Clerics of Dungeon World

Throughout the realms, adventurers sworn to service of a deity are known as clerics. On other planes, clerics may sometimes arm themselves with bladed weapons. On Dungeon World, however, the memory of Tiamat flesh being cut from her bone by the gods is still stings too sharply. Any cleric wielding any non-blunt weapon while in the demi-plane, regardless of what rules may apply for them in other dimensions, faces the wrath of the Mother of Monsters herself.

Of deities, the Game Master is wildly jealous. He may be an immortal being of vast cosmic power but he is not possessing of divinity per say. His time as a patron for spellcasters who forge arcane pacts for a piece of his power has made him jealous of the devotion a cleric bestows upon their deity. The Game Master may be an entity of awesome might but he is also petty. Currently he only acquiesces to clerics serving two deities on Dungeon World: Bahamut and Thor.

Bahamut


Known as the King of Dragons, the platinum dragon named Bahamut was the Rainbow Queen's sworn enemy. He was also her kin. Not even the Game Master is so cruel as to ban the Justicemaker from visiting his fallen family to mourn. So, too, are his sworn servants allowed on Dungeon World. There are no temples to Bahamut in Topside as his faithful rarely chose to honor him with material endeavors. Instead, their acts of wisdom, mercy, and enlightened justice serve as their veneration. They carry holy symbols made to look like a dragon's claw and often wear the dragon's head in profile as their charge.

Clerics of Bahamut must be lawful. They cast non-reversed spells and know the standard cleric spell list. Dragon is their liturgical language and is known to any literate cleric in Bahamut's service. They memorize their spell through meditation.

It is believed that Bahamut visit's Dungeon World every Tiamas- the holiday marking her death.

Clerics of Bahamut begin play with a memento from the dragon that initiated them into the faith. Roll a d6: (1) a cage with a canary inside, (2) a metallic dragon's scale, (3) a stout silver chain perfect for bearing a holy symbol, (4) am ivory spray pump shaped like a dragon, (5) a dragon's talon, (6) a lantern lit by dragon's fire- ever burning as long as it is not blown out.

Level Titles
Level 1 (0xp)- Wyrmling Disciple
Level 2 (1500xp)- Clerical Drake
Level 3 (3000xp)- Sacred Paladin

Thor


The devote of the Thunder God Thor hold a special place in the lore of the Game Master. Between their love of contests and their history of having common cause with the Game Master, clerics of Thor are humored in Dungeon World. They are allowed to bless the Game Master's many contests (many invoke 'Thor's Rules' when seeking fair play). A blind eye was turned when they establish a holy site popular with the adventuring community, Thunder Grove, in the district of  Emerald Terrace. The Thunderer is honored in Topside on the holiday of Thorrablot with an evening feast and poetry reading. Servants of Thor are know bear his hammer-shaped holy symbol.

Clerics in the service of Thor must be either Lawful or Neutral. Thor favors non-reversed spells for his clerics. Their spell list for Level 1 spells will be the same as the standard cleric selection. The Thunder God's clerics are known for their bravery and honesty. They dogma forbids them from turning down a fairly challenge. They pray for their spells with a morning offering of food and drink.

All clerics of Thor new to Dungeon World arrive with on of the following, Roll 1d6: (1) a clay jug of ale, (2) a drinking horn, (3) a goat, (4) a winged helmet, (5) an uncarved piece of oak from a lightning struck tree, (6) 2lbs of meteorite iron ore

Level Titles
Level 1 (0xp)- Acolyte Guardian
Level 2 (1500xp)- Shrine Protector
Level 3 (3000xp)- Hallower

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