Tuesday, 23 October 2018

Pantheon: Dwarven Deities

Pantheon: Dwarven Deities

Here we have the dwarven pantheon for my setting. Not changed from the one presented in Races of Stone.
 
Hanseath

Lesser deity
Alignment: Chaotic Neutral
Symbol: golden cup
Home plane: Arborea
Portfolio: war, carousing, alcohol
Domain (-40%): food spells, spells that improve bravery or make subjects go berserk
Worshipers: brewers, dwarven warriors and berserkers

Hanseath is the dwarven deity of war, carousing, and alcohol. Known as the Bearded One for the thick hair that obscures most of his face, Hanseath represents the festive side of dwarven culture. Brewers hold him in high regard, as do dwarf barbarians and any dwarf who charges headlong into battle heedless of the odds.
            Dogma: Never tolerate traditional enemies of the dwarves: goblinoids, orcs, giants, and drow. In battle use a direct approach, there is no need for subtle or complex strategy. Celebrate every victory, even a small one. Go into battle with a song and a brave heart.

Laduguer

Lesser deity
Alignment: Lawful Evil
Symbol: horned helm and hammer
Home plane: Baator
Portfolio: magic weapons, artisans, magic, duergar
Domain (-20%): meta spells, enchantment spells, mind control spells
Worshipers: duergar

The deity of the duergar, Laduguer occasionally still answers the prayers of other dwarves. The Gray Protector, as he is called, demands constant toil and a rigid hierarchy from his subjects, many of whom are slavers or would-be warlords. Laduguer appears as a tall, gaunt duergar with skin that can change between gray and brown to match the nearby rock. He is bald and perpetually frowning.
Dogma: The Children of Laduguer have rejected the feckless and feeble gods of their forefathers and withdrawn from their lazy once-kin so as to not be tainted by their weaknesses. Strict obedience to superiors, dedication to one's craft and endless toil are necessary to achieve wealth, security and power. Nothing is ever easy, nor should it be. Suffer pain stoically and remain aloof, for to show or even feel emotion is to demonstrate weakness. Those who are weak are undeserving and will suffer an appropriate fate. Adversity is Laduguer's forge, and the harsh trials through which the duergar must pass are his hammer blows - endure all and become stronger than adamantine.

Moradin

Greater deity
Alignment: Lawful Good
Symbol: hammer and anvil
Home plane: Celestia
Portfolio: dwarves, creation, engineering, warfare, smiths
Domain (-30%): making and breaking spells, metal spells
Worshipers: dwarves, metalworkers

Moradin is the chief deity in the dwarven pantheon. His titles include the Soul Forger, Dwarffather, the All-Father, and the Creator. Moradin forged the first dwarves out of metal and gems and breathed life into them. He governs the arts and sciences of the dwarves: smithing, metalworking, engineering, and war. Moradin usually appears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer.
            Dogma: Moradin is an adamant defender of the dwarven people he created and of the principles of law and good. He teaches the value of making goods that last, of loyalty to clan, leader, and people, and of meeting adversity with stoicism and tenacity. He tolerates no taint of evil among the dwarves; it was he who drove the derro and duergar out of the dwarven community. It is Moradin’s influence that leads the dwarves toward excellence in craftwork and staunch defense of what is theirs.

Mya

Greater deity
Alignment: Neutral Good
Symbol: stylized mother and child
Home plane: Elysium
Portfolio: clan, family, wisdom
Domain (-30%): food spells, knowledge spells
Worshipers: dwarves

The Mother of Wisdom represents the bonds of family and clan that hold dwarf society together. When dwarves extend their hospitality to their lost or wounded brethren, they often do so in Mya’s name. Mya also figures prominently in many dwarven divinations, because she is said to have peerless wisdom. Dwarf artisans generally depict her as a middle-aged female with improbably long, braided blonde hair.

            Dogma: Do not leave your clan in times of need. Always answer the clan’s call for help. Be hospitable to guests, tend to wounded dwarves. If a clanless dwarf asks for a refuge, provide one.

Roknar

Lesser deity
Alignment: Neutral Evil
Symbol: golden hands
Home plane: Hades
Portfolio: greed, intrigue, lies, earth
Domain (-30%): earth spells, mind control spells
Worshipers: dwarven rogies, thieves, and assassins

Roknar the Tempter claims to be Moradin’s brother. Moradin’s clerics say that he is not truly a dwarf at all, but an ancient evil that took dwarf form shortly after the All-Father created the dwarves.
            Dogma: Roknar urges his followers to delve deep into the earth and takes its treasures for themselves. “Power and wealth is all that matters,” teaches Roknar, “and only the weak forego the chance to grab more for themselves.”

Tharmekhul

Demigod
Alignment: Neutral
Symbol: flaming warhammer
Home plane: Elemental Plane of Fire
Portfolio: the forge, fire, warfare
Domain (-30%): fire spells, making and breaking spells
Worshipers: dwarven smiths

The Tender of the Forge, as Tharmekhul is also known, is Moradin’s assistant. He is the deity of furnaces and fire. Usually smiths and other dwarves who revere the creative power of the forge worship him. However, fire has a destructive side, so Tharmekhul is also revered as a minor war deity, primarily concerned with siege engines and other weapons. He is depicted in religious art as an azer or as a bronze-skinned dwarf with hair and beard made of black smoke.
            Dogma: When crafting an item, always try to achieve the best quality. Help dwarven settlers by producing metal tools and weapons. Assist dwarven military operations. Tend to your group’s equipment. Take off metal equipment of fallen non-dwarven foes and reforge it into something new.

Thautam

Intermediate deity
Alignment: Neutral
Symbol: three encircled stones
Home plane: Celestia
Portfolio: magic, darkness
Domain (-30%): making and breaking spells, enchantment spells, spells that create darkness or grant ability to see in the dark
Worshipers: artisans, mages, craftsmen

Thautam’s clerics believe that the spark of magic lies within all things, and they work tirelessly to draw forth the magic in everything from the walls of a dwarven citadel to the axes wielded by its guards. The dwarves dedicate many magic weapons and armor to Thautam. In dwarven folklore, Thautam acts as a kindly uncle to Moradin, content to putter away in his workshop and mutter advice to the Soul Forger. Artistic renderings of Thautam show him as an elderly dwarf with rheumy, blind eyes.
            Dogma: Never slack off when working in the forge. Oversee new mines and tunnels, make sure that they are safe. Do not let dwarven creations fall into hands of traditional dwarven enemies; retrieve such items if they meet this fate. Protect dwarven adamantine and mithral mines. Tend to your group’s equipment.

Valkauna

Intermediate deity
Alignment: Lawful Neutral
Symbol: handshake
Home plane: Ysgard
Portfolio: oaths, death, birth
Domain (-40%): geas spells, spells that ease labor, spells that put spirits to rest, spells that improve senses
Worshipers: dwarven warriors and sentinels, midwives

An elderly, white-haired deity, Valkauna is known as the Runecarver. It is said that whenever a dwarf swears an oath, she records it by carving it into an impossibly tall cliff. Many dying dwarf warriors claim to see Valkauna walking across the battlefield, offering water from a silver pitcher to the fallen.
            Dogma: Never break an oath. Be objective in court. Perform burial rites both for your comrades and for fallen enemies.

DEITY-SPECIFIC SPELLS

Blessing of the Forge (Moradin)
Keywords: Buff.
Full Cost: 34 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.

This blessing makes the subject a perfect artificer. For each level of this spell, he gains a level of Artificer (p. 90).
Statistics: Affliction 1 (HT; Advantage, Blessing of the Forge 1, +100%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%) [34]. Notes: Each level of “Blessing of the Forge” is Artificer (Divine, +0%) [10].
  
Curse of Toil (Laduguer)
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

The subject gains the Workaholic (p. B162) disadvantage. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology - Sorcery, p. 21).
Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs 1 FP, -5%; Disadvantage, Workaholic, +5%; Extended Duration, Permanent, +150%; Divine, -10%; Malediction 2, +150%; No Signature, +20%) [48].
  
Dwarven Clanship (Mya)
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.

This blessing makes the subject familiar with dwarven cultures and traditions of all clans and dwarven subraces. When dealing with dwarves of any clan, the subject never suffers the -3 “cultural unfamiliarity” penalty given under Culture (p. B23). This blessing can only be cast on dwarves.
Statistics: Affliction 1 (HT; Accesibility, Only on dwarves, -20%; Advantage, Dwarven Clanship, +100%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [30]. Notes: “Dwarven Clanship” is Cultural Adaptability (Divine, +0%) [10].

Intoxicating Rush (Hanseath)
Keywords: Buff.
Full Cost: 42 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You increase the target’s ST by 4 for 3 minutes. This affects the damage, HP, and Basic Lift, but  does not heal the wounds. When the target performs a physically strenuous action under this effect, such as heavy lifting or combat, he becomes drunk (p. B428) for a minute, and can roll against HT once per minute after that to recover.
Statistics: Affliction 1 (HT; Advantage, Intoxicating Rush, +320%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [42]. Notes: “Intoxicating Rush” is ST+4 (Backlash, Drunk, Automatic, -20%; Divine, +0%) [32].

   
Miner’s Vision (Thautam)
Keywords: Information.
Full Cost: 21 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Indefinite.

When this spell is active, the caster can see which walls are safe to break, dig through, or collapse without collapsing the whole structure. The GM will secretly roll against the caster’s Per minus range penalties (p. B550) to the subject, which the caster must be able to see. If the roll is successful, the caster will know if the wall is safe to break. For very thick walls, “safe to break” means “safe to dig one yard into it”. This spell is useful when overseeing mining operations, siege engineering, and escaping imprisonment. Despite the name, the spell covers not only rock or dirt walls, but walls of any material.
Statistics: Detect (Walls Safe for Digging; Costs 1 FP, -5%; Divine, -10%; Reflexive, +40%; Vision-Based, -20%) [21].

Molten Missile (Tharmekhul)
Keywords: Missile, Obvious.
Full Cost: 4 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw a ball of molten metal at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d crushing incendiary damage per level of this spell. The missile can be blocked. The GM must determine what the maximum level available in the campaign is.
Statistics: Crushing Attack (Blockable, -5%; Costs 1 FP, -5%; Divine, -10%; Incendiary, +10%; Requires Gestures, -10%) [4/level].
   
Roknar’s Temptation (Roknar)
Keywords: Resisted (Will).
Full Cost: 49 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

The subject gains the Heliophobia (12) (p. B150) disadvantage. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology - Sorcery, p. 21). Dwarves subjected to this curse often try to go as deep underground as they can, while surface dwellers try staying indoors with closed windows.
Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs 1 FP, -5%; Disadvantage, Heliophobia (12), +15%; Extended Duration, Permanent, +150%; Divine, -10%; Malediction 2, +150%; No Signature, +20%) [49].

Truthfulness (Valkauna)
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This prayer makes the subject unlikely to tell a lie. The subject gains the Truthfulness (6) (p. B159) disadvantage for the duration of the effect.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs 1 FP, -5%; Disadvantage, Truthfulness (6), +10%; Divine, -10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%) [27].

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