FORTUBO – THE HAMMER

STAT

Lesser Power

ROR

Suloise

AL

Lawful Good (Lawful Neutral)

WAL

Lawful Good, Lawful Neutral, Neutral Good, Neutral

SoC

Stone, Metals, Mountains, Guardianship

SY

Golden Hammer

SX

Male

MAN

A pale-skinned, blue-eyed, Suloise man with pale red hair and beard, but with a dwarven stature – often portrayed wearing leather armour and carrying a golden headed hammer (Golbi)

CR

Gold, Black

PN

Twin Paradises

ALL

Ulaa, Bleredd, Moradin, Berronar, Garl Glittergold

ENE

Pyremius, The Scarlet Brotherhood, Wastri, Illithid and Drow

Fortubo (for-TOO-boh), also known as The Hammer, The Stone Dweller or Moldern in Suloise, is the embodiment of the strength and might of mountains throughout the Flanaess. His religion is strongly community based, protection of the faithful is of paramount concern, and loyalty is considered a great virtue. The faithful consider the skills of stone and metal craft as gifts endowed by Fortubo. Mountain men, stonemasons and metal-smiths venerate this power. Miners also pray to him for protection against natural hazards and against theft and raids from bandits. He is totally opposed to theft and murder, thus no thieves or evil individuals worship him. He despises slavery, but reserves his greatest ire for those who enslave dwarves. This makes him an enemy of a number of organisations and races, such as the Scarlet Brotherhood, the illithids and the drow.

His religion is dominated by dwarven influences, for Fortubo has largely withdrawn from his interest in the Suel people, though he still accepts human followers, particularly those who live in mountainous regions or work with metal or stone. Dwarves now make up the majority of his priests and worshippers, with humans in the minority and a few gnomes (surface dwelling and deep) and halflings (predominantly stout) thrown in for good measure. Why this situation has arisen is unknown. It is theorised by some sages that prior to the Invoked Devastation the Suel Emperium created the race of derro, a degenerate race of magic wielding dwarves, out of dwarven slaves. Fortubo, having always been sympathetic to the dwarven people as a result of their common interests, was supposedly so disgusted by such a vile act that he sided with the dwarves against the Emperium when he found out what they had done. Whatever the reason, he now forms a bridge between the human, dwarven, gnomish and halfling pantheons, and the four races get on well where worship of Fortubo is prevalent. He is also on extremely good terms with the dwarven and gnomish pantheons, particularly Moradin, Berronar and Garl Glittergold. He has also forged alliances with the other human deities Bleredd and Ulaa, powers with similar spheres of influence to his own.

Fortubo’s religion strongly advocates that dwarf, human, gnome and halfling races should tolerate each other’s differences, respect each other’s qualities, and work together to achieve their respective goals. Although he does not dislike elves, he has no particular love for this race either.

Despite Fortubo’s generally lawful outlook, he has a strong creative and life giving aspect. As a consequence, his religion preaches that the taking of life is to be avoided where possible, for he despises murder and wanton acts of violence. Only where required to defend their communities, or where they need to attack evil opponents who seriously threaten them, will they resort to lethal force. However, this certainly does not mean that his followers are restricted from training in weapons or combat techniques, or in using them when the need arises.

Although the mining skills are considered important, Fortubo's interests lie more with supporting the community as a whole. Thus his followers are more often found cooperating with and helping miners rather than initiating mining activities. They may contribute labour, surveying or safety inspection services, protect the miners and/or the products of the miners’ work, provide healing or other services, or work on the raw materials to produce items of use and beauty to humans, dwarves, gnomes and halflings. Utility of an item is important, but even more so is its aesthetic appeal. Thus the crafting of fine metal objects (especially jewellery) and stonework is the aim of artisans worshipping Fortubo.

Temples to Fortubo are usually located in underground caverns, mining areas, or mountain villages. Smaller shrines can be found in towns in cities around the Flanaess particularly where there are large concentrations of fine metal smiths and stone masons. It is not unusual to find shrines to Fortubo in dwarven strongholds and gnome burrows. Concentrations of followers can be found in the Flinty Hills, around Irongate, on the Lendore Isles, and throughout the Lortmil Mountains (particularly in the Principality Of Ulek). Midwinter’s Day is holy to the followers of Fortubo, and vigils are held from noon to the dawn of the next day.

Pyremius is Fortubo's primary foe, representing much that Fortubo despises. Pyremius advocates the use of theft and murder, and uses fire for death and destruction rather than creation as Fortubo would. Pyremius’ association with the Scarlet Brotherhood, and that organisation’s propensity towards slavery and Suloise supremacist views, has resulted in Fortubo swearing to defy and oppose the Scarlet Brotherhood as well. The racist views of The Hopping Prophet’s actions towards demi-humans means Fortubo also considers Wastri as an enemy.

The illithid and the drow enslave many races, but dwarves and gnomes are often well represented in the ranks of slaves in the cities of these races. Thus, Fortubo has a dislike of both races and counts them amongst his enemies.


FORTUBO’S AVATAR

Fortubo appears as a small, almost dwarven looking Suloise man. He has features typical to Suloise folk, with pale red hair and beard, pale skin and blue eyes. His build however is very unlike a typical Suloise, standing barely 5 feet tall and with very broad and strong torso, chest, shoulders and arms. He nearly always appears wearing simple, unadorned leather armour, but also wears ornate gold bracers (AC2). He always carries his warhammer, Golbi, a weapon with a black metal haft and a gold, glowing head. It is rumoured this hammer was made for Fortubo by Moradin himself. The hammer is supposedly intelligent and is a storehouse of magic power. Fortubo can hurl this hammer and hit targets up to 200 feet away, and there is no known method of preventing the hammer from returning to Fortubo when he wills it.

He favours spells from the spheres of All, Combat, Creation, Elemental (particularly Earth and Fire), Guardian, Healing, Law, Necromantic, Protection, Summoning, and Wards, although he can cast spells from any sphere.

Fortubo is very strongly resistant or immune to magic related to the element of earth. He cannot be petrified or harmed by a metal or stone weapon, including hurled rocks. Some earth related spells fail around him even if not cast directly at his person. He is extremely skilled at and knowledgeable in mining techniques, mining dangers, stonemasonry and metal-smithing techniques, and has been known to impart this gift upon worthy followers for up to two days, though seldom on the same person more than once. He can identify pure or alloyed metals, ores, minerals, rocks and gems, and can assess the approximate value of mineral deposits to within 20%, and the value of finished products down to the last copper piece!

 


FORTUBO’S PRIESTHOOD - EARTHWARDENS

AB

11 Str, 13 Con, 9 Wis

PAL

Lawful Good, Neutral Good, Lawful Neutral

WPN

Hammer (1st level), Club, Mace, Morning Star, Military Pick, Sling, Battle Axe, Hand Axe, Dagger, Spear, Staff, Lasso, Net, Mancatcher

AR

Any + Shield

RA

Black robes trimmed in gold and a gold hammer emblazoned on the chest or leather armour with the gold hammer symbol on the breastplate

SPH

Major:    All, Combat, Creation, Divination, Elemental, Guardian, Healing, Law, Protection, Wards

Minor:    Animal, Necromantic, Summoning

XPT

A (no penalty)

SPL

Hammer Of Fortubo, Hail Of Stone, Forceward, Invigorate, Boulder, Warding Hammer

ADD

 

RAC

Human, Dwarf, Gnome, Halfling

TU

No

PW

1) +2 to attack/damage rolls when using a warhammer, Sanctuary (P1); 3) Spiritual Hammer (P2); 5) +1 on saves vs. petrification (improves by +1 every 4 levels after 4th), Stone Shape (P3); 9) Wall of Iron OR Wall Of Stone (W5); 11) Stone Tell (P6); 14) Can cast 7th level spells from the Elemental (Earth) sphere only

PEN

–4 reaction penalty when encountering priests or followers of Pyremius, the Scarlet Brotherhood or Wastri;

–2 reaction penalty when encountering illithid or drow

PROF

1) Mining and either Blacksmith OR Stonemason

FOLL

Standard

Fortubo’s priests are known as Earthwardens. The majority of the priesthood is made up of demi-humans. Fully 75% of Fortubo's priests are dwarves. Only 20% of the priesthood is human, with the remaining 5% made up of (usually) lawful good gnomes or halflings. This dominance of demi-humans in the priesthood has obviously coloured the teachings of the church, and dwarven influences are particularly strong. However, these priests also teach a rigorous respect and tolerance for all races represented in his priesthood. Fortubo encourages married couples to enter the clergy together, and it is said that he will bless any children of such a match with exceptional wisdom and constitution.

The priests of Fortubo are expected to act as spiritual guides to their people, and as protectors of the community, his followers, and his holy sites, and they will defend them from all outside threats. In many cases these priests will give up their lives to defend those people or places they are responsible for. Such a self-sacrificing action usually results in instant martyrdom for any priest that dies defending his or her charges. Earthwardens are known to have great defensive tactics and fortifications, to be loyal to each other and their flock, and can rally their congregations in the face of almost certain death. Earthwardens are also known for their focus, with personal desires or distractions given only secondary consideration next to their devotion to their religion, flock and community.

The tenants of Fortubo’s religion preach the value of the community and the abhorrence of the evils of theft and murder, activities that they believe can shackle one far more strongly than any chains. These teachings inspire many of his priests to join law enforcement organizations such as town guards, the watch, or militia, to contain or shut down criminal elements who would commit unlawful and immoral acts. Despite this aggressive attitude towards enemies of the community and to criminals, Fortubo’s priests are sworn to avoid taking life without cause, and to lift arms only when the actions of evil individuals or races demand it. Fortubo has been known to instantly disown any priest who knowingly commits an evil act Although he has always spared the life of these apostate priests, he is never kind to those who have fallen from Good.

Furthermore, Fortubo’s strong kinship with mining and the earth means his priests will also cooperate with and aid mining operations. Although all of Fortubo’s priests are knowledgeable of mining techniques, they do not often initiate mining operations. Rather, they play a support and protection role and are often found cooperating with and helping miners at new or established mining operations. They may contribute labour, surveying or safety inspection services, protect the miners and/or the products of the miners’ work, provide healing, or manufacture products from the raw materials produced by the mining operations. They try to teach those in mining communities that they should respect and value the earth. They also preach against over exploitation of the earth’s resources and to only mine what is needed for the community to survive and thrive. This doesn’t prohibit trading or exporting raw materials or value added products. Exploiting well beyond what is needed purely to satisfy greed, however, is frowned upon by Earthwardens.

Earthwardens reserve a particular vehemence for those who subjugate or enslave others. The priesthood generally opposes slavers, but if victims of slavers are followers of Fortubo, the culprits instantly make themselves a dire enemy of these priests. Direct offensive action against individual slavers or slaving operations is favoured by this religion, one of the exceptions to their philosophy of avoiding bloodshed. If the Earthwardens can capture the slavers, all well and good – however, dead slavers aren’t mourned by Earthwardens if they don’t surrender when confronted. This attitude is also extended to evil races or organizations well known for enslaving others or using murder as a routine tool of operation, including illithid, drow, the followers of Pyremius, and the Scarlet Brotherhood.

Another exception to their philosophy of avoiding bloodshed is in combating the enemies of demi-humans. Due to their relationship with dwarves, gnomes and halflings, all the enemies of these races are also the enemies of Earthwardens. The priests attempt to drive creatures like orcs, goblins, kobolds, and evil giants from areas of interest to them (typically mountains containing dwarven, gnomish or halfling communities). The followers of Wastri would also be included in this group.

Earthwardens are encouraged to acquire any new information they stumble upon that may advance the art of metalwork or stonework. This may be written information, an artisan using novel techniques, or examples of lost work, for example. They are also to nurture the training of apprentices in the appropriate skills.


AFFILIATED ORDERS

Lay preachers and extremely devout followers of Fortubo sometimes go beyond the normal duties expected of a worshipper in a community that favours Fortubo. These extremely dedicated individuals may not have the right stuff to become priests, but still serve an important role, keeping their community safe as one of the Blessed of Fortubo. The Blessed are almost exclusively fighters, and are usually found assisting priest or heading up the administrative duties of home defence in mining or dwarven communities. They are strong leaders and capable fighters. A row of Blessed defending a location and lobbing their hammers is an impressive sight to see.


SPECIAL SPELLS

Hammer Of Fortubo (Alteration)

Level:

1st

Duration:

2 rounds + 1 round / level

Sphere:

Combat

Casting Time:

4

Range:

0

Area Of Effect:

1 normal warhammer

Components:

VSM

Saving Throws:

None

An Earthwarden can call upon Fortubo to empower his or her warhammer using this spell. The spell blesses the priest’s warhammer, making it a +1 weapon in terms of affecting creatures that need magical weapons to hit, though the spell provides no bonuses to attack or damage rolls.

In addition, if the warhammer is used as a missile weapon, the spell adds 30 feet to the weapon’s range and enchants it to return to the priest in the same round it is hurled. (The range of a warhammer affected by this spell, in combat squares, would be: Short = 0 to 8; Medium = 8 to 10; Long = 10 to 12).

This spell does not work on a magical warhammer, or on a normal warhammer that has had another spell cast directly upon it. The material components of the spell are the priest’s holy symbol and the warhammer that the spell will be cast on. The warhammer is not consumed by the spell.

Hail Of Stone (Conjuration/Summoning)

Level:

2nd

Duration:

Instantaneous

Sphere:

Elemental Earth

Casting Time:

5

Range:

120 yards

Area Of Effect:

20’ feet square

Components:

VSM

Saving Throws:

Half

Upon casting this spell the priest produces a volley of stones from above in the area of effect. Any creatures within the area of effect are each hit by 1d6 pebbles, each causing 1 point of damage. Any unprotected fragile objects within the area of effect that fail a saving throw against normal blow suffer damage from the onslaught. Affected creatures are allowed a saving throw versus spells, a successful save indicating that the creature takes only half the total damage for all the rocks (round damage up).

The size of the rocks slowly increases as the priest increases in level. Consequently the damage of each rock is increased by an additional point at 7th level (2 points of damage per rock) and at 13th level (3 points of damage per rock). The saving throw against normal blow for fragile objects also suffers a penalty (-1 at 7th level and –2 at 13th level). If this spell is cast underground, affected creatures suffer a –4 penalty to their saving throw.

The material components for this spell are the priest's holy symbol, a small fragment of granite and some water from a melted hail stone.


Forceward (Abjuration)

Level:

3rd

Duration:

1 round / level

Sphere:

Wards

Casting Time:

1 round

Range:

0

Area Of Effect:

Sphere of 10’ radius / level

Components:

VSM

Saving Throws:

Special

This spell creates a spherical area of protection. The air within glows faintly. This radiance is barely visible in full sunlight, but the area is clearly lit in darkness. When forceward is cast, all creatures except those touched or named by the priest in the spellcasting must make a saving throw vs. spell or be forced away from the caster for 10 feet per level of the caster, withdrawing immediately. This forceward is then fixed at a location centred on where the caster was when the spell was completed; it does not move with the caster.

Warded creatures must remain outside the protected area for the spell duration unless they make a successful saving throw vs. spell at a –3 penalty to break into the warded area. Creatures attempting to break in are allowed one such saving throw per round. Any creature breaking through the forceward may move and act freely within its confines, but cannot confer freedom from the forceward to others, even by attempting to drag them along.

Any creature may freely leave the warded area but must successfully make a saving throw vs. spell (with the –3 penalty) to re-enter, even if originally designated as protected when the spell was cast or if successful earlier in breaching the forceward. Missiles and spells may be launched freely into and out of the warded area.

The forceward ends instantly if the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster may engage in spellcasting without affecting the forceward; continuous concentration is not required to maintain it. A successful dispel magic spell destroys a forceward instantly.

The material components are a string of gems, rock crystals, or glass beads worth at least 50 gp, plus the caster’s holy symbol.

Invigorate (Alteration)

Level:

3rd

Duration:

1 hour / level

Sphere:

Guardian

Casting Time:

1 turn

Range:

Touch

Area Of Effect:

Creature touched

Components:

VSM

Saving Throws:

None

This spell acts much like the 2nd level wizard spell Strength, but affects the target creature’s Constitution attribute rather than the Strength attribute. When the Invigorate spell is cast, the target’s Constitution score is increased for the duration of the magic, and the extent of the increase is dependent on the recipient’s class as shown in the table below. Multi-class characters use the best die:

Class

Constitution Gain

Priest

1d6 points

Rogue

1d4 points

Warrior

1d6 points

Wizard

1d2 points

The spell cannot confer a Constitution of 21 or more, nor is it cumulative with other magic that adds to Constitution.

The material component of this spell is the priest’s holy symbol, a vial of holy water, and a few hairs from a particularly robust animal – horse, oxen etc.

Boulder (Conjuration/Summoning)

Level:

4th

Duration:

Special

Sphere:

Elemental Earth

Casting Time:

7

Range:

0

Area Of Effect:

Special

Components:

VSM

Saving Throws:

None

This spell summons enough material from the Elemental Plane of Earth to form a large boulder in front of the priest. As the caster casts the spell, the boulder grows in size until the end of the casting time, at which time it is ready. If the spell is disrupted beforehand, the partly developed boulder disintegrates as quickly as it was formed, leaving no trace. When the caster has completed casting, he or she can use the remaining energies of the spell to hurl the boulder at a target. This requires the priest to make an attack roll using his or her normal unmodified THAC0, and there are no penalties for medium or long range. Range and damage of the boulder varies depending on the caster’s level. The number of rounds the spell lasts, and therefore the maximum number of boulders that can be hurled, is also dependent on the caster’s level. The level dependent characteristics are shown in the table below:

Caster Level

Damage

Min Range

(Squares)

Max Range

(Squares)

Duration (Rounds) / Maximum number of boulders

7th

2d8

6

28

1

8th

2d8

6

28

2

9th

2d8

6

34

2

10th

2d10

6

34

2

11th

2d10

6

34

3

12th

2d10

6

40

3

13th

2d12

6

40

3

14th

2d12

6

40

4

15th

2d12

6

48

4

16th

3d10

6

48

4

17th

3d10

6

48

5

18th

3d10

6

60

5

The boulders appear one per round, and have a rate of fire of one per round also regardless of whether the character is hasted etc. The caster can choose not to fire the boulder in a particular round, but if it isn’t used in the round it appears, it is lost in the following round as it disintegrates. Furthermore a used boulder, regardless of whether the boulder hits or misses the target, disintegrates in the round after it was fired.

The material components of this spell are the priest’s holy symbol, a small pebble, and a piece of leather from a sling that has been blessed by a giant priest (any type of true giant will do).


Warding Hammer (Evocation)

Level:

4th

Duration:

1 hour / level

Sphere:

Guardian

Casting Time:

7

Range:

0

Area Of Effect:

12’ radius sphere

Components:

VSM

Saving Throws:

Special

This spell summons creates a shimmering, translucent image of a golden hammer that slowly rotates about the end of the haft within a glowing sphere, and is typically used to guard an area against intrusion. Any sighted creature approaching the image readily sees it. Any creature bearing a symbol sacred to Fortubo can bypass the hammer and the sphere defined by its slow swing without effect. Any other creature approaching the guarded area feels a warning prickling in the air, an almost electric tension.

If the guarded area is entered, the intruding creature feels a solid force resisting its forward movement. The creature must make a successful saving throw vs. paralysation at a –3 penalty to continue forward into the protected area and a second successful saving throw vs. paralysation, also with the –3 penalty, to pass out of the guarded area at any other point except at the one entered. A failed saving throw results in the offending creature being paralysed for one turn per level of the caster or until freed by the caster, whichever occurs first.

Any creature without a holy symbol of Fortubo who attempts to pass an area guarded by a warding hammer is also slowed. As a result, the creature requires 2 rounds to enter or exit the guarded area. Regardless of the results of the saving throw vs. paralysation, the intruder must also make a saving throw vs. spell for each of these rounds. A successful saving throw means no damage is inflicted on the intruder. Failure indicates that a bludgeoning force hits the intruder for 1d6 points of damage in that round. Observers see the image of the hammer strike at the intruder, but this is a visual effect only. A warding hammer can strike at and hamper the progress of more than one creature within its confines at any one time, and cannot be dissipated or exhausted by attempting to overwhelm it through sheer numbers – the spell only ends when it’s duration expires normally or if a successful dispel magic is cast at the ward.

The material component of the spell is the priest’s holy symbol.