Moradin

The Soul Forger, Dwarffather, The All-Father, The Creator

Symbol: Hammer and anvil   Home Plane: Celestia (Dwarfhome)   Alignment: Lawful good   Portfolio: Dwarves, creation, smithing, engineering, metalcraft, stonework, war   Worshipers: Dwarves, metalworkers, dwarven defenders, engineers, fighters, miners, smiths   Cleric Alignments: LG, LN, NG   Domains: Forge, Knowledge, War   Favored Weapon: Warhammer     Moradin is the god of protection, craftsmen, the forge, and dwarves, and the head of the Morndinsamman (the Dwarven Pantheon). A harsh but fair judge, he was strength and force of will embodied. Moradin inspired dwarven inventions and constantly sought to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies.   The deity of dwarves, Moradin (moar-uh-din), 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 forged the first dwarves out of metal and gems and breathed life into them.    

Appearance, Manifestations

Moradin appears as a stern male dwarf twenty feet in height. He has powerful musculature, particularly in his upper body. His beard is long and flowing, reaching to his knees; it is depicted as either snow-white or coal-black. Moradin dresses plainly, wearing furs and the leather leggings and aprons of a humble smith. On his forearms are his only concession to vanity, a pair of pure gold bracers. In battle he wears dwarven plate and carries a large shield. His large, glowing war hammer is named Soulhammer. A pure white radiance of divine power radiates from the Dwarffather, though he can suppress this at will.    

Relationships & History

Moradin is married to Berronar Truesilver. He counts Gruumsh and Maglubiyet among his fiercest foes, and he loathes the other gods of the orc, goblinoid, kobold, and evil giant pantheons as well. Beltar seeks revenge against Moradin for helping to supplant her authority over mines. Moradin is friendly with Bahamut, Fortubo (for whom he created the hammer Golbi), Pelor, Cyrrollalee, Garl Glittergold, Flandal Steelskin, and Kossuth, and enjoys a strategic alliance with Yondalla and Corellon Larethian.   In some dwarven realms, Moradin is said to be the father of Dumathoin, Abbathor, Laduguer, Clangeddin, Diinkarazan, Diirinka, Vergadain, Muamman Duathal, and Dugmaren Brightmantle, but the exact relationships and order of birth vary from culture to culture.    

Dogma

Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stone working, 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.    

Worshipers, Clergy & Temples

The church of Moradin has an active role in guiding the morals of dwarven communities. They emphasize the Soul Forger's hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessings when these tasks are begun.    

Clergy and Temples

Clerics of Moradin are charged with maintaining and advancing the dwarven race in all walks of life. 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 sponsor expeditions to settle new lands. They also keep detailed genealogies and historical archives.   His clerics are usually drawn from family lines, like most dwarven occupations. Many clerics of Moradin thus had parents and grandparents who were also clerics of Moradin and helped train them. Adventuring is encouraged in the priesthood, but only adventuring that directly serves the interests of the dwarven race.    

Vestments

Daily vestments for Moradin's clerics are earthy colored robes, with chain mail and silvered helms. 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, silverplated war hammers, and earth-brown leather boots. The holy symbol of the faith is a miniature electrum war hammer, treated with blueshine.   In combat, Moradin's clergymembers favors 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.    

Hierarchy

Clerics of Moradin, known as sonnlinor ("those who work stone"). Novice clerics of Moradin are known as the Unworked. Full priests are known as Forgesmiths or the Tempered. In ascending order of rank, other titles used by priests of Moradin include: Adept of the Anvil, Hammer of War, Artisan of the Forge, Craftsman of Runes, Artificer of Discovery, and Smith of Souls. The High Old Ones of the faith have unique titles but are collectively known as High Forgesmiths. His clerics commonly multiclass as fighters.    

Temples

Temples to Moradin are always underground and carved from solid rock, but never set in unworked natural caverns. Hammers and anvils, the symbols of Moradin, are the dominant themes, as are statues of Moradin All-Father and the other gods of the dwarven pantheon.   At the center of every temple to Moradin is a vast forge. This forge is more than just a workplace but also a sacred area. Dwarven forges rely not only on hammers and muscle but also on power derived from water and wind, thus fusing all four of the classical elements. If the flame in the forge (which is protected by a permanent wall of fire effect) ever goes out, the temple must be abandoned or torn down stone by stone. Usually a new temple is built on another site, but occasionally the previous temple is rebuilt and reconsecrated.    

Rituals

Clerics pray in the morning. Moradin's holy days fall monthly; in some cultures this is when Luna is full, while in others it is when Luna is a crescent. In addition, the High Forgesmith may call a holy day at any time, often doing so in celebration of some local event. On the monthly holy days, common and precious metals are sacrificed to Moradin by melting them down at the forge and reforming them into objects usable by the clergy. While making such offerings, participants kneel, chant, and reach bare-handed into the flames of the forge to handle the glowing metal directly. Moradin prevents harm to the truly faithful.   During such ceremonies, the priests enter the temple, bow to the forge, and (in times of peace) surrender their weapons to the temple guards after striking the anvil by the entry with their hammers once. Priests of other gods are not permitted to advance to the forge except with the express permission of a High Forgesmith or an avatar of Moradin himself. The service then consists of humble prayer and open discussion on current dwarven issues. This discussion is considered to be between equals, though the ranking priest of Moradin has the authority to open or close any given topic. The service ends with a rising chant until the smith's hammer rises from the anvil of its own accord; it may, or may not, then move about or glow to denote the god's will, but it always rings on the anvil thunderously to signify the end of the ceremony.   Moradin's prayers refer to metals and smithing: a common prayer to Moradin states "You burn the dross from me, but the iron remains." Geneology is important to Moradin's rites, with funeral prayers reciting the ancestry of the deceased for hundreds of generations.    

Scriptures

The Scrolls of Narvil tell a heretical story of how, after forging the world, the gods, and the dwarves, the Creator became weary and slept. Some of the lesser gods, jealous of his skill, bound him as he rested, then heated up the Great Forge of the Creator to make races in their own likenesses: humans, for example, and elves. Then they begun arguing over what part of the world would be given to which race; their clamor awoke the Creator, but the lesser gods laughed at him and refused to set him free. However, the lesser gods did not know how to control the Great Forge, and great gobules of molten stone fell from the Forge toward the Oerth; the Creator breathed on them from his place of bondage, giving life to the fragments and thus creating the first dragons.    

Orders

The Hammers of Moradin are an elite military order dominated by crusaders and fighting 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.   Another elite military order of Moradin is the Order of the Anvil of Light. Lead by their leader Barock Stormbeard of the Stormbeard clan who has lead this group for ages it seems. The groups latest information is having to deal with a deity trying to return to the Material Plane.
Divine Classification
Dwarven Greater Deity
Children

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