Lesser God, Giant pantheon [Intermediate]
God of Cold, Frost, Winter, Battle
Priests (see also crusaders)
| Symbol | White double-bladed axe | |
| Alignment | Chaotic Evil | |
| Priest Alignment | CE | |
| Plane | Gladshiem (Muspelheim and Jotunheim), Ice | |
| Worshippers | Virtually all frost giants, ice cultists, some barbarians, ice creatures | |
| Race | Frost giant, human | |
| Sex | Male | |
| Attributes | N/A (human: Strength 16, Constitution 15) | |
| Proficiency Groups | Priest, General | |
| Bonus Proficiency | N/A | |
| Preferred Weapons | Battle axe, great axe | |
| Allowed Weapons | Hand and throwing weapons | 8 |
| Armor | Any, no shield | -5 |
| Primary Sphere | Elemental (Air, Water) and chill metal | 8 |
| Major Spheres | All, Animal, Charm, Guardian, Healing, Weather | 50 |
| Minor Spheres | Combat, Divination, Protection | 15 |
| Additional Spells | Conjure Ice Para-Elemental (New, 6th level), Create Food and Water (3rd level), Heroes' Feast (6th level) | 1 |
| Abilities | ||
| Control Undead at 1/2 level, rounded down | 10 | |
| Frost giant followers (or normal priestly followers if human) | 5 | |
| +2 on loyalty and reaction checks with frost giants (not applicable if human) | 5 | |
| Access to non-unique Wizard cold and ice spells (including fog spells) | 25 | |
| 3rd level | Melt Ice/Freeze Water (1/day, volume as create water) 5 (1/day) + 2 (P1 x 2) - 1 (3rd level) - 4 (5 powers) = 5 (minimum) |
5 |
| 5th level | Chilling Touch (1/day, as shocking grasp but cold-based damage) 5 (1/day) + 4 (W1 x 2) - 2 (5th level) - 4 (5 powers) = 5 (minimum) |
5 |
| 7th level | Ice Shape (1/day, as stone shape) 5 (1/day) + 6 (P3 x 2) - 3 (7th level) - 4 (5 powers) = 5 (minimum) |
5 |
| 10th level | Wall of Ice (1/day) 5 (1/day) + 8 (W4) - 4 (10th level) - 4 (5 powers) = 5 |
5 |
| 14th level | Conjure 16 HD Ice Para-Elemental (1/week) 3 (1/week) + 9 (P6 x 1.5) - 6 (14th level ) - 4 (5 powers) = 3 (minimum) |
3 |
| Inspire Moral in battle (+4 morale, +2 on saves vs. mental attacks) | 4 | |
| Limitations | ||
| Distinctive casting: chill in the air | -5 | |
| Talisman: the axe amulet of each priest must be personally blessed by Thrym | -8 | |
| Cannot use wands, rods, or staves | -5 | |
| Fanatical: priests of Thrym seek to slay any competing ice or winter priests, and dislike other priests in general | -3 | |
| +10% experience cost | -8 | |
| Raiment | Horned helm, white fur (from an arctic animal preferred), snow white colors | |
| Animal | White dragon | |
| Holy Days | Midwinter's Day (sacrifices frozen alive) | |
| Notes | ||
| Thrym's priests are not shamans or witch doctors, they are simply priests All Elemental Water spells actually produce ice or cold effects instead (i.e. create ice, transmute dust to ice), when applicable Frozen heads are considered a great trophy |
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| Background | ||
| Thrym is the leader-turned-god of the frost giants, and is the first of their kind. His priesthood is divided into distinct sects: one sect leads and advises, the other (the crusaders) are superbly trained in the art of war. This distinction is much more apparent amongst his human worshippers, as even a priestly frost giant is a feared enemy. Many frost giant tribes are ruled by crusaders of Thrym.
Like Surtur, Thrym is an ancient enemy of the Norse gods. Because of this, his worshippers on Oerth are often neglected. Each priest is invested with a talisman of power by Thrym, but he rarely directly aids them after that day. As with Surtur, any priest who loses his talisman of power must perform a dangerous quest to be granted a second one. These quests typically involved the destruction of Thrym's foes on Asgard, Midgaard and Jotunheim -- but unlike Surtur, he will transport them to this plane if they so wish, and are of sufficient level (no less than 9th). |
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| Sources | ||
| Deities and Demigods, 1st printing, p.123 Manual of the Planes, pp. 94-96 |
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