The True, the True God, the Brave, the Foolish, the Loyal Fury
Holy Symbol: A right hand metal gauntlet held upright, palm open and toward the viewer, or a silver or gray metal shield bearing the open-handed gauntlet device with three black arrows embedded in the shield
Devote yourself to loyalty and obedience. This is not a blind obedience, and a servant working for an evil master is responsible to a higher authority in his loyalty. Salvation may be found through service; every failure diminishes the Lord of Duty, and every success adds to his luster. Strive to maintain law and order and obey your masters to your utmost power with alert judgment and anticipation. Stand ever alert against corruption; strike quickly and hard against any rot in the hearts of mortals. As the sword arm of justice, you are expected to bring painful, quick deaths to betrayers. Question unjust laws by suggesting improvements or alternatives, not additions. Your fourfold duties are to faith, family, masters, and all good fellow beings of Orben.
(You need to abide by these as clergy, not as a worshiper)
-
Cleric or Paladin
-
Any race
-
You must obey all laws
-
You must not harm the innocent
-
You must follow any order from a person in authority, so long as it does not cause suffering to innocents
(You need to abide by these as clergy, not as a worshiper)
-
Level 5 spell: Animate dead
-
You may order the undead about, but never add to their number.
-
-
Level 3 spell: Darkness
-
You may never bring darkness with you.
-
-
Level 9 spell: Plague
-
Your duty is to prevent such calamities from ever befalling.
-
(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.)
-
Faith (You must expend all possible effort to eliminate any cults of evil, alone if necessary, trusting in Torm's guidance; seek out temples and minions of evil faiths and destroy them)
-
Family (You must aid other goodly religions in reestablishing themselves; seek out clergies of good faiths and serve them as though a lesser member)
-
Masters (You must honor the spirit of the law, but at all times do what you can to ensure that rulers are just and laws are fair)
-
Fellows (You must endeavor to help any innocent person in need of aid where their life, livelihood, or safety are threatened, no matter how insignificant their want)
Torm (TORM) is the patron of paladins and those who face danger for a greater good. In life, Torm was the most faithful of warriors, obeying all the commands of his king regardless of personal danger. Today he is the war arm and champion of Tyr, Lord of Justice, delivering justice to those who are evil, deceitful, and destructive, and acting to keep law, order, and loyalty everywhere. The Loyal Fury is unflinching in his duty and judges his faithful accordingly. He is stern, righteous, and unyielding, yet his heart is filled first and foremost with goodness, and he can be a kind and gentle power when dealing with the young, the weak, and faithful friends of all sorts.
Home Plane
House of the Triad/Trueheart
Portfolio
Duty, loyalty, obedience, paladins
Favored Weapon
Duty's Bond (greatsword)
Myths
-
Torm in Orben
Torm still frequently stalks the Realms in avatar form, battling legendary monsters and evil incarnate. In the liturgy of the Tormish church, it is said that Torm will perish in the final battle of the gods, saving the Realms once and for all from Cyric's madness by his self-sacrifice.
History
Torm is an older god than some, though not so old as others. His stewardship of the portfolio of duty extends back to the rule of Elves during the empire of Aer Arnad, and he is widely believed to have founded the first paladin orders in Orben. However, in those days the church largely served to protect the ruling classes, often prioritizing those families and officials who payed the most in tithes. Torm was often arrayed against the lower classes, and especially non-Elves during those times, until the rise of the cruel emperor Derelan and his queen-mother, Urgath.
The events of Derelan's reign prompted what is called the Dutiful Deposition, and initiated the formation of the Triad, as Torm's church, in alliance with that of Tyr, and at the urging of Ilmater's clergy. The three conspired to overthrow Derelan and his mother for breaking numerous unwritten laws, and a few written ones, while writing many contradictory laws or enforcing law selectively. The church of Helm was the only goodly church to defend the emperor, though its servants were sent warnings by Helm (who secretly wished for Derelan to be overthrown) to honor the wellfare ensured by common law over the providence of the imperial family in the conflict. It is believed that other churches who sided with the Imperial family, particularly those of Bane and Gargauth which flourished under Derelan, interfered with and twisted Helm's messages, or else found some way of severing the Helmites from the directions of their own god.
In either event, the largest and most decisive battle of the coup saw Tormtar fighting against Helmites, with support from the combined alliance of the Triad with each of their own personal allegiances. The Helmites where completely overwhelmed but none surrendered, and they fought to the last man. Derelan was captured by the Tormtar and executed after a contentious trial, though his mother escaped into hiding.
Until the fall of Aer Arnad Torm's church underwent a slow evolution through repeated self examinations, as its relationship to other churches pushed it away from the Elven ruling class, who simultaneously wrestled for control of the Tormtar's protection, until their class ended when the empire fell.
Following the fall of Aer Arnad, the religious hierarchy of Torm's faithful was completely overhauled. Incensed by his followers' frequent persecution of goodly non-Elves under the empire's direction, Torm has dictated a series of responsibilities and obligations for his followers to atone for their collective failings. These "debts" are collectively referred to as the Penance of Duty. Tormtar are required to actively implement and coordinate efforts and actions dictated by the Penance of Duty in addition to following the normal tenets of their faith. They are required to follow the Penance of Duty without fail.
Relationship with other gods and churches
Together, Ilmater, Torm, and Tyr are sometimes called the Triad. Torm and Ilmater see themselves serving opposite sides of the same coin and are close allies and friends. Torm and Helm have always been allies, although their followers are often rivals. At Tyr's urging, Torm has begun to cultivate a close relationship with the Red Knight, a lesser god who serves Tempus, in the hope of drawing her into the fold of justice and away from war for its own sake.
Torm's has earned the undying hatred of Cyric, Prince of Lies.
Associated lesser deities
-
Torm's popularity is increasing, particularly in the wake of the events of the Time of Troubles. He benefits from an enthusiastic following of worshipers who appreciate his unswering devotion to serving mortals—unusual for a deity—and a number of fighting orders and paladins who have devoted themselves to the True God. Priests and lay worshipers of Torm together (that is, anyone of his faith) are known as the Tormish.
The members of the priesthood are known as Tormtar. Most Tormtar are human males, but both sexes are welcome within the faith—and as the numbers of the elf and dwarf peoples dwindle and they increasingly see the vital need for law and order among human communities to ensure their own survival, people of the Fair Folk and the Stout Folk are embracing the True Faith and the Unbending Way of Torm in ever-greater numbers.
Hierarchy
The followers of Torm organize themselves into a three-level hierarchy of worshipers. Length and quality of service and rank are of particular importance to the followers of Torm and form the basis of the hierarchy. Specialty priests, called holy champions, make up 40% of the priesthood and often serve as the leaders of the faith. Clerics, crusaders, and paladins make up 30%, 20%, and 10% of the remaining clergy members, respectively.
The top level of the hierarchy in Torm's faith is comprised of the Tormtar, who are arranged in their own strict hierarchy. The hierarchy among Torm's disciples ascends from the Unproven (novices), to the Andurans (confirmed priests of lower rank), Faithblades, Wardens, Vigilants, Watchful Venturers, Loyans, Enforcers, Guardians, Knights, Vanguardiers, and Champions. These ranks are separate from duty-titles such as (in ascending order): Patrol Captain, Revered Messenger, Doorwarden, Seneschal, Templemaster, High Priest, and Priest Inquisitor (the teachers and internal disciplinarians of the faith).
The second level of the hierarchy of the faith is comprised of the knightly orders dedicated to Torm. Members of these groups serve as the adventuring and warrior branches of Torm's clergy and go on many quests in the service of Torm. The members of this tier are known as the Swords of Torm, and most (if not all) of the Swords are crusaders and paladins in various knightly orders, such as the Order of the Golden Lion, that are allied with the clergy members but not under their direct command.
The third tier of the hierarchy of the faith comprises the lay followers of Torm. Torm's faithful include many warriors and government officials, among others. Following the Time of Troubles, many have made pilgrimages from all over the Realms to the Temple of Torm's Coming in northern Tantras. Torm's followers are expected to make yearly tithes to the local temple of Torm as they are able. In addition, they must follow the general religious tenets of Torm as espoused by his clergy.
Vestments
Priests of Torm wear clean, bright, smooth-polished plate armor (or robes, a breastplate, and bracers), ornate helms, and gauntlets inscribed with the Penance of Duty. The hue of the armor (or robes) denotes the rank of the wearer: Unadorned metal is for the Unproven, dark crimson is for Andurans, rose red is for Faithblades, deep amber is for Wardens, sunrise orange is for Vigilants, harvest yellow is for Watchful Venturers, pale green is for Loyans, dragon green (bottle green) is for Enforcers, sky blue is for Guardians, and dusky purple is for Champions, the most holy priests of the faith, as well as the greatest heroes of Torm.
In potential combat situations, Tormtar always wear their best armor and weaponry. They are expected to keep their armor clean and brightly polished even in the worst conditions, except where such activities would interfere with the execution of their duty.
Rites and Duties
Throughout the year, faithful of Torm are expected to pray to the True God at least four times per day: at noon, dusk, midnight, and dawn. Prayers to Torm are uttered in a prescribed litany, which sounds like a rolling chant, and ask for guidance from the Lord of Duty, Loyalty, and Obedience. Since the fall of Aer Arnad, the Penance of Duty has been included as part of the litany. To these rituals and prayers are added special prayers said when a follower of Torm needs extra inner strength to follow orders, to do a necessary but unpleasant task, or to support an ally or friend.
The faithful of Torm need practice only three special rituals: Torm's Table, Investiture, and Holy Vigil.
Torm's Table must be observed at least once every two months. To perform this ritual, a Tormtar purchases or prepares a grand meal and then turns it over to a stranger (usually a beggar or citizen in need) to consume while they fast, waiting on the table. Within three days after the feast is done, the priest must confess any personal sins, failings, or shortcomings to another Tormtar priest and report on his doings to a superior.
Investiture is the solemn ceremony wherein a novice becomes a priest or priestess. It is the duty of every Tormish priest or holy warrior within a day's ride of the announced place of ritual to attend. The supplicant (only one priest is invested at each ceremony) prepares beforehand by rolling in mud or dust and then donning the oldest, filthiest clothes they can find or beg for. Thus attired, she or he fasts for a day and then in the evening (after the gathered priests have feasted) is brought in to the temple and washed clean with water by the visiting Tormtar. The supplicant is formally introduced to the presiding priest and accepted into the service of Torm-provided she or he passes the Holy Vigil. All the clergy then join in a hymn of hope, and withdraw, leaving the supplicant locked in the temple sanctuary alone to complete the Holy Vigil.
The Holy Vigil is repeated every time an individual advances in rank within the priesthood. Before departing, the presiding priest solemnly raises a naked bastard sword from the altar and casts it up into the air. By the grace of Torm (and a secret spell cast beforehand), the blade rises up and moves to hang a man's height above the supplicant's head, point downward. The more the supplicant gives in to fear or slumber or dwells on any doubts about his or her faith in Torm, the lower the sword slips. Though such swords move slowly enough that they rarely seriously injure when they touch the priest below them, the magic is broken if the sword draws blood, and the shame of being found with a fallen sword the next morning is extreme. If a Vigil is thus failed, the presiding priest prays to Torm for guidance and follows the True God's dictates: the Vigil may be repeated on the next night, or the failed one may be cast out of the church or charged with a penance or quest.
Tormish provide training for, give sanctuary to, and lend support (moneys, gear, mounts, armor, and weaponry) to guardians, orders of paladins and loyal knights, and loyal courtiers across Orben send forth agents to ferret out corruption in such groups and in all courts and organizations, particularly those who set themselves up as righteous or having a sort of superiority or moral authority. They also watch for impending trouble (from orc hordes and warlike realms, for instance) and young folk who could be recruited into the service of Torm or into positions as loyal warriors or bodyguards. On rare occasions, they act militarily against forces of evil, disloyal citizens readying coup attempts, and thieving or outlaw organizations.
A few adventuring Tormtar are permitted more leeway in their personal deeds than other clergy of the faith, but in return for this personal discretion as to their activities, they are pledged to tithe heavily (60% or more, plus payment for magical aid) to the church and to observe and report back on all they can of regions, beasts, and concerns their brethren seldom see so that the church of Torm can know Orben as well as possible (despite the static demands of guardianship). Torm himself often speaks to his clergy members to provide guidance and to reassure doubtful priests that a fellow Tormtar who is an adventurer is allowed to act thus and so in Torm's full favor (or that Torm is displeased and the following penance should be placed on the individual).
While the gods Helm and Torm may be on good terms, their priesthoods are not. The two faiths have long been engaged in a rivalry, and its friendliness has been waning over the years. Tormtar keep a close eye on all faithful of Helm they encounter, anticipating betrayal at any time.
Affiliated Orders
The Order of the Golden Lion are a knightly order of paladins led by First Champion of Torm Sir Dylan Lionshand, and dedicate themselves to actively serving the Penance of Duty. They wander the Realms in Torm's service. Many members of the Order of the Golden Lion are found guarding the temples of a wide variety of peaceful faiths, while others embark on quests to recover lost relics of various goodly gods. Failure to actively serve the letter and the spirit of the Penance of Duty by any member of this order results in the loss of paladinhood, reclaimable only through the casting of an atonement spell and the completion of a difficult quest in the service of Torm set according to the goals of the Penance of Duty. The ceremonial costume of the Order of the Golden Lion is the same in the field as in the temple-a full suit of well-polished battle armor with an ornate helm. The armor polish used is a bright golden color.
Temples of Torm are typically citadels of righteousness and are constructed as impregnable fortresses, high up on a mountain's flanks where they command an impressive view of the surrounding terrain. Such castles are often built of white granite and radiate a continuous, pure light. Statues of lions and armored knights line the halls, and the badges of knights who fell in the line of duty decorate the walls.
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
Duty (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)
Primary Domain Move
Turning Torment
When you use Turn Undead, on a 12+ you may choose to control animated undead. They will treat you as an ally for as long as you keep your Holy Symbol/focus raised. They will, however, take 1 magical damage each round for as long as they ally with you.
Level 9 Spell
Bolt of Glory | Level 9
You project a powerful beam of positive energy at a single creature. If they are a devil, demon, or other evil outsider, you do 3d6+3 damage. Clergy of Bane, Beshaba, Cyric, Gargauth, Gruumsh, Laduguer, Lolth, Loviatar, Malar, Mask, Shar, Talona, and Velsharoon take 2d6+2 damage. Any other creature is unaffected.
Secondary Domains
Compassion (Gain this domain's level 1-7 spells)
Justice (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
Duty (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)
Primary Domain Move
Turning Torment
When you use Turn Undead, on a 12+ you may choose to control animated undead. They will treat you as an ally for as long as you keep your Holy Symbol/focus raised. They will, however, take 1 magical damage each round for as long as they ally with you.
Secondary Domain Moves (choose 1):
Woeful Countenance
You can craft your own armor from scrap, refuse, and random objects. It provides 1 less armor than armor of its type normally would, but provides +1 to Last Gasp when worn by you.
Last Ounce of Courage
When any fear effect is used on you (Cause Fear, Barbarian's War Cry, etc.), take -1 ongoing instead of being controlled. If the source of the fear is a monster, ignore this penalty.
Secondary Domains
Compassion (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
A World of Gold from a World of Iron
When you undertake to substantially improve someone’s outlook or lot in life (e.g, free a slave, rebuild someone’s razed farm), take +1 ongoing while you assist them; you must succeed in the span of a single encounter. If you fail in this undertaking, or they end up worse off than they started, take -1 ongoing until you find someone else to assist.
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.