|
STAT
|
Lesser Power |
|
ROR
|
Suloise |
||
|
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dominated by dwarven influences, for Fortubo has largely withdrawn from his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.
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 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.
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.