- Titles: Watchman of the Gods, Guardian of Heaven, He Who Stares into Darkness, the Vigilant, the One-Eyed God.
- Aspects: Vigilance, protection of settlements, warnings.
- Symbol: A pair of eyes, one open and one shut.
- Priesthood: Eyes of the Vigilant (priests); Watchmen (paladins).
- Herald: A member of the summoner’s race with eight eyes, one pair on each side of its head.
- Holy Day: None. Clerics are expected to be eternally vigilant, not distracted by lengthy ceremonies. Any day an attack is averted is usually celebrated in some way, however.
- Duties: To watch over communities, to avoid confrontation through scouting.
- (Minor) failing to spot a trap, refusing to do sentry duty when you are not tired, allowing other sentries on your watch to fall asleep, letting someone get the Drop on you;
- (Major) allowing someone or something to slip past you on sentry duty, being caught in an ambush;
- (Mortal) falling sleep on sentry duty.
- Signature Power: Detect/conceal (detect only).
- Powers: Altered senses, analyze foe, boost/lower trait (Vigor, Notice, Stealth, and Tracking only), champion of the faith, environmental protection, farsight, fog cloud (dispel version only), heat mask, invisibility, light, sanctuary, sentry, silence, speak language, speed, storm (dispel version only), summon herald, teleport, wandering senses, voice on the wind.
- Trappings: Any, except darkness or necromantic. Light is the most common.
Although Rigr is sometimes called the One-Eyed God, he actually has two eyes when depicted in images. This name comes from the belief that Rigr, and indeed many of his most devout clergy, can sleep with one eye open, ever alert of danger.
Shrines are usually found in watchtowers and watch barracks, where sentries and watch can pray for vigilance. Temples can be found in larger settlements, where they serve as watch barracks and redoubts. Temples always have a tall watchtower, from which hangs a large bell, to be sounded only in times of emergency. In times of war, the clergy of Rigr and Tiw work closely together, the former commanding offensive actions and the latter defensive ones.
Rigr’s clergy are responsible for safeguarding their communities. In towns, they often work alongside the local watch, training new recruits and overseeing defenses. In rural communities, they may actually be the local watch. While priests tend to stay within settlements, paladins go into the world as scouts and trackers, using their powers to hunt down dangerous monsters marauding through the local countryside. Most often they are concerned with supernatural beasts or other evils, such as undead or orcs, but sometimes they work with paladins of Ullr to exterminate wolves and other natural menaces.
Rigr’s insistence on eternal vigilance means he does not require his clergy to perform ceremonies or hold festivals. Doing one’s job is sufficient praise, though prayers may be spoken and hymns sung while on watch.