Moradin


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Moradin
Greater Power, "Soul Forger, The All-Father"
Pantheon: Dwarvish
AoC: Creation, smithing
Worshippers: Dwarves, smiths
AL: LG WAL: LG, LN, NG
Symbol: Hammer and anvil
Home p/l/r: Mount Celestia/Solania/Erackinor
Allies: Berronar Truesilver, Clangeddin Silverbeard, Dugmaren Brightmantle, Odin
Enemies: Diinkarazan, Diirinka, Gruumsh, Laduguer, Maglubiyet
Favored Weapon: Warhammer
Domains: Artifice, Earth, Good, Law, Protection
Subdomains: Archon, Caves, Construct, Defense, Judgment, Metal
Known Proxies: Telkandir Strongthew (Px/♂ human/P13/LG)

The greatest and most prominent power of the Dwarvish pantheon, Moradin Dwarffather holds the respect of entities across the planes for both his great strength and his prodigious output. A creator deity in more than simply historical role, Moradin stands for the act as both physical and artistic, holding firm against those that would rather see life and great works torn to nothing. He leads the pantheon and encourages its members to pursue their passions with true dwarven intensity, to always remember that life should not simply be about living, but about thriving; about making one's mark on the world, and inspiring others through example.

Moradin's own greatest source of pride is, of course, the dwarven people. He watches over his creations protectively, though despite of the common epithet "All-Father", it's less a parental concern and more one of an artist for their work. He will intervene somewhat more regularly than other powers, more eager to send his proxies or most devout to defend against threats. He truly does care for the dwarves, but to him they are a masterpiece, not a legacy. This can perhaps best be seen through the being prosaically known as the dwarf ancestor. Though Moradin is often willing to dispatch the spirits of the dead to respond to prayers for aid from their descendants, rather than simply allow them manifest, he has them embody themselves through the art of later generations venerating those who have come before. As always, expression is as important as action.

History

See Dwarvish Pantheon.

Soul Forge

Moradin's signature artifact, this forge is located deep within Erackinor, and may be used only by Moradin himself or those granted his blessing. The Soul Forge can be used to craft literally anything the creator can imagine, reforging any material into the desired end product. (Moradin reforging an intruder into a dwarf before sending them on their way is a common tale told about those foolish enough to try to sneak into Erackinor undetected.)

When used as a traditional forge, such work can proceed as normal, though the user finds their every action guided by the pure force of creation embodied by the forge. For anything beyond that, the one working the Forge must be cautious, for they must truly understand their creation at every conceivable level to have success. As described, it will craft whatever the creator can imagine, and exactly that. Creation cannot truly exist without the intent of the creator.

Priesthood

Much as the deity himself, the goals of Moradin's followers are twofold: to defend the creation that is life, and to progress the creation that is art. Making new, beautiful works is considered a holy act amongst Moradin's most faithful, as is discovering the works of others and defending them from those that would destroy them. It is this destruction that so often places dwarf against orc or hobgoblin, both peoples having an aesthetic appreciation that at best clashes with dwarven taste — hobgoblin aesthetics running much more towards a simplicity in form, and orcish culture most often seeing all creation as temporary, placing no special interest on preservation of or attachment to the material and granting them a special joy in destroying or desecrating dwarven works purely for the reaction it elicits.

Justice Hammer of Moradin

The only major sect of note to Moradin distinct from the traditional priesthood is that of the "Justice Hammer", as usually rendered in Common. These priests (more inquisitors in human terms) serve as wandering judges or counselors, resolving disputes and striking against injustice as they roam from dwarven settlement to dwarven settlement. They are bound to the law of their lands from the moment of their "deputization" into the order, studying for years to become experts on the details and intricacies of the legal systems of all lands they may end up finding themselves in, while never letting their training at the forge slack in the process. While occasionally Justice Hammers of Moradin are drawn from the laity, the majority of them are priests or paladins of Moradin who have found a special dedication to fighting against threats to the stability of their people.

Dogma

Create. Express. Inspire. Remember.

References

  • Deities & Demigods (3e), pp.83-84
  • Dragon #328 - Paragons of the Kindred, pp.28-29
  • Monster Manual 4, pp.52-54
  • On Hallowed Ground, pp.76-83
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