In my game setting, almost everyone interacts (to some degree) with gods, goddesses, and Otherworld beings like elves, dwarfs, and land wights. Most do not question their existence since it is part of the assumed cultural worldview. All recognize the need to appease and respect such beings in order to maintain well-being and prosperity. Conversely, people also desire to avoid harm, sickness, and disease through the regular upkeep of ritual acts. Propitiatory rites, offerings to seek favors, and votive acts linked with oaths are widespread among common folk and highborn alike. Players, too, are able to engage in such practices. Mechanically, I handle such practices and interactions using OD&D’s existing reaction rules.
Overview
All playing characters, regardless of class, can interact with gods, goddesses, elves, dwarfs, land wights, and other denizens of the Otherworld. The most common reasons for humans to invoke such beings include:
- Propitiatory acts: rites conducted to maintain, improve, win, or regain favor with one or more Otherworld beings. Such rites are often communal.
- Petitionary acts: rites performed in hopes of acquiring something in return beyond the mere maintenance of the relationship (e.g., specific favors, blessings, or protections). Petitionary acts usually include a sacrifice and/or an offer of gifts.
- Votive acts: voluntary dedications to the gods or other beings that are linked with specific individual vows or oaths. Sometimes, such vows are made in hopes of securing a favor or blessing, while at other times vows are taken in hopes of avoiding some potential ill fate. For example, a woman may take a vow to undertake an arduous pilgrimage should her child be born safely.
- Divination: the ability (innate or learned) to ascertain knowledge about the future in variety of ways that may include: invoking and questioning otherworld beings, trances and dreams, or by reading/interpreting signs or omens by means of practices like augury, casting lots, or examining animal entrails (i.e., haruspicy). In my game, divination practices are limited to the priest class (i.e., the cleric class), the magic-user class, those with a random innate divination talent, and specialized NPCs. Since I handle divination a little differently, I will not be discussing it in any detail in this post.
Many interactions with Otherworld beings are reciprocal, thus lending a transactional nature to the relationship. People often want something from Otherworld beings: to be left alone in peace, a cure for a disease, a safe birth, a good harvest, a curse on an enemy, a blessing, and so forth. In turn, Otherworld beings expect something in return for such services. In game terms, such relational/social interactions use the same reaction check mechanics that determine the initial responses to offers and negotiations for hirelings, retainers, specialists, monsters, or any other NPC.
Dice Score | Reaction |
---|---|
2 | Attempts to attack |
3-5 | Hostile reaction |
6-8 | Uncertain |
9-11 | Accepts Offer |
12 | Enthusiast, Loyalty +3 |
Such reaction checks are influenced by a character’s charisma ability score. In my OD&D games, a charisma score above 13 grants a player a bonus on reaction checks.
(In OD&D, an exact reaction modifier is not explicit as in later editions, but it is clear from portions of the original rules that charisma can, and often should, affect player negotiations and NPC reactions/decisions. This is later made explicit in the Holmes’ 1977 edited rules, p. 11, and other later editions.)
Dice Score | Reaction |
---|---|
2 | Attack/Curse (if applicable, also lower Loyalty) |
3-5 | Hostile |
6-8 | Neutral/Indifferent |
9-11 | Friendly/Accommodating |
12 | Helpful, Loyalty +3 |
I use this same reaction check mechanic to gauge the reactions of Otherworld beings, whether that be a god like Woden or a lesser malevolent being like a dwarf. In my game, reaction checks connected with invoking Otherworld beings are either modified by a player’s charisma or wisdom ability score. The latter modifier represents a kind of spiritual attunement or discernment (or lack thereof).
Of course, as with standard reaction checks, player actions may also modify the roll. For example, just as typical reaction checks may be modified by actions like bribes, flattery, or outright threats for treasure, so too are the reactions of Otherworld beings modified by player behaviors, attitudes, and actions. I also commonly modify the reaction check by taking into consideration things like offerings and location.
Gifts & Offerings
Gifts/Offerings can be given to honor the relationship with an Otherworld being in hopes of maintaining or improving the relationship. Gifts/Offerings can also be presented in hopes of persuading Otherworld beings to grant a petitioner’s request. Such offerings could include animal sacrifices. If the gift/offering is appropriate, or is something that the Otherworld being is pleased by, then a bonus should be granted to the reaction check. The following table provides some guidelines:
Gift/Offering/Sacrifice | Modifier |
---|---|
None, insignificant, or inappropriate | -2 |
Minor gift without much value, or a small animal such as a bird or rabbit | 0 |
Valuable gift, or a medium-sized animal such as a dog, goat, sheep, or pig | +1 |
Gift of great value, or a large animal like a cow, oxen, or horse | +2 |
Rare/Unique gift, human (sometimes special/unique) | +4 |
Significant Locations
Propitiatory, petitionary, and votive acts are sometimes better received when conducted at auspicious sites connected with the particular Otherworld denizen being invoked. The following table provides guidelines for those wishing to use location modifiers:
Invocation Location | Modifier |
---|---|
Inappropriate | -2 |
Insignificant | 0 |
Local sacred site | +1 |
Distant sacred site, involving dedicated travel; site of specific tutelary being | +2 |
Rare place of power, access limited or difficult to access | +4 |
Example: Beornwulf is preparing for a battle tomorrow morning between his warband and another invading warband. He has never sought Thunor’s protection before, but has decided to petition the Thunderer for strength in tomorrow’s shieldwall. Nearby is a grove of oaks that Beornwulf knows is sacred to Thunor, so he goes there to invoke the god’s aid. Beornwulf is of average wisdom and charisma (no modifiers) and has nothing on hand to sacrifice at this time, although he makes an oath that should he survive he will sacrifice two of his best goats when he returns home. The Referee grants +1 to the check since it will take place in the oak grove. The player rolls 2d6+1 for a total of 9 (Friendly/Accommodating on the reaction table). Considering the initial request for strength, the Referee decides to grant Beornwulf +1 to damage rolls for a limited time during the battle.
That’s about all there is to it. In a future post (only the gods know when that will get done!), I hope to write about how I have also been expanding the use of OD&D’s Loyalty mechanic to measure the ever-changing relational bonds with Otherworld beings. In short, maintaining loyalty through ritual acts or service potentially grants positive modifiers to future reaction checks. While on the other hand, neglecting or abusing such bonds will lower loyalty scores. Lower loyalty scores may result in negative modifiers to future reaction checks. Anyway, more on that later.
Peace,
RC