Torag

Torag (pronounced TORR-awg) is a stoic and serious god who values honor, planning and well-made steel. He is an often distant deity, lending magical power to his clerics, but leaving his followers to make their own way through life, knowing that this will make them strong and determined.

The ancient church of Torag can be found in all dwarven lands, and in many human ones, especially the harsh northern lands of the Ulfen people. Nearly half of Torag's clerics are dwarves, and although many humans have taken up his call, they only number so large among his worshipers because they breed faster and are more populous than dwarves. Among dwarves almost all of his priests are clerics, with maybe ten percent being paladins or other followers. Among his Ulfen followers nearly all are clerics, and human paladins of Torag are essentially unheard of.

As befits a deity so closely associated with the anvil and bellows, the vestments of Torag's clergy are a long, well-used smithing apron, and hammer. Rings of various sorts (whether worn on the hands, in the ear, or woven into the hair or beard) are also common, symbolizing friendship, debt or allegiance.

Tradition is a focus for knights who follow Torag. Action, rather than ceremony, is what these knights crave. They can be counted on to protect their communities without hesitation.

Temples tend to be circular, built around a large central and fully-functional forge and satellite anvils used for even mundane tasks, for every act of smelting and smithing is considered a prayer to Torag. In outdoor settlements the temple is usually built into the defensive wall, as this keeps the noise away from the other residences and makes it easier for the priests to monitor the defenses.

Priests of Torag
REQUIREMENTS: Wisdom 10, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
ALIGNMENT: LG, LN, NG
WEAPONS: Any
ARMOR: Any
SPHERES: Major - All, combat, creation, divination, elemental (earth), guardian, healing, law, protection, sun, war. Minor - Astral, necromantic, wards
MAGICAL ITEMS: Same as clerics
REQ. PROFS: War hammer; armorer or weaponsmithing
BONUS PROFS: Blacksmithing, stonemasonry
TURN UNDEAD: As cleric

*

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License