A plethora of war gods
“It makes no difference what men think of war, said the judge. War endures. As well ask men what they think of stone. War was always here. Before man was, war waited for him. The ultimate trade awaiting its ultimate practitioner. That is the way it was and will be. That way and not some other way.”
- Cormac McCarthy, Blood Meridian, or, the Evening Redness in the West
For long there was The Devourer, the great god of war, shadows, and vengeance. He existed for ages, and mankind wore his symbols, worshiped his image, and shed blood in his name. For long, he schemed, warred, and devoured, and many other gods were forgotten whilst he endured. Until finally, he promoted too much war, to the point most of the greater gods waged it all against him. The firmament was finally free of his poison, and little remained of him.
Mortality (d12, bulky, blast)
- A bastard sword of unknown dark material, the blade looks similar to a gemstone. It houses the remaining essence of a dead god.
- When the sword deals 12 damage, the wielder also suffers it. When the sword deals 1 damage, it summons a Shadow that attacks anything in sight.
- The sword occasionally mutters in a forgotten language, sounding mournful and angry.
Shadow
6 HP, 6 BODY, 14 MIND, draining touch (d6, ignores armor)
- Incorporeal monsters that look like animated shadows.
- Unharmed by mundane attacks, sleep, or mind control.
- Critical Damage: The victim loses another d4 BODY, if reduced to 0 BODY, they become a shadow.
Some peace was finally expected, it obviously never came.
Every place and every people has its petty wars and its petty gods, and more importantly, its petty combinations of the two. Once the devil that you knew was gone, all the smaller devils urged to fill the void. They roused their followers, named champions, bestowed relics and blessed their armies in order to crush the other aspirants. To campaign and conquer! They said. To destroy the heretic and claim what's ours! They proclaimed. War festered more than it ever did, if the devourer could, he'd laugh.
What follows are short description of some of the petty gods of war that urge to be a the top of the food chain. Along with what their average warring followers might look like, and their relic weapon to be given to a champion. A champion might simply an exemplar of the average follower, or maybe the god hasn't named one yet. A PC could become one.
The Mountain God
God of war, steel, and tempests. His symbol is a broadsword over red. He is the patron of a northern population who lived in a stormy, rocky land. Much like their god, these folk are aggressive and belligerent. He is cruel and cold like the land of his people. His usual followers are far travelers who cross lands living by the blade. Those who conquer foes, shed blood with steel, and spread their power. His weapon is currently wielded by an old warrior from the northern lands, and he expects that a younger warrior soon defeats the champion so he can name them the new one. The old warrior knows this.
Conqueror (d12, bulky)
- A battered broadsword, still sharp as death.
- When this weapon deals Critical Damage, the wielder recovers HP equal to the damage dealt.
- When this blade is wielded, it must taste blood, taking control of the wielder if needed.
The Empress
Goddess of war, authority, and knowledge. Her symbols are the crystal and the owl. She was in a forgotten past the patron of a vast army of knights sworn to protect all of mankind. Eventually, their blind idealism of a greater good led to downfall and the lesser evil, a mistake she swore to never allow again. Her usual followers are knights, commanders, judges and others who strive for control and see themselves as the better option, for they know war is undesirable but often the best option. Her weapon is yet to be given to a champion. She is reluctant to do so for she recognizes it is not a blessing.
Regret (10 damage)
- A longsword that although looks plain and common, has a perfect balance and wicked sharpness. It’s a foolish piece of metal nonetheless.
- Each time you attack with this blade, burn 1 LUCK. If the blade wasn’t gifted to you by The Empress herself, you also incur her wrath.
The Sun Knight
God of war, light, and flames. His symbol is the sun. He patrons the endless crusade of humanity and the light against demons and other forces of chaos. His usual followers are any warriors that follow said crusade. Most notoriously, the Sons of the Sun are an order of knights funded in his homage that further his crusade simply by exterminating any and all forces that do not comply to humanity. Their members are recruited young, shaped by harsh training, and outfitted with the best equipment and resources. His weapon not in possession of a single champion, but held by the Sons and given to be wielded temporarily by different members as they seem more appropriate. This does not please the god, but he knows better than to contradict his strongest followers.
Radiance (d8, 6 charges)
- A pristine longsword with a wide guard and its blade adorned with a stern face.
- Spend 1 charge to light the sword in flames for 1 Turn. While it’s lit, it emits light equivalent to a torch, deals +d12 Bonus Damage, and can harm incorporeal targets.
- Recharge: Kill a powerful demon or other similar creature of chaos with the sword.
The Deceiver
God of war, serpents and treachery. His symbol is an eye. He patrons those who know that in war, you must use any means necessary. Espionage, assassinations, poisoning, any tool that might bring you victory should be used. His followers are rulers, spies, and all those who fight in the shadows, knowing that a fair fight is a lost fight. His weapon is buried in a secret location along a ruler he championed long ago. He considers finding the weapon the test to prove someone deserving to be championed.
Kingmaker (d8)
- A curved sabre with a thin blade, it's handle adorned with powdered gemstones.
- Wounds made by the blade stop bleeding and close in a few moments, leaving behind clean pale scars. This does not reduce the internal damage done.
- Critical Damage: The victim is affected by a silent poison, that deals d12 damage an hour after being inflicted if not properly treated.
The Weapon
Goddess of war, rain and beasts. Her symbol is a gaping mouth with sharp teeth. She patrons over beasts, monstrosities and all to whom violence is an inevitability, those to whom what humans call war, is purely nature. Her followers are those consumed by war and violence, be it by choice or not. She was long ago much more, but the Devourer made of her one of his first victims, and a weapon is all that's left. Her champion is any capable of picking her up and wield it to promote war. She often manipulates a champion into getting killed if she's dissatisfied with them. For the Weapon, this is as natural as breathing.
Herself (d10)
- A messer of aged steel, stained red and black. It's what remains of a long forgotten deity. The sword is sentient and can speak with its wielder, being well-humored and carefree, but incites violence at any given opportunity.
- While you're wielding this weapon and are in combat, you automatically succeed in saves against Critical Damage, but the moment you drop it or leave combat, you immediately suffer Critical Damage.
- Critical Damage: The victim explodes in a shower of blood.
The Sovereign
God of war, wolves and the hunt. He patrons over the conquest of the world by those strong enough to take it, seeing everything in nature as simply belonging to whoever is at the top of the food chain. The Sovereign recognizes the sanctity of war, with the victors being worthy of any and all spoils. His followers are the true warriors who recognize this authority. His weapon is currently wielded by a wandering warrior who seeks to be remembered as the greatest warrior who ever lived, she also harbors a great grudges for deceitfulness and magecraft, punishing it along anything else she judges as "coward and wicked". She feels honored to be championed, he thinks she's the greatest champion he or any deity can have. Both are extremely vocal about this mutual respect.
Grey Wolf (d8)
- A longsword with a large, adorned guard. The blade is pale as bone.
- While in the possession of the blade, the wielder has all its senses enhanced to superhuman levels.
- When you roll maximum damage with the blade, roll another die and add it to the result.
The Storm Lord
God of war, thunder and strength. He patrons over the greatest virtue in existence: strength. He's the offspring of an ancient pantheon, and after growing resentful of his ancestors' elaborate and convoluted plans, broke off to wield power as it should be wielded: as part of his nature. His usual followers are gladiators, athletes, and all those who see strength and the pursuit of physical prowess as the most noble. His champion was recently defeated by the wandering champion of a rival deity, and she now wields both relics in battle. The Storm Lord is currently focused on gathering followers that can defeat her and reclaim his weapon. Until now, to no avail.
Glory, Unconquered (d10, 4 charges)
- A heavy spatha made of a yellowed alloy, the blade looks as if it was cracked.
- This weapon can be easily thrown, despite its size. Spend 1 charge to make it fly back to your hand.
- Spend one charge to create a thunderclap, dealing d10 Blast damage to anyone Nearby.
- Recharge: Win a battle or a contest of strength where you are at disadvantage.