Moradin Sould Forger - Dwarven - Priests - Gods
Moradin is the Creator God of the dwarven race. A god of formidable strength, his weapons and tools, all of which he crafts himself, are unusable by any mortal beings, and even by most other deities (Clangeddin?, the war god, is an exception). Moradin is a god of stone and rock, fire and metal; a stem and uncompromising defender of the dwarven people he created and of the principles of law and good.
Moradin is held in many dwarven creation myths to have been incarnated from rock, stone, and metal, with his soul eternally present in the form of fire. That same fire fueled the forge in which Moradin created the dwarves, and in some myths Moradin breathes fire over the first dwarves to bring them to life. For this reason, forges always bum in Moradin's temples. Should the fire ever be extinguished, and the priests will go to almost any lengths to prevent this happening, the temple must be abandoned, tom down stone by stone, and entirely rebuilt and re-consecrated, usually on a new site.
Moradin is a supremely physical deity. He is strength and force of will embodied, and his weapons, armor and tools are almost extensions of his own incarnate being. Moradin moves through solid rock at will, and in the Seven Heavens Moradin lives within a vast mountain whose secrets no other deity knows (save perhaps for Dumathoin, who senses a few glimpses of them). Dwarves speak in hushed tones of the stonework and craftsmanship within Moradin's home, which far surpasses anything they could ever hope to make. But doing their very best is a basic form of homage to their creator and such work is never to be rushed.
Moradin rules the other dwarven deities sternlv. It is he who banished the derro, the deurgar, and their cowardly gods (as other dwarves see them), smiting them with his hammer and driving them squealing from his own home while his avatars drove the errant races from the lands of the dwarves. Moradin is a harsh, but fair, judge, and he judges dwarves on their achievements. It matters little to Moradin that a dwarf has a good heart, although this is necessary for him to accept one of his people; it is the quality of a dwarf's endeavors which draw the gods approval. Dwarves have many versions of the "pretty is as pretty does" proverb.
Role-playing Notes:
Moradin does not often send an avatar to the Prime Material, since dwarves must work for their own place in the world and their own salvation. Only if oppressed by a numerically overpowering enemy will dwarves receive such aid, but prior to battles Moradin may well give such blessings as strength spells to favored warriors. Omens from Moradin are often warnings, frequently conveyed as the sudden breakage of an item in its crafting (often a weapon).
Gods Information
Alignment: LG
Worshiper's Alignment: LG, any non-evil
Area of Control: Creation, Smithing, Craftsmanship, War
Symbol: Hammer and Anvil
Avatar Information
Moradin's avatar appears as a stem-faced male dwarf with powerful musculature, especially in the upper body, and with flowing black hair and beard. He always wears field plate and carries a large shield and a warhammer. He uses priest spells from any sphere.
Str 22 | Dex 16 | Con 21 | ||
Int 19 | Wis 18 | Cha 20 | ||
MV 12 | SZ M(5')/H(20') | MR 70% | ||
AC -6 | HD 20 | HP 160 | ||
#AT 2 | THAC0 4 | Dmg 3d6+5 (+10) |
Special Att/Def: The avatar cannot be harmed by any forged metal weapons, and is immune to petrification and paralyzation attacks. If the avatar departs by plane shifting, and has been forced to leave combat, a 20' radius area about the point where he was standing is engulfed in an instantaneous vortex of swirling, battering rock and stone (4d10 damage, no save). The avatar can cast stoneskin at will, imprisonment 3/day by touch, and also banish 3/day. He carries a warhammer + 5, wears field plate +5 and a shield +2.
Worshipers Requirements
Requirements: Wis 9+, Str 13+
Alignment: LG
Turning: Turn
Armor: any Metal armor
Weapons: any (see below) Warhammer first
Level Limit: 14
Hit Die: D8
Shamans: ''if there are Shamans for this Diety and the requirements they follow
Requirements: Wis 9+ Str 10+
Alignment: LG, LN, NG
Level Limit: 6
Hit Die: D6
Spheres
Major: All, Combat, Creation Elemental (Earth, Fire), Guardian, Healing, Law, Necromantic, Protection, War, Wards
Minor: Divination
Powers:
1) +2 Cha to other dwarves
5) +2 to hit with warhammer
9) prayer, magic resistance of enemies does not negate effect, 1D3 hp of damage cured for all dwarves within radius of effect at the end of spell duration;
Duties of the Priesthood
Priests of Moradin are charged with the advancement of the dwarven race in all areas of life, the founding of new kingdoms and clan lands, and a wide range of formal ceremonies (marriages, consecrations of forges, temples and other buildings, crowning of monarchs, etc.) and the education of the young, especially in the teaching of history. They maintain genealogies and historical archives, cooperating with Berronar's priests. Adventuring is encouraged in the priesthood, but only adventuring which directly serves the interests of the dwarven race.
Priests of Moradin may only use weapons which they have taken a part in smithing and crafting. Even "mundane" weapons so constructed count as +1 weapons for the purpose of determining which creatures may be affected by them (but no hit or damage bonuses apply).
Known Worshipers
descriptions and or links to characters