Sunday, December 30, 2018

The Gods of Alnwich: Likumä


of the Horses, of Letters, the Lightbringer, Protectress, of War

Greater Deity
Sphere of Influence: Agriculture, Civilization, Protection, and the Sun.
Symbols: Fire, Girdle, Gold, Lamp, Ram, Shield, Sun, Sword, Wolf.
Favored Weapon: Spear, Sword & Shield.
Relationships: Daughter of Karalis and Sëra and twin sister of Korë.

Likumä is the virgin goddess of civilization, law, oaths, and war, but she does not focus on personal combat or killing, like Veträ. Instead, her domain encompasses strategy, tactics, and establishing peace afterward. She first performed this feat when she introduced Law to the ancient Skiding clans, allowing them to find peace and make decisions without the need for bloodshed among kinsmen.

The child of Karalis and Sëra, Likumä sheds her life-giving warmth on the fields as she flies through the sky on her owl-drawn chariot with her sword and the golden shield, Aurinko, who burns with such fire and fury that it sheds the light that creates the days. She is a friend of Veträ and often spends time in his halls training, drinking, and discussing matters of importance. Her complete disinterest in love prevents Sieva from growing jealous of her – no small feat to be certain.

Likumä most often takes the form of a wolf mother or a terrifyingly beautiful warrior woman clad in full battle regalia. She is particularly cold and distant, and this often frightens those she meets.


Likumä patronizes those who support and protect civilization. This usually manifests as Sense of Duty (Nation or Humanity) [-10 or -15] but may also reasonably take the form of some combination of Generosity, Honesty, Selflessness, and Truthfulness. Like other deities, Likumä has many rituals and ceremonies associated with her, which justifies Disciplines of Faith (Mysticism or Ritualism), but unlike other deities, she does not take blood sacrifices.

Divine Servitors

The spirits who serve Likumä always have one of Fire, Good, Light, or Order, and of those, Good and Light are most predominant. Those of her servitors who represent civilization take Peace, while those who are more protective will have Life. Wisdom fits servitors that embody enlightenment and knowledge, and War suits those who actively wage war to protect civilization against the encroaching darkness.


Likumä enjoys a great many shrines in Alnwich and the surrounding settlements. Small ones are common in homes alongside those of Sëra. Such shrines usually have a small figurine of Likumä in full battle regalia facing the main entrance flanked by a pair of white candles. Larger shrines will have larger statues with large braziers and white carpets. The entrances always have wash basins, so supplicants can be as pure as the virgin goddess herself.

Clerics of Likumä

Priests of Likumä should generally be built using the Initiate template with the following modifications:

Advantages: Remove Channeling, Green Thumb, Licensed Exorcist, Medium, Spirit Badge, Spirit Empathy, Spirit Weapon from the list of optional advantages and add Born War Hero 1-4 [5/level], Combat Reflexes and Enhanced Block 1.
Disadvantages: Add a required -10 points in any of the disadvantages listed under Morals, above and reduce the -30 points in disadvantages to -20.
Skills: Remove Herb Lore, Hidden Lore (Elementals, Faeries, and Spirits), and Naturalist from the list of optional primary skills and add Riding (A) DX [2]-11; Strategy (H) IQ-1 [2]-12; and Tactics (H) IQ-1 [2]-12 to the list of optional primary skills. • Add Polearm to the melee weapon options. • Remove Blowpipe, Bolas, Lasso, and Thrown Weapon (Stick) from the ranged weapon options and add Thrown Weapon (Harpoon) (E) DX+1 [2]-12. • Remove Veterinary from the list of optional secondary skills. • Remove Disguise (Animals), Mimicry (Animal sounds or Bird Calls), and Traps from the list of optional background skills and add Leadership (A) IQ-1 [1]-12; Soldier (A) IQ-1 [1]-12; Strategy (H) IQ-2 [1]-11; and Tactics (H) IQ-2 [1]-11.
Special Abilities and Spells: Choose the following 25-point package:

Cleric of Likumä: Either Power Investiture 2 [20] or Divine Favor 5 [20]. • Choose [-10] points from disadvantages mentioned in Morality, above. • 15 points total in any combination of Power Investiture 3 [10], Divine Favor 6 or 7 [5 or 15], Learned Prayers, or clerical spells.

Holy Warriors of Likumä

Holy warriors of Likumä are usually built using the Archer template with the following modifications:

Advantages: Add Common Sense [10], Divine Favor 4, 5, or 6 [10, 15, or 20], Intuition [15], and “or Learned Prayers” to the list of optional advantages.

Disadvantages: Add a required -10 points in any of the disadvantages listed under Morals, above and reduce first -20 points disadvantages to -10.

Cleric Spells

Likumä grants her priests the following spells:

PI 1 Bravery, Bright Vision, Coolness, Detect Magic, Extinguish Fire, Final Rest, Ignite Fire, Lend Energy, Lend Vitality, Light, Recover Energy, Resist Cold, Resist Fire, Seek Food, Seek Water, Sense Danger, Sense Spirit, Share Vitality, Shield, Warmth, Watchdog.

PI 2 Clean, Cleansing, Command Spirits (spirits of the city), Command, Continual Light, Create Water, Detect Poison, Find Direction, Glow, Heat, Hide Emotion, Know Direction, Light Jet, Might, Minor Healing, Nightingale, Peaceful Sleep, Purify Air, Remove Contagion, Resist Disease, Sense Life, Silence, Stop Bleeding, Summon Spirit, Tell Position, Test Food, Turn Spirit, Turn Zombie, Vigor, Wall of Light.

PI 3 Body-Reading, Command Spirit, Compel Truth, Cure Disease, Dispel Possession, Flaming Weapon, Flash, Great Voice, Hawk Vision, Healing Slumber, Magic Resistance, Oath, Persuasion, Plant Growth, Preserve Food, Purify Food, Purify Water, Relieve Sickness, Repel Spirits, Resist Acid, Resist Lightning, Resist Pain, Resist Poison, See Secrets, Seeker, Soilproof, Stop Spasm, Strengthen Will, Sunbolt, Sunlight, Truthsayer, Umbrella, Weather Dome, Wisdom.

PI 4 Bless Plants, Continual Sunlight, Create Food, Dispel Magic, Divination, Major Healing, Neutralize Poison, Predict Weather, Relieve Madness, Relieve Paralysis, Relieve Pressure, Restoration, Restore Hearing, Restore Memory, Restore Sight, Restore Speech, Silver Tongue, Stone to Flesh, Suspend Curse, Vigil, Water to Wine.

PI 5 Bless, Blight, Curse, Darkness, Entrap Spirit, Essential Food, Gift of Letters, Gift of Tongues, Great Healing, Monk’s Banquet, Pentagram, Regeneration, Remove Curse, Rider, Sanctuary, Stop Paralysis, Suspend Mana, Suspended Animation.

PI 6 Burning Touch, Create Spring, Drain Mana, Dry Spring, Instant Neutralize Poison, Instant Regeneration, Instant Restoration, Planar Summons (Divine Servitor), Resurrection, Wither Plant.

Divine Favor

Likumä hears prayers concerning protection, light, learning, and wisdom as general prayers. She grants learned prayers, in addition to the standard general set, mostly based on the following advantages.

Abilities 360° Vision, with Panoptic 1; Affliction, with Vision-Based and Disadvantage, Bad Sight or Blindness; Alternate Form (Body of Light); Burning Attack for tight-beam burning damage, Control (Light); Control (Weather), with Natural Phenomena and Limited, Only to let the sun out (-20%); Create (Light); Damage Resistance, with Force Field and No Signature; Damage Resistance, with Limited for Cold or Heat (both -40%); Damage Resistance, with Limited, Light (-40%); Dark Vision; Fatigue Attack, with Heat; Fearlessness; High Pain Threshold; Hyperspectral Vision; Illusion, with Visual Only; Indomitable; Infravision; Invisibility; Night Vision; Plant Empathy; Protected Sense (Vision); Recovery; Speak with Plants; Telescopic Vision; Temperature Control, with Heat; Temperature Tolerance, for heat; Ultravision; Unfazeable; and Unkillable.

Jürä • Karalis • Korë • Liekki • Likumä • Malä • Menes • Milä • Pazamë • Sëra • Sieva • Veträ • Yaunävä

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