Mim, God of Rain
Mim is the 1st son of Monta, God of the Elements, and Alamia, Goddess of the Earth. While Dwarves are the most attuned to Mim and Alamia, many other races venerate these gods as well. The ancient histories indicate that Mim created the Dwarven race. Whether or not this is true, it is what the orthodox Dwarves believe. Humans tend to think the God of Rain is why Dwarves are often so dour.
Mim does not have any particularly required devotions or holy events, so most adherents tend to make their own up. Mim will often send his avatars throughout the world, and there is always an aspect of water to these visitations (see Mim's Herald) Mim tend to the soulful, but is also the bringer of life: without the rains, life would soon cease to exist. He is known to bestow graces upon his clerics, and has answered farmers' prayers for rain, or even to cease the rain.
He will rarely get vengeful but when he does, he brings down elements of his father upon those who have enraged him.
Dwarves will more often prayer to his mother, Alamia, Goddess of Earth. Yet they also have respect for Mim and his life giving rain. They just prefer the earth in many ways. Often their underground shrines have aspects for both Mim and Alamia.
The symbol that most adherents use is the knife on a cross, the knife being a vine encrusted hilt. It is often in a pool of running water in most shrines, open to the skies for rain to fall upon it. The saints for this religion, when done in statuary, are standing in a bowed position, arms outstretched as to receive the rains. They are depicted in armor, hands free of gauntlets but wearing rings. Usually guarded by 3 wizards for an active shrine or temple, those in neglect often are protected by wizard's spells to protect any holy items. As per the mid-winter festival that meet in the grove, offerings are not only ale and other grain-based drinks, but also leaves and flowers.
Prayers to Mim can bring down the rains, and higher level clerics may be able to ask for lightening and flash floods. Mim can also stop the rains - he does not generally mess with nature's own rhythms but may as needs arise.
From Pinterest, could not find the original post
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Adventure
At the junction of a smaller path heading west, the adventurers see the pillar of water with the frolicking puppies. The avatar, its voice bubbling with emotion, pleads with the crew to visit the temple of the grove.
"Please, my lord Mim can no longer hear the priest who was in the midst of our mid-fall festival. The prayers were suddenly silenced and we fear nefarious intentions." The puppies, who were playing about the base of the flowing water column, stop and growl. They are amazingly cute. Mim's avatar continues: "I am the Beloved of Mim, and alas, whilst I can communicate his holy words, I cannot see what has happened."
Should the adventurers ask, the avatar will indicate that the grove is only a few miles down that path. It is not wide enough for the horse and cart (our group is with the Dwarf Mage and her protector, Heinrich, along with another pony pulling a cart piled with timber and barrels of peary). If they ask what is in it for them, the Herald will first wave its tentacles in the air, the puppies looking up at the adventurers with wide, puppy eyes. "I am but a poor herald, a voice among many. A young voice that fears I have nothing for you." If pressed, the tentacles will droop, and one will move into the flowing column of water and bring out one of the treasures from the Deck of Many Things (another KS I did; feel free to drop in any small treasure. But by golly I want to USE those things I keep getting!).
The path to the grove is winding. The mage and her guard will stay with their wagon and wait for perhaps an hour or two. The other cart will continue its journey to Edge City. This is also the place where I can bring in other players: there could have been all sorts of people staying at that inn for whatever reason. The adventurers will hear the sounds of birds and squirrels in the trees at first, but as they approach the temple in the grove, the sounds seem to dwindle until there are no more natural sounds. They come upon what appears to be the grove, a small, square building with a well outside in rough but serviceable shape. There appears to be a small garden outside the door, and a couple of chickens scratching in the dirt. There are trees and brush, and a well-worn area near a statue. Looking past the statue, then can see what appears to be a cleric tied to the tree.
At this point, start with the attacks. Have any scout-like character roll to hear for anything - a succesful roll indicates roll to initiative as normal, else the thieves will have the initiative for the 1st round.
The thieves are a mix of humans and goblins, ill-dressed and ill-armed. There will be 1d6 more attackers than adventurers, and they will be 32 point people. There are a lot of 32 point fighters out there - use some of them. Armor will be limited to leather, and there will be no fine or magic weapons. There are 1d6 coppers per brigand (they are poor thieves) and the weapons and armor are ill-made and not worth anything.
When the battle concludes, assuming the adventurers are the winners, they can release the priest. He is an elderly human male, tonsured.
"We were starting the feast of thanks when those brigands arrived." The group may notice that there appear to be no other supplicants around. "Oh,", says the priest. "It is just Gerty and Francine for this feast this week." He points to the chickens. "It is the peary harvest and people get busy. Mim is not so picky to require a full house other then the mid-winter celebrations." He is bruised, battered, and first aid would help.
The cottage aka temple is a rough-built square house with a thatched roof, a simple table with two candles and an open book. A small chest is to the left of the table, and a bed to the right of the door.
"I am Reginald Oosterman, and I give my thanks to you for saving me." He rummages about in the small chest and brings out what looks to be a small knife. "As Mim gave this to me when I saved a young lass, I can grant you this knife as well." It is a small dagger, the hilt appearing to have vines wrapped around it. It is blessed to do +1, so does 1d6 damage. It may fetch $20 rather than the normal $10 a dagger costs. "This, and a feast of thanks." Outside next to the well, on a stump, is a small meal. While enough for 1 frail old man, it would be just a few bites each for the group. But Reginald will be insulted if they don't partake of the meager portions he sets aside for each player.
If the adventurers check out the brigands, other than smelling bad and having nothing of value, each of them has an intersesting tatoo on their right forearm. It is a snake wrapped around a sword and what looks to be a rune or writing in a language no one here can read. Reginald has no idea what this could mean or say either.
If anyone makes a 4D roll against IQ, they may recall seeing that painted on some of the walls in the caves they were mushroom hunting in. They are part of a larger group...
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