Moradin

Moradin

Greater god
Pantheon: Dwarf Pantheon
Titles: The Soul Forger, Dwarffather, The All-Father, The Creator
Home Plane: Celestia
Portfolio: Dwarves, creation, smithing, engineering, protection, stonework, war
Alignment: Lawful Good
Worshippers: Dwarven defenders, dwarves, engineers, fighters, miners, smiths
Cleric Alignments: LG, LN, NG
Domains: Creation, Earth, Good, Law, Protection, Craft, Dwarf
Holy Symbols: Hammer and anvil
Favoured Weapons: Soulhammer (warhammer)

The deity of dwarves, Moradin, usually appears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer.

Moradin is a stern paternal deity, gruff and uncompromising, and hard as stone when it comes to protecting his chosen race. A harsh but fair judge, he is strength and force of will embodied. He inspires dwarven inventions and constantly seeks to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. He governs the arts and sciences of the dwarves: smithing, metalworking, engineering, and war. His warhammer is a weapon and a tool, called Soulhammer.

Moradin is held in dwarven myths to have been incarnated from rock, stone, and metal, and that his soul is an ember of fire. He forged the bodies of the first dwarves from metals and gems and breathed souls into them when he blew on his creations to cool them. He is the leader of the dwarven pantheon and it was his decision that banished the evil gods of the derro and duergar from the surface. He has a strategic but cool alliance with Gond, Kossuth, Helm, Torm, Tyr, and the heads of the elven, gnome, and halfling pantheons. He opposes the gods of the goblinoids, orcs, evil giants, and banished dwarves.

Dogma

Moradin is an adamant defender of the dwarven people he created and of the principles of law and good. He teaches the value of making goods that last, of loyalty to clan, leader, and people, and of meeting adversity with stoicism and tenacity. He tolerates no taint of evil among the dwarves; it was he who drove the derro and duergar out of the dwarven community. It is Moradin’s influence that leads the dwarves toward excellence in craftwork and staunch defense of what is theirs.

Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by the Soul Forger. Honor your clan leaders as you honor Moradin.

Clergy

The church of Moradin has an active role in guiding the morals of dwarven communities. Clerics are charged with maintaining and advancing the dwarven way of life in all of its facets, and emphasizing the Soul Forger's hand in everyday dwarven activities. His blessing is invoked when mining, smithing, engineering and other day-to-day tasks are begun. They perform a wide range of public ceremonies (marriages, blessing new ventures, crowning monarchs, and the like). They also educate the young, arrange communal defenses, and keep detailed genealogies and historical archives.

Clerics of Moradin, known as sonnlinor ("those who work stone") are also involved in the spread of the dwarven way of life into new areas. They lead the push to found new dwarven kingdoms by sponsoring expeditions to settle new lands. They also work towards increasing the status of dwarves in surface communities.

Of particular interest to the clerics of Moradin are the Thunder Children, and his clerics who were born of the Thunder Blessing are expected to do great things for the race. His clerics commonly multiclass as dwarven defenders or fighters.

Many of Moradin's clerics have parents and grandparents who were also clerics of the Soul-Forger, so many clerics train for their calling from childhood with a father or mother as teacher.

Temples

Every temple or shrine of Moradin includes an anvil and a forge that the clerics keep perpetually burning. The anvil can be a simple decoration or part of a working smithy, but it often serves as the temple altar. The larger temples to Moradin produce the weapons and armor that defend the dwarven people. The best weaponsmiths in the world probably work in Moradin's temples.

Prayers

Moradin's prayers are replete with references to metals and smithing. One of the most common prayers for intercession begins, "You burn the dross from me, but the iron remains."

Rites

Clerics of Moradin pray in the morning. Offerings are made to the Soul Forger on a monthly basis. The ranking cleric of a community can declare any day a holy day to celebrate a local event. Many communities celebrate Hammer 1st, for that date in the 1306 DR the Year of Thunder) is held to be the start of the sudden increase in dwarven births, a blessing of the Dwarf-father that has brought about a great turnaround in the dwarven race.

Genealogy and heritage are important aspects of Moradin's rites. A funeral for a Moradin worshiper is a grand, solemn spectacle, with chants that describe the lineage of the deceased stretching back thousands of years.

Quests

Defense of dwarven civilization - and the traditions that make it strong - is paramount to followers of Moradin. They protect new mines from goblinoid invaders, track down a lost line of dwarven warrior-kings, and journey to the Elemental Plane of Fire to light a forge that tempers a new artifact.

Aspects

Avatars: Moradin’s avatars usually look just like he does, but they sometimes take the forms of earth elementals, xorns, or members of some dwarven subrace. Moradin sends his avatars to dwarven lands to keep discreet watch over dwarven craftworkers and leaders and to guard against interference from Gruumsh or deities of evil subterranean peoples.

Herald: A 20th-level celestial dwarf fighter (or 10th-level fighter/10th-level dwarven defender) is Moradin's herald.

Allies: Allies are hound archons, trumpet archons, and planetars.

Relics And Artifacts

Relics: Axe Of Ancestral Virtue, Shield Of The Resolute.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License