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Grissom (Grih-sum)

The All-Hammer

For more information on the Grissamman, see: LINK

Grissom is worshiped by dwarven smiths, artisans, and miners alike, granting inspiration in exchange for respect of his traditions and prayer for the prosperity of his people. He is the Chief of the Grissamman; the family that makes up the dwarven pantheon of gods. The dwarves believe he shaped the mountains from the chaos of creation, and so he stands as their patron protector of home and family. Many temples to the All-Hammer mark the center of mighty dwarven strongholds and cities. A harsh but fair judge, he is strength incarnate and force of will embodied.

Physical Description

Many guild halls and workshops contain images of Grissom, a faceless, stout dwarven being of immense strength, hunched over a flaming heart clasped within his massive hands.   When he has graced the dwarves with his presence, Grissom appears as a tall dwarf with a powerful build, particularly in the upper body. He is a stern-faced figure with flowing hair, his mane and beard both reaching his knees (and alternatively described as black or white). He bears a sturdy shield and wields the legendary Thar Molbrikkur, his mighty warhammer and symbol of his faith. Grissom is often clad in ornate dwarven plate mail from head to toe.

Divine Realm

DESCRIPTION

Tenets of Faith

  • Remain stoic and tenacious in the face of catastrophe.
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  • Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people.
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  • Legacy is paramount. To create something that lasts is to change the world for the better.

Personal History

Grissom is held in dwarven myths to have been incarnated from rock, stone, and metal, and that his soul was an ember of fire. It is said he forged the first dwarves from metals and gems, and breathed souls into them when he blew on his creations to cool them.

Social Aptitude

Grissom expects his children to aspire to his utmost levels of expertise, to study his techniques so they might follow in his footsteps. He is gruff, stern and virtually incapable of compromise, tirelessly and unflinchingly defending his people, their values, and his principles of good and law. Only quality results earn his approval, and so he is often seen by non-dwarves as a harsh god.

Worshipers

Grissom's clerics, known as Sonnlinor, are usually drawn from family lines, like most dwarven occupations; they wear earthy colors, with chain mail and silvered helms. Moradin charges his followers with the task of wiping out the kingdoms of orcs. The church of Grissom has an active role in guiding the morals of dwarven communities; they emphasize his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing when these tasks begin. They lead the push to found new dwarven kingdoms and increase their status among surface communities.   The Hammers of Grissom are an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers serve both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from large groups of orcs to great wyrms to malevolent fiends. The order is dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories. Individual chapters have a great deal of local autonomy but, in times of great crisis, a Grand Council assembles to plot strategy and divine Grissom's will.   Grissom prefers to work through manifestations rather than avatars, believing that dwarves have to work for their own place and salvation in the world, and so he seldom appears in the realms. Usually any intervention from Grissom serves the purpose of guiding his people to the best decisions in times of crisis, but he also does so to aid those that might be of help to the dwarves as a whole. This takes the form of either inspiring dwarves who would serve their kin in the future or encouraging non-dwarves to provide assisstance to his people.

Holy Books & Codes

"Hammer and Tongs: The Forging of Metal and Other Good Works" is the principle holy text of Grissom. The book of Grissom is bound in metal and its leather pages are lacquered with a fire resistant formula. This is due to the fact that the book is intended to be read near forges and other places where extreme heat could spark a fire. It tells of the creation myths of the dwarves and the destinies they have forged, as well as the Quest for Sky, which was the partial dwarven migration to the surface, and the simple need for community that binds dwarves together. In addition to prayers and rituals, it also includes instructions on how to shape stone, build walls, smelt base metals, and forge iron and steel. It is also common for a copy to include basic information about various predatory monsters and how to defeat them, especially for creatures in the local region. The oldest copy (usually the one used in the main temple) includes a historical account of when the community was founded, as well as which families or clans were involved in the founding in addition to other notable historical events.

Contacts & Relations

Prime Deities

Moradin has a strategic but friendly alliance with the other Prime Deities, having been the one to forge the very weapons they wield. It was by his hand and his followers that the forces of the War of Repellence were supplied. It is also said that the divine shackles which bind Tharizdun to the Abyss were also created by Moradin, forged from slivers of his and Ioun's divinity.

Divine Traits

General Information

Alternative Name(s)
The All-Hammer
The Dwarf Father
God of the Dwarves
God of the Forge
Chief of the Grissamman
The Soul Forger

Alignment
Lawful Good

Pantheon
The Grissamman

Areas of Concern
Caves, community, craft, creation, family, mountains

Favored Weapon
Warhammer

Sacred Animal(s)
Badger

Sacred Color(s)
Gold, gray

Symbol
Hammer with ends carved in the likeness of dwarven heads
Worshipers
Artisans, dwarves, miners, smiths

Worshipers' Adjective(s)
Grissomite

Plane
PLANE - DOMAIN


D&D 5e

Domains
Forge, Knowledge, War


Pathfinder 1e

Domains
Community, Earth, Good, Law, Repose, War

Subdomains
Ancestors, Caves, Family, Loyalty, Metal, Tactics


Pathfinder 2e

Domains
Creation, Earth, Family, Protection

Alternative Domain(s)
Toil, Vigil

Divine Ability
Constitution or Wisdom

Divine Font
Heal

Divine Skill
Crafting

Cleric Spells
1st: Mending
3rd: Earthbind
4th: Creation

Divine Boons
  • Minor Boon
    Grissom repairs your equipment so you may continue your vigil. Once, a shield, weapon, or other item you hold or are wearing recovers all of its Hit Points. The item’s Hardness doubles for 1 minute. Grissom can grant this boon just as the item would have been destroyed, preventing the item’s destruction. Occasionally, he grants this boon to restore an item important to dwarven history that has already been fully destroyed.
  • Moderate Boon
    You are counted as family among Grissom and his followers. You gain the effects of a single dwarf ancestry feat of Grissom’s choice, even if you are not a dwarf, as long as you maintain Grissom’s blessing.
  • Major Boon
    Standing watch or guarding a location counts as resting for you, preventing you from being fatigued due to lack of rest as long as you stand watch for at least 6 hours a day. You can recover your Focus Points (if you have them) by standing guard in addition to any other options you have available. When on guard, you gain a +4 status bonus to Perception to notice ambushes and other dangers approaching. As long as you are holding a shield, you are always Defending during exploration without needing to move at half your travel speed, and you can perform another exploration activity as well. While you are using a shield, its Hardness increases by 5.

Divine Curses
  • Minor Curse
    Shoddy artisanship makes itself known. Whenever an item you’re using takes damage, it is broken.
  • Moderate Curse
    You must prove your skills at a craft by providing your own equipment. You gain item bonuses only from items you make yourself.
  • Major Curse
    You are forever cast out from your home. Members of your community have their attitudes towards you shift two steps worse, meaning those who used to be helpful are now indifferent, those who were friendly are now unfriendly, and all others are now hostile. This doesn’t necessarily result in violence, but hostile community members generally seek your permanent exile.
Children

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