Disciple Of Muamman Duathal Image

Muamman's word is that travel, adaptation and learning to live with other races is necessary for the survival of the dwarven race. He is particularly in favour of alliance with humans. His followers are taught to aid lost wanderers, to find and record new paths, and to seek knowledge and experience.

Clerics of Muamman dress in traveling clothes, with his symbol emblazonned on the back. They form an important part of many dwarf expatriate communities. They also maintain many way-places and rest stops along roads, and can always be asked for information about the road. Clerics of 9th level and above begin each day by preparing and casting Commune to gather knowledge about the surrounding paths.

 
Skill Proficiencies: A choice of 2 out of Nature, Religion, Medicine and Survival.
Tool Proficiencies: Cartographer's Tools, Herbalism Kit
Equipment: The holy symbol of Muamman Duathal, a winter blanket, a set of traveler's clothes, an herbalism kit, cartographer's tools and 5 gp
 
Cults and worshippers

Travelers and adventurers of all races save those with ancient enmities with the dwarves look to Muamman for his blessing and favour. It is not uncommon to see a human or even elf wearing a Muammam Duathal symbol charm on a string heavy with symbols of other travel gods.

d3 Cults and worshippers
1 Finder of Trails - You seek to expand the influence of the Volamtar to new and uncharted territories
2 Watcher over Wanderers - You like provide shelter and good company to travelers in need.
3 The Watchful Eye - You maintain old paths by fighting off dangerous beasts and restocking supplies of way-places and rest stops
 
Feature: The Finder-of-Trails assistance


The Finder-of-Trails almost always manifests himself in one of four ways helpful to dwarves and to their companions.

In the wilds, Muamman indicates to troubled dwarves the safest or best way to proceed by appearing as a glowing upright mace, floating in midair. His image is a bright, blue-white translucent mace that has no tangible existence, but which is not destroyed by being passed through. It is unaffected by dispel magic or other magical attacks and effects. The Mace of Muamman gives enough light to read by and floats along in front of dwarves, patiently guiding them along a route. In situations where precipices, pit-traps, or other dangers lurk, or when a wrong choice of route has been made, Muamman manifests as a glowing, blue-white, disembodied hand. The hand will signal "stop" by appearing fingers together and palm open in warning; it then points back or in other directions to outline traps or to indicate a better way. The hand can even trace clan symbols or dwarven runes to establish its identity or to communicate messages.

In the homes of dwarves, Muamman manifests as a mace of pulsing light that strikes unseen surfaces in midair to make a ringing, crashing sound audible only to dwarves. This alarm warns of thieves or other intruders and strikes one blow against an intruder (normal footman's mace damage, automatic hit) before vanishing. Such a blow is typically delivered at a key moment, in other words, against a first intruder readying a rope ladder for others or to disrupt spellcasting or missile fire directed at the residents Muamman is protecting.

In cases of imminent invasion or other natural disaster that dwarven residents cannot hope to defeat, Muamman can appear in the dreams of dwarves to warn them to move away in haste. If no dwarf is asleep, Muamman manifests as a glowing magic mouth floating above the image of his symbol, and warns the residents directly. Any wizard who attempts to duplicate Muamman's magic mouth symbol invites an immediate personal attack by the god.

If such an impostor has a trap planned for the god, Muamman senses it and bring several other dwarven deities such as his friends Clanggedin and Gorm with him. Muamman is served by bariaurs, blink dogs, galeb duhr, hawks, hunting dogs, firestars, owls, phoenixes, pseudodragons, and storm giants. He occasionally rewards dwarves with the courage to emerge from their isolated communities with precious stones polished by mountain streams that flow down to human communities. He shows his disfavor by causing folk to get lost or through the whining and growling of animals (especially dogs) that only those in disfavor can seem to hear.


Imploring your deity’s aid directly requires you to use your action and is similar to the cleric's divine intervention feature.

Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your class level, your deity intervenes in one of the ways described above.

  • Clerics of level 10-19 can spend their divine intervention this way to roll their percentile dice with advantage.
  • Clerics of 20th level and above can spend their divine intervention this way to automatically succeed their call for intervention, no roll required.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

 
Suggested Characteristics

You are shaped by your religious training and by travel, so many things you have been thought my have slipped over time , such as manners however if you want people to listen to you. you need to be at-least kind, never the less you still have flaws.

d7 Personality Trait
1 I am utterly serene, even in the face of disaster.
2 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
3 I feel tremendous empathy for all who suffer.
4 I’m oblivious to etiquette and social expectations.
5 I connect everything that happens to me to a grand, cosmic plan.
6 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
7 I am working on a grand philosophical theory and love sharing my ideas.
d6 Ideal
1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)
d6 Bond
1 Nothing is more important than the other members of my hermitage, order, or association.
2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3 I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4 I entered seclusion because I loved someone I could not have.
5 Should my discovery come to light, it could bring ruin to the world.
6 My isolation gave me great insight into a great evil that only I can destroy.
d6 Flaw
1 Now that I’ve returned to the world, I enjoy its delights a little too much.
2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow friendships and harmony.
5 I’d risk too much to uncover a lost bit of knowledge.
6 I like keeping secrets and won’t share them with anyone.
 
Disciple Of Muamman Duathal Image

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