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Timmorn, Lord of the Hunt

(a.k.a. The Beast Lord)

Perhaps the angriest and most vengeful of the godlings, Timmorn is the unwanted and unwelcome son born from a secret dalliance between Skeinor and his wife's sister Metra.  Ashamed of what she had done, she hid the pregnancy from her sister even as they crafted the Lands between them.  Timmorn was born deep in the earth, in a cave built for the purpose.   After his birth, Timmorn was raised mainly in darkness so Raya would not come to know him and be alerted to her sister's betrayal.  His mother Metra lapsed into an unending sleep soon after he was born, and Skeinor has never acknowledged him.  He was raised instead by the wild things in the wilderness and learned the savage natural order.   According to legend, Timmorn knew and allied himself with Korax the Dominator, even marrying one of his generals.  However, Korax betrayed the Beast Lord and Timmorn turned against him, even abandoning his wife.  Bitter and alone, Timmorn is said to still walk the untamed wilderness, stalking any prey that should cross his path.   It is said that Timmorn leads the Wild Hunt, a supernatural party of predators that races across the lands at certain times, slaughtering everything in their path.  His main worshipers are beast-kin, such as the bear-like Karhu, Lizardfolk, Lionkin, and especially werewolves and the like.  His religion is called the Cult of Beasts.  Timmorn will rarely award his faithful with gifts that permit them to summon and exercise control over certain animals.

Divine Domains

Hunting, murder, violence, and animals, especially predators.  Timmorn claims all beast-kin, including Karhu, Lizardfolk, Gnolls, Lionkin, and Werewolves as under his dominion and dubious protection.

Artifacts

Horn of the Hunter -   A Horn of the Hunter is a great curved horn crafted from a large bovine, banded with precious metals and covered in carvings.  Once per week, the user can blow upon the horn and summon 1d6 predator beasts.  These beasts will be able to communicate with the horn blower and follow their commands.  If summoned into combat, the summoned predators remain until killed or until the end of combat, when they transform into mist and vanish.  If summoned outside combat, the predators will last for 1 hour.  There are several types of Horns of the Hunter:
  • Iron - Banded with iron and covered in carvings of wolves chasing deer in a forest, an Iron Horn summons wolves when blown.  A wolf has the following Stats:  HP:3, Bite Attack (2d6, 1 damage), Traits: Fleet of Foot, Tracker, Pack Tactics: If a wolf successfully attacks an opponent, all other wolves attacking the same opponent attack with Advantage.  It is believed that there are 12 Iron Horns in existence.
  • Bronze - Banded with bronze and showing carvings of bear snatching trout out of a mountain stream, a Bronze Horn summons grizzly bears when used.  A summoned bear has the following Stats: HP:4, Bite Attack (3d6, 1 damage), Traits: Berserker, Survivalist, Die Hard.  Legends say that 6 of these Horns were created.
  • Golden - wrapped with ancient gold bands and displaying intricately carved lions hunting on the savannah, a Golden Horn summons lions when winded.  A summoned lion has the following Stats: HP:4, Bite/Claw Attack (3d6, 1 damage), Traits: Fleet of Foot, Sneaky, Perceptive, Lion's Roar: once per combat, a lion can sound a loud roar, requiring everyone within earshot (including the horn blower and their allies) to make a Standard saving throw.  Failure causes the person to make all tests and attacks with Disdavantage for 1 round.  Only 3 of these Horns are rumored to exist.
Horn of the Wild Hunt -   Fashioned from the large tooth of a dragon, banded with black metal covered in ancient glowing runes, the Horn of the Hunt is a major artifact.  When blown, it summons the Wild Hunt, which includes 3d6 hunting hounds (use the warg template from Tiny Dungeon, Second Edition), 2d6 Lionkin, 2d6 werebeasts (mostly werewolves, but other predator lycanthropes may be included), 3d6 mounted band of hunters (HP: 4, Spear Attack (3d6 in melee, 2d6 if thrown, 1 damage), Traits: Berserker, Die Hard), and a large assortment of other predators.  The entire Wild Hunt is supernatural, and will have a wraithlike quality to them.   The Hunt will terrorize the entire countryside, slaughtering everything and everyone they encounter.  The Wild Hunt cannot be controlled, not even by the horn blower.  Usually, the Wild Hunt will ride past the horn blower and their allies, leaving them unmolested, there is a 1 in 6 chance they turn at attck them as well.  The Horn can only the blown after sunset, and the Wild Hunt will ride until the first rays of sunrise are seen, at which point they will fade away.   There is a 5% chance that blowing the Horn will summon Timmorn himself.  If he comes, he likewise is not beholden to his summoner; instead, he will size up the blower and their allies and determine whether he sees them as predators or prey.  Woe betide any he determines to be prey.

Divine Symbols & Sigils

A four toed paw print with claws, sometimes dripping blood.

Tenets of Faith

One is either predator or prey.  Know which you are.  The strong shall always slaughter the weak.  Strive to be the hunter in all things, rather than the hunted.
Divine Classification
Godling
Religions
Children


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