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, Faithâeuro(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, Faithâeuro(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, Faithâeuro(TM)s Shield, Movement* (OM), Summons, Travelerâeuro(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, Concussionâeuro(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, Natureâeuro(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, Mechanismâeuro(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)