War Mother

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War Mother
Alignment Lawful Neutral
Divine Rank Greater Goddess
Pantheon Jakandor
Portfolio Cycle of predators and prey, nature, war
Domains All, Animal, Combat, Healing, Protection, Summoning
Worshippers The Knorr

"Kindred, when you are called to fight, fight for all you are worth, for She has chosen who will live and who will die before the first blade is drawn. If you will live, no sword nor spear of your foe will bring you down. If you will die, no flight can save you. So fight fiercely, brother, for nothing you do will change what She has willed."

– Declaration of a war priest

The War Mother is the oldest and most powerful of the gods known to the Knorr, who believe that she holds dominion over the cycle of predator and prey.

Lore[edit | edit source]

The War Mother was the creator of humankind and the earth, but despite that, it's the animals that are her favored beings, with humans having been created as hunters to prey on animals to earn her favor. The Knorr believe she cleansed the world of all that displeased her after the world went out of balance and people forgot their honor. She spared those Knorr that held to their beliefs and lead them to Jakandor.

Worshippers[edit | edit source]

Every Knorr fears and respects the War Mother, as she is the one who decides who lives and dies before a battle has started. Myths and stories about her are told, but she is never relied on as much family and friends are.

War priests[edit | edit source]

War priests are the direct servants of the War Mother. They provide spiritual guidance within the beast cults of the Knorr, provide blessings for combatants, and pray for the favor of their goddess to be granted hope of victory in battle. They wear garbs made of animal skins, headdresses made of skulls of predators, and metal jewelry, that makes percussive sounds as they walk. Weaponsmithing is a forn of meditation for them, so they're often found in smithies working and stocking armories with the weapons they've made. They also seek to be examples of valor and bravery, as they seek glory in battle.

They had the following traits in 2nd Edition:

Requirements: Strength 12, Wisdom 13
Alignment: Any Lawful
Animal Totem: Clan guardian (and beast cult animal if applicable)
Weapons: Any, but must get proficiency in battleaxe, longsword, and shortbow first
Armor: Any
Proficiencies: Animal Lore, Animal Handling, Animal History, Animal Training, Armorer, Blacksmithing, Bowyer/flecther, Hunting, Languages (Modern), Religion, Riding (Land-based), Set snares, Weaponsmithing
Barred proficiencies: Agriculture, Astrology, Pacify, Weather Sense
Major Spheres: All, Animal, Combat, Healing, Protection, Summoning
Minor Spheres: Clan, Divination, Necromantic, Sun, Plant, Weather
Benefits:
Can become a specialist in a single type of weapon, but the benefits only apply if they're using a weapon they themselves made
Hindrances:
Must follow the Code of the Warrior, failure to do so, even unintentionally, results in withholding of spells, requirement to do penance, or excommunication

Shapeshifters[edit | edit source]

Believed to be closest to the War Mother and her children, shapeshifters are those clerics who can turn into animals and could calm wild animals when they were children. These holy people, whilst held in high esteem, are solitary people who prefer the company of animals that they turn into. If they join beast cults, they help as spiritual guides, and help therianthropes function in society.

They had the following traits in 2nd Edition:

Requirements: Constitution 13, Wisdom 13
Animal Totem: Whichever animals form they take, unless the clans guardian is a predator, in which case that is what the shapeshifter transforms into
Weapons: None
Armor: Any
Proficiencies: Animal Handling, Animal Lore, Fire-building, Fishing, Hunting, Jumping, Religion, Tracking, Tumbling, Weather Sense
Barred proficiencies: Agriculture, Astronomer, Astrology, Blacksmithing, Engineering, Weaponsmithing
Major Spheres: Animal, Healing
Minor Spheres: All the others, except Ritual
Benefits:
Can turn into a specific animal and back when wanted, reaching 0 or lower in animal form causes them to return to human form unconcious with 1 hit point
Can turn or control true therianthropes like undead, with infected therianthropes being pacified after a succesfull turn attempt, and cured of their therianthropy if high enough level.
Hindrances:
Unable to transform if wearing armor heavier than hide
Transformation takes one turn, during which they can neither attack or defend, they drop all items on them to the ground, and upon transforming back it takes 1d4 round to rearm
Can't use weapons, magic items, or cast magic in animal form