Dwarven Pantheon

Started by Mr. Cheez-It, September 28, 2005, 01:39:54 AM

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Mr. Cheez-It

All are now unresponsive aside for Abbathor, Deep Duerra and Laduguer

Collectively, the dwarven pantheon is refereed to as the Morndinsamman, which translates as either “shield brothers on high” or “high dwarves.”  The pantheon is led by Moradin, the creator of the dwarves:

Abbathor, Berronar Truesilver†, Clangeddin Silverbeard†, Deep Duerra, Dugmaren Brightmantle†, Dumathoin†, Gorm Gulthyn†, Haela Brightaxe†, Laduguer, Marthammor Duin†, Moradin†, Sharindlar†, Thard Harr†, Vergadain†

†Unresponsive (does not grant spells)


Mr. Cheez-It

Abbathor



Great Master of Greed, Trove Lord, Wyrm of Avarice
Symbol: Jeweled dagger
Home Plane: Dwarfhome
Alignment: Neutral evil
Portfolio: Greed
Worshipers: Dwarves, misers, rogues, shadowdancers
Favored Weapon: "Heart of Avarice" [diamond-bladed dagger] (dagger)

Cleric Alignments: CE, NE, LE
NwN Domains: Dwarf, Evil, Trickery, Luck, Trade

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 unsubtly, such investigations have thus far revealed no treachery. Abbathor shuns other nondwarven deities.

Dogma: Toril'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.

Mr. Cheez-It

Berronar Truesilver



The Revered Mother, Mother of Safety
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
Favored Weapon: "Wrath of Righteousness" (heavy mace)

Cleric Alignments: LG, LN, NG
NwN Domains: Dwarf, Good, Healing, Law, Protection

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.

Mr. Cheez-It

Clangeddin Silverbeard



Father of Battle, Lord of the Twin Axes, The Rock of Battle
Symbol: Two crossed battleaxes
Home Plane: Dwarfhome
Alignment: Lawful good
Portfolio: Battle, war, valor, bravery, honor in battle
Worshipers: Barbarians, dwarven defenders, dwarves, fighters, monks, paladins, soldiers, strategist, tacticians, warriors
Favored Weapon: "Giantbane" (battleaxe)

Cleric Alignments: LG, LN, NG
NwN Domains: Dwarf, Good, Law, Strength, War

History/Relationships: Clangeddin allies with all members of the Morndinsamman 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 dwarven deities and treats Haela as a daughter and protege. 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).

Dogma: 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.

Mr. Cheez-It

Deep Duerra



Queen of the Invisible Art, Axe Princess of Conquest
Symbol: Broken illithid skull
Home Plane: Hammergrim
Alignment: Lawful evil
Portfolio: Psionics, conquest, expansion
Worshipers: Dwarves, fighters, psionicists, travelers in the Underdark
Favored Weapon: "Mindshatter" (battleaxe)

Cleric Alignments: LE, LN, NE
NwN Domains: Dwarf, Evil, Law, War

History/Relationships: Moradin immediately exiled her upon her apotheosis; Deep Duerra has no friends among the Morndinsamman. Certain myths suggest Laduguer was her father, but the two share remarkably little compassion for one another. Nominally allies, they scheme against each other endlessly, with Duerra chafing at Laduguer's bitterness and resentment. After centuries of only middling success under his patronage, Duerra is a hair away from attempting to depose him as the prime deity of the gray dwarves. The illithid god-brain Ilsensine hates Duerra for the many thefts of psionic energy and information the Axe Princess has stolen from it.

Dogma: The children of Laduguer shall conquer the earth and stone from which they sprang and the voids in which they dwell. The seizing of new lands, new wealth, and new servitors is the manifest destiny of those who mine the Night Below. Magic is weak, unreliable, and unsubtle when compared to the powers of the mind unless bequeathed and steadied by the will of the gods. By means of the Invisible Art, the duergar shall destroy or enslave all those reliant upon petty magics to survive.

Mr. Cheez-It

Dugmaren Brightmantle



The Gleam in the Eye, the Errant Explorer
Symbol: Open book
Home Plane: Dwarfhome
Alignment: Chaotic good
Portfolio: Scholarship, invention, discovery
Worshipers: Artisans, dwarves, loremasters, runecasters, scholars, tinkers, wizards
Favored Weapon: "Sharptack" (short sword)

Cleric Alignments: CG, CN, NG
NwN Domains: Chaos, Dwarf, Good, Knowledge

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 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.

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.

Mr. Cheez-It

Dumathoin



Keeper of Secrets under the Mountain, the Silent Keeper
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
Favored Weapon: "Magmahammer" [mattock] (maul)

Cleric Alignments: CN, N, NE, NG, LN
NwN Domains: Cavern, Dwarf, Earth, Knowledge, Metal, Protection

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.

Mr. Cheez-It

Gorm Gulthyn



Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant
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
Favored Weapon: "Axegard" (battleaxe)

Cleric Alignments: LG, LN, NG
NwN Domains: Dwarf, Good, Law, Protection, War

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.

Mr. Cheez-It

Haela Brightaxe



Lady of the Fray, Luckmaiden
Symbol: Unsheathed sword wrapped in two spirals of flame
Home Plane: Dwarfhome
Alignment: Chaotic good
Portfolio: Luck in battle, joy of battle, dwarven fighters
Worshipers: Barbarians, dwarves, fighters
Favored Weapon: "Flamebolt" (greatsword)

Cleric Alignments: CG, CN, NG
NwN Domains: Chaos, Good, Dwarf, War, Luck

History/Relationships: 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 interested in luck) and in response the Trove Lord has been sending greater and more terrible threats her way.

Dogma: Through battle, you find validation, liberation, 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, the 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.

Mr. Cheez-It

Laduguer



The Exile, the Gray Protector, Master of Crafts
Symbol: Broken crossbow bolt on a shield
Home Plane: Hammergrim
Alignment: Lawful evil
Portfolio: Magic weapon creation, artisans, magic, gray dwarves
Worshipers: Dwarves, fighters, loremasters, soldiers
Favored Weapon: "Grimhammer" (warhammer)

Cleric Alignments: LE, LN, NE
NwN Domains: Dwarf, Evil, Law, Magic, Metal, Protection

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. Regard less, 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.

Mr. Cheez-It

Marthammor Duin



Finder-of-Trails, Watcher over Wanderers, the Watchful Eye
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
Favored Weapon: "Glowhammer" (heavy mace)

Cleric Alignments: CG, LG, NG
NwN Domains: Dwarf, Good, Protection, Travel

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.

Mr. Cheez-It

Moradin



The Soul Forger, Dwarffather, All-Father
Symbol: Hammer and anvil
Home Plane: Dwarfhome
Alignment: Lawful good
Portfolio: Dwarves, creation, smithing, protection, metalcraft, stonework
Worshipers: Dwarven defenders, dwarves, engineers, fighters, miners, smiths
Favored Weapon: "Soulhammer" (warhammer)

Cleric Alignments: LG, LN, NG
NwN Domains: Dwarf, Earth, Good, Law, Protection

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.

Mr. Cheez-It

Sharindlar



Lady of Life and Mercy, the Shining Dancer
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
Favored Weapon: "Fleetbite" (whip)

Cleric Alignments: CG, CN, NG
NwN Domains: Chaos, Dwarf, Good, Healing

History/Relationships: 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.

Dogma: 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.

Mr. Cheez-It

Thard Harr



Lord of the Jungle Deeps
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
Favored Weapon: Clawed gauntlet (spiked gauntlet)

Cleric Alignments: CG, CN, NG
NwN Domains: Animal, Chaos, Dwarf, Good, Plant

History/Relationships: 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.

Dogma: 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.

Mr. Cheez-It

Vergadain



Merchant King, the Short Father, the Laughing Dwarf
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
Favored Weapon: "Goldseeker" (longsword)

Cleric Alignments: CN, N, NE, NG, LN
NwN Domains: Dwarf, Luck, Trickery, Trade

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 Faerun.

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.