LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
---|---|---|---|---|---|---|
|
|
|
|
Atonement |
|
|
|
|
Continual Light + |
|
Commune |
|
|
|
|
Create Food |
Divination + |
|
Blade Barrier + |
|
Cure Light Wounds |
Find Traps |
|
|
Dispel Evil |
|
|
Detect Evil |
|
Cure Disease + |
|
|
Find the Path + |
Holy Word |
Detect Magic |
Know Alignment |
Dispel Magic |
Neutralize Poison + |
|
Heal |
Regeneration |
Light |
Resist Fire |
|
Prot. from Evil 10ft r. |
|
|
Restoration |
Protection from Evil |
|
Glyph of Warding |
|
|
|
|
|
|
|
|
|
Stone Tell |
Symbol + |
|
|
Prayer |
|
True Seeing |
Word of Recall + |
|
Resist Cold |
|
Remove Curse |
Axe Storm of Clanggedin |
Break Enchantment + |
Heroes Feast |
Iron Body + |
|
Spiritual Battleaxe |
|
Cure Critical Wounds + |
Easy March |
Hold Monster + |
Raise Dead |
Axe Skill |
Axe Song |
Bestow Curse + |
Enchant Weapon |
Greater Command + |
Land of Stability |
? |
Bless Individual |
Conjure Axe |
Cure Serious Wounds |
Fearlessness |
Mass Enlarge + |
Stoneskin + |
? |
Courage |
Enlarge Self |
Magical Vestment |
Protection |
Righteous Might + |
Wall of Stone + |
? |
Dark |
Holy Axe |
Prot. from Elements + |
Quest |
Spell Resistance + |
? |
? |
Morale |
Rally |
Strength of Unity |
Sanctum Sigil |
? |
? |
? |
Throw Axe |
Sanctify |
? |
? |
? |
? |
? |
? |
Strength |
? |
? |
? |
? |
? |
? |
Turn Undead + |
? |
? |
? |
? |
? |
LEVEL
ONE
Axeskill - Cast:
3 segs (VSM,Axe); Range: Touch; Area: 1 Axe wielder; Duration: 1 turn
+ 1 Turn/level; Save: N/A. Under the Cantabrian combat system
this adds one profficiency per level of the Priest to the targets Axe
skill level. For those using straight AD&D a rough equivalent
would be to make it a specialisation or an extra +1 to hit for every
two level/ s of the Priest. [SAB Special]
Bless
Individual - Cast: 1 Round
(VSM,Holy Water); Range: Touch; Area: 1 Person/Creature; Duration: 1
Turn; Save: N/A. The recipient of this spell receives a bonus
of +1 / + 5% onto a relevant skill for the duration of the spell. The
skill should be combat orientated or aid in the furthering of
Clangeddin, thus a Priest may bless himself to preach an excellent
sermon giving him an increase of 5% to the reaction roll. [SAB
Special, Modified from PHB - Priest Level 1 spell –
Bless]
Courage – Cast:
1 Action (4s,VSM,Iron
cube); Range: Touch;
Area: One individual;
Duration: 1 minute/level;
Save: Neg. This
spell imbues the target
with a temporary burst of courage. This causes them to
fight berserkly, with +1 to hit, doing +3 damage and having +5
temporary extra HP, but fighting without benefit of any shield (RQ:
Gain one extra attack each round but cannot parry). Counters/is
countered by magical fear. [SJW,
c.f. Emotion (Rage), 4th-level Illusionist]
[Battlefield Spell: For BattleSystem effects, see
below].
Morale - Cast:
1 Action (4s,VS);
Range: 25ft + 5ft/2 lvls;
Area: One creature plus one per 4 levels;
Duration: 10 minutes;
Save: Neg. The
targets gain a +4 morale bonus against fear effects. If already
subject of a fear effect, it is suppressed for the duration of the
spell. [SJW, as Remove Fear, D20/D&D3.5] [Battlefield
Spell: For BattleSystem effects, see below].
Throw
Axe I - Cast: 1 Turn
(VSM,Holy Water); Range: Touch; Area: 1 Person/Creature; Duration: 1
Turn; Save: N/A. Once cast the Priest is able to throw a
Battle Axe as if it were a Hand Axe. It will do normal Battle Axe
damage and will do double damage to any Giant that it hits. [SAB
Special]
Throw Axe II - Cast:
5 segs (VSM,Axe); Range: 0; Area: Special; Duration: 3 + 2/level
melee rounds; Save: N/A. Once cast the Priest is able to throw a
Battle Axe as if it were a Hand Axe, with double the range. It will
do normal Battle Axe damage and will do triple damage to any Giant
that it hits. [SAB Special]
LEVEL TWO
Axesong
- This spell is the
equivalent of the standard spell Chant,
found in the Players handbook. The Clanggedin priest must, however
continue to fight while the spell is in effect. As soon as the priest
ceases combat the spell duration finishes. [SAB
Special]
Conjure Axe - Cast:
1 Round (VS); Range: 0; Area: 1 Axe; Duration: 1 Turn/level; Save:
None. When this spell is cast, an Axe of the type specified by
the caster is brought into being. This axe glows dimly and radiates
magic although it has no bonuses to hit. Only the Priest can wield
the axe. [SAB
Special]
Enlarge Self - This
spell is the equivalent of the standard spell Enlarge,
found in the Players hand book (Wizard 1st level). The only
difference is that the priest can only cast this spell upon him/her
self. The range of the spell is therefore 0. [SAB
Special]
Holy Axe - Cast:
1 action (VS) Range: Touch Area: 1 melee weapon Duration: 1
round/level Save: None. This spell allows you to channel holy
power into your [axe], or any other melee weapon you choose. The
weapon acts as a [+3] holy weapon ([+3] enhancement bonus on attack
and damage rolls, extra 2d6 damage against [giant/goblin/elf]
opponents). It also emits a [Protection from Evil] effect (as the
spell). If the [Protection] ends, the [Axe] creates a new one on your
turn as a free action. The spell is automatically canceled 1 round
after the weapon leaves your hand. You cannot have more than one Holy
Axe at a time.
If this spell is cast on a magic weapon, the
powers of the spell supercede any that the weapon normally has,
rendering the normal enhancement bonus and powers of the weapon
inoperative for the duration of the spell. This spell is not
cumulative with Bless Weapon or any other spell that might modify the
weapon in any way. This spell does not work on artifacts. Note: A
masterwork weapon’s bonus to attack does not stack with an
enhancement bonus to attack. [Variant of Holy Sword, D&D3e,
Pal 4th by SJW (Reduced from +5 to +3 and to Protection from Evil
(not 10ft circle) for Level 2 not 4. Spell is in some SAB lists, not
all.]
Rally -
Casting: Standard
(6s,VSM); Range:
240yds; Area: One ally per level, within range;
Duration: Instantaneous; Save: None. This spell allows the
subject individuals to
make an immediate rally – they gain Morale (i.e.
Remove Fear) and may immediately move towards a defensive position
near the caster, up to 30ft plus their normal maximum movement rate
(similar to a momentary Haste spell effect).
Allies closest to the caster are affected first.
Material component is a pennant or standard (miniature will suffice),
which is not consumed
in the casting. [SJW, as Remove Fear/Haste, D20/D&D3.5]
[Battlefield Spell: For BattleSystem effects, see below].
Sanctify
- Casting: Standard
(VSM); Range: 25ft +5ft/level;
Area: 20ft radius;
Duration: 2 hours/level;
Save: None. Undead (including animated
skeletons/zombies) cannot be created or summoned in the area, and
suffer penalties of -1 on attacks, damage and saves, and can be
turned more easily with a +3 bonus. If the area contains an
altar/shrine of the caster's faith, then these modifiers are doubled.
Material components are holy water and 25gp worth [Cant. 2.5gp] of
silver dust. [aka Consecrate, D&D3E spell, updated by
SJW]
Strength – As
2nd-level Magic-user spell.
Turn Undead
– As
AD&D 2nd-level Cleric spell Hold
Person, but
only undead creatures are affected, and will flee for 1 turn. [SJW]
LEVEL
THREE
Bestow Curse – Reversed
Remove Curse.
Cure
Serious Wounds – As
AD&D Cleric 4th-level spell, but cures 3d8 hit points and any
serious injury.
Magical
Vestment - Cast: 1 Round
(VSM); Range: Touch; Area: The cleric; Duration: 6 rounds/level;
Save: None. This spell enchants the caster's vestment,
providing protection equivalent to armour. It will only function
while the cleric is on ground consecrated to his or her deity (cf.
1st-level Ceremony spell).
If any armour or protective device is worn during the spell duration,
the vestment protects as if normal chain mail armour. If no other
protection is worn, the vestment also gains a +1 enchantment for each
four levels of the cleric, to a maximum effect of chainmail +4 (base
AC1). The magic lasts for 6 rounds per level of the caster, or until
the caster loses consciousness or leaves the consecrated area. The
material components are the vestment and the cleric's holy/unholy
symbol. (Unearthed Arcana - Cleric 3rd)
Strength
of Unity - Cast: 3 segs (VS)
Range: 10yds Area: One creature +1 creature/2 levels Duration: 2d6
rounds Save: None. By casting this spell on a group of lawful
creatures, the priest imbues each creature with a Strength bonus
equal to that of the strongest creature in the group. To be affected
by the spell, all creatures must touch the hand of the priest at the
time of casting. Only human, demi-human and humanoid creatures of
man-size or smaller may be affected. The characters can be a mixed
group of Lawful Neutral, Lawful Good, or Lawful Evil alignments. The
spell will not take effect if any creature of Neutral or Chaotic
alignment is included in the group. Prior to casting, one creature is
designated the keystone. There may never be more than one keystone in
a group, even if another creature has equal strength. Upon completion
of the spell, all affected characters gain a bonus to damage equal to
the keystone's bonus to damage from Strength. Any magical bonuses
belonging to the keystone are not added: only the keystone's natural
strength is conferred on the group. This bonus supercedes any bonus a
character might normally receive. Thus, a warrior with 16 Strength (a
+1 bonus to damage) who benefits from this spell with a keystone who
has Strength 18/07 (a damage bonus of +3) gains a total bonus of +3
to damage (not +4 to damage). The keystone receives no bonus.
Affected creatures gain no improvements to THACO, bend bars/lift
gates, or other functions of Strength. The spell ends if the keystone
is killed before the duration expires. The bonus and duration are not
affected if a member of the group is killed within the duration of
the spell. (aka Strength of One, Tome of Magic - Priest
3rd)
LEVEL FOUR
Axe
Storm of Clanggedin -
Cast: 7 segs (VSM, Holy Symbol & vial of air) Range: 0 Area: 40ft
cube, 1 dwarf/2 levels Duration: 3 rounds Save: None. When this spell
is cast, each affected dwarf gains an additional attack per round
with every axe wielded in melee combat or hurled at an opponent.
Movement, spellcasting, spell effects, or attacks with weapons other
than axes are not hastened. For the purposes of this spell, axes
include battle axes, hand axes, hatchets, throwing axes, and
two-handed battle axes; these may be nonmagical or magical. This
spell is not cumulative with itself or with other similar magic. A
Slow
spell
negates the effects of an Axe
Storm of Clanggedin,
but otherwise has no effect. The material components of this spell
are the priest's holy symbol and a small sealed glass vial of air
capped in the midst of a thunderstorm. (Priest
4th - Demihuman Deities, D&D 2nd Edition)
Cure
Serious Wounds – As
AD&D Cleric 5th-level spell, but cures 4d8 hit points and any
critical/grievous injury.
Enchant
Weapon – As
AD&D 4th-level Magic-user spell Enchanted
Weapon.
Fearlessness
- Casting: Standard
(VSM); Range: Touch;
Area: One creature;
Duration: 1 Minute/level;
Save: None. The recipient is immune to any form of
fear (as Morale) and all death spells, magical death effects, energy
drain and any negative energy effects (such as undead ability drain).
[SJW, cf. Remove Fear/Death Ward, D20/D&D3.5] [Battlefield
Spell: For SAB/BattleSystem version, see below].
Protection
- Cast: 2 segs/creature touched
(VSM); Range: Touch; Area: 1 Creature/Person per level; Duration: 2
Rounds/level; Save: None. All creatures who are touched by the
caster of this spell receive a bonus similar to a standard +1 ring of
protection (i.e. +1 AC & saves).
This is not cumulative with such devices, nor is it stackable. They
also gain total immunity to one spell per 4 levels, specified when
cast (choose and write the spell names, to show the GM when
relevant). [SAB, with Spell Immunity (D&D3.5, Cleric 4th)
added by SJW.]
Quest – As
AD&D Cleric 5th-level spell.
Sanctum
Sigil - Cast: 1 Turn
(VSM,Incense); Range: 0; Area: 10" radius sphere; Duration: 1
Day/level; Save: None. This spell creates a warded area that
works similarly to a Glyph of Warding.
If any creature comes into the area of effect that is hostile (or
even neutral) to the Priests religion the Priest will be mentally
alerted. If the Priest is asleep, he/she will be awakened. NO further
information other than the defence has been broached will be
imparted. One set off the sigil is not deactivated, it is only
canceled by a dispel magic or the duration running out. The Sigil is
written in the air and is immovable from that location. [SAB
Special]
LEVEL FIVE
Break
Enchantment – As
D&D3 spell (Cleric 5th-level).
Easy
March - Cast: 1 Turn (VSM)
Range: 50 feet Area: 1 Creature/level Duration: 1 Day/level Save:
None. This spell enables a number of creatures equal to the
caster's level to force march for a number of days equal to the
caster's level. Creatures affected by an Easy March can
travel 2.5 times their normal movement rate without any risk of
fatigue; thus, they are not required to make a Constitution check at
the end of the day. All creatures affected by this spell suffer a -1
penalty to their attack rolls for the duration of the spell; this
modifier is not cumulative (that is, a party experiencing its second
day of Easy March suffers
only a -1 penalty). The modifier cannot be negated by resting. Easy
March has no effect on modifiers
to movement due to terrain, fatigue, weather, or other normal
factors. (Refer to Chapter 14 of the Player's Handbook 2E for more
about force marching). The material component is a piece of shoe
leather. [Tome of Magic - Priest level 5]
Greater
Command – As
D&D3 spell (Cleric 5th-level).
Mass
Enlarge – As
Enlarge Self,
but the spell affects up to one person per level in addition to the
caster. The recipients must be willing.
Righteous
Might – As
D&D3 spell (Cleric 5th-level).
Spell
Resistance – As
D&D3 spell (Cleric 5th-level).
LEVEL SIX
Heroes
Feast - Cast: 1 Turn (VSM);
Range: 10 yards; Area: 1 individual/level; Duration: 1 hour; Save:
None. This special dweomer enables the cleric to bring forth a
great feast which will serve as many creatures as the cleric has
levels of experience. The spell creates a magnificent table, chairs,
service, and all the necessary food and drink. Those partaking of the
feast are cured of all diseases, are immune to poison for 12 hours,
and healed of 5-8 points of damage after imbibing the nectar-like
beverage which is part of the feast. The ambrosia-like food that is
consumed is equal to a Bless spell
that lasts for 12 hours. Also, during this period, the persons who
consumed the feast are immune to fear, hopelessness and panic. The
feast takes one full hour to consume, and the beneficial effects do
not set in until after this hour is over. If the feast is interrupted
for any reason, the spell is ruined and all effects of the dweomer
are negated. The material components of the spell are the cleric's
holy/unholy symbol and specially fermented honey taken from the cells
of bee larvae destined for royal status. (Unearthed Arcana
- Priest 6th)
Hold Monster – As
AD&D3 5th-level Magic-user spell.
Land of
Stability - Cast: 6 segs
(VSM); Range: 10 yards/level; Area: 10ft x Level cube; Duration: 1
Day/level; Save: None. Land of Stability
protects the area of effect and all
creatures and objects within it from the following natural
disasters:
* Earthquakes - vibrations do not affect the warded
area and fissures will not open beneath the warded area;
* Floods
- the warded area remains dry, even if submerged;
* Windstorms -
the warded area suffers no damage from strong winds and objects
cannot be blown into the warded area;
* Lava and ash eruptions -
lava and ash flow around the warded area; and
* Avalanches -
stones and snow will not fall on the warded area.
Land of
Stability offers no protection against magically-generated disasters
or spells that duplicate natural disasters. Disasters in progress in
the area when the spell is cast are not affected. This spell affects
a cubic area whose sides equal the caster's level times 10 feet;
thus, a 15th-level caster could affect a 150'x150'x150' cube. The
material components are the priest's holy symbol and a pinch of
volcanic ash. [Tome of Magic - Priest 6th]
Stoneskin
– As
D&D3 spell (Cleric/Strength 6th-level).
Wall
of Stone – As
AD&D 5th-level Magic-user spell.
LEVEL SEVEN
Iron Body –
As
D&D3 spell (Cleric/Earth 8th-level).
BATTLEFIELD SPELLS These
spells have the following different effects when used in battle under
AD&D BattleSystem ™ rules:
Courage
- Cast: 1 Turn (VSM,Iron cube); Range: 240yds; Area: One Unit of up
to 200; Duration: Special; Save: None. This spell imbues the
target unit with a temporary burst of courage. To cast this spell,
the priest must have an uninterrupted line of sight to the target
unit. A Courage
spell enables a unit to automatically pass its first morale check
following the casting of this spell. When circumstances arise that
would necessitate a morale check, no die roll is made and the unit is
assumed to have passed the check. After this occurs, the spell ends
and the unit must make all future morale checks normally. If a unit
under the influence of a Courage
spell is not forced to make any morale checks, the spell expires at
the first sunset. When several different events simultaneously
trigger morale checks, the BattleSystem rules apply penalties to a
single morale check. If this occurs to a unit under the influence of
a Courage
spell, the player commanding the unit selects one such event and its
modifier is ignored. No more than one Courage
spell can affect a unit at one time. Once the spell has expired, a
priest can cast the spell again on the same unit. The material
component is a cube of cast iron. [Tome
of Magic - Priest level 1])
Morale
- Cast: Special (VSM); Range: Special; Area: One Unit of up to 200;
Duration: Special; Save: None. This spell can be used in two
distinct ways appropriate for battlefield use. In
the first the
priest can cast this spell on any unit within 240 yards in an
uninterrupted line of sight. The casting time for this is one turn
and the material component is a gem of at least 100gp [Cant.:
10gp]
value which is consumed during the casting. At the conclusion of this
use of the spell, the target unit's morale is modified by 1, either
positively or negatively, as the caster desires. The modification
remains in effect for d4+2 turns.
The second and more powerful use
of the spell requires lengthy preparations. Casting must take place
inside or within 100 yards of a place of worship dedicated to the
casting priest's deity. Both the priest and the unti to be affected
must be present. The casting time for this use is 5 turns. The
material component is the priest's holy symbol. At the conclusion of
this use of the spell, the unit's morale is raised by 3 (maximum of
19). This morale increase lasts until the next sunset. Only priests
of 10th level or higher can cast this version of the spell. [Tome
of Magic - Priest level 1]
Rally
- Cast:
1 Turn (VSM); Range: 240yds; Area: One Unit of up to 300; Duration:
Instantaneous; Save: None. This spell allows the subject unit
to make an immediate rally check. It allows the check during the
Magic Phase, rather than forcing the unit to wait for the Rally Phase
in the BattleSystem rules. If the priest casting the spell is of 12th
level or higher, the sunject unit receives a +1 bonus to its rally
check die roll. The priest must have an uninterrupted line of sight
to the unit. The material component is a miniature duplicate of a
pennant or standard that represents the cause for which the unit is
fighting (such as a national flag or the blazon of the unit's liege
lord). The pennant is consumed in the casting. [Tome
of Magic - Priest 2nd-level]
Sanctify
- Cast:
1 Turn (VSM); Range: 10yds; Area: 10 yard x 10 yard square/priest;
Duration: Special; Save: None. This co-operative spell allows
the priests to create a beneficial atmosphere within a specified
area. Companions of similar alignment to the casters will feel
fortified and encouraged while in the sanctified area. The spell can
be cast by a single priest or a group of priests. After casting
Sanctify,
the affected area is imbued with the deity's majesty. For followers
of that deity, the area radiates a holy aura. The followers gain a +2
bonus to saving throws against all fear- and charm-based powers (a +2
to morale for BattleSystem rules units). Persons of the same
alignment as the caster but of different faiths gain a +1 to saving
throws (+1 in BattleSystem rules). The effect applies only as long as
the characters remain in the sanctified area. Creatures intent on
harming the priest or his followers suffer a -1 on saving throws vs
fear and charm (-1 to morale for BattleSystem rules unit) when on
sanctified ground. Undead creatures within the area are easier to
turn; any priest standing on sanctified ground turns undead as if he
were one level higher. Although this spell can be cast by a single
priest, it is most effective when cast by several priests at once.
The duration of the spell is equal to one round per level of the
caster. When several priests cast the spell, the level of the most
powerful priest is used, with two rounds added for every contributing
priest. Thus, one 8th-level and three 6th-level priests would give
the spell a duration of 14 rounds (8+2+2+2). Sanctify
is
often used in conjunction with Focus
to
protect the grounds of a temple or encourage men defending a castle.
The material components are the priest's holy symbol and a handful of
dirt from the grounds of an existing temple of the same faith. [Tome
of Magic - Priest 2nd-level] (This
is an over-complicated version of Consecrate, 3E 2nd-level clerical
spell. Likewise, Focus is similar to Hallow, 3E 5th-level clerical
spell).
Fearlessness
- Cast:
1 Turn (VSM,Holy Water); Range: 0; Area: All followers within a 6"
Radius; Duration: 2 Turns/level; Save: None. When this spell
is cast, each recipient must drink from the vial of Holy water in
order to be affected. For the duration of the spell the recipients
are immune to any form of fear. [SAB]
Protection
- Cast:
2 segs/creature touched (VSM); Range: Touch; Area: 1 Creature/Person
per level; Duration: 2 Rounds/level; Save: None. All creatures
who are touched by the caster of this spell receive a bonus similar
to a standard +1 ring of protection. This is not cumulative with such
devices, nor is it stackable. [SAB]
(OK, this isn't a battlefield spell. But it really
needed fixing! I mean, a 4th-level spell that's not as good as
1st-level Bless??? Classic blinkered brooksian butchery. So now I've
pepped it up with a 3E 4th-level spell – sorted!)
Clanggedin is the younger brother to Moradin, the greatest of the dwarven gods. Sometimes envious of his elder brother's position, Clanggedin would attempt to prove himself by getting into fights. The larger the opponent the better, and most of his aggression was directed towards the giant gods. A bitter feud developed between Clanggedin and the hill giant god Grolantor, and they fought many times. Although Clanggedin lost some of these battles is never conceded by his worshippers and goes far to explain the level of antipathy they have towards Grolantor's creations in the world. Bald-headed with a flowing silver beard, Clanggedin wields a battle axe in each hand.
As Moradin is the father of the dwarves, Clanggedin is their champion. He is the most popular deity among dwarven warriors, and the skills that he has acquired in his battles are passed down to his worshippers so that they may continue his work. He is at the height of his powers when the dwarves are involved in a period of war, and his followers are naturally frustrated when prolonged peace occurs. Although giants are the traditional racial enemy of the dwarves, goblins and orcs have also received particular attention from Clanggedin's worshippers since it is they that most threaten the dwarven mountain territories in the north and south of Cantabria.
For a worshipper of Clanggedin, it is an honour to die in glorious
combat. In the after-life he can look forward to inhabiting
Clanggedin's mountain fortress and spending much time duelling with
other warriors. Within the vast central hall of the fortress, great
feasts are held, at which the places nearest to the top of the table,
and thus to the Father himself, are reserved for the most valiant and
renowned of heroes.
To pass into the next world, all worshippers
must be buried in the earth when they die. Warriors will have their
axe buried with them, for it is this weapon that they will carry with
them to their new existence. Following burial friends of the
deceased, will send him on his way by holding a wake in his honour.
The length of the wake for a Clanggedin worshipper and the volume of
ale consumed reflects, among other things, his standing as a warrior.
Clanggedin's weapon is a battle axe, and since he wields one of these in each hand his symbol is a pair of crossed battle axes. Initiates of Clanggedin often bear shields or wear surcoats that display this emblem, and it is compulsory for paladins to do so.
Giantkind are hated mainly just because they are giants. The dwarves regard their huge size as a travesty of life, and the battles between Clanggedin and Grolantor in the time before history have been continued in the world by their creations. In addition, all dwarves also have racial antipathy towards goblins. In their habitation of underground lairs they are see n as defilers of the earth and of the gifts that Dumathoin has laid down for dwarven kind. Continuing territorial disputes with goblins and orcs ensure that dwarven fighters are usually in high demand. Orcs are tolerated but distrusted, and frequent occasions have arisen when their activities have had to be curbed. Elves are tolerated and can be useful allies, if they remember to turn up!
Worshippers of Clanggedin epitomise the proud and aggressive side of dwarven nature, and the religion is held in high regard in society. The warriors are respected for playing a leading role in the combat of racial enemies. The temple itself works closely with the King's army in planning and executing offensive and defensive manoeuvres.
Courage and honour in combat is the chief tenor of Clanggedin. Followers should not shrink from a fight that would increase his glory, although recklessness is not encouraged since dead dwarves cannot slay giants . A follower's only fear is that of an inglorious death. Assassination is held in contempt since it brings death without battle, and is a cowardly and wasteful act.
The authority of the religion is centralised in a single temple within the main dwarven mountain city of Helms Deep. The corresponding temple in the southern mountains of Cantabria was abandoned when the city was overrun by dark Elves and Goblins. Chapels and shrines containing altars to Clanggedin are situated throughout dwarven lands, particularly around historical sites of battle or areas of territorial dispute with orcs and goblins. Within human lands there are chapels at either end of the northern mountain border of Cantabria, the largest being at Carmaletin, close to giant lands. There are also many shrines incorporated into the chapels of other dwarven deities, especially Moradin. The sect within Port Raz has little contact with the mainstream of the religion, since it is closely allied to the followers of Abbathor, in whose temple the Clanggedin shrine is situated.
Within the temple there is a hierarchy of priests. Young priests wishing to climb in standing will be judged in part on their performance on missions. They will normally be seconded to a fighting regiment on exercise in goblin or giant lands. Chapels are usually occupied by at least one priest, shrines may be unattended.
Other than the Helms Deep temple, holy places are limited to the sites of notable (successful) battles against dwarven foe. So me holy items are known to exist, these invariably take the form of axes which empower the wielder with special abilities or that contains a sentient spirit. Of these, the greatest is the Axe of The Dwarven Lords.
The last sixteen days of each year are set aside by the dwarves as holy days to commemorate their creation in this world by the gods. During this Sacred Time each of the deities has a high holy day, and Clanggedin day is December 19th (in the human calendar - see end note for dwarven system). In addition to the Sacred Time, there are also some Clanggedin holy days that commemorate the anniversaries of great victorious battles. The eight-yearly anniversaries of these dates are deemed high holy days. The most important ones are May 19th, when in 1158 the last colony of hill giants was routed from the mountain lands to the west of Moradin's Seat, and October 12th that marks the date of the repulsion of the attempted goblin invasion of the lands around Espic in 1406.
Although lay membership of the mainstream of the religion is open to dwarves of any background and alignment, a predisposition towards fighting is almost universal amongst followers whose chief allegiance is towards Clanggedin. Humans are also accepted into lay membership.
Lay members are expected to uphold the principles and reputation of the religion. While not required to participate actively on the battle field, most dwarves professing allegiance to Clanggedin are keen to prove their worth. This may occur as often as not among fellow dwarves rather than with goblins, but such fights usually result in the loss of no more than some pride, and occasionally some spilt ale. Conversely, many of the soldiers who form the King's fighting regiments are naturally lay worshippers of Clanggedin. Followers are expected to observe the holy days, sacrificing a power point, and to donate 10% of their income to the temple or their local chapel.
Lay members are able to purchase weapons and armour through the temple, at more favourable prices than weaponsmiths offer. Dwarves who wish to join the army have an increased chance of acceptance if they can prove worthy membership of the religion. Sometimes the temple may give a reference for such fighters.
Training in axe weapons and shield is available at reduced rates (3/4) to lay members.
A lay member of the religion has a base 1% chance of calling on Clanggedin to intervene in a combat in which the worshipper is involved. No such chance is given for non-combat situations.
Lay members wishing to become initiated must have a sponsor in the religion and be able to demonstrate a minimum level of combat proficiency (5 in a weapon and 3 in a shield, if appropriate). Before acceptance they must perform some minor quest or service decreed by a Priest. This task often involves the slaying of goblins, but potential initiates who have shown fighting ability greater than the minimum requirements will be given more demanding tasks. An oath of dedication to Clanggedin is then sworn by the candidate as part of the initiation ceremony. Only in exceptional circumstances are humans initiated, after a few years as a lay member, and having performed some deed that results in the status of dwarf friend. Humans may not become paladins or priests.
Initiates are required to follow the creeds of the religion far more actively than lay members. They are expected to participate regularly in raiding expeditions into enemy territory and may also be quested to do so by the temple at any time. They are the main force that carries and promotes the glory of Clanggedin in the world, and this responsibility must be upheld at all times. An initiate never refuses a fair fight, and will try to defeat enemies of the dwarves whenever possible. In addition to the sacrifice of two power points on holy days, an annual donation of 20% of income is demanded of initiates.
Initiates of Clanggedin are recognised as highly competent fighters, which gain them respect from most quarters. Among the dwarven militia there are several regiments formed from Clanggedin initiates, and these are regarded as some of the best regiments. The temple will sell them weapon's and armour, including shields bearing the crossed battle axes emblem, at favourable prices. Priests of Clanggedin will cast the lower level curative spells' on initiates free of charge, and reduced rates will apply for the more powerful spells.
Initiates may make use of the temple's best weapon trainers (usually paladins), and benefit from a 50% reduction in training fees. They may also be taught lessons in basic military strategy and techniques.
Divine intervention is available to initiates at a base chance of 1% per level.
Initiates who wish to dedicate themselves completely to the glory of Clanggedin, who show the necessary levels of skill, may be considered by the temple for paladinhood. The paladins are the elite warriors of the religion and will never flinch from combat. Hence they are fanatical and consider it a great honour to die for their god, especially if in doing so many foe can be slain. Most paladins shave their heads in image of Clanggedin, and those few that are ambidextrous invariably complete the show by learning to use a battle axe in each hand. It is said that should Clanggedin himself take form on the material plane he would choose one of these paladins to play host.
The minimum statistics required for paladinhood are: STR 12, WIS 9, CON 12, DEX 9, and CHA 9. A high degree of combat skill must also be displayed by prospective paladins. A minimum of 8 proficiencies in a weapon and 8 in a shield if used are required. Initiates chosen by the temple for paladinhood undergo a teaching and training period of one year, and must then prove their worth by slaying a giant before the status of paladinhood is attained. Dwarves of evil or chaotic alignment are not eligible to become paladins.
Paladins of Clanggedin are sworn to "live by the axe, die by the axe". In fact they are given a free reign as to weapons and armour they may use , so that their effectiveness as fighters is never compromised. Those that carry a shield must bear the crossed battle axes symbol upon it, and those that do not, usually because both hands are engaged with a weapon or weapons, must display the emblem in another way. Often the form of the crossed axes will be mounted on top of the paladin's helm. In addition to their normal activities, every paladin is charged with performing a major quest every 8 years. Being the most proficient fighters of the religion, an important duty is to spend some time in the training of initiates at the temple. They should attend a holy place on holy days, and will donate at least 50% of their income to the temple. Clanggedin paladins will never associate with followers of evil or chaotic gods, or ones which espouse assassination.
As with other religions, paladins of Clanggedin are blessed with clerical spells. They also have access to the most highly enchanted weapons and armour that the temple priests can create.! Many will be assigned to regiments of the King's army as seconds in command or military advisors. Acts of courage befitting the status of a paladin often result in the need of the more powerful curative spells, such as regeneration and restoration. These may be performed at no cost at the discretion of the temple priests, but they will not resurrect the body of a paladin who has fallen in combat since he is seen to have fulfilled his purpose and desire, and can now look forward to greater rewards in his existence to come. Instead the temple will provide arrangements for burial with full honours in the presence of a high priest. Paladins may call upon divine intervention with a 4% per level chance of success.
Dwarves chosen to be priests of Clanggedin are adopted by the temple when they reach maturity at the age of 64 years. Although it is not compulsory for priests to participate in combat missions, proficiency in fighting is taught and most will desire to join goblin or giant slaying missions from time to time, in order to associate themselves more deeply with the spirit of their god.
To be accepted into priesthood a dwarf must have minimum statistics of STR 12, WIS 9 CHA 9. Priests are sent on an apprenticeship mission under the care of an initiate or paladin in order to induct them into the ways of Clanggedin and give them experience "in the field".
Priests are restricted in their weaponry, they may only carry axes and shields, and wear only chain mail armour. Crossbows are forbidden, a thrown axe serving as a ranged weapon. Since the warriors of the religion require a regular supply of weapons and armour, enchantment of such items is an important duty of the temple priests. No permanent personal wealth is allowed, and any earnings that the priest gains must either be donated or spent in the furtherance of the religion, in buying weapons for example.
The temple will always provide to priests who embark on active service basic equipment such as axe, shield, and chain mail. Upon reaching 3rd level a priest will be given a +1 enchanted battle axe, and a Dwarven battle axe of returning at 7th. In addition at 5th level the priest will be granted a once in life spell of Earth Power, which will restore his power points to full.
Priests have a base divine intervention chance of 2% per level.
An initiate who defaults on his oaths or who betrays the furtherance of his deity's glory will suffer a curse that results in the permanent loss of their beard. This will render them an outcast and an object of contempt within dwarven society. Paladins who turn from their sworn path can additionally expect to be subject to execution by a force directed by the temple.
While sometimes seen as Moradin's right hand dwarf, Clanggedin and
his followers also have a symbiotic relationship with Dumathoin.
While the warriors defend the mountain realms from plunder by the
enemies of the dwarves, Dumathoin's miners provide the metals with
which to fashion weapons and armour.
Within the human pantheon,
Sif is closely aligned to the outlook of Clanggedin, and the temples
have sometimes cooperated in campaigns of mutual benefit, such as
campaigns against orc armies.
In general worshippers of Abbathor are despised for their greed and cowardly approach to combat. This does not hold true in Port Raz however, where the two religions are allied. Most antipathy is naturally reserved for deities of giant and goblin kind.
Although like humans dwarves have five fingers and a thumb on each
hand, they use them to count in a different way. The 8 fingers are
used as humans use them, and the thumbs represent a unit of 8 each.
Thus the dwarves have an octal and not decimal number system, and
their calendar naturally reflects this. Using his fingers and thumbs
a dwarf can count8 up to 2*8 + 8 = 24 (in human terms). Those dwarves
who can speak the Cantabrian human tongue face obvious difficulties
in translating not only the language but the number system as well!
A
week has eight days, and eight weeks make a season. Each year has
five seasons, corresponding to late winter, spring, high summer,
autumn, and early winter. The sixteen days of Sacred Time at the end
of the year are counted separately, bridging early and late winter.
Thus 8 days x 8 weeks x 5 seasons + 16 = 336 days in a year (12
months x 28 days in the human calendar).
(Written by S.A.Brooks; Formatted by S.J.Wells, 02 Oct 2006; Updated 16 Nov 2011)