Soldiers call out prayers to Our Lord in Iron, god of battle, strength, and weapons. Gorum emphasizes strength and power, encouraging his followers to seek out war and combat as the ultimate way to worship him.
Edicts attain victory in fair combat, push your limits, wear armor in combat
Anathema kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic
Follower Alignments CN, CE
Devotee Benefits
Divine Font
orDivine Skill Athletics
Favored Weapon
Domains confidence, destruction, might, zeal
Cleric Spells 1st:
, 2nd: , 4th:Gods & Magic
The clash of steel, the cry of victory, the gasping denial of death: these are the sound of prayers to Our Lord in Iron, for to follow Gorum is to fight. Gorum does not care the reason for battle—a village’s desperate stand against raiders is no less worthwhile to him than a crusader army marching against demons in the Sarkoris Scar—nor does he choose sides in such clashes. Good or evil, law or chaos, the reason for the fight is irrelevant. It is the thrill of battle that finds his favor, the crucible of struggle in which victory is there for the taking.
Gorum recognizes the value of strategic warfare and the need for archery, siege weapons, and stealth, but those hold little allure for him compared to hand-to-hand combat, the contest of raw, brute strength against honed, deadly skill. Gorum takes no pleasure in one-sided fights or the slaughter of innocents; an armored knight drawing a sword in his name against a helpless peasant might find his blade rust away. Far more delightful would be the peasant’s seemingly pointless swing of an iron pot, which might be answered as if it were a spoken prayer and transformed into a deadly blow.
The god’s followers hold that one is either brave or a coward, with battle the threshing floor that separates the wheat from the chaff. Death in battle is an honor. While tactical retreats or even breaks in fighting to negotiate are tolerable, no greater shame can befall a person than to flee from combat. Murder and assassination similarly offer no honor, and Gorum feels nothing but contempt for those practices, as well as for Achaekek and Norgorber, who condone them. The god and his followers likewise look on Urgathoa with disdain, as her diseases steal lives in the sickbed while the gluttony she promotes destroys warriors’ fitness for meaningful battle.
Gorum’s followers are innumerable: soldiers, mercenaries, knights, and raiders across the Inner Sea region offer him tribute, especially in places where battle is an everyday way of life, such as Belkzen, the Lands of the Linnorm Kings, the Realm of the Mammoth Lords, and the Gravelands. Believers claim that the god’s spirit lives in iron and gird themselves in metal armor whenever possible. They fight frequently, though not always, to the death—battle can establish dominance, relieve tension, or even just serve as prayer.
His priests are hard to differentiate from his other followers. They commonly wear armor (or heavy robes that incorporate metal) as their vestments and are adorned with all manner of weapons, making them walking arsenals ready to draw steel at the slightest opportunity. Though Gorum has no sacred text, his followers learn the church’s creed from a collection of seven heroic poems called the Gorumskagat. Each verse keeps to a rhythm that remains the same across all translations, which warriors learn to recognize and chant while on the march. These chants harmonize into the haunting sound of a roaring battle, and Gorumite warbands take great pride in chants that suggest great conflicts. Battle is the true language of Gorum, acting as the great unifier, and it differs little whether fought by those speaking Shoanti or Dwarven.
Gorum’s clerics preach that should all battle ever end, Gorum would abandon Golarion, only to return when mortals inevitably clash again. His most holy sites are battlefields, consecrated by the struggles, blood, and lives of those fighting on them. His temples resemble fortresses, complete with armories and forges—even those in the midst of peaceful cities. They contain images of the god, often pictured as a suit of spiked plate armor with burning red eyes. Shrines to him are simple: a pile of stones capped with a metal helm or a blade jammed into a crevice.
Among adventurers, most Gorumites are humans or half-orcs, though followers can be found among all ancestries. They are valued companions thanks to their skill at defeating foes, even though violence tends to be their first answer to every problem. They typically set out not in search of great treasures but rather to find challenges, test their mettle, and honor their god in glorious combat. The most fortunate prove themselves by emerging from battle victorious time and time again, but even these are more likely to be slain on the battlefield than to retire and fade away into old age.
Divine Intercession
Gorum views things very simply: one either fights and earns his favor, or one is a coward and receives only scorn.
Minor Boon: Gorum grants you a weapon whenever you need one. You can use an Interact action to draw a 0-level non-magical iron weapon, even if you have no weapons on your person. Such a weapon lasts only as long as you continue using it to attack, and it can’t be sold, given away, melted for scrap iron, or the like.
Moderate Boon: Your blows become unstoppable, carrying the momentum of Gorum’s thrill for battle. Your greatsword Strikes gain the forceful trait.
Major Boon: Gorum feeds you the zeal of his undying warriors, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become doomed 1 (or increase your doomed condition by 1).
Minor Curse: Gorum rewards cowardice with frailty. Any armor you wear and shield you wield reduces its item bonus to AC by 2 (minimum 0) and its Hardness, Hit Points, and Break Threshold by half.
Moderate Curse: You’ve lost the glory of slaying a worthy opponent. All of your weapon and unarmed attacks decrease their damage dice by one step, and all your attacks are nonlethal.
Major Curse: You are unable to keep up with the rigors of combat. The moment a combat breaks out, you become fatigued and slowed 1. At the end of each of your turns, your slowed condition increases by 1. These conditions end only when you are no longer in combat.