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Agriculture | Air | Disease | Earth | Fire | Peace | Predation | Water | Wilds

Boss of Earth, Earthlord, Gnarly One, King of the Land Below the Roots, Boss of the Earth Elementals

The eternal Grumbar is perfect and unchanging. Strive to be more like the eternal one, not to change or allow change to happen. One's given word is the bedrock upon which a stable society is built. To break an oath is to cause a crack in the foundation of civilization. Go forth and spread the word of Grumbar and show through your works the stability and safety he brings.

 

(You need to abide by these as clergy, not as a worshiper)

  • Druid, Shaman, Ranger, Wizard, or Earth Genasi

  • Any race

  • You must never break an oath

  • Initiation: You must take the Oath of the Landwalking—never rest or travel upon anything but solid ground, neither by air, nor sea

Holy Symbol: A mountain or mound of earth

(If you wish to become clergy of this god, you must take only one vow from those below—if you violate it you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Stability (When you state a belief (or disbelief), take a stand, or otherwise express something controvertible, you cannot change your mind or allow anyone else to move you, upon pain of death)

  • Resistance (If anyone attempts to physically dislodge you, or if they attempt to convert you to their beliefs, you must never relent, upon pain of death)

Grumbar, Boss of Earth, King of the Land Below the Roots, the Gnarly One, is an Elemental Lord from the Elemental Plane of Earth. He is generally uncaring to his faithful, but continues to grant his priest their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known.

Grumbar is a powerful deity, normally depicted in the art of his faith as an immense earth elemental with bulky, muscular arms and eyes that blaze like shimmering rubies.

Home Plane/Realm

Elemental Plane of Earth/Greatmountain

Portfolio

Elemental earth, solidity, changelessness

Favored Weapon

Stony Fist (warhammer)

Myths

Kurdu

To the Aburu, the Dwarves of the Diruzbad Empire under Gwathia, Grumbar is known as Kurdu, the soul of the world. Their legend tells that "some time after the coming of Men, the god Diruzdâd, who is believed by many to be the overgod Ao, looked down upon Idgroth his creation, (the Dwarven name for Orben), and took pity upon the land itself, for the Elves and Men were unkind to it, and hewed from the flesh of mountains great furrows without care for its life, the soul of which, Kurdu, was hidden in the center of the world. And so Diruzdâd came down from the heavens and mated with a stone ogress, and from her loins came the Dwarf Moradin, called also the First Aburu, and tasked with caring for the deep land, and he by harnessing the fires of the world's soul, forged a people from the rock, and they became Dwarves, and consigned to their task of guardianship they separated into six tribes, and thus founded the Diruzbad Empire. The Aburu they were first called, and so are they called now who remain in Gwathia, the land of their home, and through all time as their kin have wandered apart have they lived as they ever did, greatly wary of Men and Elves, and thus do they dwell forever underground, accepting few visitors."

History

Technically, Grumbar is not a true god but a primordial, a member of an elemental race once in competition with the gods before they were driven away. As one of the few primordials who did not war with the gods, Grumbar remained in power on Orben.

Grumbar is considered one of the four elemental deities, a god who remains unchanged by history and the passage of time.

Relationship with other gods and churches

Grumbar has ties with racial patron deities deeply connected to the earth, including Moradin, Garl Glittergold, Laduguer, and Urogalan, but these alliances are loose at best. Grumbar is opposed to Akadi and her flimsy and ever-changing ways.

Associated Lesser Deities

Beshaba is revered more out of fear than out of religious faith (her doctrine states that bad luck befell everybody and the only way to avoid it was by worshiping her). She is renowned for being spiteful and malevolent, and her priests manipulate common folk into revering and providing for them by acting mysteriously and playing on morbid fears.

Rites and Duties

Novice Grumbarryn are referred to as the Unspoken. Upon taking the Oath of Landwalking, they become full priests and are known as the Oathbound.

Grumbar's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Grumbar's symbol varys greatly from faction to faction, but is generally a depiction of mountains. It is believed that if Grumbar's following (or any of the other Elemental Lords) were to somehow become unified he would become a very powerful force in the Realms. Something the other gods don't really wish to see happen.

The Grumbarryn have a natural resistance to change, especially radical change. Important Grumbarryn followers, priest and warrior alike, are frequently portrayed in teaching stories and fables that argument the faithful's belief in the importance of resisting change. Grumbarryn doctrine also speaks of the holiness and absolute quality of oaths. Grumbarryn take oaths with extreme seriousness and would never break one upon pain of being cast out of the faith.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Earth (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Turn Air, Control Earth

You gain Turn Air. It acts exactly as Turn Undead, except it can only be used against air elementals.

You also gain Control Earth. Control Earth acts as Turn Undead, but against earth elementals, and on a 10+ you can instead choose to control earth elementals. A mindless earth elemental will treat you as an ally, following your orders and joining your side.

 

Level 9 Spell

Wall of Stone | Level 9

You create a stone wall with a size of up to 9 cubic meters that can be shaped as you desire.

Secondary Domains

Justice (Gain this domain's level 1-7 spells)

Protection (Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Earth (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move

Turn Air, Control Earth

You gain Turn Air. It acts exactly as Turn Undead, except it can only be used against air elementals.

You also gain Control Earth. Control Earth acts as Turn Undead, but against earth elementals, and on a 10+ you can instead choose to control earth elementals. A mindless earth elemental will treat you as an ally, following your orders and joining your side.

 

Secondary Domain Moves (choose 1):

Unstoppable Force

When you promise to do something, take +1 forward to fulfill that promise. If you break or fail in your promise, take -1 ongoing until you redeem yourself to the person you’ve failed.

 

Immovable Object

So long as your feet are touching the ground, take +1 to all CON Defy Danger rolls.

Secondary Domains

Justice (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

It’s All a Deep End

When you're outnumbered 2 to 1 or more in a fight against criminals, do +2 damage.

Protection (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Man the Boundaries!

You can deputize someone to protect something or someone else in your place. Designate someone you trust; they cannot fail a roll to Defend—a 6 or lower counts as 7-9 for them. You can only deputize one person at a time; you can't deputize another Paladin or Commoner who already serves in your clergy. If the person you chose diverts from or is distracted from their duty until it is completed (or failed), they lose this bonus, and you take -1 ongoing until the duty is completed (or failed).

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