Jürä
of the Ages, the Deep One, the Time Lord
Spheres of Influence: Boating, Confusion, Fog, Time, the Trollenmere,
Water.
Symbols: Cup, Egg, Gray, Hour Glass, Pike, Twilight, Water, Wheel
of Time.
Favored Weapon: Staff.
Favored Weapon: Staff.
Relationships: Married to
Ziluma and father of the Viłni.
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 (Faeries), and Naturalist from the list of optional primary skills and add Boating (Sailboat or Unpowered) (A) DX [2]-11; Seamanship (E) IQ+1 [2]-14; Survival (Island/Beach) (A) Per [2]-13; and Swimming (E) HT+1 [2]-12 to the list of optional primary skills. • Remove Flail from 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 Hiking, Navigation (Land), Riding, Survival (any), and Teamster from the list of optional background skills and add Area Knowledge (Trollenmere) (E) IQ [1]-13; Boating (Sailboat or Unpowered) (A) DX-1 [1]-10; Breath Control (H) HT-2 [1]-9; Naturalist (H) IQ-2 [1]-11; Navigation (Sea) (A) IQ-1 [1]-12; Seamanship (E) IQ [1]-13; Survival (Island/Beach) (A) Per-1 [1]-12; Swimming (E) HT [1]-11; and Weather Sense (A) IQ-1 [1]-12.
Jürä is the timeless god of the Trollenmere and lord of all
waters in the region. He commands all that happens in and on the water,
everything that lives in the water, and the weather above the lake. Within his
domain, none can oppose him. He is the viciousness of a sudden storm and the smashing
waves; the father of sea monsters, and the husband of the Deep. His wife,
Ziluma, whose symbol is a circular net, is the Queen of the Deep and receives the
souls of those who drown to death. Their children are the Viłni – the
multitudes of waves and horrific lake creatures that plague fishermen and coastal
homesteads around the Trollenmere.
Jürä’s waters existed from the beginning and will flow until the
end, giving him mastery over time itself. Much as the waters of the lake give
life in the fish and drink they provide, all while claiming the lives of countless
fishermen and sailor, so too does Jürä’s wheel of time heal old wounds while
slowly grinding souls and mountains to dust. His memory spans eons, giving him the
wisdom of ages and vision through the mists of time, but he does not see the
future. He simply steers the flow and peers into its depths.
Jürä most often appears as an old man in a gray robe holding a
staff but rarely makes a personal appearance anywhere. He is stern,
unrelenting, vengeful, and destructive, but also honest, steadfast, and
trustworthy.
Morality
Like most of the gods, Jürä is not clearly Good or Evil; he is a
force of nature. While he prefers people like himself – those with Honest, Truthfulness,
Sense of Duty (Coreligionists), or Vow (“Redress witnessed wrongs”) – he is just
as likely to patronize someone who regularly prays, makes sacrifices, and
observes the many small rituals that bring him honor and glory – Disciplines of
Faith (Ritualism or Mysticism). Like
so many of his ilk, Jürä is also partial to the occasional blood sacrifice,
usually a fish – Trademark.
Divine Servitors
Naturally, divine servitors of Jürä always have the Water element,
but they often have Nature, as well. Those that embody the confusion or fog
aspect of Jürä have Chaos, and those who represent his command over time have
the Wisdom of ages. Finally, Jürä’s servitors have, on occasion, Travel, and
are responsible for guiding the devout to shore before bad weather envelops the
Trollenmere. And while they rarely have the Winged lens, they do have the
Natural lens with significant regularity.
Shrines
Jürä’s shrines usually appear near docks or the coast and include
a consecrated alter overlooking the water. Their entrances, if they are so
elaborate as to have their own grounds, always incorporate a fountain and catch
basin where devotees can drink in his divinity. On the Feast of the Pike – celebrated
on the full moon of the thirteenth moon – fish are cleaned on the alter and
roasted over open fires on the lake’s shore as a sacrifice to ensure Jürä
brings another year at the month’s end.
Clerics
Priests of Jürä 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 Absolute Timing [2], Resistant
to Seasickness (+3) or (+8) [1 or 2] or Immunity to Seasickness [5], and Spirit
Empathy (Specialized, Water Spirits, -50%) [5].
Skills: Remove Herb Lore, Hidden Lore (Faeries), and Naturalist from the list of optional primary skills and add Boating (Sailboat or Unpowered) (A) DX [2]-11; Seamanship (E) IQ+1 [2]-14; Survival (Island/Beach) (A) Per [2]-13; and Swimming (E) HT+1 [2]-12 to the list of optional primary skills. • Remove Flail from 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 Hiking, Navigation (Land), Riding, Survival (any), and Teamster from the list of optional background skills and add Area Knowledge (Trollenmere) (E) IQ [1]-13; Boating (Sailboat or Unpowered) (A) DX-1 [1]-10; Breath Control (H) HT-2 [1]-9; Naturalist (H) IQ-2 [1]-11; Navigation (Sea) (A) IQ-1 [1]-12; Seamanship (E) IQ [1]-13; Survival (Island/Beach) (A) Per-1 [1]-12; Swimming (E) HT [1]-11; and Weather Sense (A) IQ-1 [1]-12.
Special Abilities and
Spells: Choose the following 25-point package:
Cleric of Jürä:
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
Holy warriors of Jürä are usually built using the Squire template
with the following modifications:
Advantages: Add Absolute
Timing [2], Divine Favor 4, 5, or 6 [10, 15, or 20], Naval Training [1], Resistant
to Seasickness (+3) or (+8) [1 or 2] or Immunity to Seasickness [5], 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.
Skills: Remove Flail,
Polearm, and Two-Handed Flail from all of the optional melee skill packages. • Replace
Connoisseur with Swimming (E) HT+1 [2]-13. • Add Thrown Weapon (Harpoon) (E)
DX+1 [2]-14 and Net (H) DX-1 [2]-12 to the list of ranged weapon skills available.
• Remove Hiking, Riding, and Survival (any) from the optional background skills
and add Boating (Sailboat or
Unpowered) (A) DX-1 [1]-12; Breath Control (H) HT-2 [1]-10; Fishing (E) Per
[1]-10; Naturalist (H) IQ-2 [1]-8; Navigation (Sea) (A) IQ-1 [1]-9; Shiphandling
(Ship) (H) IQ-2 [1]-8; Survival (Island/Beach) (A) Per-1 [1]-9; and Weather
Sense (A) IQ-1 [1]-9.
Cleric Spells
Clerics of Jürä have the following spells available:
PI 1 Breathe Water,
Detect Magic, Fear, Lend Energy, Purify Water, Recover Energy, Resist Pressure,
Seek Coastline, Seek Water, Sense Life, Sense Spirit, Share Vitality.
PI 2 Shape Water (Required), Aura, Awaken, Breathe Air,
Create Water, Daze, Disorient, Extinguish Fire, Find Direction, History, Know
Location, Lend Vitality, Minor Healing, Panic, Predict Weather, Purify Food,
Resist Disease, Shield, Summon Spirit, Swim, Turn Spirit, Vigor, Water Vision,
Waves.
PI 3 Current (Required), (Animal) Control, Affect
Spirits, Ancient History, Beast Seeker, Command Spirit (any type), Create Food,
Detect Poison, Fog, Forgetfulness, Haste, Magic Resistance, Mass Daze, Mental
Stun, Might, Relieve Sickness, Repel (Animal), Repel Hybrids, Repel Spirits,
Resist Acid, Resist Fire, Resist Poison, Terror, Tide, Walk on Water,
Whirlpool.
PI 4 Armor,
Beast-Rouser, Beast-Soother, Cure Disease, Dispel Magic, Divination
(Lecanomancy), Fireproof, Great Haste, Hide, Madness, Major Healing, Neutralize
Poison, Oath, Permanent Forgetfulness, Prehistory, Remove Contagion, Summon
Water Elemental, Suspend Curse, Vigil.
PI 5 Astral Vision,
Banish, Beast Speech, Bless, Control Water Elemental, Create Spring, Curse,
Dispel Possession, Echoes of the Past, Entrap Spirit, Halt Aging, Images of the
Past, Relieve Paralysis, Remove Curse, Scents of the Past, Water Jet, Wind.
PI 6 Beast
Summoning, Bind Spirit (any type), Create Animal, Great Healing, Pentagram,
Planar Summons (Divine Servitor), Regeneration, Resurrection, Ruin, Sanctuary,
Stop Paralysis, Storm, Youth.
Divine Favor
Jürä hears prayers related to water and time, as well as the
usual general prayers. He grants learned prayers, in addition to the standard
general set mostly based on the following advantages.
Abilities Absolute
Timing; Affliction, with Coughing or Suffocation; Allies (Aquatic animals),
with Summonable; Altered Time Rate; Alternate Form (Body of Water); Amphibious;
Animal Empathy, with Specific, All aquatic animals (-40%); Control (Lake), with
Natural Phenomena; Control (Water); Create (Water); Damage Resistance, with
Limited, Fire or Water (both -40%); Danger Sense; Detect (Water or Temporal
Anomalies); Doesn’t Breathe, with Gills; Enhanced Move (Water); Enhanced Time
Sense; Fatigue Attack, with Dehydration; Obscure (Divination); Obscure (Vision)
if justifiable as fog; Pressure Support; Psychometry; Resistance or Immunity to
Aging; Sealed; Slippery; Speak Underwater; Speak with Animals, with Specific,
All aquatic animals (-40%); Temperature Control, with Cold; Terror (Confusion);
Vibration Sense (Water); Walk on Air, with Specific, Fog (-40%); and Walk on
Liquid, with Specific, Water (-10%).
Jürä • Karalis • Korë • Liekki • Likumä • Malä • Menes • Milä • Pazamë • Sëra • Sieva • Veträ • Yaunävä
No comments :
Post a Comment