As described in the previous entry, small gods come in a variety of forms. This entry discusses the enduring cloud gods and the enigmatic forest gods.
These two sorts of small gods are very different, so they are presented in a contrasting way. Cloud gods have a very particular purpose and are best suited for a fun encounter or as a helpful GMC so they are presented in a simple narrative way. Forest gods are powerful, mysterious beings that could make for a potent ally or troublesome enemy for a party, so they are they are here in traditional adversary format.
- Seeking them out for assistance or transport. Cloud gods have little use for money, but might ask for small favors or rare sweets instead.
- Passing by them on a Journey through the sky. Cloud gods are rarely in a rush, and likely happy to chat a bit and gossip with sky-fairing travelers.
- Rescuing them from villains. A classic sky-pirate tactic is to capture cloud gods to and force them to cause floods or droughts to demand ransom or further other goals. Other scoundrels might be forcing magically controlled cloud gods to ferry them about in lieu of a skyship.
- Helping them out of a pickle. Cloud gods are tragically adept at getting themselves stuck in places they shouldn't be, whether that be in a magically sealed jug or a dungeon they managed to crash their cloud into.
FOREST GODS
A monarch amidst the groves
Introduction
Any significant enough weald in Outer World will have a god, from the towering jungles of the Sol Alliance to the glowing fungal forests of the Shadowed Lands. These enigmatic figures move effortlessly throughout their domain and exert great power within it. Folk encountering one are encouraged to tread carefully - for all their wisdom they are quite capricious and their one true concern is the well being of their forest.
Forest gods are a sort of small god that manifests in particularly important or mana rich places and watch over them. While their influence is small and localized, they are powerful nonetheless and generally respected - or feared - by the folk.
Menace Level
Mega-Boss
Rank
10
Primary Aptitudes: Might, Insight, Aura
Secondary Aptitudes: Grit, Deftness
Traits: Unearthly, Ephemeral (+3 Aura, -2 Grit)
Might [12]
Deftness [11]
Grit [9]
Insight [12]
Aura [15]
Combat Values
Hearts [6]
Attack [+7]
Speed [Normal]
Defense Rating [16] (Verdant Form)
Adversary Info
Type: Manifestation (Small God)
Size: Medium
Allegiance: Twilight (2 Dark Allegiance Points, 2 Bright Allegiance Points)
Home Region/Habitat
As their name suggests, forest gods might be found in any forest in the Outer World.
Communication Methods
Forest gods speak and understand both Low Tongue and Dream Call.
Tactics
Forest gods might be reluctant to fight but they are ruthless and decisive when in battle. They prefer to use their Domain Mastery to isolate and put enemies at a disadvantage, employing whatever Blooming Wrath aspect would be most effective on the most dangerous targets. They also will often call on allies from the forest if things take a desperate turn for them.
That said, they are not usually bloodthirsty, and will often allow all but the worst transgressors to retreat if they leave their forest.
Miscellaneous
Indicators - The plantlife of the forest shifting in reverence, the smell of fresh earth, the sound of soft, deliberate steps.
Roleplaying Notes - Forest gods tend to have personalities suited to their domain. One who watches over a forest of oaks might be proud and boisterous, while the master of a snowy wood might be aloof and brusque. While they demand respect, they are generally fair.
Customization - Certain forest gods might have shapes more akin to a beast, or unshaped like abilities rather than Blooming Wrath magic.
Abilities
Verdant Form (Legendary)
The outward appearance of a forest god varies, but all share a similar power.
The overall form of a forest god is influenced by the nature of their domain: a queen of a flourishing mushroom swamp might wear a toadstool hat, whereas a prince of a struggling rain forest might have slightly wilted flowers sprouting all along his mantle of vines.
In addition, the forest god…
Can shift in size from Small, Medium, and Large at will. In combat, they may do this once a turn.
Can only be harmed by Magical Abilities or weapons made from Magical Materials.
Has a +6 to their Defense Rating.
Has an Edge on all Aura Rolls.
Domain Mastery (Legendary, Magical, Dark)
The edicts of a forest god can be as soft as a whisper, but the land will still obey.
As long as they remain within their domain the forest god regains 2 Hearts at the start of their turn. They may also choose one of these effects to perform in addition to their normal Actions in a Turn:
Terraforming: Change the Battlefield Conditions of any Area they can currently perceive. These changes can be almost anything as long as it fits their domain - roots might spring out from the ground of a forest to create the Precarious condition, or enormous toadstools might sprout and spore causing the Dangerous condition.
Passage: Move to any Area within 3 Areas of their current position. They are able to effortlessly glide throughout the earth and plant life throughout their domain, so this movement is not hindered by terrain or other physical barricades.
Rebuke: Force a target individual within 3 Areas of their Current Position to move into another Area adjacent to the target if they are victorious in a contest with their Aura and the Target’s Might. Similar to Terraforming, this involves the components of the forest animating to eject someone.
Wholeness: Remove a Status Ailment caused by a magical Ability or effect from themselves or an ally within the same Area as them. This calls upon the latent mana of the forest to unweave harmful magic, and could also be used to cure things like Magical Diseases at GM’s discretion.
Blooming Wrath (Advanced, Magical, Bright)
A forest god's magic, like nature itself, can create and destroy. Bloom Wrath spells are an expression of the latter.
The god has access to a powerful form of attack magic that is patterned after plant life and the natural world. By using their action for a turn, they can produce one of these effects:
Root Bind: Call forth roots, vines, and other underground plant life to wrap around a target within 2 Areas of the god. This calls for a contest between the god’s Aura and the Target’s Deftness. If the god succeeds, the target is fully Restrained and can only be freed by taking an action and making a successful Might check, or being cut free by an Ally.
Thorn Strike: Hurl a cluster of thorns at a specific target up to 2 Areas away from them. This requires an Attack Roll and does 2 Hearts of Damage on a successful strike.
Blast Bramble: A variation on Thorn Strike, Blast Bramble instead targets an entire Area up to 2 Areas away from the god, allowing them to make an Attack Roll against every target within it. A successful strike causes 1 Heart of Damage.
Malignant Spore: Send a cloud of dangerous mana towards a foe within 1 Area of the god. This prompts a contest between the god’s Aura and the target’s Grit. If the god is successful, the target gains the Putrefied Ailment, plant life matching the god’s domain sprouting all over their body. If they reach 0 Hearts or lower due to this Ailment, they fully transform into a plant.
If the target wins the contest, they resist the effect and this aspect of Blooming Wrath cannot be used on them again for 24 hours.
If the god is destroyed, convinced to undo the curse, or if another Ability or effect (Such as the Sage’s Demystify) is successfully applied to them within 24 hours, an individual can be restored from being turned into a plant.
GM TIP!: Malignant Spore has no effect on inorganic creatures, like Bio-Mechanoids or Drones!
Weald Sovereignty (Advanced)
A Forest god’s sway over their domain extends beyond the physical. They are one with it spiritually as well.
Forest gods are aware of everything that happens within their domain. They cannot be Ambushed in their forest, and can hear everything spoken above a whisper in it as well.
Wildlife that makes their home in the Forest god’s domain will answer their summons and obey their commands. This does not apply to particularly powerful monsters and the like at GM’s discretion.
Any forest that has a god is connected to the Murk in some way. The god may grant Passage to the Murk from their forest to those who request it, though they generally require some favor or gift to agree to doing so.
Yield
Divine Acorn
If a forest god is slain, their body unravels and leaves behind an acorn about the size of a human fist.
If allowed to remain in their domain, this will eventually sink into the soil and the forest god shall be reborn.
There are rumors of rituals that would allow those in possession of them to draw out their powers for themselves, such as gaining immortality, or mastery over beasts and plants. These acorns are considered valuable treasures in spite of none of these rumors being unsubstantiated.
1 Slot, 3 Gems
GM Tip!: While no set powers are listed for a Divine Acorn, this is just because drawing them out would require immense magical power that is not normally available to player characters. A great ritual or other powerful being (such as a Saga’s primary villain) might be able to do so…
Random Encounter Reaction
Forest gods really function best within their domain, where they can levy the strongest of their Abilities. They aren’t generally useful as random encounters, though intelligent animals and other forest dwelling folk that the players meet might be connected to one.
Variants and Related Entries
Similar Small Gods can be created by using the forest god as a template and adjusting the powers to fit their new concept. For example, a City’s god might be able to walk through one door in their domain and come out any other one, or a Dungeon Ruler might be able to use the powers of their most formidable monster servants.
- By seeking passage through their domain. The domain of a forest god always has at least one passage to Murk, regardless of where it is located. With their explicit permission, someone can travel to or from Murk with relative ease. This is not a privilege given lightly, and usually requires a great sacrifice or favor to justify.
- Some forest gods are mischievous. Some lure trap folk they find interesting within their domain, others might ally with an unshaped for some grand scheme. It'll be a headache for everyone else one way or another.
- They might be waging war. Wealthy, thoughtless folk might hire mercenaries to hunt the god in hopes of attaining power or immortality. The forest god may seek vengeance on someone who destroyed part of their domain.
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