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Vergadain, also known as The Laughing Dwarf by non-dwarves, is the neutral dwarven deity of luck, trickery, negotiation and wealth. While it seems that Vergadain represents the dwarves’ well-known dedication to the mercantile art of bargaining, those who know better are aware that he has an aspect that fills even the more legal-minded dwarves with pride. As such Vergadain also watches over those dwarves who use less-than-legal means to gain wealth. Regardless of how he is viewed, Vergadain delights in the art of the deal, no matter what it is, so long as it turns a profit.

Few admit to following Vergadain in knowledgeable society, but those who do are known as Humdor or “those who trade”. The Hurndor are dedicated to furthering dwarven commerce, traveling Faerûn farther than the priests of any member of the dwarven pantheon with the exception of Marthammor Duin.

Clerics of Vergadain are expected to be personally wealthy, while also ensuring that some of their wealth is dedicated to keeping the local temple filled with treasure. Holy days of Vergadain’s faith are known as coin festivals (also jokingly referred to as trademeets by humans), marking a period of immense mercantile activity. These occur on the days before and after a full moon, on Greengrass and on any day declared favorable by the Merchant Prince.

Humtor Domains: Dwarf, Luck, Travel, Trickery

Dwarf Domain
Granted Power: You gain Great Fortitude as a bonus feat.

Dwarf Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
3. Glyph of Warding (M): Inscription harms those who pass it.
4. Magic Weapon, Greater: +1 bonus/4 levels (max +5).
5. Fabricate: Transforms raw materials into finished items.
6. Stone Tell: Talk to natural or worked stone.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Elemental Swarm: Summons multiple earth elementals (Earth only).

Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells
1. Tanil’s Touch [RR]: Allows the choice of two outcomes when rolling dice.
2. Enkili’s Luck [RR]: Bestows a brief bout of ill fortune upon the subject.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Miracle (XP): Requests a deity’s intercession.

Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60 ft.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to a location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection (M): Projects you and companions onto Astral Plane.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.


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