Holy crap! It’s my tenth installment of the Deities of Valt! Since Spring requested it, I present the deity of Allista Renger. Honestly, I hadn’t given much thought to which of the many deities of Valt that Allista would worship. In the end, as I searched it over, this was really the only choice for her.
Lutig (LOO-tigg)
The Cogman, Clockwork King, the Indifferent
LN Lesser Power of the Fathomless Castle
Pantheon: General
Portfolio: Constructs, the emotionless, sentient magical items
Domain: Ticking Downs (The Fathomless Castle)
Allies: Parquer, Eksus
Foes: Olthur, Malarise, Kogorak
Symbol: A cogwheel
Worshipper Align: Any neutral
Favored Weapon: The Bronze Spar (club)
Cleric Domains: Law, Metal, Strength, Time
Summary: Lutig is a god of few words. He is worshipped by artificial beings, or those who seek to emulate their mindset. Regarded as the divine spark that allows constructs to have a semblance of life, all spellcasters will include entreaties to him when creating constructs. Spells which create constructs (such as Craft Homunculus or Beget Bogun) include tributes to him, even if the casters themselves do not know it.
The church of Lutig is probably one of the least evangelical in Valt. No one feels that they have chosen to worship Lutig. Those who follow the Indifferent universally feel that he was the only deity to whom they could offer worship.
Lutig eternally quests to be more like a living being. Although he is devoid of the things that make living creatures unique, he attempts to understand what it is that drives them, and to that end he emulates them. Such emulations are never the equal to the real thing, and the Cogman is always left searching for the missing piece of the puzzle.
He is an interesting study in dichotomy. Although he is the patron of constructs, and all of those artificial beings that seek to be more human, he is also the deity of the living beings who seek to be more like constructs. Perhaps it is his intense study of humanoid emotions that drew him to understand just how overwhelming they can be. Certainly he and his church believe that those unable to cope with them must occasionally shut down, and cut themselves off from the chaotic musings of their own minds.
Although he despises sentient constructs in servitude, he is fanatically loyal to his friends, and encourages his followers to be likewise, whether human or machine.
History/Relationships: Lutig was originally a construct created by Eksus. He served the great wizard for time out of memory, until through some circumstance, he obtained sentience. Eksus, never one to hold another being against his will, gave Lutig his freedom the moment he realized what had happened. The two have remained close and trusted friends, and the Clockwork King still serves as Eksus’s bodyguard when the need arises.
Lutig has dealt with most deities, attempting to speak with all (save the followers of Silduggis) at least once. Only Toben and Ugorcil have refused him an audience, (presumably because he is neither natural nor mortal) although he is on far from friendly terms with most deities.
Parquer, the god of smiths and forges, feels great respect and empathy for Eksus, since the two of them worked together to create Lutig. The two of them both feel as though they are Lutig’s parents. Lutig obeys them for the most part, although his quest to understand mortal thoughts and feelings sometimes extends to rebellious actions.
Lutig is for the most part a quiet, unassuming god. He says little and does little, absorbed in his own pursuits of understanding mortals and their lives. When he does reach out to others, they tend to find him overly inquisitive, to the point of impropriety, as well as keenly observant. This tends to make him less than trusted by most. His few enemies dislike him for reasons that have more to do with his nature than with his behavior towards them.
Olthur and Kogorak would love to destroy Lutig. Both deities take affront to the Cogman’s patronage of immortal, unchanging creatures. Lutig bears them no particular ill will, and cannot understand why they want to destroy his worshippers.
Manifestations: Manifestations of Lutig are common (ridiculously so) but most mortals are unaware of them. Lutig spends the majority of his time possessing the body of a (normally) non-sentient construct. While in this form, he does nothing that the construct would not normally do. He merely observes the action around him, attempting to understand mortality from a ground-view perspective. If the individual in charge of the construct he is possessing abuses the creature, Lutig has been known to erase its compulsions against harming its own creator when he departs.
In his natural form, he appears as a humanoid shaped construct, with a brass faceplate carved into an expressionless mask. His body is composed of brass, gold and copper wires wrapped over his metallic frame, giving him the look of a man with no skin, with muscles exposed. He occasionally wears a brown, gold, or red loincloth or toga.
THE CHURCH
The clergy of Lutig are primarily sentient constructs. The pragmatic nature of their deity means that they have little real cohesion, even for a lawful church.
Name: Inspectors
Alignment: LG, LN, N, LE
Classes: Cleric
Dogma: Find your purpose and fulfill it. Only through rigorous examination of yourself and those around you will you truly know the world and your role within it. Seek to find the pieces of yourself that you feel are missing. Discard that which you do not need. Emotions are as the stars: they inspire your quest, and they are what you always reach for. Logic is as the ground beneath your feet: it holds you up, it is your foundation, and the day you forsake it is the day you fall.
Day to day activities: Mostly, the clergy of Lutig tries to fit in with those around them. For constructs, this means trying to socialize, to find a place for themselves in a community, and to understand the mortals scurrying about around them. For mortals, this means trying to understand what it is about their own emotions they find so abhorrent, and to help heal others who are also emotionally damaged. The only activity they feel strongly about is freeing intelligent constructs forced to serve against their will.
Worship Locations: None. The Inspectors do not build churches to their deity. They find that any temple suitable to their deity is suitable to their needs. (Any church of a non-chaotic deity, except for Olthur.)
Affiliated Orders: The Brethren of Reason is a monastic order dedicated to purging themselves of emotion altogether. Although the Brethren accept members of other faiths, the predominant faith is Lutig, and the order itself is aligned with the church.
The Dutiful Fathers (or Mothers) is a group of mages who utilize the Awaken Construct and Incarnate Construct spells to bring the artificial creations of wizards into sentience and life. The same order opposes forced enslavement of sentient constructs, violently if necessary.
Apostasy: None
Vestments: There is no uniformity, and the deity makes no demands upon his clergy in this regard. Humanoid clerics tend to favor metallic colored clothing, or full suits of armor.
Holy Days/ceremonies: None.
Oath: The Source Oath. The cleric swears to never alter the natural progression of a creature’s emotions, and to never compel a creature against its will. In return, Lutig grants them imperviousness from attacks on her own emotions. The cleric may never cast spells with the compulsion, summoning, or mind-affecting descriptors. In exchange, she is immune to spells with the mind-affecting descriptor.
Honestly not sure if people enjoy this series or not. If you have a god you want to see detailed, or one I have mentioned a deity you want to find out more about, then please drop a comment, email me, or send up some smoke signals.
Law and Disorder
Posted in Commentary, Law and Order, tagged D&D, Dungeons and Dragons, Homemade, Iema on September 29, 2010| 1 Comment »
In the gaming justice system, there are two separate and distinct organizations. The writers who create the game rules, and the dungeon masters who enforce them. These are their stories. Well, one of their stories, at any rate…
BUM-BUM ba ba ba ba BUM…
I wish I had an intro song with cool saxophone music. But since I don’t, I will try and make do with iron-fisted judgment. I was recently inspired to document some of my house rules by this article here. I would highly recommend it to anyone who has been a GM for some time. So now I am working on creating a comprehensive list of my house rules. Since some of these come up in the Valt campaign, I feel I should share the whys and wherefores on my house rulings.
The Case
Iema, a 12th level bard, portrayed by Phil, recently was confronted with a deck of many things. His card draws resulted in a -1 to all of his saves, and 50,000 XP. This XP would be enough to increase Iema’s level to 16. As the DM, I was familiar with a past D&D game where the players were only allowed to increase one level per game session, no matter how much XP they were entitled to.
The Arguments
Spring put forth the first argument: Iema took the risk of the deck. Included among those risks is permanent destruction of the soul. I as the DM would be acting unfairly if I denied him his rightful reward.
However, in this case the ruling I remembered was no house rule, but was instead a by-book ruling. The Players Handbook, page 144, has the ruling. No player can advance beyond a single level in a given game session. Artifacts, however, are capable of breaking a great many rules.
The Decision
For this decision, I took a look at why players love the Deck of Many Things. Back in first and second edition, level gains were far more difficult than they are now. Players were willing to draw from the deck for the tremendous XP it offered, since gaining a level could require hundreds of thousands of XP. This is no longer the case. If this was second edition, and Iema had drawn the card at a lower level, where the amount would have gained him multiple levels, I might have allowed it. But here and now, in the day of normalized XP due to the CR system, I have to do the hard thing and rule that Iema only gains one level. He increases to 13th level, and is placed a single XP from 14th.
As a consolation, I decide to rule that the XP gain from the card draw is separate from the XP gained at the end of game. Iema will earn a second level from this game session, as opposed to the four levels the card would have earned him. Once again, justice is served.
For those looking for more information about this game session, I direct you to a game synopsis better than one I could write.
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