|Divine Rank||Lesser God|
|Domains||All, Combat, Elemental (Air, Fire), Sun, War, Weather|
|Home Plane||Prime Material|
|Worshippers||Anglo-Saxons, Warriors, Berserkers|
Thunor is the Anglo-Saxon God of War, Strength and Rage in Dungeons & Dragons. Like the rest of his pantheon, he was introduced to the D&D multiverse in the article "Hearth & Sword" in Dragon Magazine #263 for Advanced Dungeons & Dragons 2nd edition.
Whilst several Anglo-Saxon gods are war gods in some way or other, Thunor is the truest war god of the entire pantheon. He cares not for glory or honor; the clashing of arms and the fury of battle is his calling. He urges bloodshed and violence for its own sake, taking any opportunity presented as an excuse to battle.
Needless to say, Thunor shares a deep mutual hatred with the goddesses Nerthus and Eostre, who despise his violent, bullying ways; he in return scorns them as cowards who would see humanity become weak and feeble. That said, even his fellow war gods like Tir and Ing often balk at his brash, uncompromising call to arms.
Thunor manifests as a huge, wild-featured man, whose chain hauberk strains to contain his muscles and whose chaotic mane of blonde hair seems to writhe with a mind of its own when he's angry - which is often! He carries an enormous solid iron spear, which transforms into a lightning bolt when thrown, and a round iron shield adorned with his fyflot symbol that bursts into flames when he is angry.
As a result of this, lightning storms are seen as a sign of Thunor's anger, whilst the sun's presence during battle is synonymous with Thunor's burning shield, which is used to inspire his faithful in the heat of battle.
As you might expect, Thunor's priests are found exclusively amongst the professional military, as thegns or eoldermen, where they push constantly for the king to declare war so they can prove their prowess. As a result, they are invariably butting heads with priests of Eostre, and depending on how rabid they are, may even wind up at cross-purposes with priests of Tir, Ing and Mannus.
Thunor's dogma is simple: Battle is the beginning and end of everything. Concepts of honor are tools the weak use to hide their ineptitude. Talk is for cowardly fools.
The fourth day of the week (Thursday, aka Thunor's Day) is held sacred to Thunor, and many battles are planned for that day for that reason.
Specialty priests of Thunor have the following traits:
- Requirements: Strength 15, Wisdom 9
- Alignment: Any Non-Lawful
- Weapons: Any, but must take Proficiency in Spear first.
- Armor: Any, but cannot wear helms
- Major Spheres: All, Combat, Elemental (Air, Fire), Sun, War, Weather
- Minor Spheres: Animal, Divination, Protection
- Required Proficiency: Weather Sense
- Special Abilities:
- Priests of Thunor may possess Exceptional Strength and gain Constitution hit point adjustment, as if they were Warriors.
- From 3rd level, Priests of Thunor can go berserk, as per the Berserker kit from The Complete Fighter's Handbook.
- From 4th level, a Priest of Thunor can cast Lightning Bolt 1/day, doing 1d6 damage per 2 levels attained, to a maximum of 8d6.