Morndinsamman
The dwarven god of greed, Abbathor (ab-bah-thor), is neutral evil. His titles include the Great Master of Greed, the Trove Lord, and the Avaricious. He is an intensely greedy deity and is both desirous and envious of others’ riches. He and his followers believe in the acquisition and hoarding of money and other forms of wealth by any and all means necessary. His relations with his fellow dwarven deities are strained, but he has not been cast out of the pantheon. The domains he is associated with are Evil, Luck, and Trickery. His favored weapon is the dagger.
While Abbathor is publicly reviled in dwarven society ("gone to Abbathor" is a dwarven expression for lost treasure), most dwarves have been consumed on more than one occasion with the lust for treasure that he embodies. Rare is the dwarf who does not recognize the streak of avarice infecting the Stout Folk, and thus the Trove Lord's rightful place in the dwarven pantheon. Like an unliked and self-serving member of the clan who nonetheless is not known to have ever betrayed his kinfolk, the Great Master of Greed is venerated as a member of the Morndinsamman by most dwarves, even as they decry his beliefs.
Novices of Abbathor are known as Goldseekers; full priests are known as the Hands of Greed. In ascending order of rank, the titles used by Abbathoran priests are Coveter of Copper, Seeker of Silver, Luster of Electrum, Hoarder of Gold, Plunderer of Platinum, and Miser of Mithral. High Old Ones have unique individual titles but are collectively known as the Masters of Greed. Specialty priests are known as Aetharnor, a dwarvish word that can be loosely translated as those consumed with greed. The priesthood consists of gold dwarves (50%), shield dwarves (40%), gray dwarves (9%), and jungle dwarves (1%). Abbathor's clergy is nearly evenly divided between specialty priests (35%), cleric/thieves (33%), and thieves (32%), with the remainder being clerics (10%). Male priests still constitute most of the priesthood (97%). Abbathor secretly supports some leaders of the Wyrm Cult (described below); such specialty priests are known as Noroghor, a dwarvish word that can be loosely translated as beast followers.
- The Wyrm Cult can be found in isolated dwarven communities throughout Faerun, but it seems more common in the North than in areas south of the Inner Sea lands. Its priests are few and secretive, employing dwarven sympathizers as spies and rewarding them for their aid by allowing them opportunities for recreation or revenge in beast form. The Wyrm Cult worships various beasts (especially dragons and other powerful creatures that dwarves treat with respect) and seeks to increase the power and wealth of its adherents by slaying and confounding enemies with the powers of beasts. Consumed by a burning anger against all types of creatures who have oppressed or slain dwarves in the past, Wyrm Cult priests have taken to attacking all nondwarven adventurers who wander within their reach throughout the wilderlands of the North. Currently, in need of wealth and power, they seek both through increased influence and greater numbers of worshipers as well as through the acquisition of magical items and controlled territories.
Priests of Abbathor always dress in red - a brilliant scarlet, worn as underclothing for everyday use and as over-robes for ceremonial occasions. Over this they wear leather armor with leather caps (never helms). If this armor must be discarded, dark crimson robes are worn to echo - and yet conceal the brightness of - the scarlet underclothing. Clergy of Abbathor never wear wealth openly because of the god's saying: "The best is always hidden." The holy symbol of the faith is a gold coin at least two inches in diameter, which is stamped with the symbol of Abbathor on both faces.
Berronar Truesilver
Berronar Truesilver (bair-roe-nahr troo-sihl-vur), a lawful good goddess, is the dwarven protector of home, family, and marriage. She is the consort of Moradin and is also known as the Revered Mother and the Matron of Home and Hearth. She is a kind and caring goddess who values compassion and fidelity. She bids her followers to be compassionate and to heal the ailing, but to also vigilantly defend against any who threaten dwarven homes and children. The domains associated with her are Good, Healing, and Protection, and her favored weapon is the heavy mace.
Berronar and her followers are widely respected throughout dwarven culture as well as among other human and demihuman societies. None would question the dedication to duty, compassion, or goodness of the Revered Mother's priests. Only among the younger dwarven Wanderers is there a hint of dissent, for some hold that the clergies of Berronar and Moradin cling too tightly to the old ways in the face of new and ever-expanding threats to the Stout Folk.
Novices of Berronar are known as the Daughters/Sons of Berronar. Full priests of the Revered Mother are known as Revered Sisters/Brothers. In ascending order of rank, the titles used by Berronan priests are Hearth-mistress/Headmaster, Homesteader, Lorekeeper, Faithkeeper, Fidelite, and Sacred Heart. High Old Ones have unique individual titles but are collectively known as the Keepers of the Truesilver. Specialty priests are known as Faernor, a dwarvish word that can be loosely translated as those of the home. The clergy of Berronar includes gold dwarves (54%), shield dwarves (45%), and a handful (1%) of jungle dwarves and gray dwarves. Berronar's clergy is composed primarily of specialty priests (42%) and clerics (38%), plus a handful of fighter/clerics (5%) and crusaders (5%). Female dwarves still constitute most of the priesthood (98%).
The ceremonial garb of members of Berronar's clergy includes white underrobes with cloth-of-silver overtunics. The Revered Mother's priests remain bareheaded. The holy symbol of the faith is twin, interlocking, large silver rings worn on a steel or silver chain hung around the neck. Many Revered Sisters/Brothers add twin silver rings to their vestments, one on each ring finger.
Clangeddin Silverbeard
Clangeddin Silverbeard (clan-gehd-din sihl-vur-beerd), the dwarven god of battle, war, and bravery, is lawful good. His titles include the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same. He and his followers hate giants and have trained their fellow dwarves in special ways to fight them. The domains associated with him are Good, Strength, and War, and his favored weapon is the battleaxe.
The Father of Battle, one of the senior members of the Morndinsamman, and his followers are widely revered throughout dwarven culture for their dedication and martial skill. More pacifistic members of dwarven society may wish Clangeddin's priests were less belligerent, but none question their crucial role in the continued survival of the dwarven race. Among other races, Clangeddin and his followers are often perceived as little more than bloodthirsty berserkers, but those who fight alongside the Father of Battle's followers quickly leam of their principled approach to warfare and the lengths to which they will go to defend their fellow dwarves and allies.
Novices of Clangeddin, like novices of Haela, are known as the Unblooded. Full priests of the Father of Battle are known as Axebrothers/Axesisters. In ascending order of rank, the titles used by Clangeddite priests are Axecutter, Squire, Knight of the Third Rank, Knight of the Second Rank, Knight of the First Rank, and Knight Commander - but these are often superseded by titles that go with a position. High Old Ones have unique individual titles but are collectively known as War Princes/Princesses. Specialty priests are known as Alaghor, a dwarvish word that can be loosely translated as those who demonstrate valor in battle. The clergy of Clangeddin is evenly divided between gold dwarves (50%) and shield dwarves (50%), with a rare jungle dwarf or gray dwarf as well. Clangeddin's clergy is numerically dominated by its most martial members, including crusaders (25%), fighters (23%), specialty priests (20%), fighter/specialty priests (11%), fighter/clerics (11%), and clerics (10%). Most priests of the Father of Battle are male (90%).
Clangeddin's priests wear silver chain mail armor, war helms, and tabards depicting the symbol of the Father of Battle as their ceremonial garb. Priests of Clangeddin seldom take off their helms, although there is no prohibition against doing so. The holy symbol of the faith is a pair of miniature steel battle axes welded together in a cross; this is typically suspended on a chain and worn around the neck.
Deep Duerra - Not available for divine worship on TDN
Deep Duerra (deep dwair-uh), the duergar goddess of psionics, conquest, and expansion, is a lawful evil deity. Her titles include the Queen of the Invisible Art. She teaches that gray dwarves should develop their innate mental powers as well as seizing as much of the Underdark as possible from other races. Many gray dwarves worship her, especially by those with aggressive tendencies. The domains associated with her are Dwarf, Evil, Law, Mentalism, and War, and her favored weapon is the battleaxe.
Within gray dwarven communities, perceptions of Duerra's church vary widely. Younger duergar admire the brashness and assertiveness her priests display. Older gray dwarves view Duerra's priests as impertinent upstarts who are likely to bring the combined wrath of the aboleth, drow, illithids, and other races of the Underdark down upon their heads. The followers of Duerra are little known outside the Underdark. Even shield and gold dwarves are unlikely to have heard of the Queen of the Invisible Art.
Novices of Duerra are known as the Close-minded. Full priests of the Queen of the Invisible Art are known as Mindaxes. In ascending order of rank, the titles used by Duerran priests are Psionic Blaster, Mind Thruster, Ego Whipper, Id Insinuator, Psychic Crusher, and Thought Conqueror. High Old Ones have unique individual titles but are collectively known as Axe Princesses/Princes of the Invisible Art. Specialty priests are known as Norothor, a dwarvish word that can be loosely translated as those who seize enemy land. The clergy of Duerra consists primarily of gray dwarves (99%), but a handful of gold dwarves, shield dwarves, and wild dwarves skilled in the Invisible Art secretly serve the Daul of Laduguer as well while remaining in or near their own communities. Duerra's clergy consists of specialty priests (25%), psionicists (22%), crusaders (18%), clerics (11%), fighter/specialty priests (9%), fighter/clerics (8%), and cleric/thieves (7%). Fully three-quarters of each group of priests multiclass the psionicist class and Duerra's clergy is predominantly female (97%).
The ceremonial garb of Duerra's priests includes ornate, gleaming chain mail (often treated with everbright or Mueshine) and dark blue velvet robes trimmed with the fur of surface animals. No headgear of any sort is worn, but a beautiful weapon, often bejeweled, is always borne. The holy symbol of the faith is a two-inch diameter silver orb, carved to resemble the skull of an illithid, with a large crack running across the top. A steel chain is usually threaded through the skull's ear holes so that it can be worn around the neck.
Dugmaren Brightmantle
The dwarven god of scholarship, invention, and discovery, Dugmaren Brightmantle (duhg-mah-ren brite-mant-tuhl), is chaotic good. He is something of an anomaly among dwarven deities, eschewing the traditional ways of his race and pantheon and instead seeking out new ideas and new ways of doing things. As a result, those dwarves who have adopted classes and professions that most dwarves would consider nontraditional revere him. He teaches his followers to travel widely, learn as much as possible, and tinker with new mechanisms and ways of doing things. The domains associated with him are Good, Knowledge, and Travel, and his favored weapon is the short sword.
The followers of Dugmaren are viewed with a certain measure of distrust and suspicion by most dwarves. While Dugmaren's apostles are well regarded for their learning and inventiveness, few dwarves are willing to spend a great deal of time in the company of the Wandering Tinker's faithful. There are two reasons for such reticence: the fear of getting caught up in the spectacular failure of yet another experiment, and the fact that the quixotic behavior of Dugmaren's followers is tiring to the orderly mindset common to the children of Moradin. Other human and demihuman races tend to be more tolerant of Dugmaren's followers than their fellow dwarves are.
Novices of Dugmaren are known as the Curious. Full priests of the Wandering Tinker are known as Seekers of Truth and Mystery. In ascending order of rank, the titles used by Dugmarenite priests are Questing Wanderer, Avid Fiddler, Philosophical Tinker, Seeking Scholar, Searching Sage, and Errant Philosopher. High Old Ones have unique individual titles but are collectively known as the High Savants. Specialty priests are known as Xothor, a dwarvish word that can be loosely translated as those who seek knowledge. The clergy of Dugmaren includes shield dwarves (53%), gold dwarves (46%), and a handful (1%) of gray dwarves, jungle dwarves, and gnomes. Dugmaren's clergy is dominated by specialty priests (85%), but does include a few clerics (12%) and fighter/clerics (3%) as well. The priesthood is unevenly divided by gender: 96% male and 4% female.
Dugmaren's priests tend to eschew formal religious garb aside from plain, homespun white garments with vibrant sashes the width of a hand. High Old Ones of the faith wear simple silver circlets to denote their status. The holy symbol of the faith is a silver locket Grafted to resemble an open book. Many of Dugmaren's followers keep small bits of lore - riddles, puzzles, command words, etc. - inside such lockets in homage to the god - and also to keep them readily available in unexpected situations.
Dumathoin
Dumathoin (doo-muh-thoe-in), the dwarven god of buried wealth, ores, gems, and mining, is neutral. He is known as the Keeper of Secrets under the Mountain. It was he, dwarves say, who created the caverns deep beneath the surface for dwarves to live in, and it was he who placed the gems and precious ores there for them to admire and, later, to mine. He is the patron of shield dwarves and is revered by many of that race. His followers enjoy exploring the depths of the earth and mining its riches without destroying its beauty. They also guard the tombs of the dwarven dead. The domains associated with him are Earth, Knowledge, and Protection, and his favored weapon is the maul.
All dwarves who live in (or venture into) subterranean areas or mountains, or those who work directly with the riches of the earth, worship the Silent Keeper. All dwarven miners and many non-dwarven ones at least appease him, even if they do not fully support him. Miners in the North and dwarves throughout the Realms often carry a small diamond, agate, or other gemstone (of about 10 gp value, but not including octel, shandon, sphene, or rock crystals, for reasons noted above) with them to attract his favor.
Novices of Dumathoin are known as the Uncut. Upon taking the Silent Vow, they become full priests and are known as Keepers of the Shield. In ascending order of rank, the titles used by the Keepers of the Shield are Agate, Onyx, Amethyst, Jargoon, Garnet, Topaz, Opal, Sapphire, and Diamond. The highest ranking priests of Dumathoin are collectively known as Beljurils, but most have unique individual titles as well. Specialty priests are known as Delvesonns, a dwarvish word that can be loosely translated at Dumathoin's hidden gifts. The clergy of Dumathoin is composed primarily of shield dwarves (80%), gold dwarves (18%), and gray dwarves (1%). Nondwarves, such as humans, rock gnomes, stout halflings, and svirfneblin, make up the remainder of the clergy and must be clerics, crusaders, or (if normally permissible to the race in question) fighter/clerics. Dumathoin's clergy is nearly evenly split between specialty priests (45%) and clerics (44%). The remainder of the clergy members are fighter/clerics (6%) or crusaders (5%). The priesthood is still predominantly (97%) male.
Dumathoin's clergy favor leather garments, whether they be armor or mining gear. They keep their heads bare and wear earth-brown cloaks and over-robes. Like all dwarves, they grow their hair and beards long, but none of the Silent Keeper's generally hirsute priests braid or trim their hair. The holy symbol of the faith is a miniature silver pick.
Gorm Gulthyn
Gorm Gulthyn (gorm gull-thin), the dwarven god of guardians, defense, and vigilance, is lawful good. His titles include Fire Eyes, the Golden Guardian, and the Sentinel. He is the patron of all those who defend dwarven homelands from hostile outside forces. He commands all his followers to be ever vigilant and to never let their guard down lest they or their charges be surprised and overwhelmed. Many among the dwarven military worship him. The domains associated with him are Good, Protection, and War, and his favored weapon (has been changed to Dwarven Waraxe).
Gorm is well regarded by the children of Moradin for his unswerving dedication to the defense of the Stout Folk. While most dwarves regard Fire Eyes as stem and humorless, few discount his role in ensuring the continued survival of those dwarven strongholds that have not fallen. Among the other gnome, halfling, and human races, Gorm is well regarded by those of similar disposition who tend to follow deities such as Arvoreen, Gaerdal Ironhand, and Helm, but he is written off as the archetypal dour dwarf by most elves and others of a more chaotic
bent.
The clergy of Gorm are collectively known as Guardians or Guardian-Priests. Novices of Gorm are known as the Watchful Guards. Full priests of Fire Eyes are known as the Vigilant Host. In ascending order of rank, the titles used by Gormite priests are Lookout of the First Rank, Scout of the Second Rank, Sentry of the Third Rank, Sentinel of the Fourth Rank, Defender of the Fifth Rank, and Guardian of the Sixth Rank. High Old Ones have unique titles but are collectively known as Lord/Lady Protectors. Specialty priests are known as Barakor, a dwarvish word that can be loosely translated as those who shield. The clergy of Gorm includes both shield dwarves (48%) and gold dwarves (52%). While there are no formal barriers to either gray dwarves or jungle dwarves joining the ranks of Gorm's clergy, none are known to have done so in recent history. The Sentinel's clergy is dominated by specialty priests (41%), with the remainder nearly balanced between clerics (22%), crusaders (20%), and fighter/clerics (17%). The clergy of Fire Eyes is 95% male.
The clergy of Gorm favor red and black cloaks and helms, worn over armor of the finest metal and type available. The holy symbol of the faith is a miniature bronze shield that is usually worn around the neck on a burnished steel chain as a medallion.
Haela Brightaxe
Haela Brightaxe (huh-ae-la brite-ax), the patron of those dwarves who find particular joy in fighting, battling monsters, and adventuring to those ends, is chaotic good. Her titles include the Lady of the Fray and the Luckmaiden. She and her worshipers delight in battle and are constantly seeking out combat and new foes to fight. Her followers are commanded to spare those deserving of mercy and to ruthlessly smite those who are evil and treacherous. She and her followers often work closely with Clangeddin Silverbeard and Marthammor Duin and their clergy. The domains associated with her are Good, Luck, and War, and her favored weapon is the greatsword.
Haela is well regarded by shield dwarves, particularly wanderers, and her cult is slowly growing among the younger gold dwarves of the South. The Luckmaiden is well known and well regarded among non-dwarven adventurers of the North through the near-legendary deeds of her followers, but she is commonly seen as nothing more than a dwarven god of berserkers - akin to bloodthirsty Garagos - by the more sedentary inhabitants of human and elven cities.
Novices of Haela, like novices of Clangeddin, are known as the Unblooded. Full priests are known as Blades of the Brightaxe. In ascending order of rank, the titles used by Haelan priests are First Blood, Deadly Dirk, Stout Spear, Sharp Axe, Shining Sword, Flamebolt, and Brightaxe. High Old Ones have individual titles but are collectively known as the Hallowed Crimson. Specialty priests are known as Luckmaidens. The clergy of Haela includes shield dwarves (70%), gold dwarves (28%), and gray dwarves (2%). Haela's clergy is evenly divided between specialty priests (34%), clerics (33%), and crusaders (33%). Fully one-half of the specialty priests and clerics are fighter/specialty priests and fighter/clerics, respectively. The gender mix of Haela's clergy is about 85% female and 15% male, though only females can be Luckmaidens.
Haela's clergy favor either armor or plain steel-gray robes, with an overcloak of scarlet and crimson footwear, as ceremonial vestments. An open-faced helm is always worn. The holy symbol of the faith is a steel medallion embossed with Haela's symbol.
Laduguer
Laduguer (laa-duh-gwur), the gloomy god of the gray dwarves, their magic, and their workmanship, is lawful evil. He is called the Exile, the Gray Protector, and the Taskmaster. He was long ago exiled from the dwarven pantheon, and he and they now cordially despise each other. He is the patron of the duergar. The duergar worship him but do not love him, as he is a harsh taskmaster. They follow his commands without complaint, however, as they believe that only the strong and obedient are worthy of survival, and in return he has taught them the crafting of magic items. His followers defend gray dwarven settlements from the dangers of the Underdark, believing that such activities will make them stronger more worthy. The domains associated with Laduguer are Evil, Magic, and Protection, and his favored weapon is the warhammer.
Within gray dwarven communities, Laduguer and his clergy are considered strict taskmasters whose strengths and mandates ensure the very survival of the duergar. Few gray dwarves resent the Exile's mercilessly high standards, and most duergar respect him for his principled stand against the lazy and weak Morndinsamman and their shield and gold dwarven followers. Shield dwarves, gold dwarves, and svirfneblin regard Laduguer and his followers as embittered fools deserving of their fates who have done much to undermine the strength of the dwarven race in both their absence and their assaults on nonduergar dwarven holds. Other races in the Underdark have little sympathy for the gray dwarves or their embittered god and seek only to destroy or subjugate them.
Novices of Laduguer are known as the Untempered. Full priests of the Exile are known as Grimcloaks. In ascending order of rank, the titles used by Ladugueran priests are Deep Adept, Dark Craftsman, Invisible Artisan, Rune Weaver, Grim Guardian, and Doom Knight. High Old Ones have individual titles but are collectively known as the Ardukes of the Gray Gloom. Specialty priests are known as Thuldor, a dwarvish word that can be loosely translated as those who endure. The clergy of Laduguer consists primarily of gray dwarves (99%), but a handful of embittered and/or exiled gold dwarves, shield dwarves, and wild dwarves serve the Exile as well. Laduguer's clergy consists primarily of specialty priests (55%), but includes clerics (16%), crusaders (14%), fighter/clerics (8%), and cleric/thieves (7%). If the Invisible Art (psionics) is permitted in the campaign, two-thirds of each group of priests multiclass the psionicist class as well. The overwhelming majority of the clergy (95%) is male.
The clerical vestments of Laduguer's priests consist of utilitarian metal armor and the gray, hooded mantles for which the Grimcloaks are named. The holy symbol of the faith is a gem of any type, split nearly in twain by a large crack, one half of which is deeply flawed and the other half of which is perfect. For the duergar, such gems symbolize their split from the rest of the dwarven race and their superiority over those they have forsaken.
Marthammor Duin
Marthammor Duin (mar-tham-more doo-ihn), the dwarven god of guides, explorers, and travelers, is neutral good. He is known as the Finder of Trails, the Watcher over Wanderers, the Watchful Eye, and the Wanderer. He is the patron of those dwarves who live or travel far from their homes and is therefore worshiped by many dwarven adventurers. He and his followers are wanderers by nature and are much more open to new ideas and different cultures than most of their kind. Many of his followers work as guides or scouts, and they often alert their more settled relatives of approaching or hidden dangers if they do not deal with such matters themselves. The domains associated with Marthammor Duin are Good, Protection, and Travel, and his favored weapon is the heavy mace.
Marthammor is well regarded by wanderers, shield dwarves who seek the company of humans in their towns and cities. The Watcher's advocacy of racial integration, exploration, and adventure is little understood by the hidden, shield dwarves who remain cloistered in isolated dwarven holds deep in the northern mountains, but they evince only incomprehension, not antipathy, toward the Finder-of-Trails and his priests. Dwarves of other races have little awareness of the faith of the Watcher over Wanderers.
Novices of Marthammor are known as the Lost. Full priests are known as Watchful Eyes. In ascending order of rank, the titles used by Marthammoran priests are Sun Seeker, Far Wanderer, Trail Finder, Vigilant Guardian, Stalwart Protector, and Valiant Hammer. High Old Ones have unique individual titles. Specialty priests are known as Trailblazers. The clergy of Marthammor includes shield dwarves (96%), gold dwarves (2%), gray dwarves (1%), and wild dwarves (1%). The dramatic shift in composition by the clergies of most human deities of the Faerunian pantheon toward increased numbers of specialty priests has been enthusiastically embraced by the Watcher. As a result, Marthammor's clergy is now composed primarily of specialty priests (85%), with the remainder even split between clerics (5%), fighter/clerics (5%), and crusaders (5%). The majority of Marthammor's priests are male (81%), but the number of female priests is growing rapidly.
Priests of Marthammor garb themselves in gray robes and maroon overtunics emblazoned on both the front and back with a Watchful Eye beneath the symbol of Marthammor. The holy symbol of the faith is a miniature electrum hammer.
Moradin
Moradin (moar-uh-din) is the creator god of the dwarven race and leader of the Morndinsamman. He is said to have created all dwarves, forging them from metals and gems in the fires that lie at the "heart of the world," and breathing life-the first dwarven souls-into the cooling forms. All dwarves appease Moradin, even if they do not wholeheartedly support him. Lawful good dwarves support and work openly to serve the Soul Forger, even if they also worship another deity. His name is invoked by dwarves involved in smithwork or craftsmanship of any sort, and they give him homage by doing their best work and seeking to emulate his stonework and craftsmanship. Moradin is said to inspire dwarven inventions and seeks constantly to improve the race-increasing dwarven good nature, intelligence, and ability to exist in harmony with other living things. At the same time, he battles the pride and isolationist tendencies that occur naturally in his elite creations. The domains associated with Moradin are Earth, Good, Protection, and his favored weapon is a warhammer.
Moradin and his mortal servants are very highly regarded in dwarven society, and his priests often serve as leaders in dwarven communities. Dwarven daily life is consumed with mining, smithcraft, engineering, and creative endeavors, and the Soul Forger's assistance is frequently acknowledged by most dwarven artisans. The only criticism of the Soul Forger's clergy, as expressed by younger dwarves who prefer the teachings of Dugmaren, Haela, and Marthammor, is that Moradin's Forgesmiths are too set in their traditional ways and too slow to adapt to the changing world around them. Among the other human and demihuman races, Moradin's priests are perceived as prototypical dwarves and as the mortal manifestations of their god, and how this is interpreted depends on the viewer's general perception of and regard for dwarves.
Novices of Moradin are known as the Unworked. Full priests of the Soul Forger are known as Forgesmiths and as the Tempered. In ascending order of rank, the titles used by Moradite priests are Adept of the Anvil, Hammer of War, Artisan of the Forge, Craftsman of Runes, Artificer of Discoveries, and Smith of Souls. High Old Ones have unique individual titles but are collectively known as the High Forgesmiths. Specialty priests are known as Sonnlinor, a dwarvish word that can be loosely translated as those who work stone. The clergy of Moradin includes gold dwarves (50%), shield dwarves (48%), jungle dwarves (1%), and even gray dwarves (1%). Moradin's clergy is nearly evenly divided between specialty priests (47%) and clerics (43%), and includes a handful of crusaders (5%) and fighter/clerics (5%). Most priests of Moradin are male (94%).
Ceremonial vestments for priests of Moradin include flowing, shining robes of woven wire of electrum treated with blueshine. Other ceremonial garb includes silvered (everbright) helms, silverplated war hammers, and earth-brown leather boots. The holy symbol of the faith is a miniature electrum war hammer, treated with blueshine.
Sharindlar
The dwarven goddess of healing, love, and fertility, Sharindlar (sharihn-dlar), is chaotic good. She is known as the Lady of Life and the Shining Dancer. A joyous goddess, she often given to spontaneous singing, dancing, and laughter, and she and her followers work ceaselessly as matchmakers, always looking for prospective mates for unmarried dwarves. Her worshipers can often be found on the battlefield healing the wounded, and her temples are always open to the sick, injured, and lovelorn. The domains associated with her are Good and Healing, and her favored weapon is the whip.
Sharindlar is universally well regarded by dwarves and held in high esteem by those who share her beliefs among other races. Even the most xenophobic elves and the most supercilious humans are impressed by her devotion to the downtrodden and her kind and unassuming nature, despite their deep-held prejudices.
Novices of Sharindlar are known as the Chaste. Full priests are known as Merciful Maidens/Youths. In ascending order of rank, the titles used by Sharindlaran priests are Dancing Tresses, Golden Allure, Healing Touch, Merciful Smile, Loving Heart, and Fruitful Mother/Father. High Old Ones have unique individual titles but are collectively known as the Sons/Daughters (Dauls) of Sharindlar. Specialty priests are known as Thalomor, a dwarvish word that can be loosely translated as those who are merciful. The clergy of Sharindlar includes gold dwarves (49%), shield dwarves (48%), jungle dwarves (2%), and even gray dwarves (1%). Sharindlar's clergy is nearly evenly divided between specialty priests (58%) and clerics (42%). The priesthood is still nearly all female (99%).
For ceremonial functions, Sharindlar's priests wear red robes with a blue girdle. The head is left bare except for a robin's egg blue scarf. The holy symbol of the faith is a silver disk embossed on both sides with the symbol of the goddess. It is often hung from an argent chain placed around the neck.
Thard Harr
Thard Harr (thard hahrr), the dwarven god of jungle survival and hunting, is chaotic good. His titles include the Lord of the Jungle Deeps. He is the patron of wild dwarves; he watches over them and works to ensure their continued survival. His followers revere the jungles they live in and do their best to live in harmony with and to protect the jungles (and themselves) from outsiders who would do either of them harm. His followers tend to be suspicious and isolationist, and they rarely willingly interact with outsiders. Only those who have proven themselves over a long period time can gain their trust. The domains associated with Thard Harr are Animal, Good, and Plant, and his favored weapon is the spiked gauntlet.
Like the Tabaxi and Ubtao, the wild dwarves of the Jungles of Chult and the Mhair Jungles are nearly monotheistic in outlook, and the worship of the Lord of the Jungle Deeps is so firmly embedded in their culture it is nearly impossible, regardless of alignment, for them to conceive of any alternative faith. Outside of the human and demihuman cultures of the Chultan peninsula, however, Thard and his followers are little more than legend, even among the gold dwarves of the South. Ancient dwarven tradition holds that Thard was once revered as a dwarven god of nature by the other dwarven subraces, but High Shanatar, the last dwarven culture to revere him as such, has long since fallen.
Priests of the Lord of the Jungle Deeps are known as shamans (although they are not actually members of that class) and eschew the use of a formal hierarchy of titles. High Old Ones are collectively known as the Lords/Ladies of the Jungle. Each priest receives a personal title in a dream on the night the individual is initiated into the clergy. Such titles typically include the name of a great beast of the jungle over which the priest is then believed to have a small amount of supernatural control. Specialty priests are known as Vuddor, a dwarvish word that can be loosely translated as those of the jungle. The clergy of Thard consists primarily of jungle dwarves (99%), plus a small handful of gold, gray, and shield dwarves (1%). Most of the Disentangler's priests are male (60%), but in recent centuries increasing numbers of females (40%) have been admitted to the priesthood as well. Thard's clergy is nearly evenly divided between specialty priests (53%) and clerics (47%).
Priests of Thard bear the god's crossed gauntlets sign as a tattoo, usually on one shoulder or on the scalp, overgrown by their hair. Priests of Thard never cut their beards (even the females), but instead braid them into ropes that they tie around their waists or shoulders. If an enemy or beast cuts a priest's beard, there is no penalty; if it is done by the priest himself or herself, it is a sign that she or he is turning away from Thard's service and can no longer expect aid from the god. The skull of a large jungle beast, such as a rhinoceros, great cat, or giant crocodile is worn as a helm. For ceremonial purposes, the pelts or skins of jungle monsters are worn as robes. The holy symbol of the faith is the tattoo of the Disentangler's symbol each priest bears. When a ritual would normally require a priest to present his holy symbol, it is sufficient for a priest of Thard to simply cross his forearms at the wrists several inches in front of his chest.
Vergadain
Vergadain (vur-ga-dain), the dwarven god of wealth, luck, trickery, and negotiation, is neutral. His titles include the God of Wealth and Luck, the Merchant King, and the Laughing Dwarf. He is the patron of dwarven merchants and is worshiped by most nonevil dwarven rogues. His followers always look for and negotiate the best possible deals. They are usually clever and quick-witted. Although their god often grants them luck in their endeavors, more often than not it is their own wisdom and wiles that create opportunities for them. The domains associated with Vergadain are Luck and Trickery, and his favored weapon is the longsword.
Followers of Vergadain are usually seen as suspicious characters, particularly outside dwarven society, and the Merchant King's faithful are viewed with a mixture of respect and envy for their commercial success and distrust of their principles and practices. Thus, few dwarves willingly admit that Vergadain is their deity. If a follower of the Master Merchant denies to others that Vergadain is that person's true deity, the god is not offended, so long as the proper sacrifices are made. Priests and followers are allowed to hide their reverence on occasion, since few people knowledgeable about this cult are very happy at conducting transactions and deals with them.
Novices of Vergadain are known as the Impoverished. Full priests of the Merchant King are known as Gilded Merchants. In ascending order of rank, the titles used by Vergadainan priests are Alloyn, Copprak, Argentic, Electrol, Aurak, and High Aurak. High Old Ones have unique individual titles but are collectively known as Merchant Princes. Specialty priests are known as Hurndor, a dwarvish word that can be loosely translated as those who trade. The clergy of Vergadain includes gold dwarves (60%), shield dwarves (39%), gray dwarves (1%), and a handful of jungle dwarves. Vergadain's clergy is nearly evenly divided between specialty priests (37%), clerics (33%), and thieves (30%). The majority of Vergadain's priests are male (93%).
Vergadain's clergy favor rich robes of obvious cost studded with gems and trimmed with furs. A string of linked gold coins is draped over the shoulders and around the neck. While the colors used for clerical vestments vary widely, gold and deep purple are preferred in lands where their use is not banned by sumptuary laws. Ceremonia armor includes ornate chain mail, a gem-studded gorget bearing the god's symbol, and an elaborately decorated helm. Senior priests (5th level and higher) are expected to have their ceremonial armor plated in gold to avoid disgrace, and it is a mark of great status within the church for junior priests to do so as well. The holy symbol of the faith is a round gold coin. Such coins must be acquired in payment for trade goods and cannot be minted specifically for this purpose. Whenever another gold coin of similar value catches the priest's eye, which usually happens least once a month, the priest is expected to exchange the current holy symbol for the new coin, which then becomes the new holy symbol.