Moradin (MORE-uh-din)
The All-Father, The Soul Forger, Dwarffather, The Creator
Dwarves (survival, renewal, and advancement), creation, smithing of all sorts, craftsmanship, war, the dwarven race, protection, metalcraft, stonework (stonemasonry, tunneling, construction), engineering, dwarven engineers, protection
Greater god of Mt. Celestia, Lawful Good
Aliases: NoneDomain Name: Solania/Erackinor
Origin: Dwarven
Superior: None
Allies: Corellon Larethian, Cyrrollalee, Flandal Steelskin, Garl Glittergold
Enemies: Abbathor, the goblinkin and evil giant pantheons
Symbol: Hammer and Anvil
Worshiupper's Alignment: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral
Moradin is the creator god of the dwarven race and leader of the Morndinsamman. He is said to have created all dwarves, forging them from metals and gems in the fires that lie at the "heart of the world," and breathing life — the first dwarven souls — into the cooling forms. All dwarves appease Moradin, even if they do not wholeheartedly support him. Lawful good dwarves support and work openly to serve the Soul Forger, even if they also worship another deity. His name is invoked by dwarves involved in smithwork or craftsmanship of any sort, and they give him homage by doing their best work and seeking to emulate his stonework and craftsmanship. Moradin is said to inspire dwarven inventions and seeks constantly to improve the race — increasing dwarven good nature, intelligence, and ability to exist in harmony with other living things. At the same time, he battles the pride and isolationist tendencies that occur naturally in his elite creations. Moradin is held by many dwarven creation myths to have been incarnated from rock, stone, and metal, with his soul eternally present in the form of fire. That same fire fueled the forge in which Moradin created the Stout Folk and, in some myths, Moradin breathes fire over the first dwarves to bring them to life. The Soul Forger rules the other dwarven deities sternly, and only his wife, Berronar Truesilver, can regularly bring a smile to his face. In some dwarven realms, the Soul Forger is said to be the father of Dumathoin, Abbathor, Laduguer, Clangeddin, Sharindlar, Diirinka, Vergadain, Thard Harr, Gorm Gulthyn, Marthammor Duin, and Dugmaren Brightmantle, but the exact relationships and ordering vary from culture to culture. It is the All-Father who banished Deep Duerra, Laduguer, Diirinka, Diinkarazan, and their followers, smiting them with his hammer and driving them forth. If Abbathor is ever banished, it will be at the Soul Forger's command. Moradin loathes Gruumsh, Maglubiyet, and the other goblinkin deities (those of the orcs, goblins, hobgoblins, bugbears, kobolds, and urds), and he detests the evil giant deities as well. His gruff and uncompromising nature wins him few friends outside the dwarven pantheon, but he is said to be close with Cyrrollalee, Garl Glittergold, Flandal Steelskin, and enjoys a strategic alliance with Yondalla and Corellon Larethian. Moradin has little patience for the elven powers, but he has worked effectively with them in the past when it was necessary. Moradin is a stern and uncompromising defender of the dwarven people and of the principles of law and good. Moradin is a harsh but fair judge. He judges dwarves on their achievements and the success of their endeavors, not just on their good hearts. The Soul Forger is strength and force of will embodied; his weapons, armor, and tools are virtual extensions of his own incarnate being. Moradin seldom appears in the world, preferring to work through manifestations rather than avatars. His usual reason for intervention in either form is to encourage dwarves to follow the correct path or make the best decision at a critical time. He also intervenes to aid or inspire dwarves who may serve the race in the future, or to aid or encourage non-dwarves who aid the dwarves.
Other Manifestations
Moradin commonly manifests as a white radiance. This envelops either a being or an object. An enveloped being (nearly always a dwarf) is temporarily imbued by Moradin with one of his avatar spell abilities. An enveloped object (a war hammer, if available) is animated by Moradin's will, and may serve as a weapon, as a battering ram (to free imprisoned folk or to reveal a hidden way), or as a guide (floating along to show a route). Moradin is served by aasimon, archons, aurumvorae, azer, baku, einheriar, elementals of all varieties, fire beetles, galeb duhr, gold dragons, guardian naga, hammer golems, hollyphants, incarnates of faith, living steel, maruts, noctrals, per, sapphire dragons, shedu, silver dragons, urdunnirin, and xavers. The Soul Forger demonstrates his favor through the revelation of rare metals, by the appearance of his symbol on an anvil after a hammer blow or on an item after it is removed from the forge, or by a nimbus of fire that envelops (without burning) an item of great workmanship immediately after it is completed. The Soul Forger indicates his displeasure by the sudden breaking of an item in its crafting (usually a weapon), by suddenly extinguishing a forge fire, or by causing an anvil to shatter into hundreds of pieces when struck.The Church
Clergy: Clerics, Crusaders, Specialty Priests, ShamansClergy's Alignment: Lawful Good, Neutral Good, Lawful Neutral
Turn Undead: Cleric: Yes, Crusader: No, Specialty Priest: Yes, Shaman: No
Command Undead: No
All clerics (including fighter/clerics), crusaders, and specialty priests of Moradin receive religion (dwarven) and reading/writing (Dethek runes) as bonus nonweapon proficiencies. clerics of Moradin (as well as fighter/cler- ics) cannot turn undead before 7th level, but they always strike at +2 on all attack and damage rolls against undead creatures. At 7th level and above, clerics (including multiclassed clerics) can turn undead as other clerics do, but as a cleric of four levels less than their current level. These modifica- tions apply only to the cleric class. Until the Time of Troubles, Moradin's priests were all male. Since then, females have begun entering the priest- hood at a fairly rapid rate. Moradin and his mortal servants are very highly regarded in dwarven society, and his priests often serve as leaders in dwarven communities. Dwarven daily life is consumed with mining, smithcraft, engineering, and creative endeavors, and the Soul Forger's assistance is frequently acknowl- edged by most dwarven artisans. The only criticism of the Soul Forger's clergy, as expressed by younger dwarves who prefer the teachings Of Dug- maren, Haela, and Marthammor, is that Moradin's Forgesmiths are too set in their traditional ways and too slow to adapt to the changing world around them. Among the other human and demihuman races, Moradin's priests are perceived as prototypical dwarves and as the mortal manifesta- tions of their god, and how this is interpreted depends on the viewer's gen- eral perception of and regard for dwarves. Temples of Moradin are located underground and carved out of solid rock. They are never set in natural caverns. Moradin's temples usually re- semble vast smithies dominated by one or more grand halls of hardworking dwarven craftsmen. Hammers and anvils, the signs of the god, are the dom- inant decorative themes, as are statues of the All-Father and the other gods of the dwarven pantheon. The center of the Soul Forger's shrine or temple is a great ever-burning hearth and a forge of the finest equipage. Should the fire be extinguished (something the Soul Forger's priests will go to any length to prevent), the temple is abandoned or torn down stone by stone. Usually another temple is built on a new site, but occasionally a temple is entirely rebuilt and reconsecrated. Novices of Moradin are known as the Unworked. Full priests of the Soul Forger are known as Forgesmiths and as the Tempered. In ascending order of rank, the titles used by Moradite priests are Adept of the Anvil, Hammer of War, Artisan of the Forge, Craftsman of Runes, Artificer of Dis- coveries, and Smith of Souls. High Old Ones have unique individual titles but are collectively known as the High Forgesmiths. Specialty priests are known as sonnlinor, a dwarvish word that can be loosely translated as those who work stone. The clergy of Moradin includes gold dwarves (50%), shield dwarves (48%), jungle dwarves (1%), and even gray dwarves (1%). Moradin's clergy is nearly evenly divided between specialty priests (47%) and clerics (43%), and includes a handful of crusaders (5%) and fighter/clerics (5%). Most priests of Moradin are male (94%).
Dogma
The Soul Forger is the father and creator of the dwarven race. By seeking to emulate both his principles and his workmanship in smithcraft, stoneworking, and other tasks, the Children of Moradin honor the All-Father. Wisdom is derived from life tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills, and test and work them until they are refined and pure. Found new kingdoms and clan lands, defending those that already exist from internal and external threats. Lead the Stout Folk in the traditional ways laid down by the Soul Forger. Honor your clan leaders as you honor Moradin.- The Soul Forger is the father and creator of the dwarven race.
- Seek to emulate both his principles and his workmanship in smithcraft, stoneworking, metalworking, and other tasks. In this way, the All-father is honored.
- Wisdom is derived from life tempered with experience.
- Advance the dwarven race in all areas of life.
- Innovate with new processes and skills, and test and work them until they are refined and pure.
- Strive to restore the Dwarven races to strong numbers and a position of influence on Oerth by founding new dwarven kingdoms and increasing the status of dwarves within the wider human-dominated society prevalent in the Flanaess today, while defending those that already exist from internal and external threats.
- Lead the Stout Folk in the traditional ways laid down by the Soul Forger.
- Honor your clan leaders as you honor Moradin.
Holy Days/Important Ceremonies
Those who worship the Soul Forger gather monthly around the forge to celebrate the All-Father and to make offerings. Moradin is worshiped beneath the crescent moon. In addition, any High Forgesmith can declare a holy day at any time and often does so as a way of celebrating a local event. Offerings of common or precious metals—especially those already worked by dwarven hands into items of beauty or practical use, such as tools or ornamented hardware—are made on the monthly holy days. Sacrifices of common or precious metals are melted down at the forge and reformed into shapes usable by the clergy. Rituals are performed while making such offerings, which involve chanting, kneeling, and reaching bare-handed into the flames of the forge (Moradin prevents harm to the truly faithful) to handle red- and white-hot objects directly. Priests entering a temple of Moradin bow to the forge and surrender any weapons (in times of peace). Priests of Moradin strike the anvil standing by the entry once with their hammers before surrendering them to faithful dwarven warriors. At least seven warriors are usual at any shrine, but four will always be there. Priests of another faith, without permission of a High Old One or the avatar of Moradin, cannot advance beyond the wall of fire, a knee-high, permanent magical effect surrounding the central forge. Priests of Moradin engage in humble, verbal prayer and in open, earnest discussion of current dwarven problems and issues, more so than any other priesthood. Such discussion is considered to be between equals (even if non-dwarves participate), save that the ranking priest of Moradin has the sole authority to open and close discussion on a particular topic. Worship usually ends with a rising, quickening chant in unison of: "The dwarves shall prevail, the dwarves shall endure, the dwarves shall grow!" This is repeated, ever more loudly, until the plain, massive, battered smith's hammer on the largest anvil of the forge rises from the anvil of its own volition (moved by the power of the listening god). It may (or may not) move about or glow to denote the god's will, marked pleasure, or agreement. It descends gently to the anvil, though it comes to rest with a thunderous ring, as if brought down with all the strength of a powerful dwarf. Temples of Moradin are located underground and carved out of solid rock. They are never set in natural caverns. Moradin's temples usually resemble vast smithies dominated by one or more grand halls of hardworking dwarven craftsmen. Hammers and anvils, the signs of the deity, are the dominant decorative themes, as are statues of the All-Father and the other deities of the dwarven pantheon. The center of the Soul Forger's shrine or temple is a great ever-burning hearth and a forge of the finest equipage. Should the fire be extinguished (something the Soul Forger's priests will go to any length to prevent), the temple is abandoned or torn down stone by stone. Usually, another temple is built on a new site, but occasionally a temple is entirely rebuilt and reconsecrated. Those who worship the Soul Forger gather monthly around the forge to celebrate the All-Father and to make offerings. Moradin is worshiped at the time of the first crescent moon of Luna. Any High Forgesmith can declare a holy day at any time and often does so as a way of celebrating a local event. Offerings of common or precious metals—especially those already worked by dwarven hands into items of beauty or practical use, such as tools or ornamented hardware—are made on the monthly holy days. Sacrifices of common or precious metals are melted down at the forge and reformed into shapes usable by the clergy. Rituals are performed while making such offerings, which involve chanting, kneeling, and reaching bare-handed into the flames of the forge (Moradin prevents harm to the truly faithful) to handle red- and white-hot objects directly. Priests entering a temple of Moradin bow to the forge and surrender any weapons (in times of peace). The Kor’Dannon (specialty priests; see below) strike the anvil standing by the entry once with their hammers before surrendering them to faithful dwarven warriors. At least seven warriors are usual at any shrine, but four will always be there. A knee-high, permanent magical wall of fire surrounds the central forge at all times. Only those faithful to Moradin may advance through the wall of fire. Priests of another faith, including clerics who venerate all deities, cannot advance beyond this wall of fire without the permission of a High Old One or the avatar of Moradin. The Kor’Dannan engage in humble, verbal prayer and open, earnest discussion of current dwarven problems and issues, more so than any other priesthood. Such discussion is considered to be between equals (even if non-dwarves participate), save that the ranking High Old One has the sole authority to open and close discussion on a particular topic. Worship usually ends with a rising, quickening chant in unison Of; "The dwarves shall prevail, the dwarves shall endure, the dwarves shall grow!" This is repeated, ever more loudly, until the plain, massive, battered smith's hammer on the largest anvil of the forge rises from the anvil of its own volition (moved by the power of the listening god). It may (or may not) move about or glow to denote the god's will, marked pleasure, or agreement. It descends gently to the anvil, though it comes to rest with a thunderous ring as if brought down with all the strength of a powerful dwarf.The Priesthood
Most occupations in dwarven society are passed from generation to generation within a family. “I am a miner, my father was a miner, and his father before him, and his father before him. My children will be miners.” The family, or Hearth, is the nucleus of the clan. The clan is a group of several related, familial Hearths (parents, grandparents, uncles, cousins, aunts, etc., etc.). Each clan has a predominant occupation, such as mining, stonemasonry, or gemcutting. The clan is the basis of the Dwarven nation, and several clans band together to create the stronghold. Moradin’s clerics are usually, but not always, drawn from family lines, like most dwarven occupations. A family is not stripped of all children for the clergy, but often one child from a family will be chosen by Moradin to serve him. Moradin’s priests wear earthy colors, with chain mail and silvered helms.Clerics & Priests
Requirements
Abilities: Str 13;Alignment: Lawful Good;
Weapons: any, but see above (warhammer at 1st level)
Armor: any metal armor;
Major Spheres: All, Combat, Creation, Elemental (earth, fire), Guardian, Healing, Law, Necromantic, Protection, War, Wards
Minor Spheres: Divination
Turn Undead: Yes, Crusaders: No
Command Undead: No
Powers
1) +2 Charisma to other dwarves;5) +2 to hit with warhammer;
9) Prayer, the magic resistance of enemies does not negate the effect, 1d3 hp of damage cured for all dwarves within the radius of effect at the end of spell duration;
Shamans
Shamans Abilities: Str 10;Alignment: Lawful Good, Neutral Good, Lawful Neutral
Level Limit: 6
Hit Dice: d6
Warhammer must be first weapon proficiency
Must wear metal armor
Until the Hateful Wars, Moradin's priests were all male. Since then, females have begun entering the priesthood at a fairly rapid rate. The Order of the Priesthood is known as the Kor’Dannan, a dwarvish word that can be loosely translated as those who work stone. The clergy of Moradin includes mountain dwarves (50%), hill dwarves (48%), and deep dwarves (2%). Moradin's clergy is nearly evenly divided between specialty priests (47%) and clerics (43%) and includes a handful of Crusaders (5%) and fighter/clerics (5%). Most priests of Moradin are male (94%). Novices entering the Kor’Dannan are known as the Unworked. Kor’Dannan (priests of the Soul Forger) are known as, in ascending order of rank
- The Unworked (1 -2)
- Forgesmiths (3-4)
- The Tempered (5-6)
- Adept of the Anvil (7-8)
- Hammer of War (9-10)
- Artisan of the Forge (11-12)
- Craftsman of Runes (13-14)
- Master Craftsman (15-16)
- Artificer of Discoveries (17-18)
- Smith of Souls (19-20)
- Soulforger (21-22)
- High Ones (23+)
- High Old Ones; The High Old Ones are the elders of the church, having unique individual titles but are collectively known as the High Forgesmiths.
Crusaders
Crusaders are the holy warriors of Moradin, the elite of the elite. Many are fighter/priests, while others are like paladins of a sort. The goal of the Crusaders is to advance dwarven interests and culture, by whatever means necessary. One of the stated goals is to reclaim the kingdoms lost by their ancestors, from whomever it was lost. Reclaiming the lost kingdoms is not the only goal of the Crusaders. These dwarves live for war and for fighting. Their sworn enemies are not just the humanoid tribes, but the likes of the duergar and the derro, dwarves that chose the wrong path and split away towards darkness who muste be brought back into the fold, by force if necessary. Their other goal is to eradicate their enemies. Crusaders were largely responsible for initiating the Hateful Wars, the series of wars that ultimately drove the humanoids from the Lortmil Mountains down into the Pomarj.Affiliated Orders
Not every dwarf dedicated to the Church of Moradin is a priest (or a cleric). Some have become religious warriors, Defenders of the Faith, Defenders of the Dwarven Race. The reality is that most Dwarven warriors revere Clanggedin Silverbeard more than Moradin, but there are still organizations that exist to defend the church in its time of need. These are the elite warriors.- Moradin’s Hammers
- Sons of Moradin
- The Anvils of Moradin
- Moradin’s Hounds
- The Orc Reavers
The Hammers of Moradin
The Hammers of Moradin are an elite military order dominated by crusaders and fighter/clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers serve both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from large groups of orcs to great wyrms to malevolent fiends from the Lower Planes. The order is dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories. Individual chapters have a great deal of local autonomy but, in times of great crisis, a Grand Council (the reigning monarchs and senior Hammers of the affected region) assemble to plot strategy and divine Moradin's will.Duties of the Priesthood
- All priests of dwarven deities are expected to maintain vigilance towards orcs, half-orcs, goblins, and hobgoblins - and this usually means fighting and killing them.
- Priests of Moradin are charged with the advancement of the dwarven race in all areas of life:
- The founding of new kingdoms and clan lands
- A wide range of formal ceremonies (marriages, consecrations of forges, temples, and other buildings, the crowning of monarchs, etc.)
- The education of the young, especially in the teaching of history.
- They maintain genealogies (cooperating with Berronar's priests) and historical archives.
- They maintain the Book of Grudges, but only the king can decide if something is added to or deleted from the book.
- Adventuring is encouraged in the priesthood, but only adventuring that directly serves the interests of the dwarven race.
- Priests of Moradin may only use weapons which they have taken a part in smithing and crafting. Even "mundane" weapons so constructed count as +1 weapons to determine which creatures may be affected by them (but no hit or damage bonuses apply).
Priestly Vestments
Ceremonial vestments for priests of Moradin include flowing, shining robes of woven wire of electrum treated with blueshine. Other ceremonial garb includes silvered (everbright) helms, silver plated war hammers, and earth-brown leather boots. The holy symbol of the faith is a miniature electrum hammer and anvil, treated with blueshine.Adventuring Garb
In combat, Moradin's clergy members favor chain mail or dwarven plate mail, a helm, and a medium or large shield. Priests of the Soul Forger are skilled in the use of the war hammer, but many favor other weapons as well, such as battles axes, broad swords, and hand axes.Specialty Priests (Kor'Dannan)
Requirements: Strength 10, Wisdom 11Prime Requisite: Strength, Wisdom
Alignment: Lawful Good, Lawful Neutral
Weapons: Any
Armor: Any
Major Spheres: All, Combat, Creation, Elemental, Guardian, Healing, Law, Protection, Sun, War
Minor Spheres: Astral, Divination, Necromantic, Wards
Magical Items: as clerics
Required Proficiencies: Warhammer; Armorer, or Weaponsmithing
Bonus Proficiencies: Blacksmithing, Stonemasonry
- Kor'Dannan are not allowed to multiclass.
- Kor'Dannan can select non-weapon proficiencies from the warrior group without penalty.
- Kor'Dannan can cast animate weapon, Command, or Strength of Stone once per day.
- At 3rd level, Kor'Dannan can cast Protection From Paralysis or Spiritual Hammeronce per day.
- At 5th level, Kor'Dannan can cast Dispel Magic or Stone Shape once per day.
- At 7th level, Kor'Dannan can cast Stonefire once per day.
- At 10th level, Kor'Dannan can cast True Seeing four times a day.
- At 10th level, Kor'Dannan can cast Flame Strike (as the 5th-level priest spell) once a day.
- At 13th level, Kor'Dannan can cast Defensive Harmony or Soul Forge once per day.
- At 15th level, Kor'Dannan can cast Elemental Aura five times per tenday.
Day-to-Day Activities
The Kor’Dannan preside over a wide range of formal ceremonies (consecrations of forges, temples, and other buildings, the crowning of monarchs, etc.) And the education of the young, especially in the teaching of history. Kor’Dannan never marry. In dwarven society, there are two males for every female born in Dwarven society, and most marriages are arranged. The Kor’Dannan choose to forego marriage in service to their deity. While celibacy is not required of Kor’Dannan, conceiving children by the priesthood is greatly discouraged. Any child born of one of the Kor’Dannan is taken to the dwarf’s hearth and raised by his family, not the priest in question. The call of the clergy leaves no time for child-raising, The child is not abandoned by the parents, however, and is still raised in proper dwarven values by the family. There may be times when the parent can see the child, at family get-togethers, schooling, and religious services. Oddly enough, most dwarven children born of Moradin’s Kor’Dannon enter into the order when they come of age. Adventuring is encouraged in the priesthood, but only adventuring that directly serves the interests of the dwarven race.Major Centers of Worship
Balnorak, the Foundry of Stout Souls, is a fortified monastic enclave of priests dedicated to Moradin, located in the heart of the Ulek Nations in the Lortmil mountains. Balnorak is both a temple and a city with over 5,600 inhabitants. This temple-city is carved from solid rock. Huge forges burn continuously throughout the enclave, leaving the air heavy with smoke and most chambers stifling hot (at least to surface-dwellers and non-dwarves). Keeping aloof from most other Mountain dwarves, the Forgesmiths of Balnorak (under the able leadership of Sarthos Steelhammer, First Hammer of Moradin) work continuously to influence events in the Deeps and surface lands, to the betterment of all dwarves. They have been known to hire adventurers of other races to carry out their aims. Often, a mission for the dwarves is demanded as payment for healing badly beaten adventurers or raising one or more slain individuals. Typical missions include a strike against the duergar, freeing dwarves from drow slavery in the depths below, slaying an aboleth at a certain underground lake, finding and slaying the latest cloaker overlord with designs on the Temple, and so on. The temple-city is self-sufficient. Whatever it lacks is brought in from elsewhere by its priests or worshipers. Dwarven offerings have made Balnorak very rich, but this wealth is seen only as a means to bringing about the Soul Forger's ends. Of late, tales have begun to spread that the Forgesmiths of Balnorak have dispatched a great army of dwarves westward through the Underdark. Whether this tale is true or not, and where such an army might be headed, is still unknown. In the North, the most visible monument to the Soul Forger is the Stone Bridge, a massive stone arch that spans the broadest imaginable spring flood of the Velverdyva River near Highfolk. The Stone Bridge, built long ago to link the elven kingdom of Highfolk to the safe passage to the ancient dwarven kingdom of Kil-Marak (the Iron City of the Yatil Mountains), rises in a great arc, without supporting pillars, its span two miles long and 400 feet above the water. The bridge is built of weathered granite, six paces broad and so skillfully fitted that it seems of one piece. It has no parapet or railing on either side. Dwarves explain the awesome size and continued survival of the bridge to the fact that it is also a temple to Moradin. Lawful good dwarves still make pilgrimages to the bridge, said to be one of the Soul Forger's favorite spots on Oerth. On at least one occasion, Moradin's avatar appeared on the bridge and destroyed a horde of orcs harrying the remaining members of the Ironstar clan as they fled southward to valley of the Mithril river.Moradite Spells
Strength of StoneStonefire
Soul Forge
Stone Storm
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