the Soul Forger, Dwarf-Father, the All-Father
Attributes: Smithing, Creation, Crafts, War
Domains: Earth, Good, Law, Protection
Symbol: Hammer and Anvil
Typical Worshippers: Non-evil Dwarves, smiths, metal workers
Raiment: Silvered helm, chain mail
Preferred Weapon: War Hammer
Holy Days: Crescent moons
Moradin (MOAR-uh-din) is the creator Power 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 patron. 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 patrons (those of the ores, goblins, hobgoblins, bugbears, kobolds, and urds), and he detests the evil giant patrons as well. His gruff and uncompromising nature wins him few friends outside the dwarven pantheon. 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.
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.
Clerics of Moradin strive to restore the dwarven races to strong numbers and a position of influence in Wearth, by founding new dwarven kingdoms and increasing the status of dwarves within the wider human-dominated society prevalent in the world today. They preside over a wide range of formal ceremonies (consecrations of forges, temples, and other buildings, crowning of monarchs, etc.) and the education of the young, especially in the teaching of history. They maintain genealogies and historical archives, cooperating with Berronar's clerics. Adventuring is encouraged in the clergy, but only adventuring that directly serves the interests of the dwarven race.
The Mother of Safety, the Mother Goddess, Matron of Home and Hearth
Attributes: Safety, Marriage, Truth, Healing, Dwarves
Domains: Good, Healing, Law, Protection
Symbol: Two silver rings (linked)
Typical Worshippers: Couples, lovers, healers, romantics, dwarves
Raiment: Silvered helm and chain mail
Preferred Weapon: Mace
Holy Days: Year's Birth (Needfest 1), sacrifice of silver items
Berronar Truesilver (BAlR-roe-nahr TROO-sihl-vur) is the bride of Moradin. She dwells with him at the Soul Forge beneath the mountains in Solania (fourth of the Seven Heavens, called Khynnduum in the oldest dwarven writings). The Revered Mother is the defender and protector of the home - not a passive homebody. She is seen as the patron of marriage and love, and her name is often invoked in small home rituals for protection against thieves and duplicity. Berronar is also the Power of healing. Lawful good dwarves who value their families, clans, and the common strength and security of dwarven society revere her for her caring and loving service to the entire race. All dwarves of any alignment who seek a safe refuge or who want their loved ones or relatives kept safe offer her appeasement as well.
The Children of Moradin are shaped on the Soul Forge and ever warmed by the embrace of the Revered Mother. Tend the hearth and home, drawing strength and safety from truth, tradition, and the rule of law. Join with friends, kin, and clan in common purpose. Do not succumb to the misery of greed or the evils of strife, but always bring hope, health, and cheer to those in need. Once an oath is made, Berronar watches over its keeping - to break it is to grieve her sorely. Children must be cherished and guarded well from harm, for they are future of the race.
Berronar's clerics serve as the guardians and protectors of dwarven clans; they also maintain lore records and family histories. The members of Berronar's clergy strive to further the good health and good character of all dwarves. They heal the sick and injured, attempt to treat, eradicate, and stop the spread of disease, develop antidotes to dwarfsbane and other poisons that can affect dwarves, and encourage truthfulness, obedience to law, peaceful harmony, and governance of greed and goldlust. Clerics of Berronar never ignore a dwarf in need of aid, and they always help to the best of their ability. If a cleric lacks magical means of curing, she or he finds someone who can heal or provide all the non-magical care possible. The duty of a cleric of Berronar is to keep every dwarf alive, whatever the cost.
the Keeper of Secrets Under the Mountain, the Silent Keeper, the Mountain Shield
Attributes: Rock, Mining, Secrets, Dwarves
Domains: Earth, Knowledge, Protection
Symbol: Gem inside a Mountain
Typical Worshippers: Miners, stoneworkers, dwarves
Raiment: Bare head, leather armor
Preferred Weapon: Hammer, pick, mattock
Holy Days: New moon, sacrifice of gems and precious metals
Dumathoin (DOO-muh-THOE-in) is the Keeper of Secrets Under the Mountain, and he hides the secrets of the earth until deserving and diligent dwarves are ready to be guided to them. He lays veins of iron, copper, gold, silver, and mithral where he feels they will best benefit his followers. He watches over the safety and security of miners of all races and has a special role as the protector of dwarven miners.
Walk the deep and silent ways of Dumathoin. Seek out the hidden gifts of the Keeper of Secrets Under the Mountain. That which is hidden is precious, and that which is precious shall stay hidden. Seek to enhance the natural beauty of Dumathoin's gifts and go with, not against, the contours of the deeps. Beauty is in the discovery and the Grafting, not the holding. Keep the places of our dead inviolate and well tended; the noble ancestor of our race will neither be robbed nor mocked through the actions of thieves and defilers. Abide not undead creatures, especially those that take the form of dwarves, thus mocking the creation of Moradin.
Clerics of Dumathoin seek always to uncover the buried wealth of the earth without marring the beauty of the ways beneath the surface or being overly greedy. They often supervise mining operations and maintain underground safety and security. They work to clean up the rubble of mining, to grow and put in place luminous fungi and edible deep-mosses, and to direct water through the earth to best serve the underlife that includes, of course, dwarves. Clerics of this faith are always hunting for new veins of ore, new sources and species of useful fungi, and new delves or underways never explored before. They try to identify encountered dangers and determine strategies to deal with these menaces of the deep places appropriately. They also bargain with other (nonhostile) underground races to avoid over-exploitation of resources.
A cleric of Dumathoin is always learning the tiniest details of conditions and life underground. Most clerics are therefore invaluable in leading companions through the underways in darkness (for example, when all torches have been used). They can also find water, veins of ore, and cracks or fissures that provide ways out, or can be mined to yield a way from one cavern to another.
As Keeper of Secrets Under the Mountain, Dumathoin is the dwarves' protector in death. While it may have been otherwise in the early days of dwarven civilization, Dumathoin's clerics have been the primary morticians and tomb protectors since the dwarves came to the Realms. In fact, clerics of Dumathoin do their god justice as Keeper of Secrets, for it is incredibly difficult to find dwarven tombs at all, let alone plumb their mysteries.
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