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

Holy Symbol: The forge, (sometimes with a warhammer)

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.

 

(You need to abide by these as clergy, not as a worshiper)

  • Cleric, Paladin, or Fighter

  • Dwarf

  • You may never lie

  • You must not harm an innocent

  • You must donate everything you make or earn to the church of Moradin, aside what is needed to maintain your own health and equipment

  • Non-Cleric/Paladin Initiation: Donate all of your Orbenly possessions to the church of Moradin, except your armor and weapons.

(You need to abide by these as clergy, not as a worshiper)

  • Level 3 Spell: Darkness

    • Moradin does not abide the refuge of Shar, the Duergar, or the Drow

  • Level 5 Spell: Contagion

    • Moradin does not abide the spreading of disease, even if other races are more susceptible than Dwarves

  • Level 9 spell: Plague

    • Moradin does not abide the spreading of disease, even if other races are more susceptible than Dwarves

(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Craftsmanship (Forbidden: Destroying beautiful items of any purpose or make, unless they are magically evil; this includes doors and other barriers)

  • Stone (Forbidden: Relenting to evil; you must never willingly retreat from evil, but draw a line which you will not permit it to cross; stand firm and hold your ground until you defeat it or exhaust it)

  • Foundation (Forbidden: Killing off the last of a family line, abandoning family members)

  • Clan (Forbidden: Dishonoring ancestors, disobeying elders, selfishness, greed)

Moradin, pronounced (mor-uh-din), is the god of the Dwarves and their chief deity. He is a harsh but fair judge, and is strength and force of will embodied. Moradin inspires dwarven inventions and constantly seeks to improve them, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies.

Home Plane

Dwarfhome

Portfolio

Dwarves, Dwarven-smithing, large engineering projects

Favored Weapon

Soulhammer (warhammer)

Myths

  • Moradin's birth

Moradin is held in Dwarven myths to have been incarnated from rock, stone, and metal, and that his soul an ember of fire. It is said he forged the first Dwarves from metals and gems and breathed souls into them when he blew on his creations to cool them. Moradin is the "true" god of the Dwarves, over Kurdu, worshiped by the Aburu.

  • Moradin's Avatar

Moradin's avatar appeared once while the Ironstar Dwarf clan was fleeing from Orcs, after a desperate appeal to his intervention, and helped them defeat the Orcs and gain safe passage to Linothor.

  • Moradin's Displeasure

When Moradin reveals his displeasure, it often involves tools, weapons, or objects cracking, breaking, or shattering. A crack over the door to a building that appears suddenly is considered proof of Moradin’s anger. Likewise, if a weapon shatters unexpectedly, then the wielder has somehow dishonored the blade and Moradin is revealing the fact for all to behold.

History

Moradin's first priests, at the time considered founders of an apocryphal religion, were responsible for the exile of the Dwarves from the Aburu. Since that time they are credited for shepherding them through many perils while keeping their clans largely intact. Moradin's worship was permitted by the Elves, but truly flourished after the fall of Aer Arnad, when the Dwarves began taking their religion to the surface.

Relationship with other gods and churches

Moradin has a strategic but friendly alliance with Gond, Kossuth, Helm, Torm, Tyr, and the Human, Elven, Gnome, and Halfling gods. He opposes the gods of the Goblinoids, Orcs, evil giants, and banished Duergar. Moradin is married to Berronar Truesilver, and counts Gruumsh and Llolth among his most fierce foes

Associated lesser deities

  • Berronar Truesilver, god of the hearth, family, oaths

  • Abbathor, god of greed, thieves

  • Clangeddin Silverbeard, god of battle, bravery, honor

  • Dugmaren Brightmantle, god of invention, discovery, scholarship, runes

  • Dumathoin, god of the earth, mining, secrets and the dead

  • Fingril, demigod of brewing, ale

  • Gorm Gulthyn, god of guardians and defense

  • Haela Brightaxe, god of luck and joy in battle

  • Marthammor Duin, god of explorers, travelers, pathways

  • Sharindlar, god of healing, mercy, romance

  • Thard Harr, god of the wild dwarves, survival, hunting

  • Vergadain, god of wealth, trade, luck

Nearly all Dwarves worship Moradin fervently, and an increasing number of Halflings and Humans have joined them, with even some permitted into positions in his church.

Moradin's clerics, known as Sonnlinor, are usually drawn from family lines, like most Dwarven occupations. All clerics of Moradin have a high standard to which they must strive. The Church of Moradin is highly respected throughout the civilized lands, and most civilized races view Moradin’s clerics favorably. It is vital for Moradin’s clerics to uphold their god’s standards and never bring shame to the church’s image. Because of the stringent selection process, there have been times where Moradin clerics have fallen into short supply; the church has always refused to alter or weaken its entrance standards, even if it means leaving a temple without a priest. Few other faiths are as demanding in their selection of potential priests.

Hierarchy

The church of Moradin observes a fairly rigid and strict hierarchy, with one of the more organized and formalized faiths in Orben. Individual clerics, especially those of lower rank, are expected to obey the orders of their superiors and, whenever necessary, answer the demands of those superiors.

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.

 

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, 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 clergy members 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.

 

Rites and Duties

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 a 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." Genealogy is important to Moradin's rites, with funeral prayers reciting the ancestry of the deceased for hundreds of generations.

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, a High Forgesmith may call a holy day at any time, often doing so in celebration of some local event.

Moradin charges his followers with the task of wiping out the orcs and wiping out the followers of Gruumsh. The church of Moradin also has an active role in guiding the morals of Dwarven communities; they emphasize his hand in everyday activities such as mining, smithing, and engineering, and invoke his blessing when these tasks begin. They lead the gentle push to found new Dwarven kingdoms  underground and increase their status among surface communities

Clerics of Moradin are expected to tithe everything they earn back to the church. Furthermore, his priests are expected to donate whenever possible to charitable groups and functions. Although Moradin’s clerics appreciate material possessions and the value of wealth, they are taught the importance of remaining above such considerations. Gold and gems are things of beauty, and can serve as tools of commerce, but they should never be given too much importance, or allowed to influence a cleric’s good judgment and common sense.

A cleric of Moradin is prohibited from lying. In the eyes of Moradin, a lie is one of the worst sins. If the truth proves dangerous or harmful, the cleric’s best response is to remain silent or change the subject. A typical response might be “I choose not to answer your question,” which sometimes means the dwarf does not want to lie, but can also reflect his desire not to commit to an answer just yet.


Clerics of Moradin are commanded to oppose evil in all its forms whenever possible. This is a broad command, but it requires the cleric to devote his life and wealth to the cause, regardless of personal desires.

Affiliated 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 Fiendish 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 of Hammers assembles to plot strategy and divine Moradin's will

When possible, services dedicated to Moradin take place in a proper temple, preferably one constructed of sturdy stone. Most Moradin temples are large, imposing, and leave viewers with a sense of awe. His temples often feature impressive and elaborate stonework, usually decorated with intricate metalworking and stonecarving.

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 telinom, 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.

It is also considered highly appropriate to hold services to Moradin on the field of battle, either before or after the fight. Likewise, a number of blacksmith forges incorporate a shrine dedicated to Moradin, making it a place of both labor and worship – twin concepts that the Soul-Forger truly appreciates.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Dwarves (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Sturdy

You gain +1 on all CON Saving Throw rolls.

Level 9 Spell

Fabricate | Level 9

You transform raw materials into a finished product with as much detail and complexity as you desire. The raw materials are, of course, consumed.

Secondary Domains

Creation (Gain this domain's level 1-7 spells)

Earth (Gain this domain's level 1-7 spells)

Justice (Gain this domain's level 1-7 spells)

Peace (Gain this domain's level 1-7 spells)

Protection (Gain this domain's level 1-7 spells)

Trade (Gain this domain's level 1-7 spells)

War (Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Dwarves (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move:

Sturdy

You gain +1 on all CON Saving Throw rolls.

Secondary Domain Moves (choose 1):

And My Axe!

When you fight using a single one-handed axe or hammer and no other weapon in your other hand, gain +1 on damage rolls.

 

Stone Stomach

You cannot be poisoned by anything you eat or drink.

Secondary Domains

Creation (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

It’s a Miiiiiracle!

Select one item you’ve made; it can’t be a weapon or armor. It becomes unbreakable by anyone but yourself. This can be applied to only one item at a time.

Earth (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Immovable Object

So long as your feet are touching the ground, take +1 to all CON Defy Danger rolls.

Justice (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

It’s All a Deep End

When you're outnumbered 2 to 1 or more in a fight against criminals, do +2 damage.

Peace (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

A Good, Clean Fight

You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.

Protection (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Man the Boundaries!

You can deputize someone to protect something or someone else in your place. Designate someone you trust; they cannot fail a roll to Defend—a 6 or lower counts as 7-9 for them. You can only deputize one person at a time; you can't deputize another Paladin or Commoner who already serves in your clergy. If the person you chose diverts from or is distracted from their duty until it is completed (or failed), they lose this bonus, and you take -1 ongoing until the duty is completed (or failed).

Trade (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Gold to Lead

If you spend several minutes studying an item of great alleged value, you will get a gut feeling if it's a fake. Ask a storyteller to confirm the validity of an item; you will know immediately if it’s counterfeit, though you may not be able to prove it.

War (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Chigorin Counterattack

You gain a cunning animal as your mount. While mounted on this animal and in combat, as a Standard Move you can communicate your thoughts to one other ally within sight of you, using  a number of words equal to your level. An ally who acts upon your order or suggestion takes +1 forward; they can only gain this bonus once per encounter.

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