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The subterranean god of earth and ore, Uru Lai Kah grants worshipers stone-like resilience and dominion over rock. Uru Lai Kah will protect adventurers from hostile polymorph and translocation effects (though not banishment), but frowns upon intentional use of teleportation or blinking, preferring that you use the dungeon’s extant system of hatches and shafts, including ancient tunnels available only to those who worship Uru. Although Uru Lai Kah does not actively punish flying, devotees who are not in contact with the earth will be deprived of most of Uru Lai Kah’s divine abilities until they reconnect with terra firma.
Rationale
Versatile, defense-oriented god who
1.) devalues common maneuvering and escape options (teleport, blinking, and flight)
2.) alters how you explore the dungeon and think about your surroundings
3.) provides several abilities that involve interesting trade-offs, producing powerful effects but exposing you at the same time in various ways, via creating noise and removing diggable wall tiles from around you at random (thus removing cover).
Uru appreciates returning enemies to the bosom of the earth (Killing dudes). Bonus piety for killing flying dudes
Uru deprecates intentional teleportation or blinking (penance). Intentionally using teleportation or blinking while under penance will result in wrath and further piety loss.
Any of Uru’s wrath effects may be accompanied by an extremely loud noise at your location. All escape hatches and shafts are unavailable while under penance/wrath. All walls are indestructible while under penance/wrath.
+ Earthquake: Only happens when you haven’t been on level for very long. High chance to wake enemies, level-wide.
+ Uru may remove, shift, or place walls around you.
+ Uru may permanently increase regeneration rate and/or the AC of an enemy or set of enemies you are fighting.
+ Uru may shaft you one level, but will not drop you into a new branch (you won’t go from dungeon 16 to depths), nor will Uru shaft you down into a branch end. — Even the god of stone has a heart.
+ Uru may sic denizens of the earth against you; strength of the enemies is determined based on your character level. (Deep Dwarves, Deep Trolls, Iron Trolls, Gargoyles, Earth Elementals, Iron Dragons, etc.)
This is an interesting and well thought-out design! Some comments nonetheless:
I believe that piety gain could be more interesting than just killing monsters. The rock theme should allow this. Here's one random idea (probably not so hot): you only gain half piety for killing on a level; the other half is stored. You get that half if you leave the level, with a bonus if you use a tunnel/shaft to an unexplored level. After that, you don't get piety for killing monsters on this level anymore (not even if you lure them to a new level.)
+1 for abstaining from using or special-casing Passwall and earthy monsters!
Pebble power: this is interesting, but could be extended from vertical only (i.e. across levels) to also allow tunnels within a level: this would be a new trap type, only available to followers of the rock god, and act like single-use doors. Nifty (perhaps bad) idea: using a tunnel creates a large rock.
I really like the Wall power — the effect might be different than increased HP regeneration, but that's not the point. Battlement overlaps with a power of the Defense god currently under implementation.
Flavour: there's a host of mythology about people who gained strength from the earth (and becoming weak when lifted into the air); we can nod to that in the god's description (without mentioned the sources explicitly, of course). — dpeg 2014-05-09 13:10