Aggran (3.5e Deity)

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Aggran is a deity of the Lore of Arda campaign setting.

The symbol of Aggran. Drawn by MrBlu.
Intermediate Deity
Symbol: Hammer and Anvil
Home Plane: Outer Plane of Heaven
Alignment: Lawful Good
Portfolio: Blacksmiths and the Forge
Clergy Alignments: Lawful Good, Neutral Good
Domains: Earth, Good, Law, Creation
Favored Weapon: Warhammer, Two-handed Swords


Basic Etiquette[edit]

Aggran is a god of skilled work and crafts of blacksmiths. He is a straightforward, "no nonsense" deity that respects and expects respect for skilled workmanship. Aggran commands his followers to live honest and simple lives. He disapproves of dishonesty in any form and also poor workmanship or laziness. He has a particular fondness for gems and the Dwarves, although he does welcome other races. Especially those who are particularly good at smithing, such as Elves and Humans.

Codes of Conduct[edit]

The following codes of conduct are the core rules and values that a member of Aggran's clergy must obey at all times. Some examples are presented, to give context to each code.

  • HONORING THE CRAFT~ A clergy member will always maintain their arms, their equipment, and themselves

---No matter the material, no matter the item, a clergy member must always keep their personal belongings in top condition. This is exceedingly true for weapons and armor the clergy member has personally crafted. They do not need to be glaringly shiny or polished, but they cannot show wear and tear such as wornout leather bindings for breast plate armor. The only exception are marks of battle, as long as they don't affect the capabilities of the item itself. Such marks would be blade strikes or dents from warhammers. They show that the clergy members' crafts have been tested and survived, along with the clergy member. These marks are a sign of pride among the clergy. Especially when the mark is on armor and is the sign of what would otherwise be a death blow to the clergy member who crafted the item. This could also be marks from a killing blow on an enemy with a weapon that would be expected to break or shatter upon impact.

---When it comes to a clergy member maintaining themselves, this is accomplished by never practicing their smithing skills while under the influence of any chemicals or drink. It increases the chance of lower quality work and a waste of materials. Something Aggran would be angered by. An example of such chemicals or drink, would be elf weed or wine.

  • RESPECTING THE WORKS~ A clergy member will never disrespect a smiths works

---No matter how poor quality a smiths work may be, it is still work. Good smiths are always learning new styles of smithing and items to create. You never know who the smith is, or their amount of experience/training. The only potential exception would be to verbally correct work that is potentially dangerous to the user. Such a correction must be done with tact and without humiliation to the smith. Especially if the smith is of known capability or fame in the town or province they are working in.

  • DISCERNING THE CRAFT~ A clergy member will never keep any of their smithing knowledge secret, unless when said knowledge may be dangerous if abused

---Knowledge is a major part of any blacksmiths life. Especially those of an army. They must learn how to create their works in any environment. The cold mountains or the dry plains would be a few examples. And to increase their knowledge, they must work with other blacksmiths of the region. But...some smithing knowledge can be too powerful for anyone unworthy to know. Crafting magical items from rare metals that only certain races can control, such as Adamantine, could be made for evil purposes so only the most devout clergy members are taught these skills and they guard these skills with their lives.

  • SHARING THE CRAFT~ A clergy member will always offer their skills, particularly to those in need

---When a member of Aggran's clergy enters any town/city large enough to have its own leader, such as a Yarl or Lord (with an alignment no less than true neutral), the clergy member must meet with said leader and ask if there is any way the clergy member may provide assistance. Such assistance may be in helping with the building of a structure, conduct repairs of the army's weapons, or completing any major tasks given to the local blacksmith by the Yarl or Lord.

---Whenever possible (meaning without impeding on any clergy members' particular mission or quest), a member of Aggran's clergy must provide aid to any construction/rebuilding/repair of anything requiring such work, as long as the alignment of the people working are of no less than true neutral alignment. The services must be offered, but can be denied without insult to the clergy member. Such works would be the repairing of a castle gate after a major attack, or someone's home after a fire, or even of someones backpack or tools for working a farm.

  • PLEDGING THE CRAFT~ A clergy member must have an item they have crafted and they shall never lose it, for any reason

---This item can be anything. A sword, their boots, or a spoon they crafted for practice. What matters is that the clergy member uses something they crafted. No matter when it was made. The only other requirement, is that it be something they failed in making properly. It's to be a reminder that no matter how good a smith may be, they are never perfect and must learn from their mistakes.

  • HONORING THE ELEMENTS~ A clergy member will never live above modest means

---Many clergy members can be, as well as have been, rich. Quality smiths are constantly sought after and are a rare commodity during times of war. Aggran uses physical labor, as a means of reminding his clergy that money isn't everything. Pride in your work is worth more than simply owning a castle you didn't build yourself. Having ones work well respected, especially by Yarls and Lords, is enough riches for Aggran. Therefore, it's enough for his clergy.


A clergy member may purposefully fall into debt, but for only legitimate reasons. Such legitimate reasons would be to protect an innocent by having the debt transferred to the clergy member, or the purchase of armor/medical supplies to assist in a quest. A "falling into debt" of this kind is the only way a clergy member may do such a thing and even that is somewhat contrary to the clergy's belief system, since Aggran disapproves of personal gains or dishonesty. After going into debt, the clergy member must pay off the debt as soon as possible. Should a clergy member fail in paying off the debt through normal means (such as currency, the selling of gems/ornate items, or other forms of treasure gained), the clergy member much sell off a sufficient amount of their own possessions (to equal the debt) and give the acquired monies to the person(s) the clergy member is indebted to.

If the clearing of the debt was late, the clergy member must find the nearest holy temple (of at least neutral good alignment) and pray for forgiveness for failing to pay off the debt in time. Such prayer must be on hollowed ground, last no less than 2 hours, and be completed between sunrise and sunset. During this time, the clergy member cannot eat, drink, or rest. If no holy temple of such an alignment is available, the clergy member must instead provide quality works that have a combined value of no less than 200g and cannot stop until that value has been attained. Such works may be rebuilding a home to the finest quality possible with the materials at hand, or smithing weapons/armor for a Lord's personal guard.

If the clergy member is also a Paladin (or a member of a holy order) and cannot find holy ground, they may consecrate the earth they are to pray on. The style/type of consecration is up to each clergy member and the rules of any sub-order they are part of, but there are minimums; a holy symbol of Aggran, 20 square feet of unmodified ground, and enough holy water to evenly encircle the ground being consecrated. Modified ground is anything that has been altered with engineering or architecture, such as the streets of a city or the floor of a house.

Temples and Clergy[edit]


Aggran's temples are often created of earthen bricks with plenty of metal work in their construction. There is normally at least one smithy at the sight of any major temple to Aggran. In some locations, this deity's temple may even be underground. But, that is only if there is no suitable location above ground. Such a location would be near resources used for smithing, such as wood, water, rock, etc. His holy symbol can be found throughout the temple. However, the temples are generally quite simple and spartan.


Aggran's clergy are all smiths, usually of notable skill. Aggran encourages them to practice their craft just as earnestly as they practice their faith. These clergy often will also be members of craft guilds where they can work for the benefit of their crafts and smithies. Many magical items are often crafted at temples to Aggran, due to the skill of his clergy and also divine magic that flows in and around the forges of Aggran's temples.

Weapons and Armor[edit]

Basic Etiquette and Crafting[edit]

Aggran's clergy may use any weapon of any type that is possible to be used by the race/class of the clergy, but war hammers and two-handed swords are the preferred weapons. Armor is less focused, as different races/classes have different styles and limitations. The preference is to use the best armor possible for that race/class, but is by no means required. The only real limitations are the quality and purity of said weapons or armor. See below for a description of un-pure items.

Since Aggran and his clergy are about creating and using quality works, no item of poor quality or condition can be used, without the approval and blessing of Aggran. When a member of Aggran's clergy creates any item, especially that of weapons and armor, the item must have some practical purpose and cannot only be of aesthetic value. Such items would be an unenchanted gold necklace or a silver shield that bends under its own weight.

Formal Dress[edit]

Although Aggran's clergy are commanded to not wear/use weapons, armor, or other such items without a purpose, there is a "standard" for the wearing of formal dress for the clergy. This standard is to be used for an event like a wedding, or a party being held by the local Yarl or Lord.

Since it is a sign of honor to the clergy to wear/carry items that has been tested in battle, it is a sign of respect to wear/carry such items at a special event. The armor, clothing, and any other items worn by the clergy member, must be properly prepared by the clergy member and blessed by Aggran. Such preparation requires : a holy symbol of Aggran, enough fresh water/rags to clean all the items to be worn, holy water and silk for polishing. The preparation must be conducted on hollowed ground and for no less than 3 hours. If there is an interruption, the clergy member must start over from the beginning.

The steps required for the preparation are as follows.

---Create a circle 10 feet in diameter and place the holy symbol at the Northern most point.

---Clean each item in order, from the feet to the head and from inside out. Meaning first clean the boots, then any armor on the feet, then the pants, then any armor on the legs, then the shirt, then any underclothing for padding under the armor, then the chest armor, etc.

---After each item is cleaned, it is then polished with silk and holy water.

---After each item is polished, it is then placed in the circle in a position as if the clergy member were wearing them, laying on his/her back (with his/her head just under the symbol of Aggran at the Northern most point), and looking up at the sky.

---Once all the items are in place, the clergy member then asks for Aggrans' blessing on each item.

If Aggran will not bless it, it means that the items have not been prepared properly and the entire process must be done again. From the beginning.

Paladin Clergy and Un-pure items[edit]

An un-pure item is any magical item that was created by someone of any evil alignment, or has any spell or enhancement of evil alignment ability placed into it.

If the follower of Aggran is also a Paladin and comes across a weapon, piece of armor, or other such item that is of any alignment below true neutral, the clergy must avoid using it...if possible. Should the clergy be "forced" to use such an item, such as in a situation where no other option is possible in order to help an innocent being survive, the clergy must pray for forgiveness when the next opportunity arises. And if any such item is un-pure, the follower must make every attempt at destroying it. Regardless of the benefits given to the paladin, or a member of the party they are with. Such items anger Aggran, as they are considered an abomination and an abuse of smithing skills.

Quests and Treasure[edit]


A clergy member must complete at least 1 quest every 5 levels, as a means of proving their worth to Aggran. This is also to maintain their loyalty to any local clergy or sub-order they may be a member of. Such a quest could be to recover a stolen weapon from a Lord, or to help an aging blacksmith keep their home by providing the clergy members' own works for sale.

The only limitations on accepting or starting a quest, would be of the alignment or nature of the quest itself. Meaning no clergy member may be part of a quest that violates his/her personal beliefs or dogma, such as for fame or riches. Also, a clergy member cannot knowingly accept a quest from anyone below true neutral alignment, nor knowingly join such a quest already under way.

If a quest is accepted in the name of Aggran, it becomes a holy quest and cannot go unfinished. This is especially true for any clergy member that's also part of a holy order, such as a Cleric or Paladin. Such an act would bring shame and dishonor to the clergy member and his order. The only way a holy quest may go unfinished and to not bring shame to his clergy or his holy order, is if the clergy member dies permanently and through an act of honorable deeds. Such deeds would be to sacrifice oneself for an innocent, or to die in combat while saving members of their group.


Since Aggran's clergy members cannot keep any monies or riches above what their dogma allows, this being having more finances than what is required to live a simple life, all excess monies must be given away to a charity or used in a way that benefits someone else. This could be to finance a persons education, or to pay for the treatment of a sick child from a poor family.

Weapons, armor, potions, etc., may be kept, as long as the clergy member is not "hoarding" such items. Hoarding could be interpreted as having 5 swords, 3 shields, 100 arrows, etc. The only exception would be if the clergy member is holding on to them, in order to sell them for supplies or give them to someone in the near future.

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