Metalwork

This god is the forger of weapons and armor, and also the craftsman of gold and silver treasures. He is worshipped by metal-craftsmen across the world, and sometimes visits inspirations for beautiful metal goods upon lucky craftsmen.

The priests of the god try to advance the art of metalwork at the mortal level. They do this by acquiring as much information as they can about smithcrafting and other metalwork, collecting it in libraries, and distributing it to students and metalworking apprentices.

Lesser gods of this attribute will be gods of specific types of metalworking. One might be the god of armoring, another the god of swordmaking.

The god of metalworking is male.

The priests of this god are on good terms with the priests of Arts, Crafts, Divinity of Mankind, Fire, Literature/Poetry, Music/Dance, Race (Dwarf), Strength, and War.

Alignment: The deity is good; at the DM's discretion, he may be chaotic good, neutral good, or lawful good, but tends to be neutral good. Regardless of his alignment, his priests may be of any good alignment. The flock may be of any neutral or good alignment.

Minimum Ability Scores: Wisdom 10, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.

Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Any one from the following list -- Artistic Ability (Jewelwright, Goldsmith, Silversmith), Blacksmithing, Armorer, Weaponsmithing. Nonweapon Proficiencies Recommended: Any of the others from the above list, plus Fire-building, Reading/Writing, Religion. Weapon Proficiencies Required: Warhammer. Nonweapon Proficiency Group Crossovers: Priest, General, Warrior.

Duties of the Priest: Guidance, Marriage. Education: Teaching of metalworking to the flock; promotion of weaponmaking, armor-making, goldsmithing, jewelry-making, and all other sorts of metalwork in the community and society. Must participate in semiannual events where metal goods of all sorts are displayed and promoted (before the throne or in market). Investigation: These priests seek to re-discover lost metalwork techniques; this often leads them into ancient sites on expeditions of discovery. These priests also encourage competitive thinking between guilds, or between the metalworkers of different cities.

Weapon and Armor Restrictions: Weapons Permitted: Club, mace, maul, morning star, warhammer, whip. Armor Permitted: All metal armor; all shields. All together, these constitute Good combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Elemental (the priest may only use the spells whose names include the words Fire, Flame, Heat, Pyrotechnics, and the spell chariot of Sustarre ), Sun. Minor Access to Combat, Divination.

Powers: Analysis (as per the Designing Faiths chapter) of workmanship quality in metal goods. The priest will be able to tell whether a metal craft-good is of poor, average or superior quality. This gives him a +2 to his Appraising proficiency check if he has that nonweapon proficiency, but does not give him the ability to rate crafted goods as to their gold piece value of he does not have that nonweapon proficiency. Defiance of Restriction/Obstacle (as per the Designing Faiths chapter): The priest can pass unharmed through the wall of fire spell. Inspire Fear (as per the Designing Faiths chapter). Permanent +2 to hit and damage with Warhammer, above and beyond all other bonuses.

Followers and Strongholds: The followers are received at 7th level, and consist of two third-level priest and four first-level priests of the same order, one third-level fighter and seven first-level fighters to act as temple guards, and twenty Normal Men and Women, each of whom has an appropriate and helpful nonweapon proficiency (especially Blacksmithing, Fire-building, Mining, and Reading/Writing). The priest may take the following on adventures: One priest, one fighter, and four Normal Men and Women of his choice. The priesthood will pay for half of the cost of stronghold construction at 7th level. The stronghold must be built with numerous smithies and workshops, enough at least for the priests who do metalwork, as well as the temple's Normal Men and Women.

Possible Symbols: Anvil, Hammer.

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