|Titles||Our Lord in Iron|
|Areas of Concern|| Strength|
|Worshipers||Soldiers, mercenaries, brigands, bloodthirsty savages; half-orcs, barbarians|
|Domains||Chaos, Destruction, Glory, Strength, War|
|Subdomains||Blood, Ferocity, Protean, Rage, Resolve, Tactics|
|Symbol||Sword in mountain|
|Sacred Colors||Gray, red|
|Images of Gorum|
Gorum (pronounced GOR-um) is a god of battle above all other pursuits; it is said that he would rust away into nothingness if there is ever a time with no more conflicts to be fought. Known as Our Lord in Iron, his faithful believe he is present in every iron weapon of war that is forged.
Gorum's presence was unknown in the earliest days of Golarion. His clergy claim he was formed from battle itself, a suit of iron armor standing alone on the battlefield once the dust had settled. His genesis is generally considered to have resulted from conflicts that erupted between orcs and humans following the former race's surge to the surface during the Age of Darkness. Warriors and knights have ever since claimed to see a vision of the god as they strike a killing blow or charge into battle. Gorum is considered the divine embodiment of martial prowess, of glory on the battlefield.
According to ancient legend, the devil Alichino tasked the legendary hero Strada with the conquest of an invincible city. Strada sought the help of an oracle of Gorum and was given the thousand fangs of the dragon Kathalphas. When Strada sowed the teeth into the ground outside the city as instructed, all the heroes the dragon had devoured sprang up into battle. Having frustrated the devil, Strada ruled the city for 90 years with the skeletal army as guard. Magical spartoi seeds that temporarily summon the skeletal undead warriors known as spartoloi have been created since in memory of this legend.
Gorum concerns himself with few matters outside of battle, and this attitude extends to include his relations with other deities. He sees little value in matters of diplomacy and politics, considering the pursuits of his divine peers as frivolous a best. The Lord in Iron is considered brash and impulsive; he takes what he wants, by force if necessary, and answers any direct opposition to his will with violence. His priests and followers tend to follow the god's example, which means that there are more ruthless and exploitative members of his faith than those who espouse altruism.
Gorum's manifestation is that of a gigantic humanoid being in darkened heavy armor. His helmet covers all defining features except for a pair or fiery crimson eyes. No matter to whom he appears, Gorum will always appear to be the tallest creature, even when among giants and other large humanoids.
- Bloody Hands or Blood Hands
- This servant is a crimson-skinned creature similar in appearance to a hezrou demon.
- First Blade
- Gorum's herald is a horde of animated weapons and shields that swarm together into a humanoid shape, and is the approximate shape and size of an iron golem.
- Saint Fang
- This minion is similar to a silver dragon with spikes, but with coloring akin to iron.
- This creature is a fire elemental that has the appearance of superheated liquid metal.
Gorum shows his favor through weapons and armor that bleed when touched, while his displeasure is seen when these same items quickly develop unnatural patches of rust, or else fall apart completely.
Church of Gorum
The church of Gorum proclaims faith in strength and power over spirituality or intellect. High priests are great warriors who attain their position through battle. Priests wear heavy spiked armor and forsake non-metallic weapons. They believe that the spirit of Gorum resides in all metal weapons and armor, and therefore take care to keep them polished and in good working order. The services conducted by the church consist primarily of actual and improvised percussion, to include clanging weapons against shields.
The god is worshiped by mercenaries and barbarians all across the world, but are most commonly found in lands where conflict and battle are common. These include Brevoy, Lastwall, the Lands of the Linnorm Kings, Nirmathas, Numeria, the Realm of the Mammoth Lords, and the River Kingdoms, and among Kellids, Shoanti, Ulfen, dwarves, and half-orcs throughout the Inner Sea region. It is not uncommon for two opposing armies to be carrying the Lord in Iron's standard into battle, which doesn't seem to bother the god; he's more interested in promoting the fighting rather than picking a winner.
The Lord in Iron is commonly worshiped by half-orcs, who believe that he is one of them, and that his encasement in iron is the deity’s successful effort to hide his true nature from human worshipers who would be unable to handle his true nature. This belief continues to spread, thanks to the teachings of the orcish warlord-turned-proselytizer named Naellk, who had a vision of himself in an idol of the deity in battle. He is also claimed by Kellids, who find the orc claims that the Lord in Iron is one of their kind heresy, and wars between the two racial groups have increased since this claim emerged. Most of Gorum's priests are clerics, although there are some druids. Bards and rangers may perform some service within the church, but are not members of the priesthood.
Knightly followers of Gorum believe battle is the true calling of a knight, not tournaments or courtly pursuits. For Iron Knights, strength and determination supersede honor, duty, and fame. More than other orders, Gorumite knights are often found as mercenaries.
Temples and shrines
Gorum's temples tend to have the appearance of strongholds or citadels. They are walled and gated, and spikes adorn the structure. They are always ready for a battle or siege, and are kept stocked with metal weapons, armor, and rations. Shrines to Gorum are typically an organized pile of rocks with a helmet or blade set atop.
- Erik Mona et al. (2008). Campaign Setting, p. 246. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- Erik Mona et al. (2008). Campaign Setting, p. 163. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- Sean K Reynolds. (2008). Gods and Magic, p. 3. Paizo Publishing, LLC. ISBN 978-1-60125-139-8
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 221. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- Clinton Boomer and James Jacobs. (2009). The Infernal Syndrome. The Infernal Syndrome, p. 89-90. Paizo Publishing, LLC. ISBN 978-1-60125-198-5
- Sean K Reynolds. (2008). Gods and Magic, p. 16-17. Paizo Publishing, LLC. ISBN 978-1-60125-139-8
- Sean K Reynolds et al. (2014). Inner Sea Gods, p. 289. Paizo Inc. ISBN 978-1-60125-597-6
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 16. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 18. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 21. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 24. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 29. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- James Jacobs. (January 6, 2008). More Info on Deities?, Paizo Blog.
- Erik Mona et al. (2008). Campaign Setting, p. 15. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- Erik Mona et al. (2008). Campaign Setting, p. 27. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich. (2012). Knights of the Inner Sea, p. 18. Paizo Publishing, LLC. ISBN 978-1-60125-460-3