Showing posts with label Hœnir. Show all posts
Showing posts with label Hœnir. Show all posts

Thursday, September 7, 2017

Campaign Design - The Lords of Heaven: Hœnir

Hœnir (Viswa-Nîn)

The Machine Who Makes; The Iron Lord; Celestial Lord of Constructs, Engineers, and Ironborn

Alignment: Lawful Neutral.
Domains: Armor, Artifice, Constructs, Creation, Fabrication, MechanusTime.
Summon Monster: Hœnir's clerics and favored souls can summon axiomatic and ísern-souled creatures using summon monster spells.
Symbol: Three interlocked gears.
Favored Weapon: "The tinkerer's hand" (light hammer).

Hœnir's origins are lost in legend. The celestial lord is a great machine animated by clockwork gears and magical power, so some maintain that Hœnir was crafted - crafted in Wünd's celestial forgers and assembled by means of Füllar's ingenuity. Others dismiss such notions as ludicrous, and instead say that Hœnir is the physical manifestation of the clockwork workings of the universe itself, and predates the existence of all other beings. Those who hold this position claim that Hœnir is the Great Maker who crafted everyone and everything else that exists, or ever existed. On this subject, as he is on all other subjects, Hœnir is silent, for the Iron Lord does not speak.

In tales, Hœnir appears as an iron golem shaped from iron and bronze, with gouts of steam constantly issuing forth from his joints. As with all things about him, Hœnir's exact nature is shrouded in mystery. Some say that he was once a being made from flesh who slowly replaced himself with mechanical parts - citing Heim's silver hands and eyes and Tiwas' golden arm as an example of how this process could have begun. Other quarters hold that Hœnir was always a steam and clockwork creation, and that he has never been a creature of flesh and blood. Still others maintain that beneath Hœnir's metal exterior beats a fragile heart made of muscle and blood. The one thing that all agree on is that not even Woda knows the truth. What is known is that Hœnir is not only a machine himself, he is the creator of new machines, and delights in building new machines, and is constantly fabricating new constructs, new steamwork devices, and new clockwork gadgets in his celestial workshop. Though he does not speak, Hœnir makes, tirelessly crafting an endless stream of creations driven by an enigmatic agenda that none but he knows.

There are few tales that tell what Hœnir did during the War in Heaven. Some say he did not participate directly in the fighting, instead crafting weapons and war machines to aid the Celestial Lords in their struggle, while other stories imply that the Divine Machine fought alongside the Celestial warriors against their demonic foes. The stories all agree that even though Heim's silver hands and eyes and Tiwas' golden arm cam from Wünd's forges, it was Hœnir's skill and ingenuity that made them possible. Many other stories describe mighty engines of divine destruction crafted by his hands that were thrown against the demonic hordes. It is accepted as a matter of faith that the great golem that looms inert over the fortress city of Cær Alrys is Hœnir's creation.

Hœnir is not a particularly popular deity, but his followers are usually ardent in their devotion. He is loved by engineers and craftsmen, finding great favor among gnomes and dwarves. He is regarded as the patron lord of the ironborn, who regard his existence as a harbinger of the inevitability of their own creation. Hœnir's temples often resemble workshops more than places of worship, as his followers are called upon to show their devotion by their own creative industry.

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Saturday, January 1, 2011

Campaign Design - Clerical Domains: Constructs

Constructs Domain (adapted from The Divine and the Defeated, Hammer & Helm: A Guidebook to Dwarves, and Relics & Rituals II)
Divine Power: Hœnir.
Granted Power: You gain the ability to rebuke or command constructs as an evil cleric rebukes or commands undead and the ability to turn or destroy constructs as a good cleric turns undead. You may use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Additional Granted Power: You gain access to all spells required to create any type of golem.

Constructs Domain Spells
1st: Animate Small object (H&H), invisibility to constructs (DD)
2nd: Animate Medium object (H&H), stop golem (DD)
3rd: Animate Large object (H&H), shout (DD)
4th: Construct rider (H&H), strength of Hœnir (DD)
5th: Animate Huge object (H&H), transfer sentience (DD)
6th: Fabricate, heal construct (DD)
7th: Animate Gargantuan object (H&H), reconstruct (DD)
8th: Construct body (H&H), iron body
9th: Animate Colossal object (H&H), steal control (DD)

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Hœnir

Campaign Design - Clerical Domains: Fabrication

Fabrication Domain (adapted from Gods)
Divine Power: Hœnir.
Granted Power: You are treated as if your caster level was four levels higher than it actually is for the purpose of building constructs. You must still be able to cast any spells required by the creation process.

Fabrication Spells
1st: Continual flame
2nd: Create food and water
3rd: Minor creation
4th: Hœnir's secure shelter
5th: Animate objects
6th: Major creation
7th: Awaken
8th: Prismatic wall
9th: Create life (G)

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Hœnir

Campaign Design - Clerical Domains: Mechanus

Mechanus Domain (from the Spell Compendium)
Infernal Power: Hœnir.
Requirement: Must be lawful neutral.
Granted Power: You gain the ability to smite chaos with a single melee attack once per day. You add your Charisma bonus to your attack roll and deal an extra 1 point of damage per cleric level. This smite attack is treated as lawful-aligned for the purpose of overcoming damage reduction. At 5th level and every five levels thereafter, you can use this smite attack one additional time per day.

Mechanus Domain Spells
1st: Command, protection from chaos
2nd: Calm emotions, mechanus mind (SC)
3rd: Magic circle against chaos, mantle of law (SC)
4th: Discern lies, order's wrath
5th: Dispel chaos, mark of justice
6th: Hold monster, wall of gears (SC)
7th: Dictum, mass hold person
8th: Iron body, shield of law (SC)
9th: Call marut (SC), Woda's disjunction

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Hœnir

Campaign Design - Clerical Domains: Time

Time Domain (as modified by Hamunaptra: Egyptian Adventures and SpirosBlaak)
Divine Power: Hœnir.
Granted Power: You gain the feat Improved Initiative as a bonus feat.

Additional Granted Power: Any time you apply either the Extend Spell or the Quicken Spell metamagic feat, the modified spell takes up a slot one level lower than it normally would. Note: This level reduction stacks with the level reduction provided by metamagic feats outlined in the Highly Experimental Metamagic Rule. The level reduction cannot reduce the level of a modified spell below its actual spell level.

Additional Granted Power: You cast all Time Domain spells at +1 caster level.

Time Domain Spells
1st: Sanctuary, true strike
2nd: Delay poison, gentle repose
3rd: Haste, slow
4th: Freedom of movement, scry the ages (SB)
5th: Hastening the age (SB), permanency, rusting grasp
6th: Contingency, sequester
7th: Delayed blast fireball, mass haste, wellspring of youth (SB)
8th: Foresight, temporal stasis
9th: Time stop

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Hœnir

Campaign Design - Clerical Domains: Creation

Creation Domain
Divine Power: Hœnir
Granted Power: You cast all conjuration (creation) spells at +1 caster level.

Additional Granted Power: You may cast minor creation once per day as a spell-like ability, using your cleric level as your caster level.

Additional Granted Power: You gain a +2 sacred bonus on all Craft and Profession checks.

Creation Domain Spells
1st: Create water, summon monster I, unseen servant
2nd: Make whole, minor image
3rd: Create food and water, shape sand (H:EA)
4th: Minor creation, restoration
5th: Major creation, wall of stone
6th: Blade barrier, heroes' feast
7th: Permanent image, resurrection, temporary oasis (H:EA)
8th: Barge of Hœnir (H:EA), mass heal, true creation
9th: Gate, pavilion of grandeur, summon monster XI

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Hœnir

Campaign Design - Clerical Domains: Armor

Armor Domain (from Hammer & Helm: A Guidebook to Dwarves)
Divine Power: Hœnir.
Granted Power: Armor counts as one category lighter for the purposes of determining your speed. You move at your normal base speed while wearing medium armor, and may run at quadruple speed while wearing heavy armor (although your speed is still reduced as if you were wearing a suit of medium armor). This armor changes only how the armor affects your base speed; for purposes of class abilities such as a barbarian's fast movement or spells such as fly, the armor is still treated as its normal category.

Armor Domain Spells
1st: Shield of faith
2nd: Armored travel (H&H)
3rd: Magic vestment
4th: Armor of force (H&H)
5th: Resize magic arms and armor, stoneskin
6th: Armored skin (H&H)
7th: Repulsion
8th: Holy aura
9th: Prismatic sphere

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Hœnir

Campaign Design - Clerical Domains: Artifice

Artifice Domain (as modified by the Thieves' World Player's Manual)
Divine Power: Hœnir.
Granted Power: You gain a +4 competence bonus on all Craft checks.

Granted Power: You cast all conjuration (creation) spells at +1 caster level.

Artifice Domain Spells
1st: Animate rope
2nd: Wood shape
3rd: Stone shape
4th: Minor creation
5th: Fabricate
6th: Major creation
7th: Hardening
8th: True creation
9th: Prismatic sphere, wish

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Hœnir