting Age 14 + 1d4, Maximum Age 84 + 2d10

Aging Effects
Middle Age 42 years, Old Age 56 years, Venerable 84 years
(Middle Age: -1 Strength, -1 Constitution, +1 Intelligence, +1 Wisdom; Old Age: -2 Strength, -2 Dexterity, -1 Constitution, +1 Wisdom; Venerable: -1 Strength, -1 Dexterity, -1 Constitution, +1 Intelligence, +1 Wisdom)

Class and Level Limits
Fighter 15
Ranger 10
Mage 4
Cleric 12
Druid 4
Thief 15

Allowed Multiclasses
Fighter/Cleric, Fighter/Thief, Cleric/Thief, Fighter/Cleric/Thief

Thief Skill Adjustments
+5% find traps, +10% move quietly, +5% hide in shadows, -10% read languages


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Wednesday, October 16, 2013

Saroth "the Dog" and Vanshir

Saroth was once an orc of the Clearwater tribe, but has since become a traitor to the People. During a raid across the Gates of Exile during the Conquest, he and his raiding band sacked a small thorp of the Others. As most did not put up a fight against the superior force of the raiders, most of the villagers were taken back across the mountains as slaves. As a reward for his leadership and ferocity, Saroth was allowed first pick of the slaves, and chose a woman named Vanshir.

While Saroth sold the rest of the slaves he'd claimed, he was unwilling to sell Vanshir. She was a human, but he was entranced by her exotic beauty and her personality. Though he never treated her harshly, he began to shower her with luxuries and kindness unusual for one of her kind, and eventually came to treat her as an equal. But even if he no longer treated her as a slave, his love for her was not enough to abate her longing for freedom. Seeing no other means of making her happy, he set her free. Knowing that she stood little chance of surviving the journey back across the Gates of Exile to her people alone, he set out with her as her protector, even though he knew that by doing so he branded himself as a traitor to the People.

Determined to stay at Vanshir's side, Saroth sold himself as a mercenary and spy to her people. His life amongst the Others is not a pleasant one, as he is distrusted by the humans and mocked as Vanshir's Dog for his devotion to her. He finds whatever happiness he can in Vanshir's happiness, but even this is hollow. Though his love for her was strong enough for him to betray the People, Vanshir does not love him in return. She is grateful for what he has done, and is one of the few Others to treat him with respect, but she cannot give him what he longs for most.

Unable to return to the People and unwilling to leave Vanshir's side, Saroth remains amongst the Others and leads scouting and raiding parties across the Gates of Exile to attack his former kinsmen. In each skirmish, he fights with maniacal ferocity and little regard for his own safety. Though an honored death in battle is forever denied to him, death in battle will suffice.

Saroth "the Dog"
Male Orc Fighter 3, CN
AC 5 (chainmail), MV 9, hp 15, THACO 18, #AT 1, Dmg 1d8 (longsword) or 1d8 (longbow), SZ M, ML 15
STR 15, DEX 13, CON 13, INT 9, WIS 8, CHA 12


Vanshir
Female Human Commoner, N
AC 10, MV 12, hp 3, THACO 20, #AT 1, Dmg 1 (fist), SZ M, ML 7
STR 13 DEX 13 CON 15 INT 9 WIS 14 CHA 15



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Friday, September 13, 2013

The Zurogh Region

Located just south of the Gates of Exile, Zurogh is a focal point for the Stormfist Empire's army. While the rest of the area remains mostly unconquered, the Empire has taken command of Zurogh as a staging area for crossing in to the lands of the Others.

Zurogh and its surroundings have been the territory of the Falling River tribe of hobgoblins for decades, if not centuries. When the soldiers of the Empire arrived and took control of the town, some of the local Falling River tribesfolk fled to further flung territories, but most were unwilling to leave. The Falling River tribe in particular seems to have a close connection to the land, and many find it unthinkable to leave a place so sacred to them. Others see opportunities in treating with the invaders, while still others have resigned themselves to the fact that they could not win in an open conflict with the empire. Relations between the native hobgoblins and the Stormfist soldiers are tense, however. Many of the Empire see the tribesfolk as backward savages who impede the Empire's interests, while many of the Falling River consider the foreigners to have stolen their lands for plunder and resources. Thus far, cooler heads have prevailed, but how long they will continue to do so is anyone's guess.

To the west of Zurogh is the territory of the Sons of Hud. This brutal and degenerate tribe of ogres has quickly diminished since the death of its founder and the battles of his sons to succeed him. Ironically, the tribe's fortunes may be improving now that a daughter of Hud has gained the upper hand over her brothers and leads the tribe with cunning intellect as well as brute force.

To the southeast of the Zurogh region are the lands of the Clearwater Tribes. The Clearwaters have long been one of the largest orcish tribes north of the Dusk Line. In recent years, the tribe has splintered into (sometimes hostile) factions. One of these, derisively called "The Memorialists" by some, seek to uphold the lineage and high standing of the Clearwaters despite the pressures upon them from the invading Stormfist Empire. These tribesfolk have claimed the portions of the tribal land south of the Serpentine as their own. In contrast, the other major faction of the Clearwaters is more accepting of outsiders, seeking to strengthen the tribe by bringing foreigners of like minds into the tribe. These tribesfolk, old and new, claim the northern reaches of the Clearwater lands.

The land of the Zurogh region is rugged, located as it is amongst the foothills of both the Gates of Exile and the Spine of Korthag. As the mountains give way to the foothills, great and ancient forests of both of beech and mixed podocarp and araucaria blanket the land. Further from the mountains, these give way to open rolling grasslands. Here, too, are the headwaters and tributaries of the great Serpentine.

Located above the Dusk Line, the Zurogh region experiences day and night throughout the entire year. The climate is cool and wet, with prevailing winds from the west. Although far from the sea, the Serpentine allows ship traffic to the area, bringing goods from further south and taking wood, stone, and ore back to the Empire.


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Tuesday, August 6, 2013

Southern Dryad



The dryads of the End of the World, like their northern cousins, are fae tree spirits. As oak trees are unknown in the southern part of the world, these southern dryads are bound to the ancient araucaria that dominate the southern forests.

A southern dryad has the superficial appearance of an elven woman, with fine features and lithe bodies, pointed ears and large expressive eyes. But dryads are never mistaken for elves by any but the most naïve, for the features that they share with their trees are striking. Southern dryads have grayish-brown skin the color of their trees' bark, and eyes of nut-brown to deep green. As their trees are evergreen, their hair color does not change with the seasons, but remains the dark, glossy green color of their trees' blade-like leaves.

Southern dryads usually do not wear clothing, as they are comfortable in any weather that their trees can withstand. Some dryads, used to dealing with non-fae, may keep a few simple pieces of clothing around to put others at ease when interacting them.

Habitat/Society   By necessity, dryads live in the primeval forests where their trees grow, and are not found elsewhere. These forests are often far from civilization and its thirst for lumber. Because of this, dryads are often suspicious of those of the civilized races, who must earn their trust or be treated with borderline hostility. Those who demonstrate a respect for nature are accepted, while those who seek to exploit the forest earn only enmity.

Dryads are often found alone, but rare groves of particularly notable trees are known that are home to several dryads. These rare families are close-knit and loving, and the members will always come to the aid to their kin.

With their enforced solitude, dryads often befriend other fey and forest creatures. With the aid of these others, they are often well informed of happenings, even those from far beyond their trees.

Ecology    While all trees possess souls, only the rarest manifest their souls as dryads. While these trees are most often ancient or otherwise impressive, this is not always the case. Scholars theorize that a tree's desire to interact with other creatures may be the crucial reason for it to embody its spirit.

Unlike most trees, the dryads' species of conifer are individually male or female. Dryad trees are always female, but the dryads themselves claim that male trees also possess spirits. What physical form these spirits might take, if any, is unknown.


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Wednesday, July 24, 2013

Cannibalism

Cannibalism has long been a part of the culture of the People, and has been practiced since long before the Exile. In recent years, the practice has become frowned upon, but it persists despite efforts to stamp it out.

Cannibalism has its roots in the religions of most of the People, although it is not a dogmatic part of any but that of the trolls. Rather, it is usually part of the folk beliefs of the People. In short, the consumption of a foe's flesh transfers the victim's essence and power to the victor. In the context of the poverty and famine of the centuries before the gods smiled upon the people, when the tribes waged constant war against each other, cannibalism served the People well. Among the tribes, it was understood that the consumption of one's foes increases the power of the victor--not only was the rival tribe weakened by the death of their warriors, but it was further disadvantaged by the transfer of their power to the victors.

With the advent of the Stormfist Empire, many of the previous customs of the People became disadvantageous, cannibalism not least among them. Whatever perceived advantages the practice once held, it tended to create hostilities between tribes. Within the Empire, the fragile ties holding the tribes together could not afford to be disrupted by such grudges and feuds, and was quickly outlawed by Gothron and her advisors. To violate this mandate brings a quick and merciless death on those who dare to defy the Empress's orders, and the practice has quickly diminished and driven underground.  Today, cannibalism is practiced within the Empire only in the deepest of secrecy by those who refuse to let their old ways die, and are willing to risk death to do so.

On the borders of the Empire and in the lands of the People not yet conquered, the practice of cannibalism is still relatively common, but here too it is in decline. The tribes who still fight against the conquerers may still be at war with others of their kind, but the pressure of fighting against the Empire has left little time or resources left for them to feud with each other. These tribes may feed upon the fallen of the Empire, but their victories against Stormfist's armies have become rarer and rarer.

As different tribes have differing attitudes towards cannibalism, so too do different races. Cannibalism has never been a large part of orcish culture, practiced in the past only as a ritual ceremony or as a last resort before starvation. Thus, Gothron's ban of the practice has met little resistance from her own race, who lost little of cultural value from it. The goblin races, particularly the goblins and bugbears, have fewer traditional qualms about cannibalism and are thus more likely to flout Gothron's prohibition. Among the ogres and the trolls, however, the practice of cannibalism remains popular despite the consequences of being caught partaking of it. The trolls, in particular, have all but elevated cannibalism to a form of worship, and are loathe to give up such a cornerstone of their worldview.


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Monday, July 22, 2013

An Illustration

Behold my mediocre or worse artistic skills...

Gothron Stormfist at the head of her army, flanked by two of her elite guards.


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Thursday, July 18, 2013

Hacha

Hacha

Hacha is a goddess of hidden places and greed. She looms large in the ogre mindset, holding responsibility for the caves that many call home. Unlike Guth, she is not a goddess of battle, but she does not shy away from a fight. Indeed, she can be just as brutal as any, but she fights mainly to keep others from the places and things that she considers to be hers (like most ogres, her concept of such places and things is very broad). Her ferocity, however, is tempered with far more cunning than any of the other ogre deities, and rarely does she ever let her anger put her at a disadvantage.

Worship of Hacha likely stretches back as far as the worship of any ogre deity, but she has never enjoyed Guth's popularity. No ogre warlord proclaims faith in her, although all but the most foolhardy worship her in secrecy. Instead, hers are those who are weaker, who trust in her to protect their holdings and possessions from those stronger than them.

Statistics: AL ce; WAL any evil (ogres); AoC caverns, secrecy, greed; SY a cave mouth with looming stalactites.

Hacha's Avatar (Fighter 12, Thief 3)
Hacha's avatar appears as a huge ogress with long, stringy hair and blank white eyes. If expecting combat, she arms herself with an immense club of gnarled wood, studded with metal spikes, but is equally happy to beat her opponents to death with her gigantic fists.

Str 21 Dex 17 Con 19
Int 13 Wis 13 Cha 15
MV 18 SZ H MR 40%
AC 1 HD 12 HP 120
#AT 2 or 1 THACO 8 DMG 2d8 + 10 (fists) or 3d6 + 12 (club)
    
Special Attacks/Defenses: Hacha's avatar can see perfectly in darkness, magical or otherwise. She cannot be surprised. She may cast non-detection on herself at will. She wields a club +2, and may only be struck with +2 or better weapons.

Duties of the Priesthood:
Aside from fawning subservience and adoration, Hacha does not require much from her priests. Her priesthood does not have strong ties to her lay worshippers, and has little in the way of organization. To curry her favor, a priest may sacrifice gifts of food and other consumables to her, but most share her greed and do so rarely. Those who fail to sacrifice at least the bare minimum to keep her happy may find themselves without their priestly powers, often at the most inopportune of moments.

Requirements: AB as cleric; AL any evil; WP as cleric; AR any; SP all, astral*, combat, divination, elemental*, guardian, necromantic*, protection, summoning*, sun* (rev); PW 1) alarm 1/week, 4) detect invisible 1/day, 6) affected as per potion of treasure finding 1/week, detects one chosen variety of valuable each use, no minimum value; TU command; HD d8; LL 8.


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Wednesday, July 17, 2013

Vakka, the Ur-Mother

Vakka, the Ur-Mother

Vakka is a goddess of fertility and a protector of children and mothers. While other goblinoid deities bicker over their domains and their races, Vakka's gift of fecundity is valued by all, and she is the only deity widely revered by all of the goblin races of the People. Through her gifts, she provides the goblin races with their greatest strength—that of numbers. While other gods battle for power and advantage amongst themselves, Vakka does not, for she knows that her place in the hearts of the People is already secure.

Vakka is one of the People's most ancient deities, and has seen many other gods and goddesses rise and fall. As such, she is not a particularly jealous goddess, and does not care if her people worship others as long as she is also given her due. She does not take kindly to those who scoff at her gifts, nor to those who claim that she is not as worthy of reverence as more martial gods.

Statistics: AL ne; WAL any (goblins, hobgoblins, bugbears); AoC fertility, protection, healing; SY stylized fetus.

Vakka's Avatar (Cleric 18, Mage 8)
Vakka's avatar appears as a radiant, beautiful young maiden of any goblinoid race. She may choose to take the form of whichever race she feels is appropriate for a given situation. Regardless of race, her avatar is always hugely pregnant. Unless in the most unusual circumstances, Vakka eschews armor and weaponry and favors simple clothing, as her beauty needs no embellishment.

Str 15 Dex 17 Con 20
Int 17 Wis 18 Cha 22
MV 18 SZ M or L MR 40%
AC 0 HD 18 HP 180
#AT 1 THACO 3 DMG 3d4 (fists)

Special Attacks/Defenses: Vakka's avatar is immune to all natural and magical diseases. She may cast charm monster 1/turn. Even when not using weapons, Vakka's attacks are made as the equivalent of wielding a +4 weapon.

Duties of the Priesthood:
Vakka's priests and priestesses preside over the fertility rituals that ensure the expansion of their tribes and peoples. These rituals differ from tribe to tribe, but often include elements of orgiastic sex, debauched revelry, and bloody sacrifice. In addition to the fertility of the tribe, they are also responsible for the fertility of the land, and conduct ceremonies to hasten the arrival of spring on the longest night of the year. Finally, Vakka's clergy often serve as midwives and guide their followers through the ordeals of pregnancy and childbirth.

Requirements
: AB con 12; AL any evil; WP as cleric, sickle; AR hide, leather, studded leather; SP all, animal*, charm, guardian, healing, necromantic*, plant*, protection, sun* (rev), weather*; PW 3) charm 1/day, 7) charm monster 1/day, 9) +1 to cha, 15) affect one creature as per philtre of love 1/week; TU turn; HD d8; LL as cleric.