Grumbar

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

Symbol: Mountains on purple
Home Plane: Elemental Plane of Earth
Alignment: N
Portfolio: Elemental earth, solidity, changelessness, oaths
Domains: Earth, Time, Cavern, Metal
Worshipers: Elemental archons (earth), fighters, monks, rangers
Aliases: N/A
Cleric Alignments: N, LN, CN, NG, NE
Favored Weapon: Stony Fist

History/Relationships: The elemental god of earth, Grumbar (grum-bar), is neutral. His titles include King of the Land Below the Roots and the Earthlord. He embodies the earth and the stability and resistance to change that that element represents. Like all elemental deities, he somewhat distant and aloof. Those who live or work underground, as well as those who resist change, venerate him. He counts many adventurers who venture underground among his worshipers, as well as a few members of underground races such as dwarves and deep gnomes. He and his followers are diametrically opposed to Akadi.

Dogma: 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.

Avatar/Manifestations: 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. He represents stability and resistance to change, both typical properties of earth.

Agents/Petitioners: Every appearance of an earth elemental in the Realms is viewed as direct divine intervention by the followers of Grumbar. (Of course, it follows that enslaved earth elementals must be freed at any cost.) Grumbar is also said to send servant creatures from the Elemental Plane of Earth such as xorn, crysmals, khargra, or lava children to do his bidding or aid followers. Earthquakes are signs of his anger, and the location of a rich vein of metal, mineral, or gemstone ore is always viewed as a sign of his favor.

The Church of Grumbar: 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.

Day-to-Day Activities: 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.

Holy Days/Important Ceremonies: The Oath of Landwalking is a solemn promise undertaken by all members of the Grumbarryn faith upon entering the priesthood that forbids them from traveling through the air or by sea. Only in the most dire of circumstances would priests of Grumbar take to the enemy element of air. Travel over water is allowed only when the church would benefit as a result of the sacrifice.

Major Centers of Worship: Seeing as the church of Grumbar is very disorganized, there are no major centers for those faithful to worship. However, it should be noted that any sort of underground is considered his domain, and so prayers are more likely to be heard there than anywhere else.

Affiliated Orders: N/A

Priestly Vestments: Priest of Grumbar can be of any alignment, but are usually neutral. They dress in whatever their faction deems approprate for the representation of their god. This is usually large bulky vestments with heavy padding to bulk up their mortal frames. They normally choose earth tones, blacks, and greys. They use any armor and shields, and use bludgeoning weapons and picks.

Adventuring Garb: N/A