Collectively, the dwarven pantheon is referred to as the Morndinsamman, which translates as either "shield brohers on high" or "high dwarves." The pantheon is led by Moradin, the creator of the dwarves.
Great Master of Greed, Trove Lord, Wyrm of Avarice
Intermediate Dwarven Deity
Symbol: Jeweled dagger
Home Plane: Dwarfhome
Alignment: Neutral Evil
Portfolio: Greed
Worshipers: Dwarves, misers, rogues, shadowdancers
Domains: Dwarf, Evil, Luck, Trickery, [Trade]
Nature Deity: No
Cleric Alignments: TN, LE, NE, CE
Favored Weapon: "Heart of Avarice" (dagger)
Abbathor (ab-ah-thor) wasn't always evil. The creature that would become known as the Wyrm of Avarice originally concerned himself with the natural beauty of gems and metals, but became estranged from his pantheon when Moradin named Dumathoin the patron of gold dwarves, a position Abbathor had coveted since birth. Thereafter he traded the tradition and honor of the dwarves race for trickery and stealth. He had been denied the thing he wanted most, and swore never to be in the same position again. Henceforth, if something appealed to Abbathor, he took it. Since dwarves are prone to greed without any help from their deities, many have fallen to Abbathor's seductive call. The Trove Lord now seeks to pervert the whole of the dwarves race to his way of thinking, the greatest offense he can imagine to thumb his nose at his distant patriarch. Abbathor covets valuables and gems with intensity best described as sensual, and goes to any length to get what he wants.
Abbathor's secret, windowless subterranean temples feature sacrificial altars of massive stone blocks blackened by countless fires. Commonly painted with gold leaf and filled with purloined valuables, strangers-frequently confuse Abbathoran temples for treasure chambers, a problem that has resulted in more than a few adventuring parties raiding for loot in the midst of some religious ceremony. Though he hatches his plans in secret, Abbathor's entire existence is dedicated to undermining the dwarves way of life. The bulk of the dwarves pantheon has not noticed, however, and most mortal dwarves remain completely oblivious to the Trove Lord's true plans. He directs his church to acquire as much wealth as possible from no dwarves and hide it away or sacrifice it to him.
Clerics of Abbathor are known as aetharnor (a dwarves word meaning "those consumed by greed"); they pray for spells at night. Solar eclipses, volcanic eruptions, or any other natural phenomenon that blocks the light of the sun during the day are causes for great religious celebration among the aetharnor, who use the cover to hatch their larcenous schemes. Once annually, aetharnor sacrifice an enemy of the dwarves (ranging from elves to umber hulks), opening the unfortunate's ribcage to create "Abbathor's purse," into which the penitent cast coins and gems. The entirety is then burnt in offering to the Trove Lord. Favorite sacrifices include orcs, trolls, and giants. Clerics of Abbathor frequently multiclass as divine seekers or rogues, occasionally going as far as to join the ranks of the shadowdancers.
Though Berronar hates Abbathor with a fierce intensity and Dumathoin is happy to return his disdain, the rest of the pantheon has no clue that Abbathor plots to modify the entire race of dwarves into his greed-obsessed followers. Most see him as a distasteful, obsessed, spiteful brother who nonetheless aids the pantheon in times of strife and who remains, at the end, a steadfast ally. Though Moradin himself is quicker to forgive than his paramour, the All-Father has taken a keen interest in Abbathor of late, sending his agents to spy on the clergy of the Wyrm of Avarice. As Moradin's servants generally display a characteristic unsubtle, such investigations have thus far revealed no treachery. Abbathor shuns other nondwarven deities.
Toril's wealth was created for those dwarves crafty enough to capture it by any means necessary. Revel in the posession of all wealth that shines or sparkles, for its pleasing form was meant to bring you pleasure. Greed is good, as it motivates the posession and holding of all that is precious. Do not seize wealth from the children of the Morndinsamman, however, nor conspire against the favored of Abbathor, for strife in the name of avarice weakens the clan.
The Revered Mother, Mother of Safety
Intermediate Dwarven Deity
Symbol: Two silver rings
Home Plane: Dwarfhome
Alignment: Lawful Good
Portfolio: Safety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, oaths
Worshipers: Children, dwarven defenders, dwarves, fighters, homemakers, husbands, parents, scribes, wives
Domains: Dwarf, Good, Healing, Law, Protection, [Family]
Nature Deity: No
Cleric Alignments: LG, NG, LN
Favored Weapon: "Wrath of Righteousness" (heavy mace)
Berronar Truesilver (bair-oh-nahr troo-sill-vur) is matriarch of the dwarven pantheon. As Moradin's bridge, Berronar sees it as her duty to act as an authority figure for the dwarven gods, using her keen negotiation skills and calm demeanor as a balm to keep the sometimes fractious pantheon unified. According to dwarven traditionalists, if not for the quality, the Morndinsamman (and perhaps the entire dwarven race) might never have survived the stresses of its long, gradual decline. With the coming of the Thunder Blessing within the last century, it appears as though that decline has been reversed; the Revered Mother now aids Moradin in charting the destiny of the dwarven people by giving wise council to Faerun's most trusted orthodox dwarven clerics. Despite the recent renaissance, however, a growing number of disconsolate dwarves resent Berronar and her husband for a philosophy they define as hidebound obduracy.
Berronar's clerics, known as faenor ("those of the home") are the guardians and protectors of dwarven clans. They maintain records of lore, traditions, and family histories. They strive to further the good health and good character of all dwarves by acting as teachers and healers. As the mortal compass of the dwarves, they can be very conservative, not tolerating foolhardiness among young dwarves or controversial or radical ideas. The number of twins from the Thunder Blessing has certainly taxed their patience. The church itself is very structured, with every cleric knowing his or her place, and each clan's church uses an identical setup, so members visiting from other clans know exactly where they fit in. In a sense, her church is like a house run by a strict but loving mother.
The faenor pray for spells at dawn. Among the many mundane secular services they provide to dwarven communities, they have a reputation for planning and officiating weddings that makes them sought out by even no dwarves wishing for a perfect bonding ceremony. Annual offerings of silver are made to Berronar, usually accompanied by a small white flower as a token of appreciation for the motherly love of Berronar feels toward all dwarves. Midwinter Day and Midsummer Night hold religious significance to the faenor. In the former case, the day brings fantastic celebrations below ground. The latter sees a similar fete take place above ground, when travelers or members of neighboring communities (rarely including no dwarves) are invited to join in the festivities. Faenor rarely multiclass, but those who do typically become dwarven defenders or fighters.
Berronar has little time for alliances outside of the dwarven pantheon, but is on friendly terms with the leader goddesses of the elves, gnomes, and halflings. She works hand-in-hand with Sharindlar in their shared responsibility of inspiring acts of love among the dwarves, with Sharindlar typically overseeing the courtship and the Mother of Safety ensuring a healthy, loving relationship following marriage. She herself is an idea wife to Moradin, making her one of the Dwarffather's few completely trusted confidantes. She enjoys the company of Clangeddin and Gorm Gulthyn but is somewhat cool toward Marthammor, Dugmaren, and Haela, whom she believes have yet to set into the roles dictated to them by propriety. She has no time for the scheming Abbathor, and advocates that her husband drum him from the pantheon as he has Laduguer and Deep Duerra. Her hatred of the orc, goblinoids, and giant deities rivals that of her husband.
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 the future of all dwarvenkind.
Father of Battle, Lord of the Twin Axes, the Rock of Battle
Intermediate Dwarven Deity
Symbol: Two crossed battleaxes
Home Plane: Dwarfhome
Alignment: Lawful Good
Portfolio: Battle, war, valor, bravery, honor in battle
Worshipers: Barbarians, dwarves defenders, dwarves, fighters, monks, paladins, soldiers, strategists, tacticians, warriors
Domains: Dwarf, Good, Law, Strength, War
Nature Deity: No
Cleric Alignments: LG, NG, LN
Favored Weapon: "Giantbane" (battleaxe)
When a dwarf marches off to battle, the hymns of Clangeddin Silverbeard (clan-gehd-din sihl-vur-beard) echo in his warrior's heart. Those dwarves who fight by profession or preference (which is most of them) honor the Lord of the Twin Axes in word and deed, pledging to honor in battle, mastery in training, and wisdom in war. Clangeddin never backs down from a challenge, never compromises, and never surrenders, even when all is lost. Clangeddin harbors a special kind of hatred toward giants, and it is said that the natural ability of dwarves to confound and defeat these enemies is a gift from him.
Popular in dwarves communities thanks to their martial skill (if not their belligerence), followers of Clangeddin have poor reputations among other races, who see them as bloodthirsty berserkers. While certain followers undoubtedly verify such an evaluation, the bulk of those who follow the Father of Battle know much of troop movements, tactics, and military strategy, and make excellent wartime advisers. His clerics conduct military training every day and learn and teach methods of crafting armor and weapons. As they seek to make the dwarves ever stronger on the battlefield, they are always alert for new tactics, traps, and weapons.
Known as alaghor ("those who demonstrate valor in battle"), clerics of Clangeddin Silverbeard pray for spells in the morning. The anniversaries of past battles hold special significance for the alaghor. On such occasions, the clerics break old weapons anointed with their own blood and recount tales of fallen heroes that they might never be forgotten. More disturbing (at least from the perspective of their enemies) are the frenzied war chants in which the alaghor engage during the heat of battle. Known as ehontar ("songs giving fear to the hearts of the craven"), these low, droning songs bolster the spirits of nearby dwarves, assuring them that Clangeddin immediately enlists in his celestial army those who fall furthering the destiny of the dwarves or protecting their holdings. Alaghor know they will die in combat; the rest is merely a matter of timing. Clerics of Clangeddin frequently multiclass as divine champions, dwarves defenders, or fighters. Some few gain levels in barbarian, or were barbarians prior to heeding the call of the Father of Battle.
Clangeddin allies with all members of the Mordinsamman except Abbathor, whom he shamed in the distant past and hence gained his eternal enmity (something Clangeddin doesn't mind overmuch, as he thinks little of the greedy, indirect Trove Lord). He has great kinship with the other dwarves deities and treats Haela as a daughter and protégé. Among other pantheons, Clangeddin knows he can count on the aid of Gaerdal Ironhand, Arvoreen, the Red Knight, Torm, and Tyr. According to Clangeddin, the only good giant deity is a dead giant deity, a theory he has tried to prove repeatedly (thus far meeting with no success, but he's got an infinite amount of time, according to his clerics).
The finest hours of dwarvenkind come in the thrusts and feints of war. Seize the opportunity to defend your kin and ensure their victory wherever conflicts erupt. Revel in the challenge of a good fight, and never waver in the face of adversity, no matter how ominous. Lives should never be thrown away foolishly, but the greatest honor is to sacrifice oneself for the cause on the field of battle in service to a righteous cause. When not fighting, prepare for the next conflict physically, tactically, and by acquiring resources. Attack hill giants whenever possible and other evil giants whenever necessary.
The Gleam in the Eye, the Errant Explorer
Lesser Dwarven Deity
Symbol: Open book
Home Plane: Dwarfhome
Alignment: Chaotic Good
Portfolio: Scholarship, invention, discovery
Worshipers: Artisans, dwarves, lore masters, rune casters, scholars, tinkers, wizards
Domains: Chaos, Dwarf, Good, Knowledge, [Craft], [Rune]
Nature Deity: No
Cleric Alignments: NG, CG, CN
Favored Weapon: "Sharptack" (short sword)
Just as Marthammor Duin exemplifies the occasional dwarven urge to explore the world beyond the mountain, Dugmaren Brightmantle (duhg-mah-ren brite-man-tuhl) signifies the exploratory striving to blaze the trails of creativity by applying accumulated knowledge to create something new and good. Brightmantle represents the progressive elements of a naturally conservative race that nonetheless prides itself on its infrequent innovations. His ceaseless quest for knowledge and constant tinkering and exploring have a tendency to get him into trouble, and though Moradin (his father), admires Dugmaren's adventuresome spirit, the Dwarffather despairs at his tendency to wander away from a pursuit to follow something else that catches his notoriously fickle attentions.
Dugmaren's clerics, known as xothor ("those who seek knowledge"), draw from the most creative tinkers and free thinkers of dwarven communities, on rare occasions even allowing gnomes to join their orders. They follow a doctrine of knowledge for knowledge's sake, seeing equal value in learning a once-lost recipe for toasted zygom stalk and discovering the crucial flaw in an enemy's defensive fortifications. In fact, since the xothor strongly favor creation over destruction, there's a good chance many of them would prefer the recipe. Temples of the Errant Explorer, usually sprawling edifices filled with the scattered detritus of a half-hundred abandoned experiments and twice as many open books, can be found above and below the surface.
Xothor pray for spells in the morning. They observe few official holidays, instead whispering a prayer of thanks to the Errant Explorer upon the discovery of some new bit of lore. On Greengrass and Highharvestide, xothor begin the day with several hours in private meditation, staring at the flame of a candle. Thereafter, neighboring xothor gather to discuss their discoveries and creations since the prior convocation. Xothor frequently multiclass as lore masters, rune casters, or wizards.
Dugmaren's ambitions ensure that he's always at the center of some exploit, frequently in the company of his loose circle of deific associates. His circle includes Haela Brightaxe, Marthammor Duin, Brandobaris, Erevan Ilesere, Gond, and Shaundakul. Gargauth, who represents knowledge hunting for illicit and perverse purposes, is among the Gleam in the Eye's most hated foes.
The secrets of the world are waiting to be revealed. Travel widely, broaden your mind at every opportunity, and pursue the life of a scholar. Cultivate the spirit of inquiry among the young and be a teacher to all. Seek to recover lost and arcane knowledge of ages past and apply it in the world today. Try new methods of doing things just for the joy of experimenting. Learn a little of everything, for you never know what might be of use down the road.
Keeper of Secrets under the Mountain, the Silent Keeper
Intermediate Dwarven Deity
Symbol: Faceted gem inside a mountain
Home Plane: Dwarfhome
Alignment: Neutral
Portfolio: Buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead
Worshipers: Dwarves, gemsmiths, metal-smiths, miners
Domains: Dwarf, Earth, Knowledge, Metal, Protection, [Cavern], [Craft]
Nature Deity: No
Cleric Alignments: NG, LN, TN, CN, NE
Favored Weapon: "Magmahammer" (maul)
In the Quiet Years (so called because the pounding of dwarven picks in the mines and hammers on the forgestone had yet to break the still silence of the earth) Dumathoin (doo-muh-thoe-in) prepared the mountains for the coming of the shield dwarves. Named as their patron by Moradin himself, the mute deity set veins of precious metals where they might one day be intercepted and invented countless colors for countless gems to beautify his chosen earthly realm. When first his charges came they carved into his creation, marring its inherent beauty and sending Dumathoin into a fretful state of wrath. In time, however, he saw how the dwarves forged his metal into artful weapons and crafts, and how they cut and set his gems into works of great refinement. These crafts pacified Dumathoin and filled him with pride. Now, the Keeper of Secrets under the Mountain ensures the safety of miners, bends precious mineral veins toward shield dwarf habitations, and safeguards the sanctity of his beautiful realm.
Not everyone respects the inherent beauty of Dumathoin's creations, however, seeing them instead as bounty to be drawn from the mountains in the most expedient manner possible, regardless of the destruction caused by such wanton pillage. These rapacious profiteers have much to fear from the talhund ("hidden gifts"), Dumathoin's vigilant clergy. In addition to protecting dwarven mines, the talhund seek out new mineral and gem deposits, supervise mining activities to ensure the proper respect is paid to the mountain, and develop strategies to defeat the strange Underdark creatures sometimes accidently exhumed during excavations. Dumathoin's clergy builds underground temples in the deepest caverns, always near an impressive vein of precious metal or a bed of natural gems. Such bounty remains a part of the temple and free from harvest as a testament to the local clan leader's reverence for the Silent Keeper.
Talhund pray for spells in the morning. They refer to the nights of the new moon as the Deepstone Triad, claiming that at this time the moon becomes a great gem hidden in the fastness of the earth. On such nights, talhund and lay followers of Dumathoin sacrifice gems and jewelry upon large stone blocks. Specially tasked talhund pulverize these offerings while the congregation gives thanks to the Keeper of Secrets under the Mountain. Dumathoin also serves as the dwarves' deity of the dead, and hence talhund are tasked with disposing of corpses and seeing that their souls pass successfully to the afterworld. Talhund rarely multiclass. They turn rather than rebuke undead.
Dumathoin favors the company of other gods interested in elemental earth or smithing. As a mute (none know if his silence is by nature or by preference), Dumathoin remains somewhat distant from the Morndinsamman, which has the side effect of placing him above their internal conflicts. He enjoys an obscure, no hostile relationship with the illithid god Ilsensine, though the followers of both gods often clash.
Walk the deep and silent ways of Dumatoin. 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 the discovery and the crafting, not the holding. Keep the places of our dead inviolate and well tended; the noble ancestors of our race will neither be robbed nor moved 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.
Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant
Lesser Dwarven Deity
Symbol: Shining bronze mask with eyeholes of flame
Home Plane: Dwarfhome
Alignment: Lawful Good
Portfolio: Guardian of all dwarves, defense, watchfulness
Worshipers: Dwarven defenders, dwarves, fighters
Domains: Dwarf, Good, Law, Protection, War
Nature Deity: No
Cleric Alignments: LG, NG, LN
Favored Weapon: "Axegard" (battleaxe)
Most dwarven enclaves, set as they are in the lightless realm below the surface, stand in the path of aggressive, rapacious Underdark enemies. Those who protect these realms from attack give blessings to Gorm Gulthyn (gorm gull-thin), patron of watchfulness and defense. Gorm, a humorless masked warrior, ensures the safety of dwarven clan holds and seeks to defend these realms from their enemies, manifesting on the Prime far more often than his companions in the Morndinsamman. He keeps vigils on battlements, establishes traps and deadfalls in neighboring passages, and instructs his clerics on the art of planning a steady and reliable defense for the community. Those who have seen him fight on the walls of besieged communities relate his stunning battle prowess, but comment that his combat maneuvers increasingly belie not only millennia of dutiful practice, but a growing desperation, as if each battle might be the Lord of the Bronze Mask's last.
Clerics of Fire Eyes, known as barakor ("those who shield") organize the defense of dwarven communities, act as bodyguards, and instruct local dwarves about the value of alertness and vigilance. Upon entering the church, each barakor is assigned a charge to protect. More powerful clerics often choose to defend important clan personages, but the assignments of novitiates seem to be determined at random, and include children and elderly or infirm members of the clan. All are willing to sacrifice themselves ("paying Gorm's greatest price," in the vernacular of the church) to protect their charge. Temples to the Golden Guardian typically are plain stone constructions featuring a central altar containing the remains of a fallen barakor. Most contain a small armor and are well fortified against attack.
Barakor pray for spells in the morning, usually before taking a tour of the community to ensure that the night passed with little incident. Holy days are celebrated each festival, with tedious (to outsiders) procedures that involve formal salutes, rhythmic grounding of weapons, and didactic, chanted prayers. Barakor frequently multiclass as dwarven defenders or fighters. Members of the former class are afforded the highest possible honor in the clergy of the Lord of the Bronze Mask.
Gorm Gulthyn is dying. Somehow, as he gave his essence to avatars battling for the preservation of dwarven kingdoms over the many centuries, his very existence became tied to the fate of those kingdoms. With each fall of a clan hold, something inside Gorm Gulthyn died; the divine fire licking the eyeholes of his mask grew dimmer by almost imperceptible increments. Proud nonetheless, Gorm has confided his condition only in Clangeddin, Marthammor, and Moradin, whom he considers his closest friends. All hope that the Thunder Blessing and the resurgence of ancient dwarven bloodlines will return to the Sentinel, but no reverse has yet been observed. With each manifestation, Gorm throws himself more carelessly into his defensive actions, perhaps seeking an end to his condition on the tip of an enemy sword.
Never waver in your duty to Gorm's sacred charges. Defend, protect, and keep safe the children of the Morndinsamman from the hostile forces of the outside world. Be always vigilant and ever alert so that you are never surprised. If need be, be prepared to pay the greatest price so that the clan and the community survive, and your name will be remembered for generations.
Lady of the Fray, Luckmaiden
Dwarven Demigod
Symbol: Unsheathed sword wrapped in two spirals of flame
Home Plane: Dwarfhome
Alignment: Chaotic Good
Portfolio: Luck in battle, joy in battle, dwarven fighters
Worshipers: Barbarians, dwarves, fighters
Domains: Chaos, Dwarf, Good, Luck, War
Nature Deity: No
Cleric Alignments: NG, CG, CN
Favored Weapon: "Flamebolt" (greatsword)
Whenever dwarves stand hip-deep in the corpses of monstrous enemies, their hearts singing in joy with the thrumming thrill of battle, Haela Brightaxe (hay-la brite-axe) shouts a triumphant huzzah of support. Her spirit is one with good-aligned dwarves who revel in battle, who seek out powerful monsters in an effort to purge the vile creatures from Toril. When one asks a Haelan cleric why she attacked an ancient dragon, she'll respond, "because it was there," adding with a devious smile "and because I have always wanted to cut my way out of something's stomach." As a luck goddess, she takes great risks in battle without batting an eye.
Haela's clergy are the kaxanar, a term loosely translated as "bloodmaidens." Female clerics vastly outnumber their male counterparts, who seem little bothered by their feminine title (it's difficult to make an emasculating joke about an angry warrior-cleric covered in a gallon of fresh blood). Clerics care little for typical dwarven tradition, constructing austere temples wherever seems most convenient to the nearest source of conflict. The cellars of human ruins, abandoned dwarf holds, or even empty gnome warrens make acceptable temples of the Lady of the Fray. Such places usually double as armories; all contain at least one bombastic trap (usually featuring the most violent results imaginable) meant to ensure that no temple ever falls into enemy hands.
Kaxanar pray for spells in the morning, a ritual-accompanied by the tracing of elaborate ritual scarring carved into the cleric's forearms upon initiation into the order. Most scars follow accepted geometric patterns, but a few iconoclasts (among an entire clergy of "free thinkers") take their initiation as an opportunity to carve profanity or lewd sayings into their flesh. Greengrass sees the somewhat depressing ritual known as the Time of Spawning, when (through chants and the shattering of captured enemy weapons) the kaxanar prepare for the next onslaught of monsters from occupied dwarven holds. On a high holy day known as Axe Held High, kaxanar and those allied with them gather under the light of day, claiming to see an image of Haela's great sword outlined at the center of the sun. Lastly, the Feast of the Moon sees the Commemoration of the Fallen, when the kaxanar remember those dwarves and no dwarves who fell in defense of the Stout Folk. Kaxanar frequently multcilass as barbarians, savoring the joyous destruction engendered by the rage ability of that class.
Other members of the Morndinsamman respect Haela's convivial manner, her infectious laughter, and her cheerful nature. She recognizes no superior except Moradin, but honors her brothers and sisters in the Dwarffather's brood by ensuring that she never acts against the wishes of any fully accepted member of the pantheon. Of all the pantheon, she prefers the company of Marthammor Duin, who shares her interest in the surface world, and Clangeddin Silverbeard, who shares her love for battle. As Haela concerns herself so closely with dwarven affairs on Toril, she has little time for nondwarven gods. She has spurned the interest of Abbathor (who is always interest in luck) and in response the Trove Lord has been sending greater and more terrible threats her way.
Through battle, you find validation, liveration, and exultation. Trust in Haela to see you through the fray, and the monsters of the world shall fall to the sharp blades of your axes, regardless of their apparent strength and numbers. The Luckmaiden blesses those dwarves who believe in her beneficence, and she, through her faithful, will always be there for the beleaguered and besieged. Rejoice in the power of your swing in battle, and sound of your weapon smiting a worthy foe, and the challenge of the fray. If asked, show mercy on a noble foe who abides by a code of honor, but hold not your hand against the treacherous, the liars, and the honorless.
Finder of trails, Watcher over Wanderers, the Watchful Eye
Lesser Dwarven Deity
Symbol: Upright mace in front of a fur-trimmed leather boot
Home Plane: Dwarfhome
Alignment: Neutral Good
Portfolio: Guides, explorers, expatriates, travelers, lightning
Worshipers: Dwarves, fighters, rangers, travelers
Domains: Dwarf, Good, Protection, Travel
Nature Deity: No
Cleric Alignments: LG, NG, CG, TN
Favored Weapon: "Glowhammer" (heavy mace)
The most conservative dwarves pledge that the Stout Folk belong underground, and that those who travel the Realm Above (known collectively among dwarven cultures as Wanderers) have at worst betrayed ancient ideals and at best are somewhat disturbed fools. If the latter is the case, the young dwarven deity Marthammor Duin (Mar-tham-more doo-ihn) is the grand king of fools. The patron of those dwarves who have left the clan holds to explore the world under the sun, Marthammor approaches life with an almost gnome-like demeanor, always curious to see what's beyond the horizon and always willing to trade stories of travels past beside a crackling campfire. His is the rare spirit of dwarven exploration embodied in divine form, the spark of curiosity his followers equate with a quick burst of lightning from the open skies.
Marthammor's clergy, the volamtar ("blazers of fresh trails") represent one of the most widely recognized dwarven churches of the surface world, especially in the North, where their worshipers have grown abundant in recent decades. Volamtar mark wilderness trails near dwarven strongholds, that the path of those who decide to leave the clan holds is made that much easier. They patrol the trade routes and game trails between human and dwarven enclaves, healing the injured and clearing such areas of dangerous predators. In urban areas, they establish temples with the aim of strengthening dwarven populations through healing services, religious ceremonies, and exchange of information. Less adventuresome volamtar sometimes attempt to influence the government of nondwarven cities that feature dwarven residents, usually by attempting to infiltrate minor political positions. Wilderness temples take advantage of natural tors or cliffs, which offers spectacular views of the thunderstorms held sacred by Marthammor's followers. Urban temples usually conform to local architectural style.
Volamtar pray for spells in the morning. The clergy celebrates numerous holidays throughout the year including each festival day and the nine following days. Years featuring Shieldmeet see much celebration on the festival day and the nine immediately thereafter. Such celebrations are open to the public (even no dwarves) and generally feature the ritualized burning of used ironwork and footwear. Loud singing and the imbibing of strong spirits plays an important (some would say necessary) role at all such events. Volamtar frequently multiclass as divine champions and fighters. Those who dwell in wilderness regions often gain levels in the ranger class.
Other members of the dwarven pantheon refer to Marthammor's behavior as "antics," hoping that his fixation with the world under the open skies soon will pass. Moradin gives thanks that, despite his youngest son's proclivities, he's nonetheless more disciplined than Dugmaren (who, unsurprisingly, is one of Marthammor's greatest friends). The Watcher over Wanderers hates the gods of orcs, goblins, and giants, and holds a special enmity for Grolantor, the willfully stupid patron of hill giants.
Eschew the illusory safety of the clan hold and instead travel widely to spread the words of the Morndinsamman to those of other races, that they might gain the product of dwarven wisdom. Help fellow wanderers and sojourners to the best of your ability, for the road is easier endured amid the tread of companionship. Seek out new ways and paths, and discover the wise world in your wanderings. Herald the way of newfound hope.
The Soul Forger, Dwarffather, All-Father
Greater Dwarven Deity
Symbol: Hammer and anvil
Home Plane: Dwarfhome
Alignment: Lawful Good
Portfolio: Dwarves, creation, smithing, protection, metal craft, stonework
Worshipers: Dwarven defenders, dwarves, engineers, fighters, miners, smiths
Domains: Dwarf, Earth, Good, Law, Protection, [Craft]
Nature Deity: No
Cleric Alignments: LG, NG, LN
Favored Weapon: "Soulhammer" (warhammer)
Moradin (mor-uh-din) 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. His warhammer is a weapon and a tool, called Soulhammer.
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. They lead the push to found new dwarven kingdoms and increase the status of dwarven in surface communities. They take an active role in teaching the young of the communities and oversee most formal ceremonies. 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.
Clerics of Moradin, known as sonnlinor ("those who work stope") 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 Dwarffather that has brought about a great turnaround in the dwarven race. His clerics commonly multiclass as dwarven defenders or fighters.
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.
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.
Lady of Life and Mercy, the Shining Dancer
Intermediate Dwarven Deity
Symbol: Flame ring rising from a steel needle
Home Plane: Dwarfhome
Alignment: Chaotic Good
Portfolio: Healing, mercy, romantic love, fertility, dancing, courtship, the moon
Worshipers: Bards, dancers, dwarves, healers, lovers
Domains: Chaos, Charm, Dwarf, Good, Healing, Moon
Nature Deity: No
Cleric Alignments: NG, CG, CN
Favored Weapon: "Fleebite" (whip)
When the dwarf falls sick or is struck down in combat, he often utters prayers to Sharindlar (sha-rihn-dlar), the dwarven deity of healing and mercy. Dwarves make no secret of their veneration of this benevolent goddess who protects the dwarven people through the kindness and the restorative touches of her clergy. What most dwarves are loath to admit to their taller companions, however, is that Sharindlar represents a side of dwarven life rarely observed by outsiders. When dwarves abandon their taciturn moods for an evening of dance, or when a hardened warrior softens to accept the vows of marriage to his childhood love, Sharindlar is invoked as a deity of gaiety, romance, and dance.
Clerics of the Shining Dancer are known as thalornor ("those who are merciful"). They spend most of their time ministering to the needs of the sick or frail in dwarven communities, providing words of encouragement with a gentle bedside manner. When not engaged at the bedside, clerics of Sharindlar work to instruct youth on proper dwarven courting rituals, even going so far as to play matchmaker between two "compatible" youths. Of late Sharindlar's command of fertility has expanded the thalonors' influence over animal husbandry and developing new strains of crops. Concerned as they are with births, both from a medical and metaphorical perspective, most thalornor treat the Thunder Blessing with even more reverence than their brethren, often bending over backward to encourage thunder twins to join the clergy. Temples most often are large halls with ample space provided for dancing and celebration and plenty of intimate guest rooms for visiting revelers.
Clerics of Sharindlar pray for spells in the morning. Holy ceremonies, most often practiced when the moon begins to wax, at Greengrass, Midsummer Night, and whenever the moon is full, commonly involve secret congregations in hidden caverns. At such gatherings, supplicants dance around a natural pool, chanting to the Lady of Mercy while casting items of gold into a sanctified cauldron. Participants draw a small amount of blood from their forearms, allowing it to seep into the cauldron, the contents of which are heated until molten and cast into the central pool. Thalornor frequently multiclass as bards.
Over the millennia, Sharindlar has worked to establish good relations with her entire pantheon, including strained friendships with even Laduguer, Deep Duerra, and Abbathor. On many occasions, the Lady of Life and Mercy acts as intermediary between Moradin and those he has cast away when some calamity forces usually opposed dwarves to act in consort. In general, however, Sharindlar finds politics stuffy and boring, and prefers to speculate on the romantic futures of both mortals and the divine. She shares great kinship with Shiallia, whom many believe to be her daughter through a dalliance with a fey god.
Be merciful in speech and deed. Temper anger and hostility with constructive and charitable endeavor. The children of Moradin must live in safety to propagate. Embrace the gift of life with ebullience and grace. Maintain and encourage the traditional rites of courtship and marriage. Sharindlar restores the fertile seed of dwarven life, while Berronar protects the fruit.
Lord of the Jungle Deeps
Lesser Dwarven Deity
Symbol: Two crossed scaly clawed gauntlets of silvery blue metal
Home Plane: Dwarfhome
Alignment: Chaotic Good
Portfolio: Wild dwarves, jungle survival, hunting
Worshipers: Druids, inhabitants of jungles, rangers, wild dwarves
Domains: Animal, Chaos, Dwarf, Good, Plant
Nature Deity: Yes
Cleric Alignments: NG, CG, CN
Favored Weapon: Clawed gauntlet (unarmed strike)
When faced with the tattooed, pot-bellied Thard Harr (thard harr)--an obscure, feral creature wearing an ornate copper helm fashioned in the shape of a crocodile's head--few would suspect they look upon a member of the Morndinsamman. Though distanced from his kin both emotionally and geographically, Thard Harr nonetheless shares the blood of Moradin. Patron of the wild dwarves who inhabit the jungles of Faerun (notably Chult), Thard Harr protects his charges from the marauding of wild beasts, the rampages of hungry dinosaurs, and the unwanted incursions of outlanders.
Thard's clerics and druids, known as vuddor ("those of the jungle") enjoy a position of reverence in their sheltered homeland. The worship of Thard Harr is so deeply ingrained in wild dwarf society that few even consider the possibility of other religions. Though some gold dwarves of the south (especially those dwelling near the ruins of High Shanatar) remember ancestors' tales of Thard as a lost dwarven nature deity, most wild dwarves remain completely ignorant of the rest of the Morndinsamman, a failing Thard does nothing to ameliorate. Vuddor lead their charges on prosperous hunts, acts as generals for the loosely organized armies of the wild dwarves, and speak for the society as a whole. Thard sponsors no formal temples, instead instructing his followers to treat locations of great natural beauty (such as volcanic flats, natural gardens, or waterfalls) as his halls of worship.
Vuddar pray for spells in the morning. One the nights of full or new moons, the highest-ranking cleric of Thard Harr in the region formally calls together numerous hunting bands, and the resulting chanting, drumming, and screams are enough to frighten off even the most desperate interloper. At such gatherings, the dwarves offer up blood sacrifices of captured dinosaurs or intruders (some of the more isolated tribes occasionally sacrifice unfortunate good humans in this manner, and while Thard disapproves of this he has done noting to communicate disfavor to his charges). Such sacrifices are nearly always consumed by the participants in an effort to achieve closeness with their godly benefactor. Vuddar sometimes multiclass as rangers.
Aside from infrequent visits by Sharindlar and Dumathoin, Thard Harr shares almost no relationship with the children of Moradin. On such rare occasions as the entire pantheon is drawn together, Thard Harr alienates more than he befriends, not least because he refuses to speak, instead communicating through a bizarre series of animal calls and physical gestures. He vastly prefers the company of other nature-minded deities such as Ubtao, Nobanion, and Uthgar. Thard is a sworn enemy of Shar, who acts in Chult under the name of Eshowdow (a shadow deity she absorbed), and a dozen other jungle deities and demons seldom noticed by the civilized inhabitant of Faerun.
Like the great tigers of the jungle, be strong and wary of beasts, whether they walk on two legs or four. Live in harmony with nature and gain the protection of the Lord of the Jungle Deeps. Seek to understand what you do not, but be wary of bringing unknown gifts into your lair. Honor the ways of your people, but assume not that Thard's way is the only way--just the best way for his children.
Merchant King, the Short Father, the Laughing Dwarf
Intermediate Dwarven Deity
Symbol: Gold piece
Home Plane: Dwarfhome
Alignment: Neutral
Portfolio: Wealth, luck, chance, nonevil thieves, suspicion, trickery, negotiation, sly cleverness
Worshipers: Dwarves, merchants, rogues, wealthy individuals
Domains: Dwarf, Luck, Trickery, [Trade]
Nature Deity: No
Cleric Alignments: NG, LN, TN, CN, NE
Favored Weapon: "Goldseeker" (longsword)
On the surface, Vergadain (vur-guh-dain) represents the dwarves' well-known dedication to the art of the merchant--the personification of a hard bargain struck after a hearty session of haggling. Those who pay attention, however, know that the Merchant King has an aspect that, if not darker, seldom fills more legal-minded dwarves with pride. As a patron of luck and trickery, Vergadain also oversees those dwarves who use illicit means to gain their wealth. He delights in the art of the deal, whether said deal is an intricate negotiation regarding the sale of a team of horses or whether it's an elaborate plan to break into the stable after the sale, steal the horses back, and sell them again at the next town.
In the knowledgeable society, few admit to following Vergadain, as those who profess adherence to his doctrine are known as either skilled negotiators, shameless thieves, or both. Clerics of the Laughing Dwarf (as he is known by no dwarves) are called hurndor ("those who trade"). Dedicated to furthering the progress of dwarven commerce, hurndor travel the world more widely than the servants of any member of the Morndinsamman except Marthammor Duin. The Merchant King expects all his clerics to be personally wealthy, and to ensure that a portion of their wealth goes to keeping the local temple, usually a windowless underground chamber filled with all manner of treasure and opulence.
Clerics of Vergadain pray for spells at night. Holy days of the faiths are known as coin festivals, and mark a period of intense mercantile activity. Occurring on the days before and after a full moon, on Greengrass, and on any day declared favorable by the Merchant Prince (this changes from year to year), coin festivals are open to the general public, who sometimes jokingly refer to them as trade meets, as great bargains can be had in the closing hours of the convocation when Vergadain's faithful lower the prices of their goods in a last-ditch effort to generate enough sales so as to gain clout with his or her peers (not to mention with Vergadain himself). When hurndor multiclass, they typically do so as rogues. They turn rather than rebuke undead.
Vergadain enjoys strong popularity among the Morndinsamman, and has a great personal friendship with Dugmaren Brightmantle, who shares his interest in mischief. The Merchant King occasionally partners with Abbathor--alliances both would coldly describe as "business arrangements." His travels have gained him the typical allies among the merchant gods of Faerun.
The truly blessed are those whose enterprise and zeal brings both wealth and good luck. Work hard, be clever, seek the best bargain, and the Merchant King will shower you with gold. Treat others with respect, but shirk not your responsibility to try to strike a deal better for you than for them.