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consolidated:finaroka:finaroka-rules:mythology:deities:hero-gods

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Hero Gods

Overview

Some heroes are so great that they become gods. Not all heroes, of course – and they do not become as powerful as the ‘real’ gods - But they find a place in the hearts of the people and act as intercessor gods on their behalf. However, it is a long torturous process, only available to a select few. While Hero-gods have follows, clerics , shrines and temples - they aren'y ar powerful as regular gods and can't grant high level spells to their clerics. The level limit varies according to the Hero-god's Mythic Level - a few can grant Level six spells, most peaks at level five - some are even more restricted.

List Hero Gods

Some have already been reworked

Human Hero-Gods Spell Level
Reworked - Arth (NG) Patron of Hermits & Heroes and a symbol of Hope. You can read Arth's story here.
More : (Human, touched by the Phoenix).
5
Reworked - Yarma (TN) Guardian of the Dead. More of Yarma's story can be found here
More : (Human, absorbed the power of the Stone Spirit).
5
Petra (NG) The first farmer. Not sure where she fits in yet. More : (Human, touched by Ge) ?
Way (LN)Patron of travellers and second chances. Way's symbol is a Bulls Head. You can read Way's story here.
The Priesthood: Way Houses:
5
R.A.WTNRoyal Ancestor Worship - A private faith practiced by the Royal Family of Porter's Bar. 4
God Kings LE Local Begrib Coast City-Gods 3
Fey hero-Gods Spell Level
OberonCNKing of the Fey 3
Titania CNQueen of the Fey 3

Spell Level indicates the level of spells the Hero-God can grant to his/her followers

Becoming a Hero God

To become a Hero God a character must:

  1. Ascend to Mythic Status
  2. Become a Divine Source
  3. Be immortal
  4. Ordered List ItemHave dedicated followers

1: Ascend to Mythical Status

To become Mythical a character must absorb one of the Shards of Immortality – small motes of godhood created at the time of the God Wars, by the destruction many gods and their source of divinity. For a character to absorb a shard they must be instrumental in an act that releases Shards of Immortality - perhaps the destruction of an Artefact, being touched by a power, or perhaps just having an immortal thread woven into their life-line by the fates themselves. Every time they absorb a shard their status grows.

Once a character has ascended they can progress though the ‘tiers’ by absorbing more Shards of Immortality according to this table. The value shown is the number of new shards to be absorbed before the character advances to the next tier. So a character must have absorbed three shards (altogether) before they can advance to Tier 2.

TierShards
1st*1
2nd2
3rd3
4th4
5th5
6th6
7th7
8th8
9th9
10th10

2: Become a Divine Source

A Tier 3 (or higher) Mythical Creature can elect to become a Divine Source and gain the ability to grant spells to Divine Spell Casters who choose The Mythic as their deity. Unlike the Core Version of the Mythic rules a Mythic character can only grant spells at half their Mythic Tier level (rounded down). A Hero-God’s cult is generally quite small, as even a Tier 10 Mythic Hero-God can only grant spells of level 5 to their clerics. It is hard to attract too many clerics (at this stage) because you could die and they will lose all their spells and class abilities.

3: Be Immortal

A Tier-9 Mythic automatically becomes Immortal and (with minor exceptions) can live forever among the gods – if they so choose. A Tier-10 Mythic actually becomes an Immortal Legendary hero - even if they don’t act as a Divine Source.

However, there are other ways to become Immortal - or at least appear to be immortal to your followers. However, these lesser forms must match up with the followers expectations. A Lich promoting a 'kill all undead' philosophy isn't likely to attract too many followers.

  • Various templates (including Mummy Lord, Lich) give a character a form of immortality. So long as they (or their supporters) have the appropriate knowledge and resources, any character can become Immortal.
  • Some ‘Powers’ can, at a whim, apply a template (similar to Baba Yaga’s Horsemen, Watchman Creature or Eternal) that give a creature a form of immortality - although you might finish up as one of their junior heralds.

4: Have Dedicated Followers

No deity is worthy of the name, if they don’t have a cult or following of their own. Some such as the God-Kings of the Bergrib Coast just have a small local cult – others such as Tar, Arth and Yarma have a huge international following. The greater the following the more powerful the hero-deity will become.
Note

consolidated/finaroka/finaroka-rules/mythology/deities/hero-gods.1693686888.txt.gz · Last modified: by johnb