Secretive dwarf cleric.


STR 15 (1)
CON 12
INT 13 (
WIS 16 (+2)

Damage: D6
Armor: 1
HP: 18

Good: Endanger yourself to heal another.

Dwarf: When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.

Finn has insulted my deity; I do not trust him.
Maelgwn is a good and faithful person; I trust him implicitly.
Guyver is in constant danger; I will keep him safe.
I am working on converting Daelwyn to my faith.

Turn Undead: When you hold your holy symbol aloft and call on your deity for protection, roll WIS. On a 7, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

Deity: Gerda, Knowledge and Hidden Things, Petition: Gaining Secrets

Divine Guidance: When you petition your deity according to the precepts of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.

Commune: When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you lose any spells already granted to you, are granted new spells of your choice whose total levels don’t exceed your level +1 and none of which is a higher level than your own level, and prepare all of your rotes, which never count against your limit.

Cast a Spell: When you unleash a spell granted to you by your deity, roll WIS. On a 10, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7-9, the spell is cast, but choose one:

  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • Your casting distances you from your deity – take -1 ongoing to cast a spell until the next time you commune.
  • After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
    Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Dungeon rations (5 uses, 1 weight) – 1 consumed
Holy symbol (0 weight) – flat stone carved with mystical symbols
Chainmail (1 armor, 1 weight)
Staff (close, two-handed, 1 weight) and bandages (0 weight) – staff got broken
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight) – compass

First Aid: Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.


Light: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control over the color of the flame. The spell lasts as long as it is in your presence.

Sanctify: Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

Guidance: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

Special Rotes:

Words of the Unspeaking (stone only): With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.

Cure Light Wounds: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

First Level Spells:

Bless (ongoing): Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.

Detect Alignment: When you cast this spell choose and alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.

Cause Fear (ongoing): Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).

Magic Weapon (ongoing): The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.

Sanctuary: As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.

Speak with Dead: A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.



The Aegis of Yggdrasil sofiaviolet