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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