Only men worship deities, which makes clerics a uniquely human vocation. A cleric is a man who has devoted his life to serve one of the deities of the Thulian Great Church and been gifted with miraculous powers in return for his service. All clerics within Dwimmermount are of Lawful alignment, because all of the gods, regardless of their spheres of influence, support and protect the civilization of man.
In general, clerics operate outside the normal ecclesiastical hierarchy. They do not tend to the day-to-day needs of believers, leaving such duties to priests. Instead, clerics act as the strong arms of their faiths, doing great deeds in the name of their gods.
THE GREAT CHURCH
What follows is a brief overview of the Great Church’s eight gods to aid players of clerics in choosing a deity to serve, as well as to provide some additional context for the various statues and religious iconography present in Dwimmermount.
|God||Alignment||Spheres of Influence||Cleric’s Granted Power|
|Anesidora||Lawful (Good)||goddess of grain, fertility, marriage, and law||immune to charm and +1 to Wisdom|
|Asana||Lawful||goddess of strategy, heroism, and science||immune to fear and provide a +1 to group initiative|
|Caint||Lawful (Good)||god of medicine, poetry, and music||+2 to each die of healing spells cast and +1 to Charisma|
|Donn||Lawful||god of the dead||+1 to turn undead and turn an additional 2HD of undead|
|Mavors||Lawful (Evil)||god of warfare||use the fighter combat table for attack throws, deal double damage on a 20, throw spears into melee|
|Tenen||Lawful||god of travelers, craftsmen, and invention||turn elementals as if they were undead and always treat encumbrance as if you had 15+ Strength|
|Tyche||Lawful||goddess of fortune, prosperity, and destiny||+1 to all saving throws|
|Typhon||Lawful (Evil)||god of judgment, discipline, and trade||immune to possession and gain a +2 to turn Infernals|
Anesidora is the goddess of grain, fertility, marriage, and law, making her worship widespread and important. Her agricultural aspects have primacy in rural areas, while her role as the guardian of marriage and the law is emphasized in cities, where her clerics commonly act as advocates and judges. There is some rivalry between the faith of Anesidora and that of Typhon, particularly in realms with a more evil interpretation of Law.
Asana is the goddess of strategy, heroism, and science. She is thus equally the patron of military officers, adventurers, and sages. Asana and Mavors have something of a rivalry, though many common soldiers pay homage to both deities, seeing both as necessary to success in battle.
Caint is the god of medicine, poetry, and music. His clerics are well-loved, both for their healing prowess and for their lightheartedness. Temples to Caint typically include both hospitals and theaters, making them at times both busy and raucous. For that reason, they are often used as meeting places even by those with no business there.
Donn is the god of the dead, and as such, is not much worshiped by the living. He is invoked to protect the recently deceased from necromancy and similar sacrileges. Consequently, his clerics are implacable foes of the undead and those who create such abominations.
Mavors is the god of warfare and battle. He sees warfare as both natural and praiseworthy and teaches his devotees how to achieve worldly success through mastery of it. He and Asana are often rivals, in part because Mavors revels in physical battle while Asana is as content with intellectual debate as she is with armed struggle.
Tenen is the god of craftsmen, invention, and travel. He and Asana are allies and their clerics often cooperate in endeavors of mutual interest. He has no permanent temples; his clerics lead a peripatetic existence, always on the move and seeking out new ideas.
Tyche is the goddess of fortune, prosperity, and destiny. Called Lady Luck, or simply the Lady, she is a whimsical and occasionally capricious mistress. Beseeching her aid is no guarantee of good fortune, only that the Lady will provide an unexpected outcome, leading some, such as the clerics of Typhon, to charge that she is, in fact, an enemy of Law rather than an ally.
Typhon is the god of judgment, discipline, and trade, three spheres considered to be the foundations of man’s civilization. Typhon’s faithful consider their god the greatest of all deities. Typhon is renowned too, for his vigilance against demons and his clerics excel as exorcists and monster hunters. On the other hand, his clerics are known as overbearing bullies, who use the influence of their temple to advance themselves in social situations.
DWARVES AND THE MAKERS
Though, only men worship gods or have clerics, dwarves do revere supernatural beings whom they call “the Makers.” As their name suggests, dwarves believe that the Makers created them untold ages ago to delve deeply beneath the surface of the world. Once, the Makers spoke regularly—and directly—to the dwarves but those days are long past. No dwarf knows precisely when the Makers stopped speaking to them or why, though most believe it occurred sometime after the Tumult, when some dwarves turned away from the Makers and threw dwarven society into chaos.
Dwarven reverence for the Makers does not take the form of worship, nor is there a religious hierarchy associated with it. Instead, the Makers provide the ultimate foundation for dwarven society and culture, the answer to any question of why things are the way they are: “Because the Makers made it so.” Needless to say, such an answer carries little weight with outsiders and indeed with certain dwarves who fear that the continued unthinking adherence to long-held tradition guarantees the doom of their race. Nevertheless, most dwarves are content with this answer and have faith that the Makers will reveal a means to escape their current predicament.