Pantheon: Dwarven Deities
Here we have the dwarven pantheon for my setting. Not changed from the one presented in Races of Stone.
Hanseath
Lesser deity
Alignment: Chaotic Neutral
Alignment: Chaotic Neutral
Symbol: golden cup
Home plane: Arborea
Portfolio: war, carousing, alcohol
Domain (-40%): food spells, spells that improve
bravery or make subjects go berserk
Worshipers: brewers, dwarven warriors and
berserkers
Hanseath is the dwarven
deity of war, carousing, and alcohol. Known as the Bearded One for the thick hair that obscures most of his
face, Hanseath represents the festive side of dwarven culture. Brewers hold him
in high regard, as do dwarf barbarians and any dwarf who charges headlong into
battle heedless of the odds.
Dogma: Never
tolerate traditional enemies of the dwarves: goblinoids, orcs, giants, and
drow. In battle use a direct approach, there is no need for subtle or complex
strategy. Celebrate every victory, even a small one. Go into battle with a song
and a brave heart.
Laduguer
Lesser deity
Alignment: Lawful Evil
Alignment: Lawful Evil
Symbol: horned helm and hammer
Home plane: Baator
Portfolio: magic weapons, artisans, magic,
duergar
Domain (-20%): meta spells, enchantment spells,
mind control spells
Worshipers: duergar
The deity of the duergar, Laduguer occasionally
still answers the prayers of other dwarves. The Gray Protector, as he is
called, demands constant toil and a rigid hierarchy from his subjects, many of
whom are slavers or would-be warlords. Laduguer appears as a tall, gaunt
duergar with skin that can change between gray and brown to match the nearby
rock. He is bald and perpetually frowning.
Dogma: The
Children of Laduguer have rejected the feckless and feeble gods of their
forefathers and withdrawn from their lazy once-kin so as to not be tainted by
their weaknesses. Strict obedience to superiors, dedication to one's craft and
endless toil are necessary to achieve wealth, security and power. Nothing is
ever easy, nor should it be. Suffer pain stoically and remain aloof, for to
show or even feel emotion is to demonstrate weakness. Those who are weak are
undeserving and will suffer an appropriate fate. Adversity is Laduguer's forge,
and the harsh trials through which the duergar must pass are his hammer blows -
endure all and become stronger than adamantine.
Moradin
Greater deity
Alignment: Lawful Good
Alignment: Lawful Good
Symbol: hammer and anvil
Home plane: Celestia
Portfolio: dwarves, creation, engineering, warfare,
smiths
Domain (-30%): making and breaking spells,
metal spells
Worshipers: dwarves, metalworkers
Moradin is the chief deity in the dwarven pantheon. His titles include
the Soul Forger, Dwarffather, the All-Father, and the Creator. Moradin forged
the first dwarves out of metal and gems and breathed life into them. He governs
the arts and sciences of the dwarves: smithing, metalworking, engineering, and
war. Moradin usually appears as a stern-faced male dwarf with a powerful build.
His upper body is particularly robust, with a barrel chest, wide shoulders, and
arms corded with big muscles. He has flowing black hair and a beard to match,
and he always wears full plate armor. He carries a shield and a warhammer.
Dogma: Moradin is an adamant defender of the dwarven people he
created and of the principles of law and good. He teaches the value of making
goods that last, of loyalty to clan, leader, and people, and of meeting
adversity with stoicism and tenacity. He tolerates no taint of evil among the
dwarves; it was he who drove the derro and duergar out of the dwarven
community. It is Moradin’s influence that leads the dwarves toward excellence
in craftwork and staunch defense of what is theirs.
Mya
Greater deity
Alignment: Neutral Good
Alignment: Neutral Good
Symbol: stylized mother and child
Home plane: Elysium
Portfolio: clan, family, wisdom
Domain (-30%): food spells, knowledge spells
Worshipers: dwarves
The Mother of Wisdom represents the bonds of
family and clan that hold dwarf society together. When dwarves extend their
hospitality to their lost or wounded brethren, they often do so in Mya’s name.
Mya also figures prominently in many dwarven divinations, because she is said
to have peerless wisdom. Dwarf artisans generally depict her as a middle-aged
female with improbably long, braided blonde hair.
Dogma: Do not leave your clan in times
of need. Always answer the clan’s call for help. Be hospitable to guests, tend
to wounded dwarves. If a clanless dwarf asks for a refuge, provide one.
Roknar
Lesser deity
Alignment: Neutral Evil
Alignment: Neutral Evil
Symbol: golden hands
Home plane: Hades
Portfolio: greed, intrigue, lies, earth
Domain (-30%): earth spells, mind control
spells
Worshipers: dwarven rogies, thieves, and
assassins
Roknar the Tempter claims to be Moradin’s brother.
Moradin’s clerics say that he is not truly a dwarf at all, but an ancient evil
that took dwarf form shortly after the All-Father created the dwarves.
Dogma: Roknar urges his followers to delve
deep into the earth and takes its treasures for themselves. “Power and wealth
is all that matters,” teaches Roknar, “and only the weak forego the chance to
grab more for themselves.”
Tharmekhul
Demigod
Alignment: Neutral
Alignment: Neutral
Symbol: flaming warhammer
Home plane: Elemental Plane of Fire
Portfolio: the forge, fire, warfare
Domain (-30%): fire spells, making and breaking
spells
Worshipers: dwarven smiths
The Tender of the Forge, as Tharmekhul is also
known, is Moradin’s assistant. He is the deity of furnaces and fire. Usually
smiths and other dwarves who revere the creative power of the forge worship
him. However, fire has a destructive side, so Tharmekhul is also revered as a
minor war deity, primarily concerned with siege engines and other weapons. He
is depicted in religious art as an azer or as a bronze-skinned dwarf with hair and
beard made of black smoke.
Dogma: When crafting an item, always
try to achieve the best quality. Help dwarven settlers by producing metal tools
and weapons. Assist dwarven military operations. Tend to your group’s
equipment. Take off metal equipment of fallen non-dwarven foes and reforge it
into something new.
Thautam
Intermediate deity
Alignment: Neutral
Alignment: Neutral
Symbol: three encircled stones
Home plane: Celestia
Portfolio: magic, darkness
Domain (-30%): making and breaking spells,
enchantment spells, spells that create darkness or grant ability to see in the
dark
Worshipers: artisans, mages, craftsmen
Thautam’s clerics believe that the spark of
magic lies within all things, and they work tirelessly to draw forth the magic
in everything from the walls of a dwarven citadel to the axes wielded by its guards.
The dwarves dedicate many magic weapons and armor to Thautam. In dwarven
folklore, Thautam acts as a kindly uncle to Moradin, content to putter away in
his workshop and mutter advice to the Soul Forger. Artistic renderings of
Thautam show him as an elderly dwarf with rheumy, blind eyes.
Dogma: Never slack off when working in
the forge. Oversee new mines and tunnels, make sure that they are safe. Do not
let dwarven creations fall into hands of traditional dwarven enemies; retrieve
such items if they meet this fate. Protect dwarven adamantine and mithral mines.
Tend to your group’s equipment.
Valkauna
Intermediate deity
Alignment: Lawful Neutral
Alignment: Lawful Neutral
Symbol: handshake
Home plane: Ysgard
Portfolio: oaths, death, birth
Domain (-40%): geas spells, spells that ease
labor, spells that put spirits to rest, spells that improve senses
Worshipers: dwarven warriors and sentinels,
midwives
An elderly, white-haired deity, Valkauna is
known as the Runecarver. It is said that whenever a dwarf swears an oath, she
records it by carving it into an impossibly tall cliff. Many dying dwarf
warriors claim to see Valkauna walking across the battlefield, offering water from
a silver pitcher to the fallen.
Dogma: Never break an oath. Be
objective in court. Perform burial rites both for your comrades and for fallen
enemies.
Abbathor
Intermediate deity
Alignment: Neutral Evil
Symbol: jeweled dagger
Home plane: Hades
Portfolio: greed
Domain (-30%): making and breaking spells, illusion and creation spells
Worshipers: dwarves, misers, rogues
The deity of the duergar, Laduguer occasionally still answers the prayers of other dwarves. The Gray Protector, as he is called, demands constant toil and a rigid hierarchy from his subjects, many of whom are slavers or would-be warlords. Laduguer appears as a tall, gaunt duergar with skin that can change between gray and brown to match the nearby rock. He is bald and perpetually frowning.
Berronar Truesilver
Intermediate deity
Alignment: Lawful Good
Symbol: two silver rings
Home plane: Celestia
Portfolio: safety, honesty, home, healing, marriage, loyalty
Domain (-20%): food spells, healing spells, protection and warning spells
Worshipers: children, dwarves, homemakers, husbands, parents, wives
Berronar is Moradin’s wife, a defender who is also the dwarven deity of healing. She rules over the affairs of the home, but is no passive homebody. Her protection extends to all of dwarven civilization, and she guards records and archives of dwarven attainments. Berronar is merciful and generous.
Clangeddin Silverbeard
Intermediate deity
Alignment: Lawful Good
Symbol: crossed silver battleaxes
Home plane: Arcadia
Portfolio: war, valor
Domain (-40%): protection and warning spells
Worshipers: dwarven soldiers
Clangeddin Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same. He and his followers hate giants and train their fellow dwarves in special ways to fight them.
Deep Duerra
Demigod
Alignment: Lawful Evil
Symbol: broken illithid skull
Home plane: Acheron
Portfolio: psionics, conquest, expansion
Domain (-30%): mind control spells, communication and empathy spells
Worshipers: dwarves, fighters, psions, travelers in the Underdark
Deep Duerra is the duergar demigoddess of conquest, expansion, and psionics, and is venerated by those dwarves skilled in the mysterious Invisible Art. Ever the imperialist, the Axe Princess of Conquest is a resolute believer in the supremacy of psionics and the manifest destiny of the duergar to rule all the Underdark.
Dugmaren Brightmantle
Lesser deity
Alignment: Chaotic Good
Symbol: an open book
Home plane: Outlands
Portfolio: discovery, invention, scholarship
Domain (-30%): making and breaking spells, knowledge spells
Worshipers: artisans, loremasters, scholars, tinkers, wizards
Dugmaren Brightmantle is a lesser dwarven deity of learning and innovation, and patron of dwarven scholars and free thinkers. His domain is the gathering of knowledge regardless of its utility and the creation of novel inventions using the various findings.
Dumathoin
Intermediate deity
Alignment: Neutral
Symbol: cut, faceted gem inside a silhouetted mountain
Home plane: Outlands
Portfolio: buried wealth, ore, gems, mining, exploration
Domain (-20%): earth spells, knowledge spells, metal spells
Worshipers: dwarves, gemsmiths, metalsmiths, miners
Dumathoin is known as “Keeper of Secrets Under the Mountain”, and he hides the secrets of the earth until deserving and diligent dwarves are ready to be guided to them. He lays veins of metals where he feels they will best benefit his followers when they are found. He watches over the safery and security of miners, and has a special role as protector of mountain dwarves.
Gorm Gulthyn
Lesser deity
Alignment: Lawful Good
Symbol: shining bronze mask with eyeholes of flame
Home plane: Celestia
Portfolio: guardian of all dwarves, defense, watchfulness
Domain (-40%): protection and warning spells
Worshipers: dwarves, fighters
Gorm Gulthyn is a lesser dwarven deity of vigilance and defense, patron of those dwarves that protects their home and kin from external attack.
Haela Brightaxe
Demigod
Alignment: Chaotic Good
Symbol: unsheathed sword encircled by a flaming bolt (a two-ended spiral of flame)
Home plane: Celestia
Portfolio: luck in battle, joy of battle, dwarven warriors
Domain (-40%): protection spells, luck spells
Worshipers: dwarves, fighters
Haela Brightaxe is a dwarven demigoddess of battle and luck, one in spirit with goodly dwarves who love to fight and who live to cleanse the world of evil monsters.
Muamman Duathal
Lesser deity
Alignment: Neutral Good
Symbol: upright mace in front of a fur-trimmed leather boot
Home plane: Ysgard
Portfolio: expatriates, guides, travelers
Domain (-40%): movement spells
Worshipers: dwarven expatriates and wanderers
Muamman Duathal is the young dwarven god of wanderers and patron of dwarves who had left the clanholds to explore the world. He approaches life with a gnome-like demeanor, curious to see what lay beyond the horizon and always willing to trade stories of travels. His is the rare spirit of dwarven exploration and the spark of curiosity.
Sharindlar
Intermediate deity
Alignment: Chaotic Good
Symbol: flame ring rising from a steel needle
Home plane: Celestia
Portfolio: courtship, dancing, fertility, healing, mercy, romantic love
Domain (-30%): healing spells, communication and empathy spells
Worshipers: bards, dancers, dwarves, healers, lovers
Sharindlar is the dwarven deity primarily known as the goddess of healing and mercy. Although dwarves do not hide their worship of her, they call her the Lady of Mercy among non-dwarves to hide another aspect of her identity. Much more important to modern dwarves than her healing role is the Lady of Life's status as their patron of romantic love, courtship, and most of all, fertility.
Thard Harr
Lesser deity
Alignment: Chaotic Good
Symbol: upright mace in front of a fur-trimmed leather boot
Home plane: Ysgard
Portfolio: wild dwarves, jungle survival, hunting
Domain (-30%): animal spells, plant spells
Worshipers: druids, jungle inhabitants, wild dwarves, rangers
Thard Harr is the dwarven deity of jungle survival and hunting, one that lives with the beasts of the wild as kin. The Disentangler is also the patron protector of the wild dwarves, watching over them and working to ensure their continued survival against the rampaging beasts within the jungle and the incursions of intruders without.
Vergadain
Intermediate deity
Alignment: Neutral
Symbol: gold piece
Home plane: Outlands
Portfolio: chance, luck, negotiation, trickery
Domain (-30%): communication and empathy, illusion and creation
Worshipers: dwarves, merchants, rogues, wealthy individuals
Vergadain is the dwarven deity of luck, trickery, negotiation and wealth. While it seems that Vergadain represents the dwarves' well-known dedication to the mercantile art of bargaining, those who know better are aware that he has an aspect that seldom fills the more legal-minded dwarves with pride. As such, Vergadain also watches over those dwarves who use less-than-legal means to gain wealth. Regardless of how he is viewed, Vergadain delights in the art of the deal, no matter what it is, so long as it turns a profit.
Dennari
Lesser deity
Alignment: Chaotic Good
Symbol: warhammer with leaves sprouting from handle
Home plane: Material Plane
Portfolio: earth, liberation, suffering
Domain (-20%): earth spells, plant spells, healing spells
Worshipers: dwarves, oppressed and poor people, farmers and peasants
Dennari is an earth-mother deity of dwarven origin, yet she has found a surprising popularity among poor and oppressed people of many races. Like other earth goddesses, Dennari represents agriculture and fertility, but these aspects are not as important as her association with the earth proper and its fruits. Her faith is not connected with the agricultural cycle; it has become a symbol for the strength of oppressed peoples.
DEITY-SPECIFIC SPELLS
Benediction of the Forge (Moradin)
Keywords: Buff.
Full Cost: 34 points for level 1 +
10 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
This blessing makes the subject a
perfect artificer. For each level of this spell, he gains a level of Artificer
(p. 90).
Statistics:
Affliction 1 (HT; Advantage, Blessing of the Forge 1, +100%; Costs 1 FP, -5%;
Divine, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%) [34]. Note: Each level of “Blessing of
the Forge” is Artificer (Divine, +0%) [10].
Curse of Toil (Laduguer)
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
The subject gains the Workaholic (p.
B162) disadvantage. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21);
countering it requires Remove Curse (GURPS
Thaumatology - Sorcery, p. 21).
Statistics:
Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs
1 FP, -5%; Disadvantage, Workaholic, +5%; Extended Duration, Permanent, +150%; Divine,
-10%; Malediction 2, +150%; No Signature, +20%) [48].
Dwarven Clanship (Mya)
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
This blessing makes the subject familiar
with dwarven cultures and traditions of all clans and dwarven subraces. When
dealing with dwarves of any clan, the subject never suffers the -3 “cultural
unfamiliarity” penalty given under Culture
(p. B23). This blessing can only be cast on dwarves.
Statistics:
Affliction 1 (HT; Accesibility, Only on dwarves, -20%; Advantage, Dwarven
Clanship, +100%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 1,000x, +120%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires
Gestures, -10%; Requires Magic Words, -10%) [30]. Note: “Dwarven Clanship” is Cultural
Adaptability (Divine, +0%) [10].
Intoxicating Rush (Hanseath)
Keywords: Buff.
Full Cost: 42 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
You increase the target’s ST by 4
for 3 minutes. This affects the damage, HP, and Basic Lift, but does not heal the wounds. When the target
performs a physically strenuous action under this effect, such as heavy lifting
or combat, he becomes drunk (p. B428) for a minute, and can roll against HT
once per minute after that to recover.
Statistics:
Affliction 1 (HT; Advantage, Intoxicating Rush, +320%; Costs 1 FP, -5%; Divine,
-10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires
Gestures, -10%; Requires Magic Words, -10%) [42]. Note: “Intoxicating Rush” is
ST+4 (Backlash, Drunk, Automatic, -20%; Divine, +0%) [32].
Miner’s Vision (Thautam)
Keywords: Information.
Full Cost: 21 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Indefinite.
When this spell is active, the
caster can see which walls are safe to break, dig through, or collapse without
collapsing the whole structure. The GM will secretly roll against the caster’s Per
minus range penalties (p. B550) to the subject, which the caster must be able
to see. If the roll is successful, the caster will know if the wall is safe to
break. For very thick walls, “safe to break” means “safe to dig one yard into
it”. This spell is useful when overseeing mining operations, siege engineering,
and escaping imprisonment. Despite the name, the spell covers not only rock or
dirt walls, but walls of any material.
Statistics:
Detect (Walls Safe for Digging; Costs 1 FP, -5%; Divine, -10%; Reflexive, +40%;
Vision-Based, -20%) [21].
Molten Missile (Tharmekhul)
Keywords: Missile, Obvious.
Full Cost: 4 points/level.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
You throw a ball of molten metal at
a single target. Use Innate Attack (Projectile) to hit, applying normal range
penalties. It does 1d crushing incendiary damage per level of this spell. The
missile can be blocked. The GM must determine what the maximum level available
in the campaign is.
Statistics: Crushing
Attack (Blockable, -5%; Costs 1 FP, -5%; Divine, -10%; Incendiary, +10%;
Requires Gestures, -10%) [4/level].
Roknar’s Temptation (Roknar)
Keywords: Resisted (Will).
Full Cost: 49 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
The subject gains the Heliophobia
(12) (p. B150) disadvantage. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21);
countering it requires Remove Curse (GURPS
Thaumatology - Sorcery, p. 21). Dwarves subjected to this curse often try
to go as deep underground as they can, while surface dwellers try staying
indoors with closed windows.
Statistics:
Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs
1 FP, -5%; Disadvantage, Heliophobia (12), +15%; Extended Duration, Permanent,
+150%; Divine, -10%; Malediction 2, +150%; No Signature, +20%) [49].
Truthfulness (Valkauna)
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.
This prayer makes the subject
unlikely to tell a lie. The subject gains the Truthfulness (6) (p. B159)
disadvantage for the duration of the effect.
Statistics:
Affliction 1 (Will; Based on Will, +20%; Costs 1 FP, -5%; Disadvantage,
Truthfulness (6), +10%; Divine, -10%; Fixed Duration, +0%; Malediction 2,
+150%; No Signature, +20%; Requires Magic Words, -10%) [27].
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