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"Roth grants you blessing
 That in all your working days
 Your hands never slip
 Your feet remain sure in the earth
 Your tools never break
 And your harvest be bountiful."

- Book of Benediction, 60,1:10-15, The Iron Library

"The walls of the Iron Temple are forged from a metal unlike that which normal men know.  It appears and feels like the iron of ploughshares but it does not soften in the blacksmith's forge.  Here is an iron granted by Roth himself."

- Eblus Nurrem, Master of the Smith,
   Tesnarya, Panath

People

Chapter Seven - Roth

God of Crafts, The Old Master

Spheres of Influence: Blacksmithing, Crafts, Invention, Tools
Alignment: LN
Symbol: Smithy Hammer and Anvil
Divine Focus: Any tool forged from iron or steel and blessed by a High Priest of the Order; any device or medallion fashion from Orm
Center of Worship: Oth, Kyrm Oryroth
Color: Leather, Black and Gray
Animal: Boar (old standard, no longer in use)
Appearance: Roth is commonly depicted as a well-muscled man, bald and bearded.  Usually depicted near a forge or standing in flames, the blackened god is invariably shown with a large hammer in one of his six-fingered hands.  His usually holds some item of his creation in his off-hand.
Church: The Temple of Roth
Clergy: The Forge of Roth; parts of the Order are named Anvil, Hammer, and Fire.
Raiment: Rothic priests very rarely wear formal vestments except during High Temple rituals or during Holy Days.  Raiment varies from quality leather smocks and work dress, to meticulously worked steel scaled smocks and elaborate headgear.
Sacrifice & Frequency: Roth requires no sacrifices, though the Ordus Othdnur sometimes annoints their creations with the blood of enemies and heroes.
Advancement: Within the City of Oth, advancement can take place due to political working within the Temple or through recognition of great skill.
Friends/Allies: The Temple of Roth is on good terms with all the Dekàlan cults.  In the days of the Empire, the Temple provided items of quality to all the Temples of the realms.
Foes/Enemies: Elve, Ortor.
Sayings: "Only hard work gives a man's life meaning."

Kyrm Oryroth stands like an iron mountain over the dark and dreary streets of Oth.  This is the center of the Cult of Roth, the Iron God.  Here within the smoky and oily heart of the Temple, the priests of Roth go about their eternal labors, stoking the fires of The Machine, readying their holy works.

Roth is an old god, worshipped first by the (tyhr-EHN) Tyrn-Orth in pre-Dekàlan times.  The Tyrn-Orth people are believed to have arrived from the East or South, following oracles that would lead them to the shores of the Nyr Platan (cir 230 AR).  Their scouts soon returned with word of hills and mountains rich with the minerals (see oth) that the oracles had promised.  Here they began the work of building Kyrm Oryroth.  The first temples are believed to have been built with wood and stone, but after a fire and earthquake, building was re-started with stronger materials.  In these early days it was said that Roth himself guided the people in the Temple's construction, whispering the requirements to the priests, and divulging the secret for working the fabled orm.

In time the Temple rose among the surrounding trees, and the city grew winding across the hillsides to the shore.  The Dwürden who had lived in the region visited often at first, but eventually withdrew into their deep kingdoms when it became obvious that the secret of orm would not be given.  (see History of Oth)

There are several legends surrounding Roth, some which pre-date Dekàlan mythologies.  Roth is believed to have fallen in love with Sudul and fashioned a wonderful ship for the goddess with which that she could sail through Dream.  He is also reported to have created a wondrous machine for Path, which could scribe words into massive books, transcribing the god's endless discourses.

The Divine Aspects

Thurkan (the apprentice) appears as a handsome farm-hand, helpful of those wishing to build and craft objects for some productive purpose.  Thurkan is reverred by architects, blacksmiths, engineers, and farmers.  Two Orders founded by his followers are the Order of the Arch and the Order of the Golden Plow.

Thurkan appears within the dekàlan mythologies in many places, usually helping honest men overcome hardships through the creation of enchanted tools.  He also appears in some myths as being easily smitten by beautiful and conniving women, both mortal and otherwise.  For this reason, Thurkan is also sometimes regarded as a Patron of Bachelors.

Attrakar (the artificer) is an aspect with a small following in the later 7th century DR.  His followers, mostly represented by the Order of Iron Death, keep their identities and affiliation secret, for the greater good of the Empire.

Attrakar appears as a tall, skinny, older man with a thin hollow face filled with worry, sorrow, and determination.  He is thought to be stronger than Thurkan, despite his age, but not subject to anger or passion.  Attrakar's forge creates weapons of all sizes.  His following, the Order of Iron Death, protect the secrets of their dekàlan forefathers, maintaining city stockpiles, armories, and bombards.  The old aspect is given respects within the Temple, but prayers are rarely offered to him.  In times of war, the priests of Attrakar come forward to perform the Blessing of the Blades.

The Priesthood

Day-to-Day Activities:

Holy Days/Important Ceremonies:

Major Centers of Worship:

Excepting the priests of Krym Oryroth, the priesthood of Roth operates within Orders.  Orders do not meet within the Temple, and are housed within separate shrines throughout the City of Oth.

The Order of the Golden Plow is the largest of these groups.  The Order is centered in Eswerd, north of the City of Oth along the Run Merdus. Here, the Ordá Kyrm Talshar has stood since 133 DR, twenty-six years following the Order's foundation.  The temple is a stone and iron building built on a sirkùlar plan, surrounded by six squat stone towers.  The roof of the central building and each of the towers is constructed of ancient timbers which are claimed to have been salvaged from the ruins of the First Temple, nearly 1100 years prior.  These rafters are carved with reliefs of the toils of Thurkan and the wonders of his creations.  The central temple is an open-aired amphitheater surrounding an altar to The Apprentice.  The altar is hewn from a dark green marble, mined, carved, and given to the faithful by the Dwurden following the Othelve War circa 685 AR.  The altar stone was bequeathed to the Order in 210 DR, and since that time has been encased in a cage of gold and iron.  Each of the temple towers at Ordá Kyrm Talshar is crowned with a belfry which sound across the Northfields countryside each dusk of growing season to call the farmers home.  The bells also peel on holydays, ringing for the better part of a watch.

The Ordon Talshar is a fraternal (men and women) organization whose main membership lives outside the City of Oth.  Most lodges of the Order, meet twice a month, during Midmonth and Monthturn to pray and socialize.  The Order consists of farmers, smiths, workhands, and nearly all whose livelihood relies on their hands.  Most moots are organized or administered by a low-ranking Thurkan priest called a Dhuhl.  Outside the region of Oth, farmers and farmhands more commonly associate themselves with Kandlan-Valania the Planter, though there are no restrictions to patronize both.

The Holy Order of the Arch (Ordus Ar) are the second largest group, catering to masons, bricklayers, stonecarvers, architects, and engineers, though it is technically open to all that worship Thurkan.  The Ordon Ar serves the dual purposes of a community for worship, and a worker's union.  The Order supports its members, and thereby insures that they are among the higher paid people within the City of Oth.

The Ordon Ar credit themselves with many architectural feats throughout the City of Oth, including the City Wall, the Gates, and the Keeps.  It is their duty to maintain these structues which has proven a monumental task since much of the engineering and lore used in their construction has been lost.  Large sections of the City Wall have been re-engineered to compensate for failed bindings, spells, and wards.  Unknown to the Order, these bindings were provided by other groups in years past.  The re-engineering has temporarily solved many problems, but has had the effect of weakening the whole, which was never meant to stand under its own natural construction.

The Ordá Kyrm Ar stands in the Kyard of Oth.  An imposing stone structure that crouches on the edge of the Cre Dulnar opposite Kry Shurulm, the temple is a wonderful example of lost architectural skills.  Four blackened stone columns rise from the crashing waters below into three magnificent arches, which support the overhanging temple.  Constructed in the Lanadan style, the blackened (once blue and grey) stone building is covered with pointed arches and statuary.  The interior opens into a large windowed chamber which looks out over the turbulent foggy harbor.  There is no ornamentation that is not carved from stone or worked from metals within the temple.  Two sentinels "guard" the front gate, the only building in the City so protected other than Krym Oryroth itself.

The Order of Iron Death (Ordus Othdnur) are a clandestine fellowship whose faith requires the production, maintenance, and invention of weapons.  The Order's roots are ancient, probably forming during the First Expansion under High King Lordrun I in the early part of the 5th century AR.  The Ordon Othdnur are credited (in some circles) with the introduction of oro (steel), used from then forward in the creation of quality weapons, and later in the manufacture of powder weapons.  Since the Empire's fall, the secret of steel has not been revealed.

The most important development of the Ordon Othdnur was that of powder weapons.  By the end of the 10th century AR, every dekàlan city-state was protected by bombards.  In the second half of the 11th century, matchlocks were produced for the dekàlan soldiery.  It soon became the responsibility of the Ordon Othdnur to not only equip the dekàlan armies, but to insure that the secrets of this wonder never fell into enemy hands.  In this charge, the Order has never failed.

Within the City of Oth, the Order of Iron Death claims no temple as its own.  Meetings of the Order are held within secret chambers of Krym Oryroth.  Members of the Order answer to their own priests, the High Priests of Roth, and the Lord of the City.  Their's, moreso than any other priesthood, is a vow of service to the crowns of Dekàlas.  The priesthood maintains hundreds of depots throughout the Empire, preparing for the next "call to arms".

Spells of the Faithful

Among Dekàlan priesthoods, the faithful of Roth may be the least inclined toward the Chaos.  Most Rothic clergy are builders, smiths and artisans; not people for whom magic would prove useful.  Those few within the faith who are touched with magic perform similar functions, employing subtle magics that compliment their impressive skills.  For instance, whereas another caster of elemental fire might use his commands to summon fiery orbs to throw at his enemies, the Rothic caster would use the same command of Davra Phlogostra to summon a hotter flame within his forge.

D&D Spells:

GURPS Spells:  The Davra Orkid available to Roithic spellcasters is:  Creation (F2), Divination (F1), Elemental Earth (F2), Elemental Fire (F2), Enchantment (F3), Healing (F1), Meta (F2), Manipulation (F1), Movement (F1), and Wards (F2).

Attrakar's Edge (Sharpen) F1
(Roth-Attrakar/Regular)
When cast, the priest runs his holy symbol along a blade imbuing it with a magical edge.  The bladed weapon delivers an additional +2 damage for the duration of the spell.  The spell cost is determined by the length of the blade with arrowhead = 1, dagger = 2, short sword = 3, long sword = 4, two-handed sword = 5 spell points.  This spell requires the priest's holy symbol to cast though it may also be performed at a holy forge.  If performed at a blessed forge, the spell's duration will instead equal 1 day. (GM2p60)
Duration 1 minute (1 day)
Cost 1-5 to cast; same to maintain
Casting Time 4 seconds (average)
Range Standard
Prerequisites (Repair)

Lasting Leather F1
(Roth/Regular)
Forthcoming...

Swordbreaker F1
(Roth/Blocking)
A popular spell among traveling priests, Swordbreaker acts similarly to other blocking spells except that on a successful block the attacking weapon must Save vs. Crushing Blow or fracture.  If the weapon resists the spell, the priest takes full damage from the attack.  More forthcoming...

Thurkan's Mortar F1
(Roth-Thurkan/Regular)
A basic spell used extensively within the Ordon Ar, the enchantment is cast upon mundane mortar to make it resistant to the effects of time, stress, and weather.  Walls built using this enchantment gain a +2 to all Structural Saving Throws (DMGp105), and are impervious to the natural effects of time and weather.  The spell is cast on tubs or buckets of mortar before it is applied.  The spell requires the priest's holy symbol.
Duration Permanent, until undone
Cost 2
Casting Time 1 minute
Range Standard
Prerequisites (Repair)

Transmute Iron to Orm F3 (VH)
(Roth/Regular)
Perhaps the most remarkable ability of Roth's faithful is the secret of the metal orm.  Following complex preparations, including the smelting of all impurities from the iron, the priest of Roth may cast a final transformation spell upon the iron.  If the priest is successful, orm is the result.  If the priest is unsuccessful, the iron is destroyed and the lengthy process is begun again.  Orm may not be transformed from fashioned iron, and must be worked following creation, the secrets surrounding which are just as guarded as its creation.  At the final moments of transmutation, the priest strikes the iron with a blessed hammer.  The precision and strength of the finishing strike must be sufficient to destroy the original iron.
Duration Permanent
Cost 20 per pound of iron
Casting Time Preparation + 1 minute
Range Standard
Prerequisites Faith 3,  (Transform Object)

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Dekàlan Gods

There are ten major gods traditionally worshipped by Dekàlans.

Amra (beauty, love)
Draun (death)
Iráen (law, order)
Irul (athletics, war)
Kandlan (agriculture, time)
Path (knowledge)
Roth (crafts, work)
Sudul (dreams, prophecy)
Zalan (luck, trickery)
Zyrr (darkness, magic)

Other gods have emerged in the same lands since the fall of Dekàlas.  While some are new, some ancient deities have experienced a resurgence of faith.

Eiron (law, duty)
Malaz (seas)
Nathal (air, winds)
Orander (honor, war)
Woad (balance, nature)

Domains

Spellcasting clerics of Roth have access to the following domains

Craft (FR)
Creation (DF)
Earth
Fire
Metal (FR)

Worshippers of his aspects have access to a different set of domains. Thurkan's priesthood have access to

Craft (FR)
Earth
Good
Strength

while Attrakar's priesthood has access to

Craft (FR)
Fire
Metal (FR)
Protection
War

 

Ref. PHB (Player's Handbook), DF (Defenders of the Faith), FR (Forgotten Realms Campaign Setting), © Wizards of the Coast