Main / DugmarenBrightmantle

Dugmaren Brightmantle - Dwarven - Priests - Gods

Dugmaren is an errant god in the dwarven pantheon. He is an embodiment of the chaotic and exploratory principle, and his concerns are those of the unknown. He is an inveterate acquirer of "useless" knowledge, an experimenter and fiddler, one who favors knowledge for its own sake rather than for its practical utility. He dwells on the Plane of Concordant Opposition, although he ventures into the planes of Olyinpus, Elysium and the Twin Paradises. Dugmaren is often considered to be a child of Moradin, a splitting-off of a chaotic element from his father's stern lawfulness, over-favored by his mother Berronar. Dugmaren is a benign, inquisitive, cheerful and optimistic deity, and he is tolerated by the lawful dwarven pantheon because his inventions and innovations have undoubted creative aspects.

Role-playing Notes:

Dugmaren will sometimes dispatch an avatar to act as an unseen guide for dwarf scholars and travelers, often protecting them in their searches and providing hints on where to look for knowledge. He also provides cryptic omens in the form of riddles, puzzles, and "impossible" objects.

Gods Information

Alignment: The God's alignment does not need to match that of his followers, or priests.
Worshiper's Alignment: the alignment any Worshiper of the god must meet, often different than the Alignment requirements for Priests
Area of Control: what aspects of life the God controls
Symbol: common symbols used by the followers and priests of the Goddess

Avatar Information

Dugmaren's Avatar (Thief 8, Bard 14) Dugmaren appears as an old dwarf, slightly hunched, wearing a bright blue cloak, with twinkling blue-grey eyes. He always carries a collection of books with him. As a bard, he uses magic from all schools, often in an experimental, even haphazard, way.

Str 13 Dex 18 Con 15
Int 19 Wis 19 Cha 16
MV 12 SZ M(5') MR 20%
AC -1 HD 14 HP 112
#AT 1 THAC0 7 Dmg 2d4+2 (broadsword)

Special Att/Def: The avatar has a saving throw of 2 against all spells which are mind-affecting (many illusion/phantasm spells, forget. magic jar, etc.). He wears a cloak of displacement and employs a broadsword +4 which can cast feeblemind 2/day.

Worshipers Requirements

Requirements: Wis 13+, Int 10+
Alignment: CG, NG, N, CN
Turning: Nil
Armor: Any
Weapons: Axe (any), Bows, Broadsword, Crossbow, Dagger, Knife, Sling
Level Limit: 14
Hit Die: D6

Spheres
Major: All, Astral, Charm, Divination, Guardian, Numbers, Protection, Thought, Wards
Minor: Chaos, Creation, Healing

Powers:
1) gain 1 additional language per 2 levels gained
3) augury
7) divination
10) commune l/week

Duties of the Priesthood

Dugmaren's priests are instructed to travel widely and broaden their minds, especially in scholarly pursuits. They must cultivate the spirit of enquiry among the young. Recovery of lost and/or arcane knowledge is a prime task.

Known Worshipers

descriptions and or links to characters