Clanggedin Silverbeard – The Father of Battle

God of War and Battle  –   Dwarven Pantheon, Greyhawk/Cantabria (Lesser/Intermediate)

LEVEL ONE

LEVEL TWO

LEVEL THREE

LEVEL FOUR

LEVEL FIVE

LEVEL SIX

LEVEL SEVEN

Bless

Augury

Animate Dead

Cure Serious Wounds

Atonement

Aerial Servant

Astral Spell

Command

Chant

Continual Light +

Detect Lie

Commune

Animate Object

Control Weather

Create Water

Detect Charm

Create Food

Divination +

Cure Critical Wounds X

Blade Barrier +

Earthquake

Cure Light Wounds

Find Traps

Cure Blindness

Exorcise

Dispel Evil

Conjure Animals

Gate

Detect Evil

Hold Person

Cure Disease +

Lower Water

Flame Strike

Find the Path +

Holy Word

Detect Magic

Know Alignment

Dispel Magic

Neutralize Poison +

Insect Plague

Heal

Regeneration

Light

Resist Fire

Feign Death

Prot. from Evil 10ft r.

Plane Shift

Part Water

Restoration

Protection from Evil

Silence 15ft r.

Glyph of Warding

Speak with Plants

Quest

Speak with Monsters

Resurrection

Purify Food

Slow Poison

Locate Object

Sticks to Snakes

Raise Dead

Stone Tell

Symbol +

Remove Fear

Snake Charm

Prayer

Tongues

True Seeing

Word of Recall +

Wind Walk

Resist Cold

Speak with Animals

Remove Curse

Axe Storm of Clanggedin

Break Enchantment +

Heroes Feast

Iron Body +

Sanctuary

Spiritual Battleaxe

Speak with Dead

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 +

?

?

?

?

?

Special Spell Descriptions   (Spells marked + are not available in Cantabria; struck-out spells marked X are available in Cantabria only).

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]
CourageCast: 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]
StrengthAs 2nd-level Magic-user spell.
Turn UndeadAs AD&D 2nd-level Cleric spell Hold Person, but only undead creatures are affected, and will flee for 1 turn. [SJW]

LEVEL THREE
Bestow CurseReversed Remove Curse.
Cure Serious WoundsAs 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 WoundsAs AD&D Cleric 5th-level spell, but cures 4d8 hit points and any critical/grievous injury.
Enchant WeaponAs 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.]
QuestAs 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 EnchantmentAs 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 CommandAs D&D3 spell (Cleric 5th-level).
Mass EnlargeAs Enlarge Self, but the spell affects up to one person per level in addition to the caster. The recipients must be willing.
Righteous MightAs D&D3 spell (Cleric 5th-level).
Spell ResistanceAs 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 MonsterAs 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]
StoneskinAs D&D3 spell (Cleric/Strength 6th-level).
Wall of StoneAs AD&D 5th-level Magic-user spell.

LEVEL SEVEN
Iron BodyAs 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!)



MYTHOS AND HISTORY

A. Before Time

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.

B. Since Time Began

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.

C. Life After Death

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.

D. Symbolic Associations

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.

II. NATURE OF THE RELIGION.

A. Reason For Continued Worship

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!

B. Social/political Position And Power

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.

C. Particular Likes And Dislikes

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.

III. ORGANISATION

A. Inter Religious Organisation

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.

B. Intra Temple Organisation

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.

C. Centre Of Power, Holy Places

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.

D. Holy Days And High Holy Days

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.

IV. LAY MEMBERSHIP.

A. Requirements To Belong

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.

B. Requirements To Remain

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.

C. Mundane Benefits

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.

D. Skills

Training in axe weapons and shield is available at reduced rates (3/4) to lay members.

E. Divine Intervention

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. 

V. INITIATE MEMBERSHIP

A. Requirements For Initiation

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.

B. Requirements To Remain Initiated 

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.

C. Mundane Benefits

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.

D. Skills

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.

E. Divine Intervention

Divine intervention is available to initiates at a base chance of 1% per level.

VI. PALADINHOOD MEMBERSHIP

A. General Statements

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. 

B. Requirements For Acceptance

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.

C. Restrictions

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.

D. Benefits

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.

VII. PRIESTHOOD

A. General Statements

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.

B. Requirements For Acceptance

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".

C. Restrictions

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.

D. Benefits

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.

E. Divine Intervention

Priests have a base divine intervention chance of 2% per level.

VIII. SUBSERVIENT RELIGIONS

A. Divine Retribution/Divine Aid

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.

IX. OTHER RELIGIONS

A. Associated Religions

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.

B. Enemy Religions

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.

X. MISCELLANEOUS NOTES

A. Dwarven Counting System

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)