Courtesy of Stonebar:
Dwarven gods - Mordinsamman
Collectively, the Dwarven deities (except Deep Duerra and Laduguer) are known as the Mordinsamman.
Godly stats: ( Power level ) - (G) Greater, (I) intermediary, (L)lesser-. [ Alignment ] are by initials.
* Important note: Baldur's Gate the Sword Coast Chronicles takes place before the "Time of Troubles"
Moradin (G) [LG]:god of dwarves, creation, smithing, protection, metal craft, stonework.
His titles include Soul Forger, Dwarf father, the All-Father, and the Creator.
Domains allowed in game: Earth, Good, Law, Protection.
Alignment range: LG - LN - NG
Favored weapon: Warhammer
Symbol: Hammer and anvil
He is head of the Mordinsamman creating the first dwarves out of earthen materials and tutored them in Dwarven ways. Moradin is a stern and uncompromising defender of the Dwarven people and of the principles of law and good, he is a harsh but fair judge.
Followers believe wisdom is derived from life tempered with experience, and seek to emulate both his principles and his workmanship in smithcraft, stoneworking, and other tasks. Advance the Dwarven race in all areas of life. Innovate with new processes and skills, and test and work them until they are refined and pure. Found new kingdoms and clan lands, defending those that already exist from internal and external threats. Lead the Stout Folk in the traditional ways laid down by the Soul Forger. Honor your clan leaders as you honor Moradin.
Clerics are known as Sonnlinor loosely translated as “those who work stone“. They honor traditional ways, perceived as prototypical Dwarves and as the mortal manifestations of their god. Most wear flowing, shining robes of woven wire of electrum treated with blueshine, silvered (everbright) helms, and silverplated war hammers. Before the Time of Troubles all his priests were male dwarves.
Holy days fall during the crescent moon where he is worshipped at forges and hearths. In addition, any High Forgesmith can declare a holy day at any time, and often does so as a way of celebrating a local event. Melted metals are sacrificed to him monthly.
Berronar Truesilver (I) [LG]: goddess of safety, honesty, home, healing, the Dwarven family, records, marriage, faithfulness, loyalty, and oaths.
Known as the Revered Mother; the Mother goddess; Matron of Home and Hearth; Mother of Safety, Truth, and Home.
Domains allowed in game: Good, Healing, Law, Protection.
Alignment range: LG - NG - LN.
Favored weapon: Morningstar.
Symbol: Two silver rings
Berronar is Moradin's bride and as such the matriarch of the Dwarven pantheon. The Revered Mother acts as an authority figure for the other Dwarven gods and she uses her skills in negotiation and her calm demeanor as a way to keep the pantheon unified when tensions rise. Believes in archiving lore, traditions and family histories of the Dwarves. Acting as teachers and healers they aim to further the good health and good character of the Dwarven race. Serving as the moral compass of the Dwarves they can be very conservative and do not tolerate foolhardiness and controversial ideas in young Dwarves.
Clerics are called Faenor "those of the home", they wear silver tented clothing and armor. Faenor serve as the guardians and protectors of Dwarven clans. They organize most marriages. In the rigid church structure, every cleric knows his or her place, and every clan's church is built to look alike. This is done so visitors from other clans know exactly where they fit in. Berranor runs her church like a strict, but loving mother. Before the Time of Troubles all her priests were female dwarves.
Each year, offerings of silver are made to Berronar, usually coupled with a small white flower as to show appreciation for Berronar's motherly love towards all dwarves. On Midwinter Day they hold fantastic celebrations below ground. On Midsummer Night they hold organized celebrations above ground, they also invite members of friendly neighboring communities and travelers, rarely non-Dwarven though.
Clangeddin Silverbeard(CLAN-gehd-din) (I) [LG]: god of battle, war, valor, bravery, honor in battle.
Known as the Father of Battle, Lord of the Twin Axes, the Giantkiller, the Goblinbane, the Wyrmslayer, the Rock of Battle.
Domains allowed in game: Good, Law, Strength, War.
Alignment range: LG - NG - LN.
Favored weapon: Battle axe
Symbol: Two crossed battle axes
He delighted in battle, although he dose not tolerate treachery or deceit, and he expected his followers to do the same. He and his followers hate giants and train their fellow Dwarves in special ways to fight them.
To them the finest hours of Dwarvenkind come in the thrusts and feints of war. Seize the opportunity to defend you kin, and prepare tactically to ensure their victory wherever conflicts erupts. 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 if necessary for victory the greatest honor is to sacrifice oneself for the cause on the field of battle in service to a righteous cause in protecting as many other Dwarves as possible. When not fighting prepare for next conflict physically, tactically, and by acquiring resources. Attack hill giants whenever possible and other evil giants whenever necessary
Clerics are called Alaghor ("those who demonstrate valor in battle"), and tent their armor and helms silver. They lead in frenzied war chants during battle. Known as
Ehontar ("songs giving fear to the hearts of the craven") these low, droning songs bolster the spirits of nearby Dwarves. They teach and learn the art of forging armor and weapons, and practice military training each day. Before the Time of Troubles all his priests were male dwarves.
He is worshipped before or on an anniversary of a great battle, and even during those battles. Weapons coated with ones own blood are sacrificed to him in honor.
Dugmaren Brightmantle (DUHG-mah-ren) (L) [CG]: god of scholarship, invention, discovery.
Also called The Gleam in the Eye, the Wandering Tinker, the Errant Explorer.
Domains allowed in game: Chaos, Good, Knowledge, Protection.
Alignment range: CG - CN - NG
Favored weapon: Short Sword
Symbol: Open book
Believe 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, and be a teacher to all. Seek to recover lost knowledge, and apply it in the world of today. Try new methods of doing things just for the joy of experimenting. Followers are viewed with a certain measure of distrust by most Dwarves, and few like to spend to much time around them. While well regarded, their quixotic behavior is tiring to the orderly mindset common to Dwarves, also many fear getting caught up in the spectacular failure of yet another experiment. Often whispered when ever something new is revealed.
Clerics are called Xothor “seekers unknown knowledge” Dugmaren's clerics are scholars, teachers, and travelers. They prefer plain, white, homespun garments with vibrant sashes a handbreadth in width, while adventuring they favor light armor and weapons. The High Old Ones of the faith wear simple silver circlets. They carry silver lockets resembling open books as holy symbols; small bits of lore are often kept inside.
Greengrass and Higharvestide are the only holy days regularly celebrated. Beginning with hours of private early-morning introspection, usually spent staring into a single lit candle. Meditations are followed by a day-long convocation of scholars. Before the Time of Troubles all his priests were male dwarves, or male gnomes.
Dumathoin (DOO-muh-THOE-in) (I) [N, LN leanings]: god of buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead.
Also called the Keeper of secrets under the mountain, the Silent keeper, and the Mountain shield.
Domains allowed in game: Earth, Good, Law, Protection, Cavern.
Alignment range: N - LN - NG - CN - NE
Favored weapon: Warmace
Symbol: Faceted gem inside a mountain
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, uncover the treasures of the earth without marring the natural beauty of the tunnels and mines. Beauty is in the discovery and the Grafting, not the holding. Keep the places of our dead inviolate and well tended; the noble ancestor of our race will neither be robbed nor mocked through the actions of thieves and defilers.
Cleric called “Talhund” loosely translated Dumathoin's hidden gifts. His Clerics supervise mines, ensuring they are safe, and secure from monsters. They also help with subterranean agriculture. Their morticians, and protectors of the dead, preparing them for the next life, and abide no undead creatures, especially those that take the form of dwarves, thus mocking the creation of Moradin. They keep their heads bare, and favor earth-brown colors whether armor or mining gear. Before the Time of Troubles all his priests were male dwarves.
On new moons and the days before and after are considered holy. They are known collectively as the Deepstone Triad, for the moon is considered to be hidden deep beneath the surface during this time. Sacrifices of gems are pulverized and mixed with certain herbs and fungal secretions to derive a paste that aids in the growth of luminous fungi, mushrooms, and edible deep-mosses. Special holy days known as Splendarrsonn can be decreed by a High Old one of the faith, usually when dwarves discover a major new lode, lost subterranean treasure cache or delve, or something of the sort.
Gorm Gulthyn (L) [LG]: god of guardian of all dwarves, defense, watchfulness.
Known as Fire Eyes, the Golden Guardian, the Sentinel, Lord of the Bronze Mask, the Eternally Vigilant.
Domains allowed in game: Good, Law, Protection, War.
Alignment range: LG - LN - NG
Favored weapon: Dwarven Waraxe
Symbol: Shining bronze mask with eyeholes of flame.
They believe you should 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 honored for generations.
Clerics are called Barakor, loosely translated as “those who shield” they favor red and black cloaks and helms, worn over armor of the finest metal and type available. Regardless of the status of those they defend, they were all willing to sacrifice themselves, also known as "paying Gorm's greatest price". Gorm's temples were typically plain stone constructions, which featured a central altar that contained the remains of a fallen Barakor. Most of his temples also contained a small armory and were well defended from possible attackers. Before the Time of Troubles all his priests were male dwarves.
Each festival they celebrate holy days with tedious procedures containing formal salutes, rhythmic grounding of weapons, and didactic, chanted prayers. Offerings are weapons used, even broken, in the service of guardianship anointed with tears, sweat, and drops of blood of the dwarf making the offering.
Haela Brightaxe (D) [CG]: goddess of luck in battle, joy of battle, Dwarven fighters.
Also called the Lady of the Fray or the Luckmaiden.
Domains allowed in game: Chaos, Good, Luck, War.
Alignment range: CG - CN - NG
Favored weapon: Greatsword
Symbol: Unsheathed sword wrapped in two spirals of flame.
They feel through battle there is validation, liberation, and exultation. Rejoice the power of your swing in battle, the sound of your weapon smiting a worthy foe, and the challenge of the fray.
Clerics are called Kaxanar translated as “blood maidens” they favor armor of plain steel-gray, with an over cloak of scarlet and crimson footwear. An open-faced helm is always worn . During their prayers they also trace the elaborate ritual scarring carved into their forearms upon initiation into the order. Most show geometric patterns, but a few iconoclasts carve profanities or lewdness. (Before the Time of Troubles all her priests were female dwarves. After the Time of Trouble most of her clergy are females, but the few men do not seem to have a problem with the feminine title.) Kaxanar cared little for the rules of Dwarven society and build their temples wherever conflict was to be found regularly built in ruins regardless of the previous owner. Most temples also serve as armories, and are rigged so no temple could fall into enemies hands.
On Greengrass, they celebrate the Time of Spawning, they chant and shatter captured enemy weapons. Axe Held High, followers gather to see an image of her greatsword in the sun. Commemoration of the Fallen is held with the Feast of the Moon, all dwarves and non-dwarves who fell in defense of Moradin's children are remembered.
Marthammor Duin (Mar-THAM-more DOO-ihn) (L) [NG]:god of guides, explorers, expatriates, travelers, lightning.
Called the Finder-of-Trails, Watcher over Wanderers, the Watchful Eye.
Domains allowed in game: Earth, Good, Luck, Protection, Travel.
Alignment range: NG - CG - LG
Favored weapon: Morningstar
Symbol: Upright mace in front of a fur-trimmed leather boot.
He approaches life curious to see what lies beyond the horizon and always willing to trade stories of travels. His is the rare spirit of Dwarven exploration, and the spark of curiosity his followers associate with bursts of lightning. He teaches hope, and also that Dwarves must adapt and learn to live in harmony with other good races, particularly humans. That Dwarves must be encouraged to emerge from the illusory safety of their hidden delves and find true security in fellowship with others. Help fellow wanders and sojourners in the world, giving all that is needful. Guide those who are lost and guard those who are defenseless. Seek out new ways and new paths, and discover the wide world in your wanderings. Herald the way of newfound hope.
Other members of the Dwarven pantheon often see Marthammor's behavior as 'antics' and hope his interest in the world above will soon pass.
Clerics volamtar "blazers of fresh trails". garb themselves in gray robes and maroon over tunics emblazoned on both the front and back with a Watchful Eye beneath this symbol. He broke with the Dwarven tradition of having priests be the same gender as their deity long before the Time of Troubles.
They celebrate numerous holy days during the year, as well as each festival day, midwinter, and the ninth day after are considered holy. Years featuring Shieldmeet see much celebration, with the public, including non-Dwarves, being invited to attend. At least once a year for each worshiper, followers must burn used ironwork and Dwarf-made footwear in homage.
Sharindlar (I) [CG]: goddess of healing, mercy, romantic love, fertility, the moon, dancing.
Known as the Lady of Life and Mercy, The Shining Dancer.
Domains allowed in game: Chaos, Good, Healing, Moon, Trickery.
Alignment range: CG - NG - CN
Favored weapon: Flail
Symbol: A flame rising from a steel needle.
They believe you must be merciful in speech and deed. Bring relief and healing where needful. Temper anger and hostility with constructive and charitable endeavor. The children of Moradin must live in safety and propagate. Maintain and encourage the traditional rites of courting and marriage. Celebrate the endless, joyous dance of life by living it to the fullest. Sharindlar restores the fertile seed of Dwarven life, while Berronar protects the fruit.
When a Dwarf is struck down in combat, he often utters prayers to Sharindlar, making no secret his veneration of this benevolent goddess. When Dwarves abandon their taciturn moods for an evening of dance, or when a hardened warrior softens to accept the vows of marriage to his childhood love, Sharindlar is invoked as a deity of gaiety, romance and dance.
Clerics called Thalornor or "those who are merciful". They spend most of their time ministering to the needs of the sick or injured within Dwarven communities. Sharindlar represents a side of Dwarven life rarely observed by outsiders. As of late her command of fertility has expanded her clergy's influence over animal husbandry along with the developing of new varieties of crops. Before the Time of Troubles all her priests were female dwarves.
Ceremonies are often held when the moon begins to wax, at Greengrass, Midsummer Night and whenever the moon is full. Secret from the out side world, Dwarves dance around a natural pool, chanting to the Lady of Mercy while casting gold items into a sanctified cauldron.
Vergadain (I) [N]: god of wealth, luck, chance, non-evil thieves, suspicion, trickery, negotiation, sly cleverness.
Known as the Merchant King, the Trickster, the Laughing Dwarf, the Short Father.
Domains allowed in game: Earth, Luck, Knowledge, Trickery, Trade.
Alignment range: N - NG - LN - CN - NE
Favored weapon: Longsword
Symbol: Gold piece.
They believe they can live life to its fullest, work hard with your hands and mind, be clever, save, tithe, spend your riches to encourage more trade, treat others with respect, but shirk not your responsibility to try to strike a deal better for you than for them-to not try would be to leave the gifts that Vergadain gives you idle. Their very legal-minded contracts and deals or iron clad.
Clerics are called Hurndor, loosely translated as “those who trade“. They favor rich wear of obvious cost, often gold and deep purple, studded with gems, and strings of coin. They are dedicated to furthering Dwarven commerce, and trade. They are expected to be personally wealthy, while also ensuring that some of their wealth is dedicated to keeping the local temple filled with treasure. Before the Time of Troubles all his priests were male dwarves.
Holy days are called coin festivals. Followers typically seek to earn as much coin as they can before such ceremony, and in last-minute bargains. Done to earn status in garish displays of personal wealth and large tithes. These are held on the days before and after a full moon, on Greengrass, and any day proclaimed holy by a Merchant Prince. Offerings of gold are made once a month at such coin festivals.
Thard Harr (thard harr) (L) [CG]: Wild Dwarves, Jungle Survival. Hunting.
Known as the Lord of the Jungle Deeps.
Domains allowed in game: Animal, Chaos, Good, Plant
Alignment range: CG - NG - CN.
Favored weapon: Kukri
Symbol: Two crossed scaly clawed gauntlets of silvery-blue metal.
Patron of the wild Dwarves who inhabit the jungles of Faerun (notably Chult). Followers are suspicious isolationist, and they rarely willingly interact with outsiders. Only the most proven over a long time can gain their trust. So deeply ingrained in wild Dwarf society most remain completely ignorant of the rest of the Morndinsamman, a failing Thard does nothing to ameliorate.
Thard's clerics and druids, known as vuddor ("those of the jungle") They lead in prosperous hunts, and act as generals for loosely organized Wild Dwarf armies, and speak for the society as a whole. Locations of great natural beauty are his halls of worship. Thard Harr ceased following the dwarven traditions about clergy and gender long ago.
On nights of full or new moons, calls together numerous hunting bands. The chanting, drumming, and screams frighten off even the bold. They offer up blood sacrifices of captured dinosaurs or intruders. Such sacrifices are nearly always consumed by the participants in an effort to achieve closeness with their godly benefactor.
His image is a tattooed, pot-bellied, feral looking creature that few would suspect is member of the Morndinsamman. Though distances from his kin both emotionally and geographically, he nonetheless shares the blood of Moradin.
Abbathor (ab-bah-thor) (L) [NE]: god of Greed
Known as Great Master of Greed, Trove Lord, the Avaricious, Wyrm of Avarice
Domains allowed in game: Evil, Fury, Luck, Trickery, Trade.
Alignment range: NE -CE - LE
Favored weapon: Dagger
Symbol: A downward pointing dagger with a gem-encrusted hilt.
They believe seek to acquire all that shines or sparkles, and revel in the possession of such. The wealth of Toril was created for those dwarves strong and crafty enough to acquire it by any means necessary 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, nor conspire against the favored of Abbathor, for strife in the name of avarice weakens the clan.
Abbathor particularly hates Dumathoin and Moradin for denying him his rightful place, secretly working against both. He hates Clangeddin's self-righteousness and insults, and Clangeddin returns the favor. Berronar loathes his deceitfulness, and Dumathoin shields treasures to his unending frustration. Unlike Laduguer, Abbathor is tolerated, although none trust him. Ye he has sided with them when threats appeared from outside. He never helps nondwarven deities or being, with the exception of Task the draconic god of greed.
Clerics of Abbathor are known as Aetharnor "those consumed by greed" They favor dressing in a brilliant scarlet. Over this they wear leather armor with leather caps (never helms). Clergy never wear wealth openly: "The best is always hidden.".
religious celebration are solar eclipses, volcanic eruptions, or any natural phenomenon blocking the sun during the day, and to hatch larcenous schemes. Annually they sacrifice a Dwarven enemy (Ranging from orcs, to elves) opening the ribcage "Abbathor's purse," which they cast coins and gems, then burnt as offering.