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Grimna - The Runemother

Grimna the Runemother is the Dwarven Ancestor-Goddess of Magic, Knowledge, and Mysteries. Grimna is the patron of all those who seek knowledge and answers to mysteries. From adventurers delving into caves to recover lost knowledge, to investigators tracking down a criminal to a crime, or a scholarly wizard researching a new rune or spell. She is said to have been the first Dwarf to discover the power of runic magics. Most dwarven spell users do not case spells in the same way as their Human or Elven counterparts, but do so through the creation of magical runes carved or painted onto various surfaces which invoke the powers that be. Grimna is the Second of three Ancestor-Gods which make up the Dwarven Pantheon; alongside Auric - the Hearthfather, and Muradin - The Forgefather.

Appearance

Grimna is normally portrayed as a stern, middle aged female dwarf. Her hair is tied into three long braids down her back, and braided into two intricate snail shells like curls by her ears. She is depicted with runic tattoos on her arms, wearing a mixed set of wizards robes and armour, carrying a large tome under one arm, and her other arm by her side palm up, with magic emanating from her hand. Her symbol is an open book with dwarven runes carved into its surface. Her colours are silver, blues and purples.

Champions of Grimna

Alignment: Usually Good, often Chaotic
Common Classes: Cleric, Wizard, Sorcerer, Druid, Monk, Artificer
Suggested Cleric Domains: Arcana, Knowledge, Order, Tempest, Twilight, War
Common Backgrounds: Archaeologist, Cloistered Scholar, Investigator, Sage, Student of Magic, Vizier
Champions of Grimna find themselves from walks of life where knowledge is a virtue; whether seeking it, or using it. Runecasters, Runesmiths, wizards, scholars, investigators, etc. All find themselves under the providence of Grimna.

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