(Written by S.A.Brooks; Formatted by S.J.Wells, 02 Oct 2006)

Clanggedin Silverbeard

Father of Battle

MYTHOS AND HISTORY

A. Before Time

Clanggedin is the younger brother to Moradin, the greatest of the dwarven gods. Sometimes envious of his elder brother's position, Clanggedin would attempt to prove himself by getting into fights. The larger the opponent the better, and most of his aggression was directed towards the giant gods. A bitter feud developed between Clanggedin and the hill giant god Grolantor, and they fought many times. Although Clanggedin lost some of these battles is never conceded by his worshippers and goes far to explain the level of antipathy they have towards Grolantor's creations in the world. Bald-headed with a flowing silver beard, Clanggedin wields a battle axe in each hand.

B. Since Time Began

As Moradin is the father of the dwarves, Clanggedin is their champion. He is the most popular deity among dwarven warriors, and the skills that he has acquired in his battles are passed down to his worshippers so that they may continue his work. He is at the height of his powers when the dwarves are involved in a period of war, and his followers are naturally frustrated when prolonged peace occurs. Although giants are the traditional racial enemy of the dwarves, goblins and orcs have also received particular attention from Clanggedin's worshippers since it is they that most threaten the dwarven mountain territories in the north and south of Cantabria.

C. Life After Death

For a worshipper of Clanggedin, it is an honour to die in glorious combat. In the after-life he can look forward to inhabiting Clanggedin's mountain fortress and spending much time duelling with other warriors. Within the vast central hall of the fortress, great feasts are held, at which the places nearest to the top of the table, and thus to the Father himself, are reserved for the most valiant and renowned of heroes.
To pass into the next world, all worshippers must be buried in the earth when they die. Warriors will have their axe buried with them, for it is this weapon that they will carry with them to their new existence. Following burial friends of the deceased, will send him on his way by holding a wake in his honour. The length of the wake for a Clanggedin worshipper and the volume of ale consumed reflects, among other things, his standing as a warrior.

D. Symbolic Associations

Clanggedin's weapon is a battle axe, and since he wields one of these in each hand his symbol is a pair of crossed battle axes. Initiates of Clanggedin often bear shields or wear surcoats that display this emblem, and it is compulsory for paladins to do so.

II. NATURE OF THE RELIGION.

A. Reason For Continued Worship

Giantkind are hated mainly just because they are giants. The dwarves regard their huge size as a travesty of life, and the battles between Clanggedin and Grolantor in the time before history have been continued in the world by their creations. In addition, all dwarves also have racial antipathy towards goblins. In their habitation of underground lairs they are see n as defilers of the earth and of the gifts that Dumathoin has laid down for dwarven kind. Continuing territorial disputes with goblins and orcs ensure that dwarven fighters are usually in high demand. Orcs are tolerated but distrusted, and frequent occasions have arisen when their activities have had to be curbed. Elves are tolerated and can be useful allies, if they remember to turn up!

B. Social/political Position And Power

Worshippers of Clanggedin epitomise the proud and aggressive side of dwarven nature, and the religion is held in high regard in society. The warriors are respected for playing a leading role in the combat of racial enemies. The temple itself works closely with the King's army in planning and executing offensive and defensive manoeuvres.

C. Particular Likes And Dislikes

Courage and honour in combat is the chief tenor of Clanggedin. Followers should not shrink from a fight that would increase his glory, although recklessness is not encouraged since dead dwarves cannot slay giants . A follower's only fear is that of an inglorious death. Assassination is held in contempt since it brings death without battle, and is a cowardly and wasteful act.

III. ORGANISATION

A. Inter Religious Organisation

The authority of the religion is centralised in a single temple within the main dwarven mountain city of Helms Deep. The corresponding temple in the southern mountains of Cantabria was abandoned when the city was overrun by dark Elves and Goblins. Chapels and shrines containing altars to Clanggedin are situated throughout dwarven lands, particularly around historical sites of battle or areas of territorial dispute with orcs and goblins. Within human lands there are chapels at either end of the northern mountain border of Cantabria, the largest being at Carmaletin, close to giant lands. There are also many shrines incorporated into the chapels of other dwarven deities, especially Moradin. The sect within Port Raz has little contact with the mainstream of the religion, since it is closely allied to the followers of Abbathor, in whose temple the Clanggedin shrine is situated.

B. Intra Temple Organisation

Within the temple there is a hierarchy of priests. Young priests wishing to climb in standing will be judged in part on their performance on missions. They will normally be seconded to a fighting regiment on exercise in goblin or giant lands. Chapels are usually occupied by at least one priest, shrines may be unattended.

C. Centre Of Power, Holy Places

Other than the Helms Deep temple, holy places are limited to the sites of notable (successful) battles against dwarven foe. So me holy items are known to exist, these invariably take the form of axes which empower the wielder with special abilities or that contains a sentient spirit. Of these, the greatest is the Axe of The Dwarven Lords.

D. Holy Days And High Holy Days

The last sixteen days of each year are set aside by the dwarves as holy days to commemorate their creation in this world by the gods. During this Sacred Time each of the deities has a high holy day, and Clanggedin day is December 19th (in the human calendar - see end note for dwarven system). In addition to the Sacred Time, there are also some Clanggedin holy days that commemorate the anniversaries of great victorious battles. The eight-yearly anniversaries of these dates are deemed high holy days. The most important ones are May 19th, when in 1158 the last colony of hill giants was routed from the mountain lands to the west of Moradin's Seat, and October 12th that marks the date of the repulsion of the attempted goblin invasion of the lands around Espic in 1406.

IV. LAY MEMBERSHIP.

A. Requirements To Belong

Although lay membership of the mainstream of the religion is open to dwarves of any background and alignment, a predisposition towards fighting is almost universal amongst followers whose chief allegiance is towards Clanggedin. Humans are also accepted into lay membership.

B. Requirements To Remain

Lay members are expected to uphold the principles and reputation of the religion. While not required to participate actively on the battle field, most dwarves professing allegiance to Clanggedin are keen to prove their worth. This may occur as often as not among fellow dwarves rather than with goblins, but such fights usually result in the loss of no more than some pride, and occasionally some spilt ale. Conversely, many of the soldiers who form the King's fighting regiments are naturally lay worshippers of Clanggedin. Followers are expected to observe the holy days, sacrificing a power point, and to donate 10% of their income to the temple or their local chapel.

C. Mundane Benefits

Lay members are able to purchase weapons and armour through the temple, at more favourable prices than weaponsmiths offer. Dwarves who wish to join the army have an increased chance of acceptance if they can prove worthy membership of the religion. Sometimes the temple may give a reference for such fighters.

D. Skills

Training in axe weapons and shield is available at reduced rates (3/4) to lay members.

E. Divine Intervention

A lay member of the religion has a base 1% chance of calling on Clanggedin to intervene in a combat in which the worshipper is involved. No such chance is given for non-combat situations. 

V. INITIATE MEMBERSHIP

A. Requirements For Initiation

Lay members wishing to become initiated must have a sponsor in the religion and be able to demonstrate a minimum level of combat proficiency (5 in a weapon and 3 in a shield, if appropriate). Before acceptance they must perform some minor quest or service decreed by a Priest. This task often involves the slaying of goblins, but potential initiates who have shown fighting ability greater than the minimum requirements will be given more demanding tasks. An oath of dedication to Clanggedin is then sworn by the candidate as part of the initiation ceremony. Only in exceptional circumstances are humans initiated, after a few years as a lay member, and having performed some deed that results in the status of dwarf friend. Humans may not become paladins or priests.

B. Requirements To Remain Initiated 

Initiates are required to follow the creeds of the religion far more actively than lay members. They are expected to participate regularly in raiding expeditions into enemy territory and may also be quested to do so by the temple at any time. They are the main force that carries and promotes the glory of Clanggedin in the world, and this responsibility must be upheld at all times. An initiate never refuses a fair fight, and will try to defeat enemies of the dwarves whenever possible. In addition to the sacrifice of two power points on holy days, an annual donation of 20% of income is demanded of initiates.

C. Mundane Benefits

Initiates of Clanggedin are recognised as highly competent fighters, which gain them respect from most quarters. Among the dwarven militia there are several regiments formed from Clanggedin initiates, and these are regarded as some of the best regiments. The temple will sell them weapon's and armour, including shields bearing the crossed battle axes emblem, at favourable prices. Priests of Clanggedin will cast the lower level curative spells' on initiates free of charge, and reduced rates will apply for the more powerful spells.

D. Skills

Initiates may make use of the temple's best weapon trainers (usually paladins), and benefit from a 50% reduction in training fees. They may also be taught lessons in basic military strategy and techniques.

E. Divine Intervention

Divine intervention is available to initiates at a base chance of 1% per level.

VI. PALADINHOOD MEMBERSHIP

A. General Statements

Initiates who wish to dedicate themselves completely to the glory of Clanggedin, who show the necessary levels of skill, may be considered by the temple for paladinhood. The paladins are the elite warriors of the religion and will never flinch from combat. Hence they are fanatical and consider it a great honour to die for their god, especially if in doing so many foe can be slain. Most paladins shave their heads in image of Clanggedin, and those few that are ambidextrous invariably complete the show by learning to use a battle axe in each hand. It is said that should Clanggedin himself take form on the material plane he would choose one of these paladins to play host. 

B. Requirements For Acceptance

The minimum statistics required for paladinhood are: STR 12, WIS 9, CON 12, DEX 9, and CHA 9. A high degree of combat skill must also be displayed by prospective paladins. A minimum of 8 proficiencies in a weapon and 8 in a shield if used are required. Initiates chosen by the temple for paladinhood undergo a teaching and training period of one year, and must then prove their worth by slaying a giant before the status of paladinhood is attained. Dwarves of evil or chaotic alignment are not eligible to become paladins.

C. Restrictions

Paladins of Clanggedin are sworn to "live by the axe, die by the axe". In fact they are given a free reign as to weapons and armour they may use , so that their effectiveness as fighters is never compromised. Those that carry a shield must bear the crossed battle axes symbol upon it, and those that do not, usually because both hands are engaged with a weapon or weapons, must display the emblem in another way. Often the form of the crossed axes will be mounted on top of the paladin's helm. In addition to their normal activities, every paladin is charged with performing a major quest every 8 years. Being the most proficient fighters of the religion, an important duty is to spend some time in the training of initiates at the temple. They should attend a holy place on holy days, and will donate at least 50% of their income to the temple. Clanggedin paladins will never associate with followers of evil or chaotic gods, or ones which espouse assassination.

D. Benefits

As with other religions, paladins of Clanggedin are blessed with clerical spells. They also have access to the most highly enchanted weapons and armour that the temple priests can create.! Many will be assigned to regiments of the King's army as seconds in command or military advisors. Acts of courage befitting the status of a paladin often result in the need of the more powerful curative spells, such as regeneration and restoration. These may be performed at no cost at the discretion of the temple priests, but they will not resurrect the body of a paladin who has fallen in combat since he is seen to have fulfilled his purpose and desire, and can now look forward to greater rewards in his existence to come. Instead the temple will provide arrangements for burial with full honours in the presence of a high priest. Paladins may call upon divine intervention with a 4% per level chance of success.

VII. PRIESTHOOD

A. General Statements

Dwarves chosen to be priests of Clanggedin are adopted by the temple when they reach maturity at the age of 64 years. Although it is not compulsory for priests to participate in combat missions, proficiency in fighting is taught and most will desire to join goblin or giant slaying missions from time to time, in order to associate themselves more deeply with the spirit of their god.

B. Requirements For Acceptance

To be accepted into priesthood a dwarf must have minimum statistics of STR 12, WIS 9 CHA 9. Priests are sent on an apprenticeship mission under the care of an initiate or paladin in order to induct them into the ways of Clanggedin and give them experience "in the field".

C. Restrictions

Priests are restricted in their weaponry, they may only carry axes and shields, and wear only chain mail armour. Crossbows are forbidden, a thrown axe serving as a ranged weapon. Since the warriors of the religion require a regular supply of weapons and armour, enchantment of such items is an important duty of the temple priests. No permanent personal wealth is allowed, and any earnings that the priest gains must either be donated or spent in the furtherance of the religion, in buying weapons for example.

D. Benefits

The temple will always provide to priests who embark on active service basic equipment such as axe, shield, and chain mail. Upon reaching 3rd level a priest will be given a +1 enchanted battle axe, and a Dwarven battle axe of returning at 7th. In addition at 5th level the priest will be granted a once in life spell of Earth Power, which will restore his power points to full.

E. Divine Intervention

Priests have a base divine intervention chance of 2% per level.

G. Spell Lists

1st Level
Axeskill¯¯¯¯- Religion special spell
Bless Individual¯¯- Religion special spell
Courage¯¯¯¯- Tome of Magic - Priest level 1
Cure Light Wounds¯¯- Players Handbook - Priest level 1
Detect Evil¯¯¯- Players Handbook - Priest level 1
Light (Reversible)¯¯- Players Handbook - Priest level 1
Morale¯¯¯¯- Tome of Magic - Priest level 1
Protection from Evil¯- Players Handbook - Priest level 1
Resist Cold¯¯¯- ( Players Handbook - Priest level 1
Throw Axe I¯¯¯- Religion special spell

2nd Level
Axe Song¯¯¯¯- Players Handbook - Priest 2nd (modified)
Conjure Axe¯¯¯- Religion Special spell
Enlarge Self¯¯¯- Players Handbook - Priest 2nd (modified)
Find Traps¯¯¯- Players Handbook - Priest 2nd
Holy Axe ¯¯¯- Religion Special
Know Alignment¯¯- Players Handbook - Priest 2nd
Rally¯¯¯¯- Tome of Magic - Priest 2nd
Resist Fire¯¯¯- Players Handbook - Priest 2nd
Sanctify¯¯¯¯- Tome of Magic - Priest 2nd
Spiritual Battle Axe¯- Players Handbook - Priest 2nd (modified)
Strength¯¯¯¯- Players Handbook - Wizard 2nd

3rd Level
Create Food and Water¯- Players Hand Book - Priest 3rd
Cure Serious Wounds¯- Players Hand Book - Priest 3rd
Dispel Magic¯¯¯- Players Hand Book - Priest 3rd
Glyph of Warding¯¯- Players Hand Book - Priest 3rd
Magical Vestment¯¯- Unearthed Arcana - Priest 3rd
Prayer¯¯¯¯- Players Hand Book - Priest 3rd
Remove Curse¯¯¯- Players Hand Book - Priest 3rd
Strength of One¯¯- Tome of Magic - Priest 3rd

4th Level
Enchant Weapon¯¯- Players Hand Book - Wizard 5th
Fearlessness¯¯¯- Religion Special
Protection¯¯¯- Religion Special
Prot. from Evil 10'R¯- Players Hand Book - Priest 4th
Quest¯¯¯¯- Players Hand Book - Priest 4th
Sanctum Sigil¯¯¯- Religion Special

5th Level
Atonement¯¯¯- Players Hand Book - Priest 5th
Commune¯¯¯¯- Players Hand Book - Priest 5th
Cure Critical Wounds¯- Players Hand Book - Priest 5th
Dispel Evil¯¯¯- Players Hand Book - Priest 5th
Easy March¯¯¯- Tome of Magic - Priest 5rd
True Seeing¯¯¯- Players Hand Book - Priest 5th

6th Level
Heal¯¯¯¯- Players Hand Book - Priest 6th
Heroes Feast¯¯¯- Unearthed Arcana - Priest 6th
Land of Stability¯¯- Tome of Magic - Priest 6rd
Stone Tell¯¯¯- Players Hand Book - Priest 6th

7th Level
Holy Word¯¯¯- Players Hand Book - Priest 7th
Regeneration¯¯¯- Players Hand Book - Priest 7th
Raise Dead¯¯¯- Players Hand Book - Priest 7th
Restoration¯¯¯- Players Hand Book - Priest 7th

Modified Spells

Axesong (2) 
This spell is the equivalent of the standard spell CHANT, found in the Players hand book. The Clanggedin priest must, however continue to fight while the spell is in effect. As soon as the priest ceases combat the spell duration finishes.

Enlarge Self (2)
This spell is the equivalent of the standard spell ENLARGE, found in the Players hand book (Wizard 1st level). The only difference is tha. t the priest can only cast this spell upon him/her self. The range of the spell is therefore 0.

Axeskill
Range¯¯¯: Touch
Components¯¯: VSM (Axe)
Duration¯¯¯: 1 Turn + 1 Turn / level
Casting Time¯¯: 3 Segments
Area of Effect¯: 1 Axe wielder
Saving Throw¯¯: N/A
Under the Cantabrian combat system this adds one profficiency per level of the Priest to the targets Axe skill level. For those using straight AD&D a rough equivalent would be to make it a specialisation or an extra +1 to hit for every two level/ s of the Priest.

Bless Individual (Modified from PHB - Priest Level 1 spell - Bless)
Range¯¯¯: Touch
Components¯¯: VSM (Holy Water)
Duration¯¯¯: 1 Turn
Casting Time¯¯: 1 Round
Area of Effect¯: 1 Person/Creature
Saving Throw¯¯: N/A
¯The recipient of this spell receives a bonus of +1 / + 5% onto a relevant skill for the duration of the spell. The skill should be combat orientated or aid in the furthering of Clanggedin, thus a Priest may bless himself to preach an excellent sermon giving him an increase of 5% to the reaction roll.

Throw Axe I
Range¯¯¯: Touch
Components¯¯: VSM (Holy Water)
Duration¯¯¯: 1 Turn
Casting Time¯¯: 1 Round
Area of Effect¯: 1 Person/Creature
Saving Throw¯¯: N/A
¯Once cast the Priest is able th throw a Battle Axe as if it were a Hand Axe. It will do normal Battle Axe damage and will do double damage to any Giant that it hits.

Conjure Axe
Range¯¯¯: 0
Components¯¯: VS
Duration¯¯¯: 1 Turn per level
Casting Time¯¯: 1 Round
Area of Effect¯: 1 Axe
Saving Throw¯¯: None
When this spell is cast, an Axe of the type specified by the caster is brought into being. This axe glows dimly and radiates magic although it has no bonuses to hit. Only the Priest can wield the axe.

Fearlessness
Range¯¯¯: 0
Components¯¯: VSM (A vial of Holy Water)
Duration¯¯¯: 2 T2 urns per level
Casting Time¯¯: 1 Turn
Area of Effect¯: All followers within a 6" Radius.
Saving Throw¯¯: None
When this spell is cast, each recipient must drink from the vial of Holy water in order to be affected. For the duration of the spell the recipients are immune to any form of fear.

Protection
Range¯¯¯: Touch
Components¯¯: VSM 
Duration¯¯¯: 2 Rounds per level
Casting Time¯¯: 2 Segments per creature touched
Area of Effect¯: 1 Creature/Person per level
Saving Throw¯¯: None
¯All creatures who are3 touched by the caster of this spell receive a bonus similar to a standard +1 ring of protection. This is not cumulative with such devices, nor is it stackable.

Sanctum Sigil
Range¯¯¯: 0
Components¯¯: VSM (Burning incense)
Duration¯¯¯: 1 Day per level
Casting Time¯¯: 1 Turn
Area of Effect¯: 10" radius sphere centered on the Sigil
Saving Throw¯¯: None
This spell creates a warded area that works similarly to a Glyph of Warding. If any creature comes into the area of effect that is hostile (or even neutral) to the Priests religion the Priest will be mentally alerted. If the Priest is asleep, he/she will be awakened. NO further information other than the defence has been broached will be imparted. One set off the sigil is not deactivated, it is only cancelled by a dispel magic or the duration running out. The Sigil is written in the air and is immovable from that location.

VIII. SUBSERVIENT RELIGIONS

A. Divine Retribution/Divine Aid

An initiate who defaults on his oaths or who betrays the furtherance of his deity's glory will suffer a curse that results in the permanent loss of their beard. This will render them an outcast and an object of contempt within dwarven society. Paladins who turn from their sworn path can additionally expect to be subject to execution by a force directed by the temple.

IX. OTHER RELIGIONS

A. Associated Religions

While sometimes seen as Moradin's right hand dwarf, Clanggedin and his followers also have a symbiotic relationship with Dumathoin. While the warriors defend the mountain realms from plunder by the enemies of the dwarves, Dumathoin's miners provide the metals with which to fashion weapons and armour.
Within the human pantheon, Sif is closely aligned to the outlook of Clanggedin, and the temples have sometimes cooperated in campaigns of mutual benefit, such as campaigns against orc armies.

B. Enemy Religions

In general worshippers of Abbathor are despised for their greed and cowardly approach to combat. This does not hold true in Port Raz however, where the two religions are allied. Most antipathy is naturally reserved for deities of giant and goblin kind.

X. MISCELLANEOUS NOTES

A. Dwarven Counting System

Although like humans dwarves have five fingers and a thumb on each hand, they use them to count in a different way. The 8 fingers are used as humans use them, and the thumbs represent a unit of 8 each. Thus the dwarves have an octal and not decimal number system, and their calendar naturally reflects this. Using his fingers and thumbs a dwarf can count8 up to 2*8 + 8 = 24 (in human terms). Those dwarves who can speak the Cantabrian human tongue face obvious difficulties in translating not only the language but the number system as well!
A week has eight days, and eight weeks make a season. Each year has five seasons, corresponding to late winter, spring, high summer, autumn, and early winter. The sixteen days of Sacred Time at the end of the year are counted separately, bridging early and late winter. Thus 8 days x 8 weeks x 5 seasons + 16 = 336 days in a year (12 months x 28 days in the human calendar).