Krovangar

[Loses Good (patience) for Fire (Forging) and Culture (Family) for Culture (Education)] (Order of the Hammer)

### Favored Weapons

Heavy Crossbow, Warhammer, Dwarven Longhammer

### Heralds

The Clockwork Soldier
Ironshoe
Solderhelm
Goldgut

### Edicts

A father's duty is to defend the family.
Better to overengineer than be underprepared.
Ground held is ground gained.

### Anathema

Abandoning your family, post, or projects.
Wasting resources.
Acts of betrayal.

### Sacred Colors

Grey, Gold

Dwarfather; Dwarven God of Fatherhood, the Forge, and Creation; Patron of Engineers; God of Protection. There is little Krovangar does not count as part of his portfolio. Though he is the second of Thaegar's three sons, it was Krovangar who took over the founder's role in leading dwarvenkind from his realm in Heaven. Krovangar is most often worshipped by dwarves as the head of their racial pantheon.

### **Dwarfather**

Krovangar's main religious sect sees him as the Dwarfather, the second of Thaegar's sons but the foremost of dwarvenkind. This religious sect most closely matches his true intentions, seeing him as a Lawful Good entity that champions all those who would devote themselves to order, craftsmanship, innovation for the benefit of their wives, children, and grandchildren. As his most closely aligned religion, Krovangar grants the majority of his boons to its followers, and actively converts followers from his other religious sects to his primary religion, seeing it as the end-goal for his other sects as each one contains only one of his aspects.

#### **Holy Texts**

##### ***Teachings of the Forge***

Krovangar's primary holy text, *Teachings of the Forge*, serves both as an instructional manual for the apprentice engineer and as a moral guide for the newly-introduced Krovangan. The text pairs various home projects with teachings, guiding the reader through a variety of practical engineering skills and practical life skills at the same time, seeking to educate the reader on becoming a well-rounded member of their household. *Teachings of the Forge* emphasizes the importance of having and perfecting a craft as a means to better the situation of one's family and people, rather than for the betterment of yourself, and stresses the need for a strong head of household able to provide and protect.

##### ***The Hammer***

Krovangar's more modern holy text passed down by the oracle Todar Blacksail during the end of Razlorkis's Reign (283 MR), *The Hammer* serves as an addendum to *Teachings of the Forge.* The text instructs followers on the secrets of ancient dwarven technology, providing the schematics to lost technologies such as flying fortresses and airships alongside instructions for the dividing of worship among the dwarven pantheon. Krovangar instructs his followers to give faith to him, but to supplement their goals by casting faith to one of the lesser dwarven gods to have a broader purview with which to deal with problems that may arise. *The Hammer* also provides an updated goal for the dwarfather's worshippers - the reclamation of the artifacts of Thaegar's Furnace.

##### ***Journals of a Lost Son***

Often disregarded as a holy text, *Journals of a Lost Son* is a collection of journal entries from Krovangar's days leading the dwarves to safety in The Underground. It is viewed as a holy text primarily by the scholars of Khalkolim, though the belief has begun to spread to other centers of dwarven scholarship. Scholars of Krovangar often use this text to compare Krovangar's actual leadership under pressure to his edicts, leading to disagreements about whether or not Krovangar acts as a hypocritic god.

#### **End of Life Practices**

Though rites may vary by region, a funeral for a devout follower involves several necessary elements that honor the god of the forge and defenses, as well as the deceased:

1. Forging of a Memorial: A blacksmith or member of the clergy forges a weapon or armor piece to symbolize the departed's contributions to the defense and legacy of the dwarves.
2. Procession to the Forge: The funeral procession carries the memorial weapon or armor to the god's holy forge, where it is presented to Krovangar's altar to pray for the protection of the dead.
3. Chanting of Hymns: Hymns to Krovangar are sung, praising his power and asking for his protection over the departed's soul. Hymns typically include Lord and Guide, Day and Night, and other regional hymns. For a complete list of Krovangar's hymns, check here.
4. Offerings to Krovangar: The family of the deceased offer gifts of metal, gems, and food to the altar of Krovangar, symbolizing the departed's devotion to the god and asking for his blessings. This is typical of all dwarven deities, and is not exclusive to Krovangar.
5. Blessing of the Memorial: A member of the clergy blesses the memorial weapon or armor, invoking Krovangar's power and protection to guide the departed's soul to the afterlife.
6. Final Goodbye: The family say their final goodbye and place the memorial weapon or armor in the stone vault with the deceased, leaving it there as an offering to Krovangar before it is sealed forever.

#### Deific Obedience and Boons

**Obedience:** Spend one hour studying new or old materials about your trade, and then spend ten minutes teaching a younger tradesman of the same profession what you've learned from the material. If no younger tradesman is available, teach this to a stranger or a non-dwarf. Gain a +1 sacred bonus to one craft or profession.

**Evangelist**

1. *Fallback Strategy* 3/day, *Righteous Condemnation* 2/day, *Dweomer Retaliation* 1/day
2. You understand the importance of a good day's work, as does your god. You gain a +5 on Profession checks of a single profession, increased by +1 for each consecutive day you spend doing your job up to a +10.
3. By spending 1/2 of an item's enchantment cost and a number of days equal to its effective bonus, you may switch its current enchantments for ones of equivalent total value. You may never add the anarchic or unholy enchantments in this way.

**Exalted**

1. *Protection from Chaos* 3/day, *Litany of Duty* 2/day, *Ban Corruption* 1/day
2. Your hit die for Exalted becomes a d12, but you must take average. This applies retroactively for all Exalted levels.
3. Once per half century, if a relative younger than you, or your spouse, would die of hit point damage within your line of sight, you may instead choose to die on their behalf. If this relative is one of your children, or your wife, you may roll a d100, if the result is a 51-100, you return to life in 1d10 hours, with any non-divine class levels retrained into divine ones. Gain a bonus on your d100 roll equal to your ranks in Knowledge (Religion). Regardless of whether you live or die, your relative or spouse returns to life at a safe location of your choosing in 1d10 hours.

**Sentinel**

1. *Sunder Breaker* 3/day, *Cast Out* 2/day, *Stoneskin* 1/day
2. As an immediate action, you may give yourself 2d8+Wisdom Mod temporary hit points. If you are a dwarf, you gain twice your Wisdom Mod. You may use this ability a number of times equal to your constitution score, and may use it any time you are attacked (including multiple times in the same turn, if you are targeted by a full-round or other type of multiattack).
3. Your Smite Evil ability becomes Smite Chaos, and your Detect Evil ability becomes Detect Chaos. If you do not have these abilities, you gain them with an effective Paladin level equal to your Sentinel level. If you have these abilities, your Sentinel level stacks with your Paladin level for determining their effects and uses per day.