Hearthnal Nornhiem

Ability Requirements: 11 Wisdom.
Prime Requisite: Wisdom.
Secondary Requisite: none.
Hit Die: d8 per level until 10th, +2 HP from 11th level on.
Alignment: Lawful Good.
Allowed Races: any Norn.
To-hit Progression (Thac0): As Faith.
Experience Progression: XPro Chart 2.
Saving Throws: As Faith.

ETHOS – The center of a norn’s life is his hearth. A hearth is a family unit consisting of the grand-parents, their children and their children’s children. It can be understood that since the hearth is the basic building block of all norndom, it is something that they value highly and put great initiative into protecting. A “Hearth Guard” is not the guardian of one hearth but a priest and spiritual leader for the entire nation. The name Hearth Guard is symbolic of its orders goal to protect all norin endeavors.

The Hearth Guards are the protectors of the young, the teachers of religion, advisors to the rulers, the leaders of religious rights, those that bless the forge and the stone shapers, warriors and the moral center of the stronghold. They are justly well respected by all norns and Hearth Guards are just as often female as male.

The Hearthnail itself is very structured, though in the time before the Scattering it was the center of norin life. The church which was extremely rigid in past days, has managed to retain much of its order. The overall religion is arranged in a five part structure but these parts are unlike those of the Holy Orders and do not specialize in the worship of a particular god. Just as the whole of norndom, the norin priest worships all of the gods at once. Norns recognize the inherent goodness and evil in all the gods. They concentrate on their desirable traits and worship each god for theirs. The norns do not allow any god to be dropped from their prayers, just as they do not tolerate evil within their strongholds.

The specific orders are as follows:

The Stone – These priests are the day to day ministers of the clanns. When it is said that the Hearthnail upkeeps a clannhall or greathall these are the priests in charge of that endeavor. The order of Stone run the services at every meeting of the flock be they mundane or high holy days (those these are normally presided over by members of the Protectors order).
The Flame – Priests in the order of Flame’s duties involve tending forges and great hearths for the entirety of their clanns and strongholds. But, these priests are more often than not craftsmen and smiths as well as those who bless the forges and endeavors of other smiths and stoneworkers.
The Hammer – The work of these priests usually keeps them within the main palace of the church in a stronghold. They do all of the clerical, fiscal and legal work for the hierarchy of the religion.
The Axe – Priests of this order have no other specific duties unlike priests of other orders. These priest are instead the military arm of the religion and are always actual members of the military caste. More often than not these priests will rise to positions of leadership within the military but rarely become generals there due to the conflict of interest.
The Elders – This order is the five Ceremonial Judges (5 in each stronghold that is) and their staff. When attaining 10th level as a member of the priesthood, each member becomes available to be appointed as a Judge. The judges are a fixture in every nornhold. They handle any and all religious disputes that may take place. Also in the rare occurrence that a crime has been committed and the norns involved demand that the criminal be tried for the crime, these judges preside over the case and dispense justice. Of course, these judges are answerable to the high priests and the High Thegn.
The Protectors – Also known as “The Holy Conclave,” Priests of this order are of 22nd level. Regardless of the actual number of Hearth Guards that have attained these levels there are only five “Alums Hearthnail (or High Priests)” per stronghold. These priests are responsible for the direction of all orders below them. They appoint the Ceremonial Judges and select the leaders of the three lower orders. The High Priests gain their positions by being selected (with the council of the entire church) by the High Protector of the Forge. This one norn is the leader of the entire church in all strongholds and gains his position by being victorious in combat with the former High Protector.

Holy Symbol: a medallion bearing the image of an anvil with a great hammer over-laying it.

Priest Duties

Celebrations: Hearth Guards are the spiritual, if not actual leaders of their clan and stronghold. As such they are ever present at every celebration. They lead their fellows in song, and the rights and rituals of the clan. The priests are always near the forge or those carving stone bringing the favor of the Gods down on whatever is being created. Very often Hearth Guards are Armorers or a weaponsmiths.

Missions: they are often required to go on missions that are of vital importance to their clan or stronghold.

Vigilance: a Hearth Guard should be ever watchful of the forces of evil and those that threaten their stronghold and the norin way of life.

Guidance: these priests are intrinsic to the spirituality of the entire stronghold as they not only council its elders but also teach the young their history and way of life.
Tithe: priests must tithe ten percent of their wealth.

Priest Limitations: Clothing: though it is not forbidden to do otherwise these clerics wear only earth tones as a matter of tradition.

Game Statistics

Weapon Proficiency and Specialization: Hearthnal shaman are allowed to use the following weapons in addition to all blunt and bludgeoning weapons: Hand/Throwing Axe, Battle Axe and Twohanded Battle Axe.

Weapon Style Proficiency and Specialization: When being created, Hearthnal shaman are proficient in the following Weapon Styles: single hand single weapon, Weapon and shield, two handed weapon, two weapon and thrown missile/sling. Additionally they may use weapon proficiencies to specialize in any of these weapon styles and gain proficiency in exotic weapon styles provided they support weapons they can use.

Use of Armor and Shields: Hearthnal shaman may wear any armor and may use any shield.

Proficiencies: Hearthnal shaman follow the faith progression for starting and gaining Non-weapon Proficiencies. They have access to the general and Faith lists. They may take proficiencies off of other lists but must pay a 1 slot penalty for every NWP they choose to take in this way. Suggested Proficiencies: Any proficiency on the lists in the complete book of dwarves.

Bonus Non-weapon Proficiencies: While being created Hearthnal shaman gain the following Non-weapon Proficiencies as a bonus: Religion: Shamanistic and History: Racial (Norin).

Magic Item Use: While Hearthnal shaman can cast magical spells, they can also use many magical items, including potions, protection scrolls, most rings, most miscellaneous items, and all forms of enchanted armor and weapons: as well as items created specifically for priests.

The Complete Priest’s Handbook: Hearthnal shaman may utilize kits from any published TSR source. If you wish to utilize a kit you must get the GM to OK the specific kit because some kits may not fit the flavor of the campaign world or time period. They may also utilize the Spells, Equipment, and followers tables from the complete priest’s handbook.

The Complete Book of Dwarves: Hearthnal shaman may utilize kits from any published TSR source. If you wish to utilize a kit you must get the GM to OK the specific kit because some kits may not fit the flavor of the campaign world or time period. They may also utilize the Spells, Equipment, and followers tables from the complete Book of dwarves.

Stronghold: At 9th level, the Hearthnal shaman may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the Hearthnal’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The Hearthnal shaman can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.

Faith Spell Casting: The shaman receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells prayed for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. Hearthnal shaman have major access to the following spheres: All, Elemental, Cosmos, and Time.

(Level 1) Turn Undead.

Weapon Bonus: + 1 to hit with any Axe and Hammer weapon.

Clann Unity Bonus: When fighting with members of his clan or stronghold a priest conveys to them a +1 to hit and damage. When fighting to defend his clan or stronghold a priest gains +1 to hit and damage and if children are threatened he gains an additional +1.

Organization of the Faith

At first level Hearthnal Nornhiem shaman have the title: Hearthnal (Hearth Guard). They retain that title until such time as they gain enough experience to become 23rd level. They then must wait until such time as they are nominated as the leader of the religion and then gain the title: High Protector of the Forge. Alternately, at 10th level a Hearth Guard may be appointed to a position as a judge in which case they gain the title: Elder. At 22nd level a Hearth Guard may be appointed to a position on the order’s Holy Conclave in this case they gain the title: Alums Hearthnail (or High Priest).

Hearthnal Nornhiem

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