Dwarves

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Dwarves

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The fantastic Races of Faerûn, a joint effort overseen by Eric L. Boyd, Matt Forbeck, and James Jacobs, opens with the following:
Faerûn is home to hundreds of intelligent peoples, divided into thousands of tribes, clans, nations, and ethnicities. Some of these races are monstrous predators armed with terrible powers and some are bloodthirsty marauders who terrorize more civilized folk, but most are good-hearted folk who wish to live in peace in whatever manner they find most prosperous and fulfilling. This great diversity in physical nature, magical talent, beliefs, and values creates an incredible patchwork of cultures that spans the entire continent, a tapestry so complex and wondrous that no one mortal can hope to ever comprehend it in its entirety. (Page 3)
In BALDUR'S GATE: THE SWORD COAST CHRONICLES we try to accurately reflect the setting's wonderful diversity of races by allowing players to select from a vast number of character races (24 to be exact). Because not everyone who plays here has access to the same amount of information, this thread, its subsequent posts, and its related threads, exist to give you a solid introduction to the races that you can elect to play:

Below, we cover dwarves (gold, gray, and shield). In similar threads, we look at elves (from drow to wood elf), gnomes (deep and rock), halflings, half-orcs, humans, planetouched, and gray orcs. It is our hope that the information provided here will allow you to make the most of your roleplaying experience.
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Re: Dwarves of the Sword Coast

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DWARVES
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Dwarves are hardy, enduring folk, who are "as natural a part of Faerûn as the mountains themselves." (FRCS, 9) (1)

Some scholars posit that the first dwarves to come to Faerûn, millennia ago, came from another plane of existence as part of a great migration. However, this was so long ago, that little evidence of this exists today.

In BG:TSCC's timeline, the dwarven people have undergone a period a decline due to their "endless wars with orcs and their kin." (FRCS, 9) However, less than fifty years ago:
[In] the Year of Thunder (1306 DR) (2), the great god Moradin bestowed a new blessing upon his people. The dwarves tell different stories about the source of this blessing, which they refer to as the Forge or the Thunder Blessing. Some say that it was the result of a mighty quest by a dwarven heroine. Others say that Moradin had planned to reforge his peoples' souls all along. Whatever the source of the blessing, the birthrate among dwarves has soared until it is now fully half as high as that of a young and vigorous human land. (FRCS, 9)
The new generation wrought from this blessing is commonly referred to as the thunder children, and "nearly a fifth of dwarven births after the Thunder Blessing have resulted in identical or fraternal twins." (FRCS, 9) Unlike their ancestors, these newborn dwarves are less fearful of magic, and more adventurous than their predecessors; as such:
In the past few years, these thunder children have come of age, and dwarves are once again a common sight in Faerûn. Many young and stout folk leave their homes in groups of a hundred or more to found new clans in hills unclaimed by other dwarves. [And] others have chosen to wander the world, seeking glory and wealth. (FRCS, 9)
Of the dwarven subraces, the three that players can elect to play in BG:TSCC are gold dwarves, gray dwarves, and shield dwarves.
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From left to right: an arctic dwarf, a gold dwarf, a shield dwarf, a duergar (gray dwarf), an urdunnir, and a wild dwarf.
(1) FRCS: Forgotten Realms Campaign Setting.
(2) It is currently 1345/1346 in BG:TSCC's timeline.
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Re: Dwarves of the Sword Coast

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GOLD DWARVES

Regions: Dragon Coast, Dwarf (gold), Unther, Western Heartlands. Gold dwarves native to the Great Rift should select the gold dwarf region.

Gold Dwarves are the dominant subrace of dwarves in southern Faerûn.

APPEARANCE:
Averaging 4 feet tall and weighing as much as an adult human, gold dwarves are stocky and muscular. The skin of a gold dwarf is light brown or deeply tanned, and their eyes are usually brown or hazel. Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and mustaches. Hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses. (RoF, 11)
PERSONALITY:
Like their northern kin, gold dwarves harbor a great deal of pride, both in their own accomplishments and those of their ancestors. They also share the philosophy that anything worth doing is worth doing well, and that the natural world is but raw material to be worked into objects of great beauty. Unlike the beleagured shield dwarves, gold dwarves have not faced a serious challenge to their way of life in thousands of years. Confident and secure in their isolated realm, gold dwarves do not have the pessimism or fatalism of their shield dwarven brethren. To the contrary, having seen the rise and fall of countless elven, human, and shield dwarven empires, their endurance has fostered a deep-seated belief that their traditions and culture are superior to those of all other races. (RoF, 11)
OUTLOOK: The average gold dwarf's worldview is as follows:
Gold dwarves measure others by how much honor and wealth each individual garners as well as the status of his or her bloodline and clan. To gold dwarves, life is best lived through adherence to the ancient traditions of the Deep Realm. The very persistence of their own way of life indicates that other short-lived cultures are inherently flawed. As such, those who lack a meaningful cultural tradition or reject their elders' dictates are untrustworthy and possibly dangerous.

From birth, gold dwarves are taught to conform to the traditional structures of their society. Every important decision, from choice of profession to their mate, is dictated by the circumstances of their birth. Those who do not act honorably in their dealings are shunned from an early age, breeding a tremendous societal pressure to fit in.

Gold dwarves lack the longstanding tradition of adventuring found in their shield dwarf cousins in the north. However, population pressures induced by the Thunder Blessing have given birth to a new generation of gold dwarf adventurers. Most gold dwarves who wander beyond the familiar confines of the Deep Realm do so in order to found new strongholds of their own, but many find the lure of adventuring hard to ignore once it has entered into their blood. (RoF, 12) (3)
SOCIETY:
Gold dwarf culture does not exhibit a great deal of variability, the result of generations of gold dwarves insulated from outside influences. Class and clan divisions are strong among gold dwarves, and great importance is attributed to bloodlines when ascribing social status. However, the Deep Realm is so swamped with petty, decadent royals and nobles that little real power is invested in anyone but the governing council of clan elders. Commerce and craftsmanship both play an important role in gold dwarf society, as does the never-satiated grasping for more riches. Pride and honor play an important role in all aspects of daily life, for disgrace applies not only to oneself, but also to kin, clan, and long-dead ancestors.

Gold dwarves are raised in tight family units, but clan elders play an important oversight role in the upbringing of every child. Book learning is common, as is an apprenticeship to learn a trade. All adults are expected to support themselves and their family as well as bring honor and riches to the clan. Ostentatious displays of wealth are important for maintaining one's prestige, so poorer gold dwarves often scrimp and save to keep up appearances. As gold dwarves age, they are accorded increasing respect for their wisdom. Clan elder form a ruling gerontocracy that strongly enforces traditional practices. Families and clans are expected to honor their elders in death with elaborate funeral rites and tombs befitting the deceased's reputation.

Outside the Deep Realm, gold dwarves hold themselves apart, forming small, insular enclaves that attempt to replicate traditional clan life. Few gold dwarves have any interest in adopting local practices except where it furthers their ability to hawk their wares. (RoF, 12)
RELIGION:
Gold dwarves have venerated the dwarven deities of the Morndinsamman [the dwarven pantheon] since the founding of Bhaerynden [the original dwarven homeland], but centuries of relative isolation and security have made their culture far less religious in nature than their shield dwarven kin. Among gold dwarves the churches of Moradin and Berronar are so predominant and have been for so long that many lesser dwarven deities enjoy little more than token obeisance. High-ranking clerics of both faiths command a great amount of institutional authority in gold dwarf society. The clerics of Berronar's faith are responsible for preserving records of the extraordinary ancient genealogy of the noble families and serve as the guardians of tradition in the home and community.

All gold dwarves revere the Soul Forger [Moradin] as the founder of the dwarven race, and his church is the predominant faith of the Deep Realm, centered in the monastic city of Thuulurn. Moradin's clerics sponsor many craftsfolk, particularly armorers and weaponsmiths, and serve as the principal judges and magistrates of gold dwarf society. The Soul Forger's faithful are drawn primarily from those who labor as smiths, craftsfolk, or engineers, but he is also seen as the protector of the entire dwarven race and is thus worshiped by many lawful good dwarves regardless of profession. (RoF, 13-14)
RELATIONS WITH OTHER RACES: Gold dwarves relate with the other races of BG:TSCC as follows:
Confident and secure in their remote home, gold dwarves have a well-deserved reputation for haughtiness and pride. They look down on all other dwarves, even shield dwarves and gray dwarves whose achievements and kingdoms have matched the glory of their own. Gold dwarves regard elves and half-elves with suspicion after generations spent battling their deep-dwelling cousins. Gnomes, particularly deep gnomes, are well regarded and welcomed as trading partners. Their impression of halflings is shaped by the strongheart inhabitants of Luiren, whom gold dwarves find to be suitably industrious and forthright.

Gold dwarves know little of half-orcs, but usually lump them in with the rest of orc and goblinoid scum. Gold dwarves are very cautious in their dealings with humans, having found great variability in their dealings with Chondathans, the folk of Dambrath, Durpari, Mulan, Shaarans, and Halruaans. Planetouched are almost unknown but are usually viewed in the same light as the Mulan, since most planetouched the gold dwarves encounter are either Mulan aasimar or earth genasi followers of Geb. (RoF, 13)
PLAYING A GOLD DWARF: Although no one can tell you how to design your character, here are some tips for getting started:
Gold dwarves are painfully aware that many once-proud empires have been brought low, and they are therefore vigilant about maintaining their own. The keen awareness gold dwarves hold of the dangers to their eternal rule ensure that all gold dwarves are trained to fight from a young age. Most are trained as fighters, although clerics, paladins, rangers, rogues, and even the occasional arcane spellcaster play important roles in defending the Deep Realm. Gold dwarf sorcerers usually trace their ancestry back to a powerful dragon or some creature of elemental earth or fire. Common multiclass combinations include fighter/cleric, fighter/paladin, and fighter/expert. (RoF, 12)
(3) RoF: Races of Faerûn.
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Re: Dwarves of the Sword Coast

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GRAY DWARVES

Regions: Dwarf (gray), The North, Turmish, Vaasa, Vilhon Reach. Most duergar characters have little contact with other cultures and choose the gray dwarf region.

Gray dwarves are the deep-dwelling cousins of the shield dwarves, known for their cruelty and bitterness. "Like their surface-dwelling kin, gray dwarves are famed for their smithwork and craftsmanship, but unlike their brethren in the Realms Above, the duergar are grim and cheerless, living lives of endless toil." (RoF, 14)

APPEARANCE:
Averaging 4 feet tall, gray dwarves weigh nearly as much as an adult human. While other dwarves tend to be round-bodied and stoutly muscled, duergar are wide of shoulder, but wiry and lean, their limbs corded with tough muscle. The skin of a gray dwarf is light or dark gray, and their eyes are dull black. Both genders are usually bald, with males having long gray beards and mustaches. (RoF, 14)
PERSONALITY:
Gray dwarves are consumed with bitterness, feeling their race has forever been denied what was rightfully theirs. The duergar expect and live lives of never-ending drudgery. While their work rivals that of shield and gold dwarves, they are relentless perfectionists who take no pleasure in their craftsmanship. Only cruel jokes and petty torments bring a moment's smile to most gray dwarves, and they delight in tormenting the weak and the helpless. (RoF, 14)
OUTLOOK: The average gray dwarf's worldview is as follows:
Gray dwarves view the world with bitterness, convinced family, clan, other dwarves, and the rest of the world have cheated them of their birthright and their due. They see life as nothing more than endless backbreaking labor, a torment from birth through death. The duergar evince little mercy for the helpless or the weak and enjoy tormenting those they can prey upon. From a young age, gray dwarves are quickly schooled in the harshness of the world, taught that their lot in life is nothing more than never-ending labor accompanied by betrayal and then death.

Gray dwarves rarely adventure out of choice. Those who are exiled or flee imminent banishment often gravitate to the life of an adventurer simply in hopes of surviving. Adventuresome duergar are usually focused on the acquisition of material wealth, caring little for the plight of others. (RoF, 15)
RELIGION:
Laduguer, the Gray Protector, is the harsh taskmaster of the duergar and the patron of their subrace. Although the duergar nominally venerate all the dwarven deities of the Morndinsamman [the dwarven pantheon], in truth they venerate only Laduguer and his daughter, Deep Duerra. Before the rise of Shanatar [the underground realm of the shield dwarves], each of the shield dwarven subkingdoms had its own patron deity. The kingdom of Barakuir, dominated by the dwarves of Clan Duergar, honored Laduguer and never accepted the ascension of Dumathoin as the patron deity of shield dwarves. The ancestors of the gray dwarves continued to honor Laduguer during their long enslavement by the illithids of Oryndoll. Unlike their shield dwarven brethren, the duergar did not evolve their religious practice toward the veneration of the pantheon as a whole.

Deep Duerra, the Daughter of Laduguer, is said to have been a great warrior queen who stole many secrets of the Invisible Art (psionics) from Ilsensine, god of mind flayers. Deep Duerra is venerated primarily by duergar who study the Invisible Art and by those militant gray dwarves who would rather crush their subterranean neighbors than trade with them. Her faith is particularly strong beneath the Osraun Mountains of Turmish, where her followers rule Dunspeirrin, the City of Sunken Spires. (RoF, 16)
RELATIONS WITH OTHER RACES: Gray dwarves relate with the other races of BG:TSCC as follows:
Dour and suspicious of outsiders, gray dwarves have uniformly bad relations with all other races, including other dwarven subraces. The duergar regard their shield dwarf cousins with particular bitterness, dating back to the shield dwarves' failure to succor Clan Duergar during the Mindstalker Wars. The Kin Clashes forever cemented the mutual animosity between the two dwarven subraces, a hatred that continues today. Gray dwarves regard their gold dwarf cousins as arrogant rivals and potential threats, but trade is possible between the two groups.

Gray dwarves view the surface-dwelling races -- elves and half-elves, gnomes, halflings, half-orcs, and planetouched -- with suspicion but willingly trade with those who are foolhardy enough to venture into the depths. The duergar harbor a longstanding hatred of their subterranean rivals, the drow and the svirfneblin. Nevertheless, they regularly trade with both groups, pitting them against one another whenever possible. (RoF, 16)
PLAYING A GRAY DWARF:(4) Although no one can tell you how to design your character, here are some tips for getting started:
The ever-present dangers of the all-enveloping darkness are taught to gray dwarves from a young age. Most receive some training as fighters or rogues to better defend their homes against those who would steal their hard-earned wealth. Clerics are common as well, for those who serve the duergar gods claim positions of relative influence within their clan. Experts who combine traditional smithcraft with skill in the arcane arts are also much respected. Wizards are much more common than sorcerers among the gray dwarves. Common multiclass combinations include fighter/cleric, fighter/expert, and fighter/rogue. (RoF, 15)
(4) Please note, as per the server rules, this race is classified as "Kill On Sight" when found on the surface.
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Re: Dwarves of the Sword Coast

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SHIELD DWARVES

Regions: Damara, Dwarf (shield), Impiltur, the North, Silverymoon, Vaasa, the Vast, and Western Heartlands.

Shield dwarves, who are locked in never-ending wars with orcs, goblins, giants, and trolls, are found primarily in the northern reaches of western and central Faerûn. They are "descended from the founders of Shanatar, a legendary dwarven empire that once ruled the caverns beneath modern-day Amn, Tethyr, and Calimshan," (RoF, 17) but which fell to their enemies, forcing them to migrate further north.

APPEARANCE:
Taller by half a foot than their gold dwarf cousins, shield dwarves average 4 1/2 feet tall and weigh as much as an adult human. The skin of a shield dwarf is fair or lightly tanned, and their eyes are usually green or silvered blue. Both genders wear their hair long, and males (and very few females) have long, carefully groomed beards and mustaches. Hair color ranges from light brown to red, with all shades fading to silver or white as time progresses. (RoF, 17)
PERSONALITY:
Shield dwarves keep to their word, whatever the cost, and are incredibly stubborn, unwilling to concede an inch unless there is absolutely no alternative. Such intransigence has enabled dwindling shield dwarf populations to hold on to ancient strongholds with just a fraction of their original defenders. However, it has also led to clan feuds and long-standing misunderstandings with other races that have sapped the strength of the Stout Folk. Shield dwarves love worked beauty, seeing the world as raw material to be forged and shaped into something more than the original. (RoF, 17)
OUTLOOK: The average shield dwarf's worldview is as follows:
Despite their centuries-long decline and deserved reputation for dourness and cynicism, shield dwarves have never succumbed to fatalism. Shield dwarves have traditionally been divided into two camps -- the Hidden and the Wanderers -- although such divisions have begun to fade since the Thunder Blessing. While members of the former group have literally hidden themselves away from the outside world, content to pursue their traditional way of life, members of the latter group have gone out into the world, unbowed by their race's relentless decline.

Shield dwarves are traditionally slow to trust and slow to forget slights, but a dawning realization of their race's plight has left many willing to seek out new ways of doing things unconstrained by traditional prejudices or practices. Shield dwarves have a long and proud tradition of adventuring, and many shield dwarves follow this route simply in hopes of equaling or exceeding the deeds of those who have come before. Others seek to recover long-lost strongholds and treasures that have fallen to orcs or other beasts. Since the Thunder Blessing, the question for many young shield dwarves is not why they should become adventurers, but why they should not. (RoF, 18)
SOCIETY:
Although clan and class divisions were once strong among shield dwarves, generations of decline have largely broken their once-dominant influence. While shield dwarves are still incredibly proud of their bloodlines, individual accomplishment now counts for more than longstanding tradition or the dictates of clan elders. Shield dwarven life among the Hidden is still dominated by craft and forge, but increasing numbers of shield dwarves are making their own way in the world as adventurers or as craftsfolk dwelling human-dominated communities.

Shield dwarves are raised in tight family units, with clan elders playing a diminishing role in overseeing their upbringing. Book learning is common, and most children are apprenticed to learn a trade as they near maturity. Adult shield dwarves are expected to support themselves and their family as well as bring honor and riches to the clan. While shield dwarves do not shy away from displays of wealth, they avoid ostentatious or decadent behavior. As shield dwarves age, they are honored for their wisdom and accorded respect for their past accomplishments. Families and clans are expected to honor their elders in death with solemn funeral rites and tombs befitting the deceased's reputation and accomplishments.

Generations of Wanderers have created large and thriving dwarven enclaves within most human settlements, with all shield dwarves welcome as part of the loosely knit dwarven "clan." Shield dwarves occupy the roles of smith and craftsmen in many human communities and are well respected for their skill as artisans. Few shield dwarves turn away from veneration of the Morndinsamman, but most are quick to learn the local tongue and make friends with other races.(RoF, 18-19)
RELIGION:
Shield dwarves have venerated the dwarven deities of the Morndinsamman since the dawn of Shanatar, although their mythology has evolved significantly over the millennia.

Dumathoin is considered the patron of shield dwarves, and his church has by far the most adherents among shield dwarves. Miners and smiths venerate the Silent Keeper, but he also has a small following among those good- and neutral-aligned shield dwarves seeking secrets of arcane lore. The Mountain Shield is also considered the guardian of the dead and is propitiated by most shield dwarves during burials. Dumathoin's clerics take charge of all burials, inter the dead in secret vaults, and guard the funeral wealth of great shield dwarves.

Marthammor Duin, the Finder-of-Trails, is venerated by those shield dwarves who consider themselves Wanderers. He watches over good-aligned adventurers, craftsfolk, explorers, expatriates, travelers, and wanderers. Marthammor has a secondary aspect as the dwarven god of lightning, which curiously has attracted a small but growing number of wizards and sorcerers who specialize in evocation magic. (RoF, 19)
RELATIONS WITH OTHER RACES: Shield dwarves relate with the other races of BG:TSCC as follows:
Shield dwarves get along well with most other dwarven sub-races, although they regard gold dwarven arrogance as naive and have little understanding for their barbaric wild and artic dwarven kin. Shield dwarves have a longstanding enmity for the descendants of Clan Duergar, dating back to the Kin Clashes that marked Shanatar's final chapter, and they attack duergar on sight.

Despite centuries of squabbling with elves and half-elves, shield dwarves have always managed to put aside their differences with the Tel-quessir in the face of outside threats. Shield dwarves have always gotten along well with gnomes, particularly rock gnomes and deep gnomes. Colored by their experience with lightfoots, shield dwarves find halflings to be somewhat unreliable but easy to get along with. Shield dwarves get along well with most humans, particularly Illuskans, Tethyrians, Chondathans, and Damarans.

Shield dwarves see half-orcs as little better than their hated brethren, although exceptions do exist. The Stout Folk of the North associate most planetouched with the horrors of Hellgate Keep and view them with suspicion. Earth genasi are a notable exception and are commonly welcomed in dwarven delves across the North. (RoF, 20)
PLAYING A SHIELD DWARF: Although no one can tell you how to design your character, here are some tips for getting started:
Constant warfare with orcs, goblins, trolls, and giants have imbued a strong martial tradition in shield dwarf culture. Most dwarves learn to defend their homes and clan, with fighters, paladins, and martial clerics being commonplace. Other shield dwarves focus on time-honored skills, following the path of the expert or the rogue. Arcane spellcasters are quite rare, with few of sorcerous inclination. Common multiclass combinations include fighter/cleric, fighter/paladin, and fighter/expert. (RoF, 15)
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Re: Dwarves

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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.
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Maecius
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Re: Dwarves

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Courtesy of Stonebar:
Dumathoin Rituals for the Dwarven dead
Among the various burial practices used by priests of Dumathoin, there are only three set precepts that must be met. First, the body must be washed, and three or more stone burial tokens—the corpse's personal mark, the clan's mark, and Dumathoin's mark—must be braided into the deceased's beard. Second, the corpse is clothed in his or her own armor or a light suit of mail burial armor. (No matter what trade a dwarf plied in life, none enters the afterlife unarmored and unreadied.) Finally, the priest presiding over the burial must create a song honoring the dead dwarf's life and deeds; the song is carved into the lid of the coffin or sarcophagus (or when in a large clan tomb with numerous niches for fallen dwarves, onto the back of a mausoleum seal, a plaque, or a marker covering the recess where the deceased is buried).
The song is never sung out loud in honor of the ever-silent Dumathoin. If someone finds it and speaks or sings it aloud, it is believed that a curse will settle on the one who committed the sacrilege. (Some suggest that the corpse itself might reanimate and smite the offender.)
Burial practices may change slightly to suit particular clans, but a number of alterations in typical burial practices occur upon the passing of a dwarf deserving of special status. In general, there are simply more ceremonies, and more attention is paid to the construction of the tomb. The following are some specific variations that might be found in the burials of important dwarves:

- The burial of a priest is a more convoluted and lengthy process, incorporating aspects of Dumathoin's worship and that of the god whom the priest served. Priests therefore tend to be buried within well-guarded tombs, and their sarcophagi are surrounded by (if not buried under) tokens and offerings from the priest's friends and faithful. Priests of Clangeddin or Moradin are often interred with the remains of their greatest conquered adversary, ensuring a grand afterlife of battle against dwarf foes. Unlike many other Dwarven tombs, priests' spells are used heavily in the interment of a priest to protect the remains and offerings (and, some hint, to prevent the gods from calling on their servants after their time has passed).

- While others are buried with standard ceremony and accouterments, wizards are always clad in robes made of woven silver and sealed in solid silver sarcophagi (or a burial crèche lined with silver); this is due to a superstition born of an old Dwarven myth that Dumathoin paid Mystra his weight in silver to garner his faithful protection from the magics that disturb the sleep of the dead. While there is believed to be little truth in this legend, the custom still prevails.

- Clan outcasts (assuming a priest of Dumathoin willing to officiate over their burials can even be found) are buried without a clan mark in their beards, and their coffins or burial place markers often depict the broken or marred symbols of their former clans.

- Clan allies of any race can be interred within Dwarven tombs, though very very rarely, but only if they fell in battle defending the allied clan in a truly heroic way worthy of such a honor. In the tomb, or a place sacred to Dumathoin.
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