Titles: dragon Slayer, Scourge of dragons, Wyrm Hunter.
Aspects: dragon slaying.
Affiliations: Tiw.
Symbol: A dragon’s head dripping blood at the
Priesthood: dragon Hunters (priests); dragon Slayers (paladins).
Herald: None.
Holy Days: Third Heafoddaeg of Wulfmonan is a high holy day. Any day a dragon is slain is a holy day.
Duties: To slay dragons.
Sins: (Minor) refusing to challenge a dragon of greater ability, fleeing from a dragon, conversing with a dragon except to intimidate or taunt; (Major) refusing to challenge a dragon of equal ability; (Mortal) refusing to challenge a dragon of weaker ability.
Signature Power: Smite*.
Powers: Arcane resistance*, armor*, deflection*, energy immunity*, fly, warrior’s gift*.
Trappings: Clergy may use any trapping except nec- romantic.
Special: Spells marked “*” only function against dragons. Against other foes, the spells bestow no bonus. For instance, a paladin invokes smite and scores a raise. Against dragons he adds +4 to damage rolls, but when the enchanted weapon used against all other foes it has no damage bonus and is not treated as being magical.

Before his imprisonment, Loki (an evil trickster) sired the first dragon, a colossal, multi-hued beast of ravenous appetite. Feeling particularly vengeful after being chas- tised for a “harmless” prank, Loki unleashed his offspring on the gods. The great beast tore through the heavens, leaving terrible destruction in its wake. Normally, Tiw would have lofted his standard and waded into battle, but he was away on important business and could not be reached in time. While the other gods fled in panic, one of Tiw’s huscarls, Sigmundr, donned his armor, gathered weapons from all the gods, and marched to war.

The resulting battle was titanic, shaking the very foundations of the heavens. At last Sigmundr emerged victorious, though his victory was not absolute. For each wound Sigmundr delivered, the dragon shed droplets of blood. These droplets fell to the mortal realm, spawning lesser dragons where they landed. The nature of each dragon depended on the weapon Sigmundr used. Thus, when he wielded Thrym’s icy axe, Hellfrost dragons were spawned by the blood. When he used Thunor’s hammer, the droplets spawned storm dragons.

Bound by the Convocation not to interfere in the mortal realm, Sigmundr sent heralds (borrowed from Tiw, who promoted Sigmundr to minor god status on learning of his heroic deed) to warn the emerging sentient races of the dragon threat, thus spawning his own cult. Sigmundr blames himself for the creation of mortal dragons and is set on correcting his mistake by ensuring all dragons are eliminated. This places him at loggerheads with Sigel, Thrym and Thunor, who have adopted sun, Hellfrost, and storm dragons respectively. The animosity filters down to the respective cults.
The god of dragon slaying has no shrines and but one solitary temple. Located in a cave within the Icebarrier Mountains, the temple’s exact location is revealed to clerics only when they take their final vows. Lit by flicker- ing dragon-fat lamps and lined with the scales of slain wyrms, the walls of the main temple hall glitter rainbow hues. The altar comprises of the largest dragon skull brought back to the hall to date. Currently, it is the head of an old Hellfrost dragon.
Located off the main temple are storage halls, where the numerous skulls of all dragons slain by the clergy are kept. Engraved onto each is the name of the slayer and the date the beast met its end. In many instances, gen- erations of the same family have served Sigmundr, each member adding to his ancestors’ donations. Also present are storerooms, treasuries (dragons tend to hoard pre- cious materials), barracks, kitchens, and the like.

Although it is not a written requirement, many clerics travel to Scayle to participate in hunting marsh dragons. To the younger generation, it is a rite of passage.
Priests are hunters, tasked with tracking dragons to their lairs. They are not required to go inside and fight the dragon, but should they encounter the beast they are required to fight. While the younger generation favors practical application of their art, physically venturing into the wilds, older clerics prefer literary research.

Paladins serve one primary function—to slay dragons discovered by the priests. Although dedicated to a holy cause, clergy happily accept donations from settlements plagued by dragons in return for dispatching the beast.

The clergy holds several festivals. The major one, held in winter, marks Sigmundr’s slaying of the great dragon. Each year, a huge wooden frame in the guise of a dragon and decorated with scales from slain dragons is constructed. Operated by novices of the cult, the dragon “rampages” through the surrounding land, hounded every step of the way by priests and paladins.
Positioned inside are sacks of blood (rarely that of actual dragons). drawing blood with a blow is consid- ered an ill-omen for the attacker, whereas delivering a blow that draws no blood is seen as a blessing from Sigmundr.

Character Guidelines: Priests are trackers rather than dragon killers. Knowledge (Folklore), Investigation, Notice, Streetwise, and Tracking are their primary skills, both aided by a good Smarts. While priests need some combat skills and Edges, paladins should ensure they are combat machines—dragons are remarkably tough creatures. Knowledge (dragons), while not vital, is a useful aid in identifying a dragon’s age, abilities, and likely habits.


Nemoralis WispNemoralis