Ruins of Adventure
Bargrivyek
- Name: Bargrivyek
- Allegiance: Gods of Civilization
- Portfolio: Cooperation, Social Order, Territory, Conquest, Goblin-kin
- Titles: The Unifier, The Peacekeeper, Lord of Depths and Darkness, Lord of the Flaming Iron Throne
- Symbols: A white-tipped flail
- Worshiper Alignments: LG, LN, LE, TN, NE
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Core Doctrine: Unity is Strength!
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Edicts:
- Internal strife makes the goblinoids weak.
- Expand the lands controlled by goblins through conquest.
- Guide the people to create unified nations of multiple tribes.
- Oppose the interference of outsiders in the affairs of goblinoids.
- Stay calm and composed at all times, anger only leads to strife.
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Anathema:
- Killing a goblinoid.
- Insulting or otherwise provoking another goblinoid.
- Standing by while goblinoids fight each other, without intervening.
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Edicts:
- Allied Faiths: Meriadar
- Enemy Faiths: Armok, Corellon Larethian, Talos
- Pesudonyms: Maglubiyet (historic)
Base Requirements
- Races: Goblin, Hobgoblin, Bugbears, Mongrelmen, Xvarts
- Classes: Cleric
- Ability Requirements: Knowledge 10, Intuition 14
- Alignments: Non-Chaotic, Non-Good
- Starting Cash: By class
Proficiencies
- Weapon Slots: By class
- Allowed Weapons: Any Bludgeoning
- Allowed Armor: Any armor or shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Flails group
- Non-weapon Slots: By class
- Available Categories: Spiritual, Martial, and Social
- Bonus Proficiencies: Cartography, Heraldry, Persuasion
- Required Proficiencies: Religion
- Recommended Proficiencies: Animal Training, Bargain, Bribery, Crowd Working, Debate, Fast-Talking, Information Gathering, Inquisitor, Intimidation, Intrigue, Leadership, Mediation, Modern Languages, Navigation, Omen Reading, Spellcraft.
- Forbidden Proficiencies: none
Priest Spheres:
- Major: All, Air, Charm, Combat, Creation, Law, War, Wards
- Minor: Astral, Numbers
Overview: The goblin pantheon is both smaller and more divided than the orcish one. Goblins, Hobgoblins, Norkers, Xvarts, Bugbears, and other goblin-kin all have their own rival race-specific gods. Sages claim that a mighty war of orc and goblin spirits rages through the lower planes, with countless thousands being mindlessly slain to gain a few yards of territory, only to rise again and drive their enemies back. Perhaps because of these battles, and the need to maintain some cohesion among the various goblinoid races, the god Bargrivyek exists to mediate disputes between the races. The goblins thus have a mediator deity, but this god is as ruthless a seeker of battle and territory as any other, but is smart enough to realize that unity is strength.
Bargrivyek has long been the dominant goblinoid deity in the North, and the one with the closest ties to outsiders. Following the Day of Black Sun, Bargrivyek openly called on a fellow god of Acheron, Grimnir, to aid him in overthrowing the head of his own pantheon, Maglubiyet. With the death of Maglubiyet, Bargrivyek is now the acknowledged leader of the goblinoid gods, and, in return, has pledged the might of the goblinoid petitioners to aid Grimnir in the Blood War.
Description: Priests of Bargrivyek always carry a flail of some kind, it’s head painted bone-white (his holy symbol and a sign of their authority). They otherwise dress in the manner of their tribes.
Role-Playing: Bargrivyek’s priests work to minimize conflicts between goblinoid tribes, and also within them. Their work is directed at unifying goblin and hobgoblin efforts, often pointing out and stirring up ill-feelings towards external targets. They seek to establish the goblin races and tribes as widely as possible. To these ends, they use any means at their disposal: whispering, ranting, cajoling, rumor-mongery, bribery, beatings—whatever it takes to get their point across.
Bargrivyek is pleased by displays of unity and discipline, and the successful mediation of disputes. He is no pacifist, however, unity is a means to an end—the ever-expanding control of territory. Bargrivyek is impatient with goblins staying underground and rewards priests who bring tribes to new above-ground settlements.
Bargrivyek sends omens to his priests in the form of distant atmospheric events (e.g. a falling star leading goblins to new territory), speaking in strange languages, and automatic speech followed by violent stammering.
Special Abilities:
- Priests of Bargrivyek gain a +2 bonus on saving throws against spells cast by Chaotic-aligned spellcasters, and against all spells from the Wild Magic wizard school or the Chaos priest sphere.
- Goblinoids (goblins, hobgoblins, bugbears, norkers, etc) within 20 feet of a priest of Bargrivyek, gain a +1 bonus on attack rolls against any non-goblinoid, but suffer a -1 penalty on attack rolls against other goblinoids.
- At 4th level, Priests of Bargrivyek can cast Speak with Animals, Speak with Plants, Speak with Dead, or Speak with Monsters once per day.
- At 7th level, Priests of Bargrivyek can cast Strength of One once per day.
Special Disadvantages:
- Priests of Bargrivyek cannot turn undead.
- Priests of Bargrivyek may never kill another goblinoid (though beating them within an inch of their life, torturing, or enslaving them when they don’t get in line is perfectly fine).
Return to Religions.