Introduction
Tempus, the Foehammer and Lord of Battles, governs war as a force that reveals courage, skill, fear, and chance. He does not permanently favor nations or causes. The army he aids today may face his chosen champions in its next campaign.
Soldiers, mercenaries, officers, and weapon masters pray to Tempus before battle. His temples serve as armories, barracks, and neutral places where rivals can settle martial disputes under rules both sides accept.
The avatar appears when a battle will decide the fate of a realm, when commanders dishonor the field through treachery, or when victory becomes an excuse to murder the helpless. He respects an enemy who stands firm and despises a commander who spends lives to protect a reputation.
Physical Appearance
Tempus appears as a massive, broad-shouldered warrior in battered blue-gray plate. A dark red crest runs along his helm. He carries a great sword in one hand and a scarred shield in the other.
His armor bears marks from battles no mortal history records. His voice carries across a field without shouting. When he approaches, loose weapons turn toward the nearest threat and frightened soldiers hear a steady marching cadence beneath the noise.
Roleplaying the Avatar
Tempus is direct, disciplined, and impatient with political excuses. He judges conduct under pressure, not speeches made afterward.
- Ask who will stand in the front rank.
- Address experienced soldiers by weapon or unit before using a name.
- Give an enemy time to take up a dropped weapon.
- Condemn slaughter after surrender without questioning the war itself.
- When plans fail, choose a direction and move rather than debate blame.
Use in a Campaign
The Two Standards
Both armies claim Tempus’s blessing. The avatar offers neither side victory until each produces a champion willing to defend its conduct before the opposing dead.
Last Stand at the Ford
Tempus holds a crossing against an extraplanar host but refuses to command mortals who will not choose the battle for themselves.
The Dishonored General
A celebrated commander won through poisoned wells and murdered envoys. The avatar gives the party one day to bring the general to a lawful field of judgment.
War’s End
A victorious army prepares to sack a city. Tempus will stop the massacre if the defenders formally yield and the characters can reach both commanders before the gates break.
Lairs
Tempus’s lairs clarify lines of battle. Every creature knows where cover lies, fallen weapons remain within reach, and shouted orders carry cleanly through smoke, stone, and magical silence.
The Field of Swords
A plain covered in upright blades records every army that fought there. Drawing one blade reveals the final order its bearer received.
High Hall of the Foehammer
A temple-barracks surrounds a sand floor where disputes are settled before armed witnesses.
The Broken Redoubt
A ruined fortress resets its walls at dawn, forcing each day’s defenders to choose new ground.
Knight’s Rest
In Warrior’s Rest, feasting halls open onto endless battlefields where the honored dead can test any mortal champion.
Shared References
Open a reference for its canonical description and related entries.
