Abridged History of the 10th Age
(the Earthfather, the Dwarf-father)
Greater God, LG
Portfolio: Mining, gems, crafting, adventuring
Domain Name: Outland, Dwarvish Mountain (the Hall of the Ancestors)
Allies: Helden Stonemother, Brunr Forgefather, Glitá, Gráfar
Foes: Mordrig, Erið Crowfeeder, Ljúg
Symbol: Three mountains
Worshipper Alignment: Any
Eiri (EYE-ree) the Earthfather the dwarf-maker and husband to Helden Stonemother. While the elves claim physical descent from Aros, the dwarves have no such beliefs about their father; Eiri made them from stone in the bowels of the earth, shaping them as a mason shapes a statue. They take pride in this beginning, for it was Eiri who made the first Sons of Stone, the greatsires of their race. Thus, amongst all their gods, Eiri is held in the highest esteem.
Eiri himself is an explorer and a wanderer. He delved into the deeps before he made the tolfolk, the tool-dwarves, and alone he peered into the darkest places of the world. He is the explorer-god, the maker-god. Building, crafting, and the makings of cunning things are worship of Eiri. Every dwarven tolhal has a great temple to Eiri at its heart where there burns the brightest forge-fires, and it is on anvils consecrated by Eiri and Brunr that the Master Smiths of that race hammer out their legendary works.
In mannish stories, Eiri generally appears as a hunched but powerfully built old man with a long white beard and a wide-brimmed hat. For dwarves, Eiri is undoubtedly a dwarf with a luxurious well-braided white beard and long white hair. A secondary symbol of Eiri is the hammer, which can both create and destroy. But Eiri loathes battle, for it depletes the already small numbers of his children.
Clergy: Leitorðar of Eiri
Clergy’s Alignment: LG, LN
Turn Undead: No
Command Undead: Yes (draugr and other dwarven undead only)
The church of Eiri is ubiquitous throughout dwarven lands. Green or blue dwarven settlements might have a simple shrine, but all iron dwarves must have a sacred temple of their creator-god in order to do their devotions. The Dwarf-father’s temple, much like the colonies of the iron dwarves, follows a strict procedure in that all order and correctness descends from ancient Hârnholme, and in the absence of Hârnholme, from the Arinnfal.
In Hilmhirhol, the chief city of the Arinnfal, the Vísorðr dwells. He is the high priest of the temple, and sits in council with the other great priests (Ríkorðr) of which there are traditionally ten including himself. This is called the Council of Stone (the Stóllrstein) and they interpret the ancient eddas throughout their many years; often the ascendence of a Vísorðr will presage the writing of a large manuscript on eddic interpretation, the interpretation of law codes, and the recording of the holdings of the temple in a single book that is graven in stone, known as the Heilabokr. These holy-books are named after the Vísorðr who began them, and are frequently used as references by the aetrocr or clan-judges.
When a member of the Council of Stone dies, the Vísorðr is permitted to select a new one from amongst any priest in the temple. However, it is most likely that he will take into account the vote of the Council and in the most politic of circumstances he will choose a pool of potential replacements which the Council votes upon. In the end, however, the decision remains solely in the hands of the High Priest.
Upon the death of the Vísorðr, the each of the remaining nine council members may present a candidate for replacement. Mikilorðar come from all over the world to the Arinnfal to cast their votes, though difficult to reach holds or those that are very far may simply send representatives or not attend at all. While this august ceremony was once held in the First Temple, a new hall has been built for it in Hilmirhol, since the First Temple lies beneath the sea. The proceedings are known as the Choosing (Kiósrinn) and may take many months, for the Vísorðr is not elected until three fourths of all present vote for a single candidate. During the Council of Choosing the members of the temple who may vote are not permitted to leave the hall or receive news of the outside world.
Luckily, Eiri himself has been known to intercede to show which candidate he prefers, and if that occurs (by the lighting of the sacral braziers, which spring to life by Eiri’s will) the entire temple instantly acquiesces and acknowledges the will of the god.
Standing below the Stóllrstein are the individual priests who rule over each great temple in a folkhall. These are known as mikilorðar, and it is their duty to ensure the running of the temple under their charge. Mikilorðar answer to a council of elders (of which there are nine) who are drawn from the oldest priests serving in the temple. It is this council which selects the new mikilorðar when one passes away.
Below the mikilorðar and his council, there are several ranks in individual temples. These are the miðar, the middle-priests, who’s duty it is to sing eddas, keep records, and service the temple’s supplicants, the laesr or lesser-priests, who serve the miðar and assist them in their duties, and the ungor or acolytes who are still being initiated.
Smaller temples follow the same format, save they often have truncated chains of command (no council, for example) and their chief priests are known as smalorðar and receive no vote in the matters of the Choosing.
Dogma: The doctrine of Eiri is fairly simple. Craft, create, explore, delve, polish; worship is in the careful following of craftsmanship. There is nothing more pleasing to Eiri than the ring of hammers and the shine of beautiful things. War is evil, for it destroys dwarves and good crafts, but if it cannot be avoided it must be done completely.
Holy Days/Important Ceremonies:
Leitorðar of the Earthfather
REQUIREMENTS: Strength 12, Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: LN, LE, LG, NG
WEAPONS: Warhammer, pick, axe, short sword
MAJOR SPHERES: Combat, Divination, Elemental, Guardian, Healing, Protection, Creation, Travelers
MINOR SPHERES: Astral, Necromantic, Wards
MAGICAL ITEMS: Any that a cleric may use as well as items normally only available to warriors.
REQ. PROFS: Mining
BONUS PROFS: Stonemasonry, Ancient Languages (Runic)
When wielding one of the weapons of their chosen god, the Leitorðar counts as holding a weapon with a magical bonus equal to their level/4 (maximum of +5 at level 20). This bonus is a real magical bonus, but the item itself is not enchanted when it leaves the hands of the cleric. Magical weapons of greater power retain their bonuses.
They may also cast light (as the 1st-level wizard spell) once per day.
At 3rd level, Leitorðar can cast dig (as the 4th-level wizard spell) or stone shape (as the 3rd-level priest spell) once per day.
At 5th level, Leitorðar can detect the way to the surface of any underground complex granted such a path exists by concentrating for 1d10 rounds. Aboveground they can never be flummoxed by magic short of artifact or god-level as to the direction of true north. They are never turned around or lost, and can always identify the direction they intended to go.
At 7th level, Leitorðar gain a number of attacks per round as though they were fighters of equivalent level. This means the Leitorðar has 3/2 attacks/round at level 7 and gains 2/round at level 13.
At 10th level, a Leitorðar who’s feet are touching bare earth (rock or stone) increases their Strength by 4 points to a maximum of 18/00 (every twenty five points of exceptional strength counts as 1 point).
At 15th level, Leitorðar are immune to damage from bludgeoning weapons or blunt objects (including falling boulders). They may still be knocked over, but take no damage.