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Dwarven Gods of Haven

 
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Fantom_Phreak
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PostPosted: Tue Sep 23, 2003 4:34 pm    Post subject: Dwarven Gods of Haven Reply with quote

Abbathor (Intermediate God)
Great Master of Greed, Trove Lord, Wyrm of Avarice.

Symbol: Jeweled Dagger
Alignment: Neutral Evil
Portfolio: Greed
Domains: Evil, Travel, Trickery
Cleric Alignments: LE,LN,LE
Favored Weapon: “Heart of Avarice” Dagger [diamond-bladed]

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 Shield dwarves, a position Abbathor had coveted since birth. Thereafter he traded the tradition and honor of the dwarven 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 dwarven 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 dwarven way of life. The bulk of the dwarven 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 nondwarves and hide it away or sacrifice it to him.

Clerics of Abbathor are known as aetharnor (a dwarven 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 so far as to join the ranks of the shadowdancers.


History/Relationships:
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 unsubtlety, such investigations have thus far revealed no treachery. Abbathor shuns other nondwarven deities.

Dogma:
Haven's wealth was created for those dwarves crafty enough to capture it by any means necessary. Revel in the possession of all wealth that shines or sparkles, for its pleasing form was meant to bring you pleasure. Greed is good, as it motivates the possession 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.
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Fantom_Phreak
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PostPosted: Tue Sep 23, 2003 4:35 pm    Post subject: Reply with quote

Berronar Truesilver (Intermediate God)
The revered Mother, Mother of Safety

Symbol: Two Silver Rings
Alignment: Lawful Good
Portfolio: Safety, Honesty, Home, Healing, the Dwarven Family,
Records, Marriage, Faithfulness, Loyalty, Oaths
Domains: Good, Healing, Protection
Cleric Alignments: LG,LN,NG
Favored Weapon: “Wrath of Righteousness” Heavy Mace

Berronar Truesilver (bair-oh-nahr troo-sill-vur) is matriarch of the dwarven pantheon. As Moradin's bride, 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 this 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 moral 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 nondwarves 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 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 nondwarves) are invited to join in the festivities. Faenor rarely multiclass, but those who do typically become dwarven defenders or fighters.

History/Relationships:
Berronar has little time for alliances outside the dwarven pantheon, but is on friendly terms with the lead 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 ideal 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, goblinoid, and giant deities rivals that of her husband.

Dogma:
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 no 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.
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PostPosted: Tue Sep 23, 2003 4:36 pm    Post subject: Reply with quote

Clangeddin Silverbeard (Intermediate God)
The Giant Slayer, the Honorable, the Stout Dwarf, Father of Battle, Lord of the Twin Axes, The Rock of Battle

Symbol: Two crossed battleaxes
Alignment: Lawful Good
Portfolio: Battle, War, Valor, Bravery, Honor in Battle
Domains: Dwarf, Good, Law, Strength, War
Favored Weapon: “Giantbane” Battleaxe

Clangeddin Silverbeard (clang-id-den silverbeard) is a stout and well trained warrior. Garnished in embossed plates and brandishing his axe, Clangeddin serves as both a protector of the Dwarven race and of all things good. His manors are that of a wise man, but he can be quiet vain of his skill and valor, which has put him at odds from time to time with his friend and rival Torm. He is also trusted by many Gods to safeguard things important to them when asked, while also swearing to eliminate evil and the giant-kin that may threaten dwarfs.

The church is made mostly of shrines, and mountain cities have harbored temples in his name. The church is well organized, and many of its followers are fighters, knights, and paladins who serve to protect. They have also been known to organize special guards for times of need or requested to protect special occasions, artifacts, and royalty. The followers of Clangeddin are well known as perhaps the most valorous warriors, and trusted guards. They have also been known to willingly accompany followers of Torm on crusades for good and are reported most friendly towards Torm’s church. Though from time to time their rivalry has been shown with public tourneys, spars, races, and drinking contests; and even the outright debate of who is more devoted to serving the better good of all.

Clerics of Clangeddin pray for their spells at high noon. Their known holidays are “The Quelling” and the “Battle of Tethyra”. The Quelling is the one day when all followers of Clangeddin gather at the temples to pray to their god in preparation of a great battle against any giant encampments that threaten their homes. They return only when the giants have been chased from their home or have been wiped out. The Battle of Tethyra is a pilgrimage where Dwarves arrive for one week in the City of Tethyra to celebrate with their friends; the church of Torm, their glorious victory together during the War of Ages against the Scourge God; Bane. Clerics of Clangeddin can, and have multiclassed as paladins or fighters.

History/Relationships: Clangeddin is perhaps one of the oldest dwarven gods next to Moradin. He once gave up his immortality for what he believe the much more proper way to serve good during the “War of Ages” and fought along side Torm when he was mortal. Torm is perhaps his closest ally though one would think other wise when they bicker on occasions, but he is not opposed to helping other good gods. Those he opposes are the gods of darkness and especially Bane due to his adventures.

Dogma:
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Last edited by Fantom_Phreak on Sat Sep 27, 2003 1:54 am; edited 1 time in total
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PostPosted: Tue Sep 23, 2003 4:38 pm    Post subject: Reply with quote

Dugmaren Brightmantle (Lesser God)
The Gleam in the eye, The Errant Explorer

Symbol: Open Book
Alignment: Chaotic Good
Portfolio: Scholarship, Invention, Discovery
Domains: Good, Knowledge, Magic
Cleric Alignments: CG,CN,NG
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 High-harvestide, 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 wizards.

History/Relationships:
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 Brigh-taxe, 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.

Dogma:
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.
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PostPosted: Tue Sep 23, 2003 4:39 pm    Post subject: Reply with quote

Dumathoin (Intermediate God)
Keeper of Secrets under the mountain, The Silent Keeper

Symbol: Faceted gem in a mountain
Alignment: True Neutral
Portfolio: Buried wealth, Ores, Gems, Mining, Exploration, Shield Dwarves, Guardian of the Dead
Domains: Earth, Knowledge, Protection
Cleric Alignments: CN,N,NE,NG,LN
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 gift") 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 accidentally 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.

History/Relationships:
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, nonhostile relationship with the illithid god Ilsensine, though the followers of both gods often clash.

Dogma:
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 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.
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PostPosted: Tue Sep 23, 2003 4:40 pm    Post subject: Reply with quote

Gorm Gulthyn (Lesser God)
Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant

Symbol: Shining bronze mask with eyeholes of flame
Alignment: Lawful Good
Portfolio: Guardian of all Dwarves, Defense, Watchfulness
Domains: Good, Protection, War
Cleric Alignments: LG,LN,NG
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 clanholds 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 then-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 armory 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.

History/Relationships:
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 clanhold, 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,Moradin, whom he considers his closest friends. All hope that the Thunder Blessing and the resurgence of ancient dwarven bloodlines will return strength 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.

Dogma:
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.
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PostPosted: Tue Sep 23, 2003 4:41 pm    Post subject: Reply with quote

Laduguer (Intermediate God)
The Exile, The Gray Protector, Master of Crafts

Symbol: Broken crossbow bolt on a shield
Alignment: Lawful Evil
Portfolio: Magic weapon creation, Artisans, Magic, Gray Dwarves (Duergar)
Domains: Evil, Magic, Protection
Cleric Alignments: LE,LN,NE
Favored Weapon: “Grimhammer” Warhammer

Ever since the duergar branched from their dwarven cousins, Laduguer (laa-duh-gwur) has harbored bitter resentment. The Gray Protector views his cousins in the Morndinsamman as indolent layabouts more concerned with maintaining outdated traditions than with progress and artifice. That's not to say Laduguer is a free thinker - he clings to his own brand of intolerant discipline, weaving a doctrine of obedience to one's leader, empowerment through the exploitation of slaves, enrichment through the creation of magical weapons, and protection through an unforgiving program of stern military preparedness. Strongly xenophobic, Laduguer urges his charges to avoid contact with other races except for limited trade and slave raids.

The duergar recognize no difference between religious and secular authority, making Laduguer's clerics (known as thuldor, a dwarven term meaning "those who endure") the nominal rulers of gray dwarf society. The duergar see their existence as a constant struggle against other Underdark races, and the thuldor form the single constant that has kept the race united and powerful ever since the days when Laduguer's clerics first led the gray dwarves away from their surface brethren. Many temples include sizable stables used in the care and breeding of steeders, large monstrous hunting spiders used as transport by many Underdark races. The duergar, under the guidance of the thuldor, have cornered the market on these highly trainable, versatile beasts of burden, granting the race considerable financial clout it the Night Below. The clerics are expected to serve in the military.

Thuldor pray for spells in the morning, usually before dedicating at least an hour to the concepting, creating or improving of a magical weapon. The duergar enjoy few religious ceremonies of note, as celebration offers a dangerous break to the toil upon which the duergar owe their protracted existence. Clerics of Laduguer seldom multiclass, occasionally becoming Champions of "Torm" or Fighters.

History/Relationships:
No mortal knows the exact reasons behind Laduguer's exile from the Morndinsamman. The gold and shield dwarves claim that he committed unspeakable crimes against his brethren and was only saved from Moradin's great Soulhammer by the temperance and forgiveness of Berronar. The gray dwarves explain the story somewhat differently, painting the Gray Protector as an advocate of a righteous, innovative philosophy that nonetheless so offended the Dwarffather that Laduguer was cast from the pantheon forevermore. Regardless, the Exile is at best tolerated by Dugmaren and Sharindlar; the rest of the Morndinsamman hold him in deep scorn. Deep Duerra, thought of by many as Laduguer's daughter, is his only true ally (and even she hatches multiple schemes against him). His race's dominance of the steeder market has gained him enmity from Lolth, and an ancient dispute with the demon prince Orcus simmers healthily to this day.

Dogma:
The children of Laduguer have rejected the feckless and feeble gods of their forefathers and withdrawn from their lazy once-kin so as not to be tainted by their weaknesses. Strict obedience to superiors, dedication to one's craft, and endless toil are necessary to achieve wealth, security, and power. Nothing is ever easy, nor should it be. Suffer pain stoically and remain aloof, for to show or even feel emotion is to demonstrate weakness. Those who are weak are undeserving and will suffer an appropriate fate. Adversity is Laduguer's forge, and the harsh trails through which the duergar must pass are his hammer blows - endure all and become stronger than adamantine.
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PostPosted: Tue Sep 23, 2003 4:43 pm    Post subject: Reply with quote

Marthammor Duin (Lesser God)
Finder of Trails, Watcher over Wanderers, The Watchful Eye

Symbol: Upright mace in front of a fur-trimmed leather boot
Alignment: Neutral Good
Portfolio: Guides, Explorers, Expatriates, Travelers, Lightning
Domains: Good, Protection, Travel
Cleric Alignments: CG,LG,NG
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 culture 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 clanholds 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 clanholds 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 offer 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 nondwarves) 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 Champions of "Torm" and fighters. Those who dwell in wilderness regions often gain levels in the ranger class.

History/Relationships:
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.

Dogma:
Eschew the illusory safety of the clanhold 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.
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PostPosted: Tue Sep 23, 2003 4:44 pm    Post subject: Reply with quote

Moradin (Greater God)
The Soul Forger, Dwarffather, All-Father

Symbol: Hammer and anvil
Alignment: Lawful Good
Portfolio: Dwarves, Creation, Smithing, Protection, Metalcraft,
Stonework
Domains: Earth, Good, Protection
Cleric Alignments: LG,LN,NG
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 blessing 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 stone") 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 the Thunder Blessing on the 5th day of a new year, for that date is held to be the start of the sudden increase in dwarven births, the Thunder Blessing, a blessing of the Dwarf-father that has brought about a great turnaround in the dwarven race. His clerics commonly multiclass as dwarven defenders, Paladins, or fighters.

History/Relationships:
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.

Dogma:
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.
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Fantom_Phreak
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Joined: Aug 20, 2003
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PostPosted: Tue Sep 23, 2003 4:45 pm    Post subject: Reply with quote

Vergadain (Intermediate God)
Merchant King, the Short Father, the Laughing Dwarf

Symbol: Gold piece
Alignment: True Neutral
Portfolio: Wealth, Luck, Chance, Nonevil thieves, Suspicion,
Trickery, Negotiation, Sly Cleverness
Domains: Earth, Travel, Trickery
Cleric Alignments: CN,N,NE,NG,LN
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 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 nondwarves) 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 faith 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 trademeets, 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.

History/Relationships:
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 Haven.

Dogma:
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.
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