Grimnir god of courage and great deeds

Description:

According to the legends, Grimnir the Fearless protected the Dwarven people on their ancient migration to the Worlds Edge Mountains. He fought Ice Giants, huge Trolls, Dragons and bands of marauding Goblinoids without ever flinching or stepping back once. It was due to this legendary Dwarf and the courage he inspired in those who travelled with him that so many Dwarves made it to the safety of the Worlds Edge Mountains and did not give up on the way or were killed by the monsters and other obstacles threatening the safe fare of the Dwarves. Grimnir represents the undaunted courage and fearlessness of the Dwarven race. Some Troll Slayers and Giant Slayers venerate the courage and cool mastery of Grimnir over the rage and uncontrolled frenzy of Bragni, and paint Grimnir's Rune on their bare flesh with their blood to fill them with courage before a mighty deed. Dwarven guards in the dark beneath the World wear headbands with his Rune inscribed upon it and some have it cleverly put amongst the other ornament of their panoply. It is said that the chanting of his name will give a Dwarf who doubts himself the resolution and courage needed for the job before him.

Grimnir is portrayed as a young muscular and yet agile male Dwarf who wears a suit of armour forged from Gromril and Dragon scales and very the hides of the beasts he has slain as protection against the cold. He usually is shown as a cheerfully smiling or yelling individual with a large and

Well-kept beard. With one hand he waves forward with his mighty Rune covered warhammer that displays the Rune of Grimnir on the centre of the head. The other hand holds a helmet formed in the shape of a Dragon's head and inserted with the teeth of such where the jaw is on the helmet. The entire figure radiates confidence, valour and good spirit. Grimnir is usually standing on a pile of bodies and severed heads from the monsters he has slain to protect his race.

Alignment:

Neutral

Symbol:

Grimnir's symbol is that of Courage (Grimna) and the Dwarven word for courage has been derived from Grimnir's own name. Another symbol is that of a skull crossed by a hammer. A symbol also connected to Grimnir, but usually only used by older Dwarves, is that of a shining star. The reason for this has been lost over the millennia and it is theorised that it is the star of courage shining as an example for all to follow, or perhaps it is a beacon of light for those who dare anything to overcome the obstacles in their way.

Grimnir's Clerics wear a white or light blue robe with the symbol of Grimnir embroidered in silver thread or white thread with a black outline. Some also wear the symbol of the skull and the hammer, or that of the shining star, in a steel chain around their neck. The oldest and highest positioned Clerics usually wear symbols and chains of pure Gromril to state their social position.

Area of Worship:

Grimnir is worshipped throughout the World, where there is courageous

Dwarven warriors. But he is especially venerated in the Dwarven strongholds, which are under constant siege from enemy forces.

Temples:

Every Dwarfhold where there are warriors present will have a Temple of Grimnir. Of course the largest and most impressive of the temples will be found in the strongholds of the Worlds Edge Mountains. In small Dwarven communities, such as there exists in almost every large Human city, the temple is usually situated near the oldest and the best of the Dwarven warriors. If a Cleric of Grimnir is present, he is of course given the honour of upholding the Temple of Grimnir. It is not unknown for the Temple to be situated in the home of a City Dwarf, where it can be assembled and made ready for use within a short period of time. The temple is built in a rectangular shape, depicting that of a warhammer.

Friends and Enemies:

The cult of Grimnir is on friendly terms with the rest of the Dwarven pantheon. Some connection is known to exist between the cult of Grimnir and that of Bragni, for even though some competition exists between the two cults, their Clerics and followers have aided each other time and time again over the course of Dwarven history. Otherwise the cult has very little to do with the Gods of other races. It is of course violently hostile towards the enemies of the Dwarven race.

Holy Days:

A small festival is held in Grimnir's honour on the 24th day of the 3rd month, which is believed to have been the day Grimnir and his fellow Dwarves first saw the majestic pinnacles of the Worlds Edge Mountains. On this day, all Initiates and Clerics will travel to Karaz-A-Karak to gather in the main temple of Grimnir. Here they will listen to tales and legends for the entire day, from sunset to sundown. When the sun disappears ale, wine and women are brought forth and they drink, dance, eat and enjoy the general merrymaking till the next morning.

Cult Requirements:

The cult of Grimnir is open to any Dwarf who is ready to laugh in the face of danger and spit into the face of Death. Even the Slayers who are normally considered outcasts are accepted into this cult. Generally speaking, the followers of Grimnir are all warriors of some sort and the bulk of his worshippers are associated with the trade of war in some way or another.

Strictures:

Never surrender to Goblins and their kin.

Never surrender to anyone less worthy than yourself.

Never back away from any chance to participate in heroic deeds and similar situations where you can prove your courage. Unless your actions directly endangers other Dwarves or persons under your protection.

Always strive to better your personal achievements.

Never break your word

Spell Use:

Clerics of Grimnir may cast all Petty and BattleMagic except:

Break Weapon, Cause Cowardly Flight, Cause Fear, Cause Panic, Cause Stupidity, Change Allegiance, Charm, Dispirit, Enfeeble, Entanglement, Invisibility, Leg Breaking, Pain, Reproof of Cowardice, Slippery Ground, Slowfoot, Stand Still, Steal Mind, Subvert Weapon, Wilt Weapon and Wind Blast.

In addition they may cast the following spells:

Demonic Battle Magic: Dispel Lesser Daemon, Dispel Lesser Daemons, Dispel Daemon Horde and Dispel Greater Daemon.

Elemental Battle Magic: Walk on Water, Resist Fire, Part Water, Dispel Elemental and Dispel Elementals.

Illusionary Battle Magic: Banish Illusion and Destroy Illusions.

Skills:

Clerics gain one of the following per level. Immunity to fear, Immunity to terror

Trials:

Trials usually include feats of great courage, hunting down a beastman that is attacking the locals or hunting down a raiding party.

Also undertaking tasks which one would not normally, climbing a high mountain if one was afraid of heights and so on.

Blessings:

Favoured tests include Terror and Fear. Favoured skills include Cool based skills. Also a bonus to Cool may be granted

 

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