The Exile, the Gray Protector, Master of Crafts, the Slave Driver. The Taskmaster, the Harsh
Holy Symbol: Broken crossbow bolt on a gray shield
The children of Laduguer have rejected the indolent and feeble god of their forefathers and withdrawn from their lazy once-kin so as not to be tainted by their weaknesses. Strict obedience to superiors, dedication to one's craft, and endless toil are necessary to achieve wealth, security, and power. The hands of a craftsman are his tools, and a master craftsman always uses the most appropriate tools available. Nothing is ever easy, nor should it be. Suffer pain stoically and remain aloof, for to show or even feel emotion is to demonstrate weakness. Those who are weak are undeserving and will suffer an appropriate fate. Adversity is Laduguer's forge, and the harsh trials through which the Duergar must pass are his hammer blows endure all and become stronger than adamantite.
(You need to abide by these as clergy, not as a worshiper)
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Barbarian, Cleric, Fighter, or Ranger, Witch
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You must be a Duergar
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Non-Cleric Initiation: Betray someone who trusts you.
(You need to abide by these as clergy, not as a worshiper)
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Level 1 Spell: Cure Light Wounds
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Light wounds are trifling tests of endurance and should be embraced, not healed.
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Level 3 Spell: Cure Moderate Wounds
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Moderate wounds are trifling tests of endurance and should be embraced, not healed.
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Level 5 Spell: Words of the Unspeaking
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Duergar have cut themselves off, spiritually, from everything and everyone but Laduguer and his servants; they cannot communicate innately with the earth or with the consciousness of lesser beings and objects
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(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)
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Obedience to Strength (Forbidden: Disobeying/undermining a superior, unless they become weak; then you must usurp them)
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Cruel Craft (Forbidden: Producing beautiful crafts, art, music, or anything whimsical or impractical)
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Toil (Forbidden: Resting, relaxing, celebrating, making merry)
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Suffering (Forbidden: Recoiling from death or pain, showing emotion or alarm)
Laduguer (LAA-duh-gwur) is the patron of the Duergar; also known as Deep or Gray Dwarves. The Exile is venerated by most Duergar as the protector of the race who defends them from the countless other creatures of the Underdark who wish to enslave them and seize their tunnels, mines, and crafts. Duergar craftsmen, particularly those who seek to create magical weapons, pay particular homage to Laduguer.
Laduguer is habitually grim, gloomy, and joyless. The Exile's nature is certainly evilly inclined, but much of this is the evil of a being turned in on itself and bitter at what he sees as being unvalued and rejected by Moradin. Laduguer is supremely lawful, unbending and harsh, and he demands constant toil under harsh conditions from the Duergar. He does reward hard work by teaching the crafting of magical items (especially weapons) and by extending his protection. The Exile sends an avatar to defend a hardworking and oppressed Duergar community by use of protective and warding magic, rarely entering into open battle. Laduguer appears as a tall, gaunt Duergar with skin coloring that can change from gray to brown shades to match his environment. The Exile is bald and always wears a frown.
Home Plane
Acheron
Portfolio
Duergar, magic items of dark power
Favored Weapon
Grimhammer (warhammer)
Myths
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Shimmergloom
Shimmergloom is a legendary shadow dragon who arose from the depths of the Underdark after the Duergar summoned aid from Laduguer when they sought to reclaim some of their homelands from the Dwarves. Shimmergloom assisted the Duergar to drive the Dwarves from several regions of the Middledark and into the Upperdark, providing the Duergar a buffer for their own kingdom. Deep Duerra pushed to have the deep Dwarves expand into the newly opened regions, but Laduguer did not release Shimmergloom to participate in these efforts, only to help protect the region. In Deep Duerra's rage, she lashed out at the shadow dragon, melting him back into the shadows from whence he came. Legends hold that deep shadows around the Duergar homelands can still provide the aid of Shimmergloom if one knows how to ask.
History
The withdrawal of Laduguer's followers to the Underdark and their subsequent territorial conflicts with races such as Drow and illithids has created a great deal of strife and enmity between the Exile and other powers with an interest in the Night Below. Although he once managed to win hegemony over the giant tarantulas known as steeders during a brief alliance with Lolth, the Spider Queen and the Gray Protector have long feuded as their followers battled. Likewise Ilsensine, the rumored Great Brain of the illithid race, has long sought revenge against Laduguer for some ancient slight.
Relationship with other gods and churches
Laduguer regards all other major Deities as enemies. He has long been estranged from Moradin, and regards him as lazy, indolent, and feckless. The reasons behind the Gray Protector's exile vary according to the perspective of the speaker: The Dwarves hold that Laduguer was banished by Moradin for his crimes, while Laduguer, as well as most Duergar, asserts that he took a stand on principle against Moradin, and that his exile is self-imposed. The Exile particularly loathes Moradin, his nominal superior, and the personal animosity between the two accounts for much of Laduguer's enmity against the rest of the Dwarven peoples. Laduguer's only ally is Deep Duerra, a once-mortal he elevated to the rank of divinity.
Associated Lesser Deities
Within Duergar communities, Laduguer and his clergy are considered strict taskmasters whose strengths and mandates ensure the very survival of the Duergar. Few Duergar resent the Exile's mercilessly high standards, and most respect him for his principled stand against the "lazy and weak" Moradin and his dwarven followers. These Dwarves regard Laduguer and his followers as embittered fools deserving of their fates who have done much to undermine the strength of the Dwarven race in both their absence and their assaults on non-Duergar Dwarven holds.
Laduguer's priests serve as the leaders, defenders, and elite artisans of Duergar society. As reflected in the title given to High Old Ones, his clergy derive their spiritual and temporal authority from the role the Exile's early priests played in leading the ancestors of the Duergar away from the rest of Dwarven society. Unlike Dwarven cultures where religious and clan leadership are usually distinct, the Duergar make no distinction between the two roles. As the protectors of Duergar enclaves, members of Laduguer's clergy command and serve in the military and are ultimately responsible for the care, feeding, and training of steeders. They are responsible for the brewing of poisons, the infliction of torture, and the exploitation of slaves. To ensure the safety of the Duergar as a whole, Laduguer's priests forcefully repel contacts from other races, permitting trade only under very controlled circumstances far removed from Duergar strongholds. The Exile's clergy are also expected to be skilled craftsmen, particularly of magical weapons, and the older and frailer priests are typically the elite artisans of any Duergar community.
Hierarchy
Novices of Laduguer are known as the Untempered. Full priests of the Exile are known as Grimcloaks. In ascending order of rank, the titles used by Ladugueran priests are Deep Adept, Dark Craftsman, Invisible Artisan, Rune Weaver, Grim Guardian, and Doom Knight. High Old Ones have individual titles but are collectively known as the Ardukes of the Gray Gloom. Specialty priests are known as thuldor, a Dwarvish word that can be loosely translated as "those who endure."
Vestments
The clerical vestments of Laduguer's priests consist of utilitarian metal armor and the gray, hooded mantles for which the Grimcloaks are named, and is indistinguishable from their attire in more active functions. If a shield is worn, it is made int he appearance of Laduguer's symbol. If a shield is not worn, an accepted holy symbol of the faith is a gem of any type, split nearly in twain by a large crack, one half of which is deeply flawed and the other half of which is perfect. For the Duergar, such gems symbolize their split from the rest of the Dwarven race and their superiority over those they have forsaken.
Rites and Duties
As befits their grim lives, Duergar are a race almost without joy who reserve their rituals for victories over enemies and for the grim pleasure of inflicting pain on those unlucky enough to fall into their clutches.
The only regular holy day is known as Grimtidings. On this day only, the duergar lay down their hammers and gather to hear their priests recount the trials the duergar have suffered since their voluntary exile and the weaknesses of the other dwarven subraces and their gods. Laduguer is extolled for his artistry and craftsmanship, and a litany of those who have given insult to the god and the gray dwarves and against whom a promised, deadly revenge is recited.
The Ardukes of the Gray Gloom also declare holy days, known as Guerdon Revels, after major victories and when prisoners - particularly mountain and shield dwarves - are captured. While the work does not stop during such festivals, most gray dwarves are given a few moments off from their labors to observe the recounting of heroics by duergar warriors, to examine plundered loot, and to participate in the torture and painful deaths of any prisoners.
Affiliated Orders
The Gray Lances of the Snarling Steeder are a mounted order of Duergar crusaders and fighter/priests. The Gray Lances serve as the elite cavalry of Duergr armies, and their most common opponents are Driders and Drow mounted on riding lizards. Individual Duergar knights and their steeder mounts are well schooled in subterranean warfare techniques for battles that unfold across cave floors, walls, and ceilings.
Temples of Laduguer are grim, smoke-filled halls hewn from solid rock and bereft of adornment, aside from weapons and armor demonstrating the skilled craftsmanship of the Exile's priests. Laduguer's houses of worship are filled with armories, barracks, smithies, storerooms, and Steeder stables. Many are built directly atop mine shafts from which the raw materials are extracted. Great coal-burning forges provide the only warmth, and their ashen exhaust covers ever surface in dark soot. Clerical guards, many of them mounted on steeders, are everywhere, overseeing the skilled smithwork that proceeds without pause.
Main Temple: Overtake Hold
Dunglorrin Torune, Overtake Hold, is located far beneath the surface in Gracklstugh, the largest city of Duergar in the Underdark. Deeper even then most Drow cities, Gracklstugh is a teeming city on the shore of the Murkmire, renowned for the steel blades crafted in its forges. The temple itself is carved into the heart of a massive stalagmite formed from the exodus of a nearly vertical stream that winds downward for miles from the surface lands to rain down on the subterranean tor and drain into the adjoining Murkmire. Dunglorrin Torune bristles with chimneys from which billows forth the smoke of the temple's forges and ledges from which balls of burning pitch can be hurled from stone catapults at any invaders attempting a waterborne invasion of the surrounding city. Priest-guards mounted on steeders patrol the stalagmite's steep, slick slopes, and they ferry the raw materials from the mines to the temple's foundries and finished goods to the merchants in the city below.
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
Dwarves (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)
Primary Domain Move
Sturdy
You gain +1 on all CON Defy Danger and Saving Throw rolls.
Level 9 Spell
Fabricate | Level 9
You transform raw materials into a finished product with as much detail and complexity as you desire. The raw materials are, of course, consumed.
Secondary Domains
Darkness (Gain this domain's level 1-7 spells)
Murder (Gain this domain's level 1-7 spells)
Corruption (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
Dwarves (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)
Primary Domain Move
Sturdy
You gain +1 on all CON Defy Danger and Saving Throw rolls.
Secondary Domain Moves (choose 1):
And My Axe!
When you fight using a single one-handed axe and no other weapon in your other hand, gain +1 on damage rolls.
Stone Stomach
You cannot be poisoned by anything you eat or drink.
Secondary Domains
Darkness (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
I Am the Night
When you use Defy Danger to avoid being seen, take +1.
Murder (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
CSI: Evasion
When using Defy Danger to escape from the scene of a crime (or hide evidence) take +1.
Corruption (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
I Plead the Fifth
If someone would normally be able to compel you to tell the truth (by a spell or other effect), you can say nothing instead.