Moradin

The Soul Forger, Dwarffather, The All-Father, The Creator
Intermediate Power of the Seven Heavens of Mount Celestia

Symbol: A hammer and anvil
Home Plane: Celestia/Solania/Erackinor
Alignment: Lawful good
Portfolio: Dwarves, creation, smithing, protection, metal craft, stonework
Alias: none
Superior: none
Allies: Corellon Larethian, Cyrrollalee, Flandal Steelskin, Garl Glittergold, Geb, Gond, Helm, Kossuth, the Morndinsamman (except Abbathor, Deep Duerra, and Laduguer), Torm, Tyr, Yondalla
Foes: Abbathor, Deep Duerra, Laduguer, the goblinkin and evil giant pantheons
Core Worshipers: Dwarves
Worshipers: Dwarven defenders, dwarves, engineers, fighters, miners, smiths
Cleric Alignments: LG, LN, NG
Domains: Creation* (CD), Earth, Fire, Good, Law, Protection, Strength, War.
Favored Weapon: Soulhammer (+5 holy lawful returning throwing warhammer)

Description: 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.

Moradin usually appears as a stern-faced male dwarf with a powerful build. His upper body is particulary robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer. His warhammer is a weapon and a tool, called Soulhammer. Moradin forged the first dwarves out of metal and gems and breathed life into them.

Dogma: Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stone working, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by the Soul Forger. Honor your clan leaders as you honor Moradin.

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

Cleric Training: Many of Moradin’s clerics have parents and grandparents who were also clerics of the Soul-Forger, so many clerics train for their calling from childhood with a father or mother as teacher.

Quests: Defense of dwarven civilization—and the traditions that make it strong—is paramount to followers of Moradin. They protect new mines from goblinoid invaders, track down a lost line of dwarven warrior-kings, and journey to the Elemental Plane of Fire to light a forge that tempers a new artifact.

Prayers: Moradin’s prayers are replete with references to metals and smithing. One of the most common prayers for intercession begins, “You burn the dross from me, but the iron remains.”

Temples: At the center of every temple to Moradin is a massive forge, where the weapons and armor that defend the dwarven people are made. The best weaponsmiths in the world probably work in Moradin’s temples.

Rites: Genealogy and heritage are important aspects of Moradin’s rites. A funeral for a Moradin worshiper is a grand, solemn spectacle, with chants that describe the lineage of the deceased stretching back thousands of years.

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. That same fire fueled the forge in which Moradin created the Stout Folk and, in some myths, Moradin breathes fire over the first dwarves to bring them to life. 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.

Herald and Allies: A 20th-level celestial dwarf fighter (or 10th-level fighter/10th-level dwarven defender) is Moradin’s herald. Allies are hound archons, trumpet archons, and planetars.

Relics: Axe of ancestral virtue, shield of the resolute

Gods of the Flanaess

Moradin

Greyhawk Samaryllis Samaryllis