Dugmaren Brightmantle

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Greyhawk Deity
Dugmaren Brightmantle
Dugmaren Brightmantle's symbol.
Title(s) The Gleam in the Eye, the Wandering Tinker, the Errant Explorer
Home Plane Concordant Domain of the Outlands
Power Level Lesser
Gender Male
Class(es) Bard/thief/fighter/cleric
Alignment Chaotic good (neutral good tendencies)
Portfolio Scholarship, Discovery, Invention
Domains Chaos, Good, Knowledge, Magic, Mind, Oracle, Rune
Alias(es) None
Superior Moradin

Dugmaren Brightmantle (DUHG-mah-ren BRITE-man-tuhl) is the dwarf deity of Scholarship, Discovery, and Invention. His symbol is an open book.


Dugmaren appears as an elderly dwarf with sparkling blue eyes. He is slightly hunched over and he wears the bright blue cloak that is his namesake. He irritates his father by wandering away from his projects before he completes them or before he finds a use for the knowledge he has collected.


Dugmaren is said to be a son of Moradin, his chaos split off from Moradin's stern lawful nature and nurtured by his mother Berronar's indulgent nature. Forever involved with some wild scheme or another, his regular accomplices include Muamman Duathal, Brandobaris, Erevan Ilesere, and Nebelun.

Dugmaren has no true foes, aside from Ilsensine, who seeks to hoard knowledge for himself, and Urdlen, who hates everyone. Dugmaren does not enjoy the company of Abbathor, Laduguer, or the evil giant and goblin gods.


Dugmaren shares the Dwarven Mountain on the Outlands with Dumathoin and Vergadain. Dugmaren's realm there, Soot Hall, is crowded with workshops and libraries. Soot Hall's name is literal, as the caverns are covered with chalky black soot from millennia of laboring. The noise here is continuous with no break or respite. Soot Hall's best products are finely crafted hammers and breastplates - many magical in nature - that often end up on the gaming tables of Vergadain's halls.

Dugmaren often wanders to Arborea, Elysium, and Bytopia.


Dugmaren's followers are assured that knowledge lies out there waiting to be discovered. They are urged to travel, learn, broaden their minds and to teach young and old alike. They seek out forgotten lore and invent and experiment with new ideas. They seek to learn a little bit about everything rather than a lot about a little.


Dugmaren is venerated by dwarves and some gnomes who are scholars, inventors, engineers, or tinkers. Worshipers of Dugmaren gather knowledge for its own sake rather than for practical purposes. Those craftsmen who venerate Dugmaren do so because they want to create something truly new, while Moradin's worshipers work instead to perfect their art based on long tradition.


Dugmaren's clerics are scholars, teachers, and travelers. They prefer plain, white, homespun garments with vibrant sashes a handsbreath in width. The High Old Ones of the faith wear simple silver circlets. They carry silver lockets resembling open books as holy symbols; small bits of lore are often kept inside. While adventuring, they favor light armor and weapons. Their favored weapon is the short sword. Novice clerics are called the Curious while full priests are known as Seekers of Truth and Mystery. In ascending order, the other rank titles used by Dugmarenite priests are: Questing Wanderer, Avid Fiddler, Philosophical Tinker, Seeking Scholar, Searching Sage, and Errant Philosopher. The highest and oldest among them are known as High Old Ones or High Savants. Specialty priests are known as xothor, which is a Dwarvish word meaning "those who seek knowledge."


Dugmaren's temples are built both above and below ground; they are usually sprawling complexes filled with experiments in progress and mementos of the clerics' travels. At the center of each is a library. Altars are simple blocks of granite or some other hard stone, upon which sits an ever-burning candle.


  • Boyd, Eric L. Demihuman Deities. Renton, WA: Wizards of the Coast, 1998.
  • Grubb, Jeff. A Player's Primer to the Outlands. Lake Geneva, WI: TSR, 1995.