Forgotten Realms Deities - The Dwarven Pantheon

Copyright Charles Morris © 2013

Edited by Terence Wynne for The Guild Companion

"Dugmaren Brightmantle: The Errant Explorer, the Gleam in the Eye, the Wandering Tinker."

Abbathor (I)

"The Avaricious, Great Master of Greed, Trove Lord, Wyrm of Avarice"
Portfolio: Greed, dwarf
Sphere of Influence: Dwarf, Evil, Luck, Trade, Trickery.
Weapon: dagger
Follower Alignment: NE, LE, CE

Profession Bonuses

Armor category (+5), Awareness category (+5), Influence category (+10), Lore category (+5), Power Point Development (+5), Spell category (+5), Subterfuge category (+10), Weapon category (+5).

Skill Classifications

Occupational: Appraisal, Religion [Abbathor], Trading; Everyman: Evaluate Metal, Evaluate Stone, Trading Lore; Restricted: None.

Spell Lists

Body Shifting (MC), Divine Magic, Holy Aura, Invisible Ways* (OE).

Special Abilities

A special bonus of +15 to all RRs versus influence attempts (Seduction, etc.).

Prime Requisite

Self-Discipline.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Berronar Truesilver (I)

"The Revered Mother, Mother of Safety"
Portfolio: Safety, home, truth, marriage, love
Sphere of Influence: Dwarf, Family, Good, Healing, Law, Protection.
Weapon: heavy mace
Follower Alignment: LG, NG, LN

Profession Bonuses

Armor category (+5), Influence category (+10), Lore category (+10), Power Awareness category (+5), Power Manipulation category (+5), Spell category (+10), Urban category (+5).

Skill Classifications

Occupational: Religion [Berronar Truesilver]; Everyman: History [Dwarven], all skills in the Influence skill category; Restricted: None.

Spell Lists

Hearth Magic (EC), Holy Defenses, Medical Law, Mending Ways (EC), Purifications (OC).

Special Abilities

A special bonus of +25 to the Influence skill category (when dealing with people within their community).

Prime Requisite

Memory.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Clangeddin Silverbeard (I)

"The Father of Battle, the Giantkiller, the Goblinbane, Lord of the Twin Axes, the Rock of Battle, the Wyrmslayer"
Portfolio: Battle, war, valor, bravery, honor in battle
Sphere of Influence: Dwarf, Good, Law, Strength, War.
Weapon: battle axe
Follower Alignment: LG, NG

Profession Bonuses

Armor category (+10), Athletic category (+10), Influence category (+10), Spell category (+5), Weapons category (+15).

Skill Classifications

Occupational: Military Organization, Religion [Clangeddin Silverbeard]; Everyman: choice of one skill in the Armor category, choice of one skill in the Combat Maneuvers skill category, Heraldry, Metal-crafting, choice of one Weapon skill; Restricted: None.

Spell Lists

Battlefield Healing, Crusade, Divine Aura, Faith‚euro(TM)s Shield, Holy Weapon, Holy Wrath.

Special Abilities

A special bonus of +25 to all Frenzy maneuvers to determine friend from foe and to come out of the frenzy.

Prime Requisite

Strength.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4, Outdoor: Environmental 2/7, Weapons category 3/9;4;6;6;8;9.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Deep Duerra (D)

"Queen of the Invisible Art, Axe Princess of Conquest"
Portfolio: Mentalism, conquest, expansion
Sphere of Influence: Dwarf, Evil, Law, Mentalism, War.
Weapon: battle axe
Follower Alignment: LE, NE, LN

Priests of Deep Duerra are hybrid spell users of Channeling/Mentalism.

Profession Bonuses

Armor category (+5), Communications category (+5), Influence category (+10), Lore category (+5), Power Awareness category (+10), Power Manipulation category (+5), Self Control category (+5), Weapon category (+5).

Skill Classifications

Occupational: Religion [Deep Duerra]; Everyman: Sense Ambush; Restricted: None.

Spell Lists

Far Voice* (MC), Mind Death* (OM), Mind Disease* (OM), Mind Domination* (OM), Mind Erosion* (OM).

Special Abilities

A special bonus of +15 to any RRs versus mental control/attack.

Prime Requisite

Constitution and Presence.

Specifics

Combat Maneuvers category 12, Special Defenses category 30.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Dugmaren Brightmantle (L)

"The Errant Explorer, the Gleam in the Eye, the Wandering Tinker"
Portfolio: Discovery, invention
Sphere of Influence: Chaos, Craft, Dwarf, Good, Knowledge, Rune.
Weapon: short sword
Follower Alignment: CG, CN, NG

Priests of Dugmaren Brightmantle are pure Channeling Alchemists.

Profession Bonuses

Crafts category (+10), Lore category (+10), Science/Analytic category (+15), Spell category (+10), Technical/Trade category (+5).

Skill Classifications

Occupational: Religion [Dugmaren Brightmantle], Research; Everyman: choice of one skill in the Crafts skill category, all skills in the Lore: Technical category, all skills in the Science/Analytic category, choice of three skills in the Technical/Trade category; Restricted: None.

Spell Lists

Holy Armoring (TC), Holy Office (TC), Holy Wards (TC), Holy Weapons (TC), Holy Works (TC), Inorganic Skills (TC), Liquid/Gas Skills (TC), Other Realm Imbedding (TC), Own Realm Imbedding (TC) (does not receive Channels, Life Mastery or Repulsions as Base list).

Special Abilities

A special bonus of +15 to any maneuver applying logic or the scientific method to its application.

Prime Requisite

Reasoning.

Specifics

Armor: Light 2/2/2, Armor: Medium 4/4/4, Armor: Heavy 6/6/6, Science: Specialized 3/6, Technical: General 2/6, Technical: Professional 5, Technical: Vocational 4/10, Weapon 7;10;12;12;12;20;20.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Dumathoin (I)

"Keeper of Secrets under the Mountain, the Silent Keeper"
Portfolio: Buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead
Sphere of Influence: Cavern, Craft, Dwarf, Earth, Knowledge, Metal, Protection.
Weapon: maul
Follower Alignment: TN, LN, CN, NG, NE

Profession Bonuses

Armor category (+10), Crafts category (+15), Spell category (+5), Technical/Trade category (+10), Weapon category (+10).

Skill Classifications

Occupational: choice of one skill in the Crafts skill category, Mining, Religion [Dumathoin]; Everyman: all other skills in the Crafts skill category; Restricted: None.

Spell Lists

Communal Ways, Holy Element, Holy Office* (TC), Holy Works* (TC), Imbedding (TC), Stone Mastery.

Special Abilities

A special bonus of +25 to any attempt to determine the quality of craftsmanship on any given item. A special bonus of +15 to any Locate Hidden maneuvers involving metal- or stone-crafted materials (including secret doors and other constructed objects).

Prime Requisite

Agility.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Gorm Gulthyn (L)

"Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant"
Portfolio: Guardian of all dwarves, defense, watchfulness
Sphere of Influence: Dwarf, Good, Law, Protection, War.
Weapon: battle axe
Follower Alignment: LG, NG, LN

Priests of Gorm Gulthyn are semi-spell users of Arms/Channeling.

Profession Bonuses

Armor category (+10), Awareness category (+10), Lore category (+5), Power Awareness category (+5), Power Manipulation category (+5), Spell category (+5), Weapon category (+10).

Skill Classifications

Occupational: Religion [Gorm Gulthyn], Sense Ambush; Everyman: choice of one skill in the Combat Maneuver skill category, First Aid; Restricted: None.

Spell Lists

Battlefield Healing, Crusade, Faith‚euro(TM)s Shield, Holy Weapon, Holy Defenses (does not receive Repulsions as a Base list).

Special Abilities

None.

Prime Requisite

Constitution.

Specifics

Special Defenses category 30.

*select two spell lists as a Base list all others cost 8/8 (is now considered Own Realm Open list)
**cost is 10/10 (as an Own Realm Closed list)

Haela Brightaxe (D)

"Lady of the Fray, Luckmaiden"
Portfolio: Luck in battle, joy in battle, dwarven fighters
Sphere of Influence: Chaos, Dwarf, Good, Luck, War.
Weapon: 2-handed sword
Follower Alignment: NG, CG, CN

Priests of Haela Brightaxe are semi-spell users of Arms/Channeling.

Profession Bonuses

Armor category (+10), Athletic category (+5), Influence category (+5), Self Control category (+10), Spell category (+5), Weapons category (+15).

Skill Classifications

Occupational: Frenzy, Religion [Haela Brightaxe]; Everyman: choice of one skill in the Armor category, choice of one skill in the Combat Maneuvers skill category, Heraldry, choice of one Weapon skill. Restricted: None.

Spell Lists

Battlefield Healing, Holy Weapon, Holy Wrath, Inspiring Ways** (OC) (does not receive Repulsions as a Base list).

Special Abilities

As a 20% action the turn before using a Self Control skill the Priest can gain a +30 to the skill check.

Prime Requisite

Constitution.

Specifics

*select two spell lists as a Base list all others cost 8/8 (is now considered Own Realm Open list)
**cost is 10/10 (as an Own Realm Closed list)

Laduguer (I)

"The Exile, Gray Protector, Master of Crafts"
Portfolio: Artisans, gray dwarves, magic, magic weapon creation
Sphere of Influence: Craft, Dwarf, Evil, Law, Magic, Metal, Protection.
Weapon: war hammer
Follower Alignment: LE, LN, NE

Priests of Laduguer are pure Channeling Alchemists.

Profession Bonuses

Armor category (+10), Crafts category (+15), Spell category (+10), Technical/Trade category (+10), Weapon category (+5).

Skill Classifications

Occupational: choice of one skill in the Crafts skill category, Religion [Laduguer]; Everyman: Animal Handling [Steeders], Animal Training [Steeders], all other skills in the Crafts skill category; Restricted: None.

Spell Lists

Holy Armoring (TC), Holy Office (TC), Holy Wards (TC), Holy Weapons (TC), Holy Works (TC), Inorganic Skills (TC), Liquid/Gas Skills (TC), Other Realm Imbedding (TC), Own Realm Imbedding (TC) (does not receive Channels, Life Mastery or Repulsions as Base list).

Special Abilities

A special bonus of +25 to any attempt to determine the quality of craftsmanship on any given item. A special bonus of +15 to any Locate Hidden maneuvers involving crafted materials (including secret doors and other constructed objects).

Prime Requisite

Agility.

Specifics

Armor: Light 2/2/2, Armor: Medium 4/4/4, Armor: Heavy 6/6/6, Science: Specialized 3/6, Technical: General 2/6, Technical: Professional 5, Technical: Vocational 4/10, Weapon 7;10;12;12;12;20;20.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Marthammor Duin (L)

"Finder-of-Trails, Watcher over Wanderers, Watchful Eye"
Portfolio: Expatriates, guides, lightning, travelers, explorers
Sphere of Influence: Dwarf, Good, Protection, Travel
Weapon: heavy mace
Follower Alignment: LG, NG, CG

Profession Bonuses

Armor category (+10), Communications category (+10), Influence category (+5), Lore category (+5), Outdoor category (+10), Power Point Development (+5), Spell category (+5).

Skill Classifications

Occupational: Orienteering, Religion [Marthammor Duin]; Everyman: Direction Sense, Weather Watching; Restricted: None.

Spell Lists

Communal Ways, Faith‚euro(TM)s Shield, Movement* (OM), Summons, Traveler‚euro(TM)s Ways (EC).

Special Abilities

Up to -20 points of penalties applied to maneuvers while moving can be ignored.

Prime Requisite

Constitution.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Moradin (G)

"The Soul Forger, Dwarffather, All-Father"
Portfolio: Dwarves, creation, artisans, magic, gray dwarves
Sphere of Influence: Craft, Dwarf, Earth, Good, Law, Protection.
Weapon: Warhammer
Follower Alignment: LG, NG, LN
Orders: Hammers of Moradin (clerics, priests, paladins, fighters)
Creed:

  • Respect and honor your traditions
  • Do not flinch in the face of danger
  • Seek out the riches buried in the heart of the world and forge them into great works of art

Profession Bonuses

Armor category (+10), Crafts category (+10), Influence category (+5), Outdoor: Environmental category (+5), Spell category (+5), Technical/Trade category (+5), Weapon category (+10).

Skill Classifications

Occupational: one Metal- or Stone-crafting skill, Mining, Religion [Moradin]; Everyman: two Metal- or Stone-crafting skills, Military Organization; Restricted: None.

Spell Lists

Holy Defenses, Holy Symbol, Metal Crafting (C&R), Stone Crafting (C&R), Stone Mastery.

Special Abilities

Increase Body Development by one level.

Prime Requisite

Constitution.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Sharindlar

"Lady of Life and Mercy, the Shining Dancer"
Portfolio: Courtship, dancing, fertility, healing, mercy, the moon, romantic love
Sphere of Influence: Chaos, Charm, Dwarf, Good, Healing, Moon.
Weapon: whip
Follower Alignment: NG, CG, CN

Profession Bonuses

Awareness category (+5), Influence category (+10), Lore category (+10), Power Point Development (+5), Self Control category (+5), Spell category (+5), Trade/Technical category (+10).

Skill Classifications

Occupational: Dancing, First Aid, Religion [Sharindlar]; Everyman: Diplomacy, Herb Lore, Midwifery, Using Prepared Herbs; Restricted: None.

Spell Lists

Blood Law* (OC), Bone Law* (OC), Calm Spirits, Concussion‚euro(TM)s Ways (OC), Muscle Law* (OC), Nerve Law* (OC), Organ Law* (OC).

Special Abilities

A special +10 bonus to all RRs against Disease and Poison.

Prime Requisite

Reasoning.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Thard Harr (L)

"Lord of the Jungle Deeps"
Portfolio: Druids, hunting, inhabitants of jungles, rangers, wild dwarves
Sphere of Influence: Animal, Chaos, Dwarf, Good, Plant.
Weapon: spiked gauntlet
Follower Alignment: NG, CG, CN

Profession Bonuses

Armor category (+5), Influence category (+5), Lore category (+5), Outdoor category (+15), Power Point Development (+5), Spell category (+5), Weapon category (+10).

Skill Classifications

Occupational: Religion [Thard Harr]; Everyman: any one skill from the Missiles or Thrown Weapon categories [typically the Blowgun]; Restricted: None.

Spell Lists

Animal Bonding (MC), Divine Magic, Hunting Mastery, Nature Domination, Nature‚euro(TM)s Lore.

Special Abilities

A special bonus of +15 to all maneuvers in the jungles.

Prime Requisite

Self-Discipline.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4, Outdoor: Animal 2/4, Outdoor: Environmental 1/4, Urban 7.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)

Vergadain (I)

"The Laughing Dwarf, Merchant King, the Short Father"
Portfolio: Chance, luck, negotiation, non-evil thieves, sly, cleverness, suspicion, trickery
Sphere of Influence: Dwarf, Luck, Trade, Trickery.
Weapon: long sword
Follower Alignment: TN, NG, NE, LN, NE, CN

Profession Bonuses

Armor category (+5), Influence category (+15), Power Point Development (+5), Spell category (+5), Subterfuge category (+10), Weapon category (+10).

Skill Classifications

Occupational: Religion [Vergadain], Trading; Everyman: Duping, all Evaluate skills, Gambling; Restricted: None.

Spell Lists

Divine Aura, Divine Magic, Mechanism‚euro(TM)s Way* (EC), Unbarring Ways* (OE), Wyrd Mastery**.

Special Abilities

A special bonus of +15 on any attempt to discern the value of an object.

Prime Requisite

Self-Discipline.

Specifics

Armor: Light 2/2/2, Armor: Medium 3/3/3, Armor: Heavy 4/4/4.

*select two spell lists as a Base list all others cost 4/4/4 (is now considered Own Realm Open list)
**cost is 4/4/4 (as an Own Realm Closed list)