DWARVEN PANTHEON
================

The Stout Folk of the Realms worship a pantheon of deities collectively
known as the Morndinsamman, a term that can be loosely translated
shield brothers on high or the high dwarves. The composition of the
pantheon varies slightly from clan to clan (and even more so from world
to world), but the powers presented hereafter are venerated or at least
acknowledged in most dwarven settlements of Faerun. (Diinkarazan and
Diirinka are no longer considered a part of the dwarven pantheon, nor
are they detailed in this book. They and their followers, the derro,
have largely been forgotten among the Stout Folk, though a handful of
sages know of them.)

Although the term Morndinsamman is commonly used to refer to all
acknowledged dwarven gods, formal membership in the pantheon is
determined by Moradin. The good and neutral dwarven gods, including
Moradin, Berronar, Clangeddin, Dugmaren, Dumathoin, Gorm, Haela,
Marthammor, Sharindlar, Thard, and Vergadain, have always been members
in good standing. Abbathor is still a member, as his treachery has
never been proven, although most of his fellows detest him. Laduguer
was banished by the All-Father long ago, and Deep Duerra was exiled
immediately following her apotheosis and ascension, but both are
considered members-in-exile. Diirinka and his mad brother, Diinkarazan,
are the only dwarven powers who are truly no longer members of the
Morndinsamman.

The dwarven gods are said to have sprung from stone and earth,
beginning with Moradin. Berronar is universally held to be Moradin's
wife, and many dwarven theologians hold that all the other dwarven
powers are their descendants, although the exact ordering and ancestry
vary from myth to myth. After Moradin and Berronar, the oldest dwarven
powers are thought to be Dumathoin, Abbathor, Laduguer, Clangeddin,
Sharindlar, and the twins Diinkarazan and Diirinka. The next group of
dwarven gods commonly worshiped in the Realms includes Thard Harr, Gorm
Gulthyn, Marthammor Duin, and Dugmaren Brightmantle. Recent additions
to the dwarven pantheon, said to be the grandchildren of Moradin and
Berronar, have included Haela Brightaxe and Deep Duerra.

The Morndinsamman are intimately involved with the lives of their
worshipers, and the Stout Folk as a whole are an unusually devout race.
Faced with the slow decline of dwarves across Faerun, the dwarven
powers have become increasingly active as they seek to reverse that
trend. Correspondingly, dwarven religion has assumed an increasingly
important role in dwarven culture and society. The dwarven pantheon is
predominantly male, reflecting the population imbalance between the two
genders.  Unlike the elven pantheon, the members of the Morndinsamman
are scattered across the Outer Planes. This may be symbolic and
reflective of the dwarven desire for territory and living space; just
as mortal dwarves are ever exploring new territory below the surface
world, the deities themselves live apart as well. An oddity of the
dwarven deities is that most can, if they wish, have their avatars
appear huge in stature - up to 20 feet tall in the case of Moradin.
Dwarven theologians believe this reflects their activist natures and
inspirational roles as leaders among the dwarves.

While some nondwarven scholars claim that the Stout Folk migrated to
the Realms from another crystal sphere early in the history of
Abeir-Toril - perhaps through a gate located in the heart of the planet
- the collective dwarven racial memory holds that their ancestors
sprang fully formed from the heart of the world itself. The All-Father
is said to have secretly fashioned dwarves of iron and mithral in his
Soul Forge, using his huge magical hammer to beat the bodies into shape
and then breathing on his creations to cool them and to give them
souls.

One is struck, in a study of dwarven theology, by the relationship
between procreation and metalcraft; perhaps more than one dwarven smith
has looked upon a finished piece of work and felt as if she or he had
breathed life into the metal and given it a soul of sorts, as Moradin
did long ago. Moradin taught the first dwarves the skills of smithing
and metalworking, enabling them to exploit the riches of their homes in
the mountains and craft items to allow further exploration. These early
dwarves also learned toolmaking and weaponcrafting from Moradin, who
watches over these activities still. No dwarven deity has a sacred or
totem animal, and the holy symbols used to represent them are
invariably not living objects. This derives in large part from some of
the teachings of Moradin, who ruled that the dwarves must hold no other
race above them; having an animal as a symbol would imply that animal
was better than the dwarves. Likewise, Moradin said that the dwarves
should not ever worship each other, so no dwarf or part of one is ever
used as a holy symbol.

In many versions of the myths concerning the founding of the race, the
earliest dwarves must fight their way up from the world's core to the
mountains above, overcoming many dangers on the way.  These are usually
great monsters and physical hazards that the dwarves overcome by
strength, combat, and physical skill, rather than by wit or trickery.
These early myths are fully consistent with the way in which dwarven
theology stresses the pragmatic and practical. There is absolutely no
place for the arcane or mystical in dwarven myths, legends, and
beliefs.
It is unknown when or where dwarves appeared in the Realms, but most
dwarven legends trace the earliest settlements of the Stout Folk back
tens of thousands of years to the great mountain range known as the
Yehimal. It is believed that in a great exodus from the Yehimal, the
Stout Folk split into two (or possibly three) major branches as they
spread across Faerun, Kara-Tur, and Zakhara. Those who came to Faerun
are believed to have first settled beneath modern-day Semphar before
spreading westward, eventually fragmenting into four dwarven subraces.

The first great kingdom of dwarves in Faerun was centered in the great
cavern of Bhaerynden deep beneath the Shaar. The first great schism
among the Stout Folk came with the founding of Shanatar beneath the
lands of Amn, Erikazar, Tethyr, Calimshan, the Land of Lions, and the
Lake of Steam. Emigrants from the Deep Realm merged with the scattered
enclaves of dwarves already resident in the region to form a distinct
subrace of the Stout Folk known today as the shield dwarves (mountain
dwarves).  Shield dwarves eventually founded most of the great dwarven
nations of the North, from Oghrann to Gharraghaur. (The D'tarig of
Anauroch are descendants of shield dwarves and humans, though their
dwarven blood is now so thin that they are essentially a short human
race and have totally forgotten the dwarven cultural ties.)

From the earliest shield dwarves, Dumathoin then created the
urdunnirin.  After the Crown Wars and the descent of the dark elves,
Bhaerynden and the surrounding territories fell to the drow, and the
dwarves of southern Faerun were driven into exile and scattered. Those
dwarves who fled as far as the jungles of Chult abandoned their
subterranean homes and interbred with the small enclaves of dwarves
already dwelling in the jungles. Their offspring were the ancestors of
the wild dwarves (jungle dwarves) who dwell on the Chultan peninsula
today. After the first drow kingdom of Telantiwar tore itself apart in
civil war, the great cavern of Bhaerynden collapsed to form the Great
Rift. Those dwarves who resettled the caverns of the Deep Realm
surrounding the Great Rift were the ancestors of the gold dwarves (hill
dwarves).

The last great schism among the Stout Folk occurred when an entire clan
of shield dwarves, Clan Duergar, was enslaved by illithids some time
before the founding of Deep Shanatar. The gray dwarves, as the duergar
came to be known, were long absent from Shanatar before their
rediscovery, and they spread through much of the Underdark during the
intervening period. It is speculated that the legendary derro may be
the result of breeding experiments by the illithids between gray
dwarves and humans, but this has never been proven. Other minor
branches of the dwarven race, including the desert dwarves of Maztica,
the arctic dwarves of the Great Glacier, and the albino dwarves of
Chult, are simply isolated clans of shield dwarves. Legends of a race
of aquatic dwarves in the Sea of Fallen Stars have been conclusively
discredited by every scholar who has looked into the question.

Various schisms in the dwarven pantheon have mirrored the fragmentation
of the dwarven race in Faerun. The shield dwarves and gold dwarves
still worship and perceive the Morndinsamman similarly, and both
generally revere, or at least acknowledge, all of the High Dwarves. But
the gray dwarves venerate Laduguer and Deep Duerra to the near
exclusion of the other dwarven gods. Likewise, the legendary derro
speak only of Diirinka, and in a handful of cases, Diinkarazan, much as
the wild dwarves revere only Thard Harr.

There are those among the dwarves who blame the gods for the present
decline of the race or who feel that the old gods are simply too weak
or too out-of-touch with the wider world in which the dwarves must live
to aid their folk successfully in the ages to come. Many dwarves have
dabbled in new beliefs, including one that advocates mastery of
wizardry as the key to the race's survival, one that promotes
interbreeding with humans and gnomes coupled with secretive diplomacy
(so as to dominate and eventually absorb these more fecund races), and
so on. Most of these new beliefs have tended to come and go as passing
fads, embraced for a time by each successive generation of young
dwarves. Details of the cults that have arisen throughout the long
history of the dwarves could fill a work many times the size of this
one. DMs are urged to devise their own cults, particularly for use as
the sources of relics found in old, abandoned dwarven holds and as
active religions in isolated dwarven communities.

Only two long-established or recurring cults are discussed briefly
below in the Abbathor and Clangeddin entries. These have been
successful enough that some divine power - whether it be a dwarven
deity operating in secret to further his or her ends (such as Abbathor,
Clangeddin, or Diinkarazan), a deity of another race seeking to
influence the dwarves, or even a heretofore unknown dwarven deity - has
come to support the pleas and deeds of each by granting spells to the
priests.

General Dwarven Priest Abilities: The general abilities and
restrictions of dwarven priests (including duergar), aside from the
specific changes noted later in this section for each dwarven faith,
are summarized in the discussion of dwarven priests in "Appendix 1:
Demihuman Priests." Due to long-standing tradition, most dwarven
priests of dwarven deities before the Time of Troubles had to be of the
same gender as their deity. Since the Time of Troubles, this stricture
is not longer the absolute that is was, and all dwarven faiths now
accept priests of either gender - reluctantly. Priests of the gender
opposite their deity are likely to be treated gingerly or with slight
resentment by their same-gender fellows and to be called upon to prove
their commitment to their vocation often. Dwarven culture is very slow
to adopt new customs.


Abbathor
--------

(Great Master of Greed, Trove Lord, the Avaricious, Wyrm of Avarice)
Intermediate Power of the Gray Waste, NE

PORTFOLIO:             Greed
ALIASES:               None
DOMAIN  NAME:          Oinos/the Glitterhell
SUPERIOR:              Moradin
ALLIES:                Task, Vergadain
FOES:                  Berronar, Brandobaris, Clangeddin Silverbeard,
                       Cyrrollalee, Dumathoin, Moradin, the gnome
                       pantheon, the goblinkin and giant pantheons
SYMBOL:                Jeweled dagger
WOR. ALIGN.:           LE, NE, CE

Abbathor (AB-bah-thor) the Avaricious is the dwarven god of greed,
venerated by most evil dwarves and nearly all evil dwarven thieves. He
represents the worst aspect and major weakness of dwarven character.
Many dwarves and even nondwarves consumed with treasure lust and greed,
or those who seek to steal valuables, make offerings to him.

The Great Master of Greed was once interested purely in the natural
beauty of gems and metals, but became embittered when Moradin appointed
Dumathoin the protector of mountain dwarves - a position Abbathor felt
should be his. From that day onward, Abbathor has become ever more
devious and self-serving, continually trying to wreak revenge on the
other dwarven gods by establishing greed, especially evil greed, as the
driving force in the lives of all dwarves.

The Trove Lord maintains an uneasy truce with the god Vergadain, but he
is otherwise estranged from the dwarven pantheon. Abbathor particularly
hates Dumathoin and Moradin for denying him his rightful place in the
pantheon, and he secretly works against both. He hates Clangeddin for
Clangeddin's self-righteous noble stance and certain past insult, and
Clangeddin returns the favor. Berronar loathes Abbathor's
deceitfulness, and Dumathoin shields treasures from the Great Master of
Greed, to Abbathor's unending frustration and fury. Unlike Laduguer,
however, Abbathor is tolerated by the other dwarven gods, although none
trust him.  Despite the fact that he embodies everything they teach
their followers to avoid, he has sided with them in epic battles of the
past and is still a valued member of the group. Abbathor never helps
any nondwarven deity or being, however, with the notable exception of
Task, draconic god of greed.

Abbathor is squat and hunched, despite his height. He seems to slither
and sidle along as he walks, never making much noise but often rubbing
his hands together. If carrying gems or gold, he often caresses these
in a continuous, unconscious, overwhelmingly sensuous manner. At times,
this has made ignorant folk attack him, overcome by lust to gain the
treasure he holds. The Great Master is said to have burning
yellow-green eyes (blazing yellow when eager for treasure or when
pouncing upon it, hooded and green while scheming or when thwarted). He
has a sharp hooked nose like a giant eagle's beak and always dresses in
leather armor and furs, both fashioned from the skins of creatures who
have opposed him and died to regret it. He is said to have a harsh,
husky, wheedling voice and a quick temper, hissing and spitting when
angry. Abbathor is governed by his insatiable lust for treasure,
especially gold, and is treacherous in his dealings with dwarves.  He
roams many worlds, including the Realms, in avatar form in search of
treasure. Abbathor uses any means, no matter how evil, to further his
ends, which typically involve the acquisition of wealth. Should the
Great Master of Greed see treasure worth more than 1,000 gp or any
magical item, he attrated to steal it outright or slay the owner and
then take it anyway.  If frustrated in an attempt to steal an item,
Abbathor tries to destroy it so as not to he tortured by the memory of
his failure.

Abbathor's Avatar (Thief 35, Wizard 28, Cleric 18, Fighter 15)

Abbathor appears as a very large dwarf clad in leather and furs. He is
fat and piggy-eyed with sallow skin. He favors spells from the spheres
of divination, guardian, sun (reversed), and protection, plus the
schools of divination and illusion/phantasm, although he can cast
spells from any sphere or school.

AC -5; MV 12 or 15; HP 211; THAC0 3; #AT 5/2
Dmg 2d12+15 (dagger +5, +8 STR, +2 spec. bonus in dagger)
MR 65%; SZ M (6 feet tall) or L (8 feet tall)
STR 20, DEX 22, CON 21, INT 20, Wis 18, CHA 10
Spells  P: 10/10/9/9/6/4/2, W: 6/6/6/6/6/6/6/6/6
Saves PPDM 4, RSW 1*, PP 5, BW 4, Sp 4

* Includes dwarf +6 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Abbathor wields a diamond-bladed dagger +5 with jewels
set into the hilt. It does 2d12 (base) points of damage and can detect
the presence (type and amount) of precious metals in a 20 foot radius.
It repowers itself by draining life energy from all mortals who grab
it: one experience level is lost at the first touch, and one per round
or partial round thereafter that the blade is held. (It does not drain
life energy on an attack, just when grabbed - like when someone tries
to steal it.) In addition to his physical and spell attacks, the Great
Master of Greed can cast detect illusions, detect metals and minerals,
or create treasure lust (see the first manifestation power, below) at
will, one per round.

Abbathor often carries a pair of golden lions (figurines of wondrous
power) concealed in a pocket. If hard-pressed, he hurls these,
commanding them to fight for him. If they are overpowered and the god
must flee, he simply returns to steal them back and slay their new
owner as soon as it is convenient.

When expecting trouble, Abbathor also bears a shield that can cast a
30-foot range blindness spell at any one creature, once per round.
Targets must succeed at a saving throw with a -6 penalty, or a -3
penalty if they continually face away from the shield. (This latter
option forces them to fight with a penalty of-4 to their attack rolls
and Armor Classes.) He can be struck only by +2 or better magical
weapons.

Other Manifestations

Abbathor manifests purely to work his own ends, typically in one of
four ways:

 * He can create a sudden treasure lust in dwarves, gnomes, humans, or
   halflings (to avoid, succeed at a saving throw vs. spell at a -2
   penalty; -4 if dwarven). Affected beings do anything Abbathor (in
   other words, the DM)  wants for 6 rounds, in an attempt to seize
   known treasure and keep it, slaying all witnesses if that seems
   necessary. Combat with friends or loved ones allows repeated saving
   throws, one per round, to break free of Abbathor's power.

 * Abbathor can cause any dwarf to be suddenly made aware of the
   precise location, nature, and value of hidden gems within 10 feet.

 * Abbathor can cause magical silence and darkness, 15' radius, both
   lasting 1 turn, to aid the escape of a dwarf who has stolen
   something.

 * Finally, whenever a treasure chest is opened or a hoard pile is
   disturbed, Abbathor tries to cause gems and/or coins to leap of
   their own accord.  He makes  them fall and bounce or roll away into
   crevices or other hiding places from which he may recover them
   later. Allow a 2 in 6 chance of this happening; if it occurs, roll
   Id 12 to determine how many valuables are affected, and allow PCs to
   make Dexterity checks to trap, catch, or retrieve them, according to
   how they act.

Sometimes, when Abbathor's avatar is present in the Realms, two other
manifestations occur. First, when Abbathor hears his name spoken (in
the way all avatars can), a handlike invisible force snatches and
clutches at the purse, pockets, worn jewelry, or sacks of the speaker,
by way of warning. If anything comes loose (apply item saving throws
and/or Strength and Dexterity checks as the circumstances suggest),
treat the objects as leaping into hiding (as above) for Abbathor to
claim later.

Second, when Abbathor's avatar or a being (almost always a dwarf) upon
whom he is concentrating walks close to gems (either cut and finished
or natural and still embedded in stone), the jewels sing with a
high-pitched, multitoned chiming, rather like the sounds made by the
glass and metal wind chimes popular in the South. This singing is
audible to all and serves to guide Abbathor or his chosen being to the
gems.

Abbathor is served by aurumvorae, crysmals, dragons consumed with
avarice, earth elemental vermin, earth weirds, ghost dragons, hetfish,
incarnates of covetousness, khaasta, rappers, rust monsters, tso,
werebadgers, and xavers. He manifests his pleasure through the
discovery of gold and jewels of all sorts and his displeasure through
the despoiling of treasure - causing gems to split apart, sacks of gold
to tear, and so on.

The Church

CLERGY:           Clerics, specialty priests, thieves
CLERGY'S ALIGN.:  LE, NE, CE; CN  (noroghor only)
TURN UNDEAD:      C: No, SP: No, T: No
CMND. UNDEAD:     C: Yes, SP: Yes, at priest level -4, T: No

All clerics (including cleric/thieves, a multiclass combination allowed
to dwarven priests of Abbathor) and specialty priests of Abbathor
receive religion (dwarven) and reading/writing (Dethek runes) as bonus
nonweapon proficiencies. Clerics of Abbathor can use any weapons, not
just bludgeoning (wholly Type B) weapons. Clerics of Abbathor (as well
as cleric/thieves) cannot command undead before 7th level, but they
always strike at +2 on all attack and damage rolls against undead
creatures. At 7th level and above, clerics (including multiclassed
clerics) can command undead as other clerics do, but as a cleric of
four levels less than their current level. All clergy members of
Abbathor were male until the Times of Troubles, but since then some
females have joined the church.

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.

Temples of the Great Master of Greed are always in underground caverns
or secret, windowless rooms. Sacrificial altars are massive, plain
blocks of stone, blackened by the many fires laid and burnt upon them.
(Note that nondwarves tend to panic when sacrificial fires are lit, and
the smoke begins to billow!) Abbathor's places of worship can easily be
mistaken for treasure vaults, as they are typically painted in gold
leaf and filled with a cache of purloined treasures. In fact, the most
sacred places of the Trove Lord are caverns that once housed the hoards
of ancient wyrms.

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.

Dogma: Seek to acquire all that shines or sparkles, and revel in the
possession of such. The wealth of the earth was created for those
dwarves strong and crafty enough to acquire it by any means necessary.
Greed is good, as it motivates the acquisition and the holding of all
that is truly precious. Do not seize wealth from the children of the
Morndinsamman, however, nor conspire against the favored of Abbathor,
for such strife in the name of avarice weakens the clan.

Day-to-Day Activities: Like their deity, priests of Abbathor strive to
enrich themselves, taking advantage of their positions and influence to
steal or deal themselves some personal wealth. Such funds are typically
cached in remote, fiendishly well-trapped hideaways, as amassing enough
loot to retire in luxury is a game and a driving motivation among
priests of this god.

As noted above, however, there is one strict rule: No priest of
Abbathor can steal from any other dwarf, or influence events to cause
harm to the person or wealth of any rival priest of Abbathor. This is
the infamous Abbathor's Commandment, of which dwarven thieves are often
reminded.  Priests of Abbathor do not like to remember so readily that
it was uttered purely in order to preserve some followers of the god
after angry fellow dwarves had slaughtered thief after thief in the
robes of Abbathor's clergy.

The wider aims of the priesthood are to enrich all dwarves, working
with the clergy of Vergadain and Dumathoin where possible toward that
end. Across the Realms, priests of Abbathor are always looking for a
chance for common dwarven profit (and their own personal gain) through
underhanded and shady arrangements. The underground ways known to
dwarves make them ideal smugglers, and many borders are undercut by
tunnels enabling dwarven merchants to avoid duties and restrictions in
transporting goods from one land to another. Dwarves are prevented from
dominating the smuggling trade purely by their aversion to water, which
effectively excludes them from shipborne activity.

Priests of Abbathor trade (on the sly) with anyone, including duergar,
drow, illithids, Zhentarim, ores, giants, and other undesirable
creatures or traditional enemies of the dwarves. Dwarves have been
slain by axes sold to ores by priests of Abbathor on more than one
occasion. This contrariness, however, is an essential part of the
dwarven nature, as is the goldlust that drives many dwarves on occasion
- at such times they are said to be under the spell of Abbathor or in
Abbathor's thrall. Priests of Abbathor can be considered to he
permanently in this condition, but to have learnt subtlety and devious
cunning in its pursuit, rather than simple, crude acquisitiveness.

Beings who need something underhanded done can always contact priests
of Abbathor if they know where to find them. (Usually only dwarves know
how to do so.) For a fee, a known worshiper of Abbathor will often
arrange a meeting between an outsider (such as a human) and one of the
god's priests. The priest and the worshiper will both work to arrange
the meeting so that the priest is in little danger of attack,
kidnapping, or arrest.

Priests of Abbathor secretly work to undermine the faith of Dumathoin
and Berronar - the former in revenge for the Silent Keeper's assumption
of a position meant for the Trove Lord, and the latter in response to
the Revered Mother's concerted efforts to prevent thefts. Since such
actions must always be kept secret from all but their fellow clergy
members and may never endanger the immediate safety of the clan, the
Hands of Greed must proceed very slowly in this task.

Holy Days/Important Ceremonies; Solar eclipses and days when volcanic
eruptions or other causes bring darkness during daytime are always
considered holy days.

Once a year, priests of Abbathor sacrifice a creature on an altar. It
must be an enemy of dwarves but can be anything from an elf to a boar.
Ores, trolls, and giants are the most favored sacrifices. The faithful
of Abbathor then bring gems in offering to the god, and these are
placed upon the body, they must touch the blood of the sacrifice. The
value of the sacrifice is said to determine the amount of Abbathor's
favor that will benefit the offerer in the year to come. Even priests
refer to this practice as "buying grace." The sacrifice is then burnt
to ashes, gems and all. If magic or especially valuable gems are
sacrificed, these sometimes disappear before the body is consumed,
taken by Abbathor for his own (or pocketed by the priests for their own
use, some say).

Abbathor's favor is said to include minor things like causing guards to
sleep or become distracted, shaping shadows and moon-cloaking clouds to
hide the features or exact position of a fleeing dwarven thief, or
allowing a trapped thief an occasional battle-aid (in the form of an
initiative roll bonus). Dwarves in need of Abbathor's immediate favor
may make offerings at other times throughout the year. It is also
customary to make an offering when one first worships at a particular
temple.

Major Centers of Worship: Aefarn, the House of Gold, is a fortified
temple complex housing much of the collected wealth of Abbathor's
clergy.  The temple is located deep beneath Turnback Mountain, the
southernmost peak of a mountain range of similar name running
north-south along the eastern border of Anauroch and north of the
frozen steppes known as the Tortured Land. The treasure vaults of the
Hands of Greed are located in a cavern complex hewn millennia ago from
the surrounding granite by the great red wyrm Ragflaconshen, Spawn of
Mahatnartorian, before he died defending his hoard from the avaricious
Abbathor. In the Year of the Wailing Winds (1000 DR), a trio of
Abbathoran priests stumbled across the wyrm's long-hidden lair after
following a trail of gold coins placed - or so they suspected - by the
Great Master of Greed. After an arduous adventure bypassing the
long-dead wyrm's many traps, the three priests finally penetrated
Ragflaconshen's inner sanctum early in the Year of the Awakening (1001
DR). There they discovered that the great wyrm had survived, after a
fashion, as a ghost dragon, his spirit unable to rest until his
fabulous horde was replaced in kind. The Trove Lord then appeared to
the three priests in a vision and directed them to muster the faithful
(along with their personal hoards) scattered throughout the Cold Lands
- the territory loosely incorporating the lands between the Moonsea,
Anauroch, and the Great Glacier - in the ghost dragon's lair. This mass
assemblage of treasure would allow the spirit of the Trove Lord's
ancient antagonist and kindred spirit in greed to rest at last. When
this was done, Abbathor appeared to his assembled worshipers in avatar
form and directed them, under the leadership of the Three Coinlords (as
the trio was thereafter known), to build a temple honoring him. This
structure would house the assembled trove of treasure (possibly the
most valuable to ever exist in the Realms), as well as all new wealth
that its clergy acquired in the wider world. In the nearly four
centuries since the founding of Aefarn, the caverns that make up the
House of Gold have been entirely covered with gold leaf and studded
with precious gems. The three seniormost priests of the temple compose
the ruling triumvirate (still named for its founders), although
Abbathor's assembled priests work collectively to defend the House of
Gold from interlopers.  Each priest has his own heavily trapped set of
chambers in which his personal share of the temple's wealth is hoarded.
Thus those seeking to plunder the House of Gold find themselves faced
with innumerable smaller fortresses in addition to the formidable
collective defenses.

Affiliated Orders: While Abbathor has no knightly orders associated
with his faith, the Great Master of Greed has secretly embraced one of
the most prominent cults in dwarven society as his own and begun
granting spells to its priests, who are known as noroghor. 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.

Priestly Vestments: 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.
Adventuring Garb: When expecting open combat, the Trove Lord's
priests gird themselves in the best available armor and weapons with which
they are proficient, in the fashion of most dwarven warriors. When stealth
is required, however, members of Abbathor's clergy prefer the garb and
tools of rogues. In all cases, however, the Hands of Greed keep the signs of
their calling - including their scarlet underclothes and their holy symbols -
concealed, as it is considered an affront to Abbathor to proclaim his
name or his symbol openly.

Specialty Priests (Aetharnor)

REQUIREMENTS:         Dexterity 11, Wisdom 9
PRIME REQ.:           Dexterity, Wisdom
ALIGNMENT:            LE, NE, CE
WEAPONS:              Club, dagger, dart, hand crossbow, knife, lasso,
                      short bow, sling, broad sword, long sword, short
                      sword, and staff
ARMOR:                Any
MAJOR SPHERES:        All, charm, combat, divination, guardian,
                      summoning, wards
MINOR SPHERES:        Creation, healing, necromantic, protection,
                      summoning, sun
MAGICAL ITEMS:        Same as clerics and thieves
REQ. PROFS:           Mining
BONUS PROFS:          Appraising, gem cutting

* Most aethamor (the plural form of aetharnar) are either gold dwarves
  or shield dwarves, but dwarves of nearly every subrace are called to be
  specialty priests of Abbathor.

* Aetharnor are not allowed to multiclass.

* Aethamor may  select nonweapon proficiencies from both the priest and
  rogue groups with no crossover penalty.

* Aethamor understand and use thieves' cant.

* Aetharnor have some thieving skills as defined in the Limited
  Thieving Skills section of "Appendix 1: Demihuman Priests."

* Aethamor can cast detect metals and minerals (as the 1st-level priest
  spell detailed in Powers & Pantheons) once per day.

* At 3rd level, aethamor can cast maskstone (as the 2nd-level priest
  spell) once per day.

* At 5th level, aethamor can cast darkness, 15' radius (as the
  2nd-level wizard spell) once per day.

* At 7th level, aethamor can detect illusions at will in a path 10 feet
  wide and 60 feet long in front of them. They must concentrate to use
  this ability.

* At 10th level, aethamor can cast conceal riches (as the 4th-level
  priest spell) once per day.

* At 13th level, aethamor can cast Von Gasilc's refusal (as the
  5th-level wizard spell) and knock (as the 2nd-level wizard spell)
  once each per day.

* At 15th level, aethamor can cast steal enchantment (as the 7th-level
  wizard spell) or Gunther's kaleidoscopic strike (as the 8th-level
  wizard spell).

* At 20th level, aethamor can cast glorious transformation (as the
  9th-level wizard spell) once per month. Note that aethamor still
  require a philospher's stone to do this.

Specialty Priests (Noroghor)

REQUIREMENTS:         Constitution 9, Wisdom 9
PRIME REQ.:           Constitution, Wisdom
ALIGNMENT:            CN, CE
WEAPONS:              Any bludgeoning (wholly Type B) weapon
ARMOR:                Any
MAJOR SPHERES:        All, animal, combat, guardian, protection,
                      summoning,  wards
MINOR SPHERES:        Elemental, healing, plant, travelers
MAGICAL ITEMS:        Same as clerics
REQ. PROFS:           Animal training
BONUS PROFS:          Animal lore, modem languages (choose one
                      monstrous tongue, such as Auld Wyrmish or
                      beholder)

* While most noroghor (the plural form of noroghar) are either gold
  dwarves or shield dwarves, dwarves of nearly every subrace are called
  to be priests of the Wyrm Cult.

* Noroghor are not allowed to multiclass.

* At 3rd level, noroghor are immune to the fear auras of young adult
  dragons of all species. For every two levels above 3rd, the maximum
  age category of dragon to whose aura noroghor are immune increases by
  one. For example, at 5th level, noroghor are immune to the fear auras
  of adult or younger dragons. This immunity applies equally to all
  types of dragons, including gem dragons, but it is affected by spells
  or magical items that increase or decrease a dragon's effective age
  category with regard to its fear aura.

* At 5th level, noroghor can cast efficacious monster ward (as the
  3rd-level priest spell) once per day.

* At 7th level, noroghor can cast shape change (as the 9th-level wizard
  spell) three times per day for a period of up to 1 turn, but can only
  take the shapes of creatures and other living things they have seen
  personally.  Their favorite shapes include snakes, wyverns, dragons,
  boars, bears, and various large cats (tigers, panthers, mountain
  lions, and so on).

* At 7th level, noroghor detect illusions at will in a path 10 feet
  wide and 60 feet long in front of them. They must concentrate to use
  this ability.

* At 10th level, noroghor can cast polymorph other (as the 4th-level
  wizard spell) once per day on willing recipients only. (Typically
  this granted power is employed only on devout cultists.) Recipients
  receive a +25% bonus to all system shock rolls incurred as a result
  of this change.

* At 13th level, noroghor become immune to the effects of one type ot
  dragon breath weapon.

* At 15th level, noroghor can cast age dragon (as the 7th-level priest
  spell) once per day on willing recipients only or flame strike (as
  the 5th-level priest spell) once per day.

Abbathoran Spells

In addition to the spells listed below, priests of the Trove Lord may
cast the 1st-level priest spell detect metals and minerals, detailed in
Powers & Pantheons in the entry for Geb.

2nd Level

Maskstone  (Pr 2; Illusion/Phantasm) Reversible

Sphere:            Elemental Earth
Range:             Touch
Components:        V, S, M
Duration:          1 year/level
Casting Time:      5
Area of Effect:    A square that is 1 foot/level on a side
Saving Throw:      None

This spell alters the appearance of stone to hide seams, openings,
traps, runes, doors, and so on. The priest touches the central point of
the area to be masked and visualizes what appearance is desired (in
other words, hue, fissures, shape, and general appearance). The spell
cloaks the stone with a long-term illusion matching the caster's
visualization. A caster of at least 6th level can cloak a second
section of stone of similar dimensions, and a caster of at least 9th
level, a third section.

Features of the stone under the maskstone spell remain physically
unchanged.  A known door can be felt for and located in 1d3 rounds.
Unless it has been used by the searcher before, determining its method
and direction of opening and the location of any locks or catches is
extremely difficult without a dispel magic to end the cloaking effect.
Only characters with thieving skills have the necessary expertise, and
they find catches, locks, and traps on such doors at a -15% penalty to
their find traps rolls, unlock locks at a -10% penalty to their open
locks rolls, and remove found traps at a -10% penalty to their remove
traps rolls.

A dwarf, duergar, gnome, xorn, or other subterranean dweller can tell
by examination that the stone's surface has been magically masked but
not what its true appearance is. Features affixed to the stone's
surface (such as maps or inscriptions) are hidden by this magic. True
seeing pentrates the spell.

The reverse of this spell, reveal stone, negates maskstone. If not used
for this purpose, it clearly indicates secret or hidden doors, panels,
cavities, storage niches, catches, locks, and other deliberately hidden
features by momentarily illuminating them with a glowing outline. These
features are revealed if the stone has a maskstone spell on it or if it
is simply in poorly lit or confusing natural conditions.

The material components are an eyelash (from any creature) and a pinch
of dust or sand. The reverse of the spell requires a scrap of gauze and
a piece of phosphorous or a handful of iron filings.

3rd Level

Abbathor's Greed  (Pr 3; Divination)

Sphere;           Divination
Range:            0
Components:       V, S
Duration:         Instantaneous
Casting Time:     6
Area of Effect:   10-foot-wide path, 10 feet long/level
Saving Throw:     None

The priest who casts this spell can determine the single most valuable
item within the spell's area of effect. Note, however, that the
information gained involves an item's monetary value only. Magical
items are revealed to be only as valuable as the materials from which
they are made. This aside, the caster leams the item's exact value (in
terms of gold pieces).

This use of this spell is not without risks. For every 1,000 gp value
of an item, there is a 1% cumulative chance that Abbathor takes notice
of the item and desires it for himself. If this occurs, there is an
equal chance that Abbathor sends an avatar to retrieve the object. The
total chance will not exceed 95%.

The avatar's sole purpose is to retrieve the desired item and return
with it to the Gray Wastes. Under no circumstances does the avatar of
Abbathor become involved in the affairs of the priest. Any attempt to
prevent the avatar from carrying out its duty is dealt with
accordingly.

4th Level

Conceal Riches (Pr 4; Illusion/Phantasm)

Sphere:           Charm
Range;            Touch
Components:       V, S
Duration:         Permanent
Casting Time:     7
Area of Effect:   1 person or an area up to 20 X 20 X 20 feet
Saving Throw:     None

Conceal riches makes all the items worn or carried by one person or
within an area up to 20 X 20 X 20 feet look worthless, fine clothes
look shabby, and new, expensive, or luxurious items appear old and
worn. This illusion is used by priests of Abbathor to disguise
themselves or their treasure hoards and abodes (or those of others, for
a fee) to thwart robbery attempts. They also use this spell to decrease
the chance that they are detained or molested when traveling from one
locale to another while carrying great wealth or dressed in the finery
they admire. The effect is permanent until dispelled or dismissed by
the caster.

Berronar Truesilver
-------------------

(The Revered Mother; the Mother Goddess;
Matron of Home and Hearth;
Mother o-F Safety, Truth, and Home)

Intermediate Power of Mount Celestia, LG

PORTFOLIO:              Safety, truth, home, healing, dwarven home
                        life, records, traditional clan life, marriage,
                        familial love, faithfulness/loyalty, honesty,
                        obligations, oaths, the family, protector of
                        dwarven  children
ALIASES:                None
DOMAIN  NAME:           Solania/Erackinor
SUPERIOR:               Moradin
ALLIES:                 Angharradh, Cyrrollalee, Hathor, Isis, the
                        Morndinsamman (except Abbathor, Deep
                        Duerra, Laduguer), Yondalla
FOES:                   Abbathor, Deep Duerra, Laduguer, Urdlen, the
                        goblinkin and evil giant pantheons
SYMBOL:                 Two silver rings
WOR. ALIGN.:            Any

Berronar Truesilver (BAlR-roe-nahr TROO-sihl-vur) is the bride of
Moradin.  She dwells with him at the Soul Forge beneath the mountains
in Solania (fourth of the Seven Heavens, called Khynnduum in the oldest
dwarven writings). The Revered Mother is the defender and protector of
the home - not a passive homebody. She is seen as the patron of
marriage and love, and her name is often invoked in small home rituals
for protection against thieves and duplicity. Berronar is also the
goddess of healing. Lawful good dwarves who value their families,
clans, and the common strength and security of dwarven society revere
her for her caring and loving service to the entire race. All dwarves
of any alignment who seek a safe refuge or who want their loved ones or
relatives kept safe offer her appeasement as well.

Although Berronar's avatar is rarely seen in the Realms, the Revered
Mother works ceaselessly to preserve and protect dwarven culture and
civilization. Her favorite techniques involve manifesting her powers in
dwarven mortals on occasions crucial to the survival of a clan, people,
or lore records.  She does so either to guide and empower them to
protective feats of arms or to lead them to the discovery of forgotten
records, facts, and truths.

If a braid of Berronar's beard is cut off, it regrows in a single day.
At the end of that day, the lock that was cut off turns to gold (worth
10,000-40,000 gold pieces). Both the goddess herself and her avatar
form in the Realms have this ability. On very rare occasions, when the
most powerful priest of Berronar in a community makes humble
supplication to the goddess, Berronar gives such locks of hair to
mortal dwarves. This gold is given only to dwarven communities that are
exceptionally poor or hard-pressed and unable to recover economically
otherwise.

Berronar is the powerful matron who, along with Moradin, has held the
sometimes fractious dwarven pantheon united during an extended period
of slow decline in the dwarven population of the Realms. She works
hand-in-hand with Sharindlar, guiding dwarves into and through the
lasting bonds of marriage once the Lady of Life brings them together.
The Mother of Hearth and Home also works closely with Moradin,
Clangeddin, and Gorm to ensure the safety of dwarven holds. Berronar
views the antics of Dugmaren, Haela, and Marthammor with patient humor,
foreseeing the day when they and their followers settle down and join
in the traditional clan life of the Stout Folk. The Revered Mother is
the tireless foe of Abbathor, viewing his all-consuming greed as the
greatest threat to dwarven unity at a time when a united front may be
all that keeps the Stout Folk from being overrun by ores and their kin.

The Revered Mother is a kind and caring goddess with a strong motherly
love for all dwarves and their allies who value compassion, fidelity,
simplicity, tradition, the home, and family. Berronar has a ready,
hearty laugh and a merry disposition, but she never wavers in the face
of adversity or despairs in times of great loss. She can be strict or
even fierce, if the situation so warrants, but the indomitable Mother
Goddess of the dwarves is ever forgiving of her children, be they
mortal or divine. Berronar settles many disagreements among the
Morndinsamman, and her skills at persuasion are such that she can
usually make two foes understand each other and set aside their
differences. Berronar often sends an avatar to defend threatened
dwarven clans, especially small ones threatened by events beyond their

Berronar's Avatar (Cleric 35, Paladin 25, Wizard 18)

Berronar appears as either a tallish or a huge dwarf, fearless of
aspect but gentle in speech, whose brown beard is braided into four
rows. She favors spells from the spheres of all, combat, creation,
divination, guardian, healing, law, protection, and wards, plus the
schools of abjuration and divination, although she can cast spells from
any sphere or school.

AC -4; MV 12 or 15; HP 219; THAC0 -4; #AT 2/1
Dmg 6d6+11 (huge mace +4, +7 STR)
MR 80%; SZ M (6 feet tall) or H (19 feet tall)
STR 19, DEX 18, CON 22, INT 19, Wis 24, CHA 24
Spells P: 15/14/13/13/13/12/9, W: 5/5/5/5/5/3/3/2/1
Saves* PPDM 1, RSW 1**, PP 2, BW 2, Sp 4

* Includes +2 bonus to saving throws to a minimum of 1.
** Includes dwarf +6 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Berronar wields Wrath of Righteousness, a huge mace +4
of steel chased with gold. This weapon slays on contact all evil
thieves and anyone currently engaged in killing for a living (for
example, mercenary warriors, hired murderers, and priests or other
officials knowingly on a mission that involves deliberately causing the
death of another). This property fails if the target struck succeeds at
a saving throw vs. death magic at a -4 penalty; one successful saving
throw means that the being is forever immune to this power of Wrath of
Righteousness.

The Revered Mother also wears two silver rings of great power. One
prevents anyone from knowingly telling a falsehood within 100 feet
other; the other prevents mortals from using any thieving abilities
within 100 feet of her. A thief may avoid this if she or he succeeds at
a saving throw vs.  spell with a penalty of-2 every round in which an
attempt to use any thief skill is made. If either of these rings is
removed from Berronar's possession, it crumbles into nothingness in 2d6
days. Its magic becomes only 33% reliable in the last 2 days before it
falls apart.

Berronar has the power to take the shape of an aged dwarf of either
sex, or even a short, stooped human crone - and when in such a form, no
god or mortal can detect anything of her divine nature or powers
(although she retains full use of them). Berronar often uses this
lesser form to watch and judge dwarves, walking among them to see what
treatment she receives.

Berronar wears everbright silver chain mail +5 that cannot be harmed by
fire. It protects its wearer from all fire, heat, and electrical
(lightning) attacks. Berronar can be struck only by +2 or better
magical weapons. She is immune to all illusion/phantasm spells and
magical effects.

Other Manifestations

Berronar can, at a range of one mile or less, use suggestion on any
intelligent creature. The saving throw is made at a -7 penalty if the
creature is lawful good, a -5 penalty if of another good alignment, a
-3 penalty if of a neutral alignment, and a -1 penalty if evil.
Berronar employs this power to guide chosen dwarves into performing
specific actions (opening certain chests, going to certain locations,
and so on) that lead to the discovery of secrets she wants known again.
These secrets are usually about the past glories of the dwarven
civilizations.

In more pressing conditions, Berronar can empower an individual dwarf
with her favor, which appears as an aura or radiance of bright silver.
While so imbued (a condition typically lasting 1 or 2 turns), a favored
dwarf has the Armor Class of Berronar's avatar, -4. Next she or he is
affected as if by a haste spell for which no aging occurs. Finally, the
dwarf receives attack and damage bonuses of +2. This direct and
unsubtle form of aid is granted only in emergencies.

Berronar prefers to work through lawful good dwarven fighters, using
suggestion to encourage appeals to her. If such a warrior appeals to
the Revered Mother for specific aid and makes an appropriately large
sacrifice, there is a 5% chance that Berronar imbues the warrior with
power. The sacrifice should consist mainly of the dwarf's wealth, which
Berronar causes to vanish from her temple altars. She then personally
distributes it to the poorest dwarves throughout the Realms. (DMs might
want to raise this chance to around 45% for NPCs.) Only dwarves of
exceptionally pure heart are considered for this honor, and Berronar
grants it at most only once in every 10 years to the same individual.

Berronar is served by aasimon, archons, earth elementals, einheriar,
galeb duhr, guardian nagas, hammer golems, hollyphants, incarnates (of
charity, faith, and justice), ki-rin, maruts, noctrals, pers, shedu,
sunflies, and t'uen'rin. Her omens are often suggestion effects to her
priests and illusions that dissolve to reveal a truth (a revealed area,
an item of symbolic meaning, etc.). Certain gems, including octel,
shandon, and sphene, are said by dwarves to be the hardened tears of
Berronar. Rock crystal also qualifies, but only when clear within and
found naturally smoothed by ice or water.  The discovery of such jewels
is believed to be a sign of Berronar's favor, and no other dwarven
faith - including that of Dumathoin - incorporates any of these stones
in either its rituals or its sacred lore. Other signs other favor
include the sudden blossoming of white flowers and the discovery of
freshwater springs. The Revered Mother indicates her displeasure by
shattering the crude clay statuettes Grafted in her image that adorn
the hearth mantles of most dwarven homes, by causing hearth flames to
turn black in color and be extinguished, and by unleashing small,
localized tremors that do little damage  aside from knocking the being
that has garnered the Revered Mother's displeasure to the ground and
leaving small cracks in the floor and nearby walls.

The Church

CLERGY:          Clerics, crusaders, specialty priests
CLERGY'S ALIGN.: LG
TURN UNDEAD:     C: Yes, Cm: No, SP: Yes, at priest level -2
CMND. UNDEAD:    C: No, Cm:  No, SP: No

All clerics (including fighter/clerics), crusaders, and specialty
priests of Berronar receive religion (dwarven) and reading/writing
(Dethek runes) as bonus nonweapon  proficiencies. Clerics of Berronar
(as well as fighter/clerics) cannot turn undead before 7th level, but
they always strike at +2 on all attack and damage rolls against undead
creatures. At 7th level and above, clerics (including multiclassed
clerics) can turn undead as other clerics do, but as a cleric of four
levels less than their current level. These modifications apply only to
the cleric class and not to crusaders or specialty priests.  All
priests of Berronar were female until the Time of Troubles; a few males
have joined the priesthood since then.

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-ex-panding threats to the Stout Folk.

Temples of the Revered Mother may be found both above and below the
surface. A temple to Berronar aboveground consists of a circle of
stones, usually in a wooded area, in which small fires are kindled in a
random pattern.  Gems and metal sculptures are set up among them on
metal poles to sparkle and reflect back the firelight during worship.
Actual sparkler fireworks are used on the two main holy days to mark
the ending of each unison prayer.  An underground temple to Berronar is
a cavern in which the priests have carefully arranged mosses, lichens,
fungi, and the like brought by the hands of faithful. They keep these
watered and nourished to form a lush carpet all over the floor; this
covering also climbs the walls as high as possible. Luminescent fungi
are favored, to give the cavern as much natural light as possible.
Magical items with the power to create dancing fights are highly
valued, and nondwarven wielders of such items are sometimes even hired
to illuminate such a temple by this means. Such "lighters" must come to
the temple naked and blindfolded, but they are treated with the utmost
care and courtesy. When the ceremony is over, they are taken safely
back to the surface under guard, in such a way as to maintain their
dignity but keep the location of and route to the temple hidden from
them.

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%).

Dogma: The Children of Moradin are shaped on the Soul Forge and ever
warmed by the embrace of the Revered Mother. Tend the hearth and home,
drawing strength and safety from truth, tradition, and the rule of law.
Join with friends, kin, and clan in common purpose. Do not succumb to
the misery of greed or the evils of strife, but always bring hope,
health, and cheer to those in need. Once an oath is made, Berronar
watches over its keeping - to break it is to grieve her sorely.
Children must be cherished and guarded well from harm, for they are
future of the race.

Day-to-Day Activities: Berronar's priests serve as the guardians and
protectors of dwarven clans; they also maintain lore records and family
histories. The members of Berronar's clergy strive to further the good
health and good character of all dwarves. They heal the sick and
injured, attempt to treat, eradicate, and stop the spread of disease,
develop antidotes to dwarfsbane and other poisons that can affect
dwarves, and encourage truthfulness, obedience to law, peaceful
harmony, and governance of greed and goldlust. Priests of Berronar
never ignore a dwarf in need of aid, and they always help to the best
of their ability. If a Revered Sister/Brother lacks magical means of
curing, she or he finds someone who can heal or provide all the
nonmagical care possible. The duty of a priest of Berronar is to keep
every dwarf alive, whatever the cost.

In many respects, Berronar's priests are the pillars on which dwarven
society is built. Revered Sisters/Brothers are instrumental in
maintaining traditional dwarven culture, in knitting together families,
in educating and nurturing young dwarves, and in maintaining the
orderly governance of dwarven society. While rarely holding formal
positions of leadership, the senior priest of Berronar in a dwarven
hold or clan usually holds a position of great influence that rivals,
if not exceeds, that of the titular ruler of the hold or clan.

Holy Days/Important Ceremonies; Priests of Berronar worship the Mother
Goddess by kneeling, closing their eyes, picturing the Revered Mother,
and whispering prayers that begin and end with her name. They typically
do this when asking for her guidance or when they are about to heal in
her name. Her guidance is often given via an inner feeling or decision.

Annual offerings of silver are made to Berronar in the form of coins,
jewelry, drinking vessels, or trade-bars (a dwarven invention). White
flowers sometimes adorn the offerings in token of dwarven love and
affection for the Mother Goddess.

Midwinter day and Midsummer night are celebrated by Berronar's faithful
as holy days of the Revered Mother, although monthly observances are
common in the larger temples. More elaborate rituals to Berronar take
place aboveground on Midsummer Night and underground the rest of the
time.  Rituals honoring Berronar typically begin with a chanted prayer
and continue with an address from the Keepers of the Truesilver. This
ends in a responsive prayer led by a High Old One or chosen priest.
Next comes a report of the good works and successes of the priesthood
and an identification of failures and problems still to be overcome.
Another responsive prayer follows, then a rising, spirit-lifting unison
prayer. If a very sick dwarf or dwarves are present, unison healing
then takes place. The entire assembled clergy lays hands on the
afflicted ones and calls on Berronar. Healing does not always occur,
although the deadening of pain (for 1d4+l days) always does - the
assembled priests take the pain upon themselves. If healing does take
place, it is a manifestation of the goddess, not a cast spell.
Berronar's Touch, as this is known, has in the past cured blindness,
insanity, lycanthropy, poisonings, life energy loss, bodily
transformations due to parasitic or symbiotic plant life, tissue
corrosion, and the like, in addition to more simple wounds and
diseases.

As betrothal and married life are the province of Berronar, lawful good
dwarves follow her custom of exchanging rings with those for whom they
feel deep, mutual trust and love, a ceremony that is never entered into
lightly. The rings are often silver, matching the Revered Mother's
symbol, and are treated by dwarven smiths to be everbright (never to
tarnish), then blessed by priests of Berronar. If one of the parties
participates with deceit in his or her heart, Berronar's power makes
one of the rings crumble during the blessing (or both rings, if both
are false).

Major Centers of Worship: Araufaern Caurak, the Abbey of Earth-hearth,
is a great subterranean fortress atop a low plateau that dominates the
eastern reaches of the Firecaverns of the Deep Realm. The Firecaverns
include a long, narrow rift, warmed by nearby lava flows that stretch
for miles in the depths, and many side caverns linked to the rift. The
Firecaverns are lit by (and named for) a distinctive fungus that grows
thickly on the rift's wall and floor and gives off a strong, steady
amber hue. The abbey resembles the bottom half of a white marble
pyramid capped by a gleaming, gilded dome.  Earthhearth is accessed by
a broad, slowly ascending ramp leading up from the cavern floor below
to a great gate in the center of the abbey's western wall. Both the
abbey and the Firecaverns are ruled by High Princess Royal Rathauna
Forgesilver, and the easy-going, tolerant settlement embodies the
principles of Berronar's faith. Earthhearth serves as the governmental,
militant, medical, educational, cultural, and social heart of the
Firecaverns.

The abbey serves as the chapter house of the Legion of Silver Helms, a
military order composed predominantly of crusaders and fighter/clerics
dedicated to the Revered Mother. This militia defends the great cavern
complex's borders.  The Grand Hearth, as the vast central hall of the
abbey is known, houses a wide variety of activities, including exhibits
of dwarven craftsmanship, royal marriages, storytelling, balls, feasts,
and the like.

Affiliated Orders: Berronar's Valkyries are crusaders and
fighter/clerics who operate as small bands of elite dwarven female
warriors. The role of the; order is to ensure that dwarven warriors
(who are predominantly male) return to their hold and clan alive after
going to war. As such, the Valkyries accompany dwarven armies to
battle, but instead of immediately joining in the fray, they choose a
high vantage point from which to observe. If and when small pockets of
dwarven warriors are in danger of being overrun, or when a dwarf is too
badly wounded to withdraw, the Valkyries charge to the rescue.

The Order of the Silver Knightingale is a loosely structured order
composed primarily of physicians, medics, clerics, and specialty
priests skilled in the art of healing. Silver Knightingales, most of
whom are female, accompany dwarven warriors into battle but do not
fight except to defend themselves. Their role is to minister to the
dead and dying and minimize the number of dwarven casualties using
their healing skills. In peacetime, members of the order disperse to
their individual clans and holds where they continue their roles as
healers.

Priestly Vestments; 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.

Adventuring Garb: In combat situations, Revered Sisters/Brothers favor
silver chain mail with silvered (everbright-treated) helms. Many
priests of the Mother Goddess are reluctant to shed blood or spread
violence and thus restrict themselves to blunt, bludgeoning weapons
such as maces, flails, and warhammers.

Specialty Priests (Faernor)

REQUIREMENTS:          Strength 9, Wisdom 12
PRIME REQ.:            Strength, Wisdom
ALIGNMENT:             LG
WEAPONS:               Battle axe, club, crossbow, flail, hand axe, mace,
                       morning  star
ARMOR:                 Any
MAJOR  SPHERES:        All, charm, combat, creation, divination,
                       guardian, healing, law, plant, protection, sun,
                       wards
MINOR  SPHERES:        Animal, astral, elemental (earth), necromantic
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            Endurance
BONUS  PROFS:          Healing, herbalism

* While most faernor (the plural form of faernar) are shield dwarves or
  gold dwarves, dwarves of nearly every subrace are called to be
  specialty priests of Berronar's clergy.

* Faernor are not allowed to multiclass.

* Faernor cast spells from the sphere of protection as if they were
  priests of four levels higher.

* Faernor can cast cure light wounds (as the 1st-level priest spell) or
  cantrip) (as the 1st-level wizard spell) once per day.

* At 3rd level, faernor can cast aid or spiritual hammer (as the
  2nd-level priest spells) once per day.

* At 5th level, faernor can cast cure disease (as the 3rd-level priest
  spell) or detect lie (as the 4th-level priest spell) once per day.

* At 7th level, faernor can cast cure serious wounds or neutralize
  poison (as the 4th-level priest spells) or fortify (as the 4th-level
  priest spell) once per day.

* At 10th level, faernor can cast cure critical wounds or succor of
  Berronar (as the 5th-level priest spells) once per day.

* At 13th level, faernor can cast wall offeree, wall of iron, or wall
  of stone (as the 5th-level wizard spells) once per day.

* At 15th level, faernor can cast gate (as the 7th-level priest spell)
  twice per tenday.
Berronan Spells

4th Level

Guardian Hammer (Pr 4; Invocation)

Sphere:           Guardian
Range:            Touch (of area to be guarded)
Components:       V,S,M
Duration:         Special
Casting Time:     7
Area of Effect:   Special
Saving Throw:     None

This spell creates a guardian hammer, an invisible, hammer-shaped field
of force activated when a guarded door or other area is disturbed (even
years after the spell was cast). When activated, it charges through the
air to strike the living thing nearest to the disturbed guardian area
or any being in the area. (If there are more than one, determine the
target randomly.) A guardian hammer strikes only once but does not
miss. When it hits, it appears momentarily as a glowing, translucent
hammer and then fades away into nothingness. Its strike does 4d12
damage and stuns (no voluntary actions possible) its victim for 1d4+1
rounds. Struck beings must succeed at a saving throw vs. paralyzation
to avoid being knocked down, forcing possible item saving throws vs.
fall for fragile carried items.

Guardian hammers can be destroyed before activation by casting a dispel
magic on the guarded area or by totally destroying (for example, by
disintegration) the guarded area without entering it. Once activated, a
guardian hammer can dodge all magical and physical barriers (by phasing
in and out of the ethereal plane, if necessary) and cannot be destroyed
or diverted to another target by physical means.

The material components for this spell are a drop of sweat or spittle
or a tear from the caster; a hair from a dwarven stonemason; and a
pebble or lump of ice.

5th Level

Berronar's Favor (Pr 5; Conjuration/Summoning)

Sphere:         Summoning
Range:          Special
Components:     V,S,M
Duration:       Instantaneous
Casting lime:   1 hour
Area of Effect:	Special
Saving Throw:	Special

When dwarven enclaves fall on economic hard times, this effect can be
used to help put the community back on its feet. The spell summons a
lock of Berronar's hair that turns into gold within 24 hours of its
arrival. The golden lock is worth between 2,000 and 8,000 gp. It does
not radiate magic nor can it be dispelled or negated.

Despite the usefulness of this spell, it has two important
restrictions:  First, the caster must be Berronar's high priest in the
enclave and of lawful good alignment. Second, the spell must be cast on
behalf of a suffering dwarven enclave, and the acquired gold must be
used to help the enclave through its difficult times. If the gold is
used for any other purpose, especially an evil or selfish purpose (for
example, personal gain), it is forfeit and vanishes immediately.

If these two conditions are not met, Berronar simply refuses to grant
the spell. Obviously, Berronar's adventuring priests are unlikely to
receive this while away from their enclaves.

The material component for this spell is the caster's holy symbol. The
casting time accounts for other factors in the spell's casting, such as
prayer, meditation, and the like.

Succor of Berronar (Pr 5; Necromancy)

Sphere:         Healing
Range:          Touch
Components:	V,S,M
Duration:	Instantaneous
Casting Time:	1 round
Area of Effect:	One creature
Saving Throw:	None

This spell gives aid in whatever fashion the recipient requires,
whether the affliction be due to injury, poison, disease, or the like.
While casting succor of Berronar, the priest duplicates the following
spell effects: cure disease, cure serious wounds, cure blindness or
deafness, neutralize poison, and repair injury (this last if critical
hit optional rules are being used).

In addition, for the next 24-hour period, curses (including
lycanthropy) and addictions are held in abeyance, sanity is restored,
and the recipient's spirit receives a great boost.

This spell can be effectively used only once a month on any given
recipient.

The material components of this spell are the priest's holy symbol and
a drop of holy water.

Clangeddin Silverbeard
----------------------

(The Father of Battle, Lord of the Twin Axes, the Giantkiller,
the Goblinbane, the Wyrmslayer, the Rock of Battle)
Intermediate Power of Arcadia, LG

PORTFOLIO:             Battle, war, valor, bravery, honor in battle
ALIASES:               Clanggedin (shield dwarves), Clanggendin
DOMAIN  NAME:          Abellio/Mount Clangeddin
SUPERIOR:              Moradin
ALLIES:                Arvoreen, Cyrrollalee, Helm, the gnome
                       pantheon (except Urdlen), the
                       Morndinsamman   (except Abbathor, Deep
                       Duerra, Laduguer), Tempus, Torm, Tyr, the Red
                       Knight
FOES:                  Abbathor, Deep Duerra, Garagos, Laduguer,
                       Surtr, Thrym, Urdlen, Vaprak, the goblinkin
                       and evil giant pantheons
SYMBOL:                Two crossed battle axes
WOR. ALIGN.:           LG, NG, CG, LN, N, CN

Clangeddin Silverbeard (CLAN-gehd-din SIHL-vur-beerd) is the Father of
Battle and primary dwarven war god. All dwarves who must fight,
especially dwarves who are warriors by profession, worship Clangeddin,
their patron and exultant leader in war. The Father of Battle is the
deity of choice among lawful neutral dwarven warriors.

Clangeddin watches over the battle-skills and performances of dwarves
from his mountain fortress in Arcadia. He encourages valor in battle,
weapon-mastery and training, and wisdom in war, and most often
manifests his powers to further these aims. Clangeddin is concerned
with war as a way of life and is very different from Moradin in this
respect. The aptly named Father of Battle especially hates giants and
has taught the dwarves - and the gnomes, through their gods - special
ways of fighting giant-type creatures.

Clangeddin maintains good relations with the other members of the
Morndinsamman, with the notable exceptions of Abbathor and the duergar
deities. He works closely with Moradin, Gorm, and Marthammor, and
regards Haela as both a daughter and a protege. The Father of Battle
works closely with the gods of the gnome pantheon, particularly Gaerdal
Ironhand, and he has forged strong alliances with Arvoreen, the Red
Knight, Torm, and Tyr. The most hated enemies of the Father of Battle
are Grolantor and his hill giant followers, followed closely by
Karontor, Memnor, Kostchtchie, Vaprak, Surtr, and Thrym, plus the
various evil giant races that revere them. Since the Time of Troubles,
Clangeddin has nursed a grudge against Labelas Enoreth, elven god of
time and longevity, for destroying his avatar form in a battle that
raged across the isle of Ruathym.

Clangeddin is a resolute warrior who never backs down from danger and
who refuses to surrender even when all seems lost. He is a strict and
ethical deity who brooks no treachery or deceit and who never
negotiates or compromises. Triumph must be obtained through valor and
bravery, and Clangeddin is swift to humble and humiliate any who
overcome by cowardly or deceitful means. The Father of Battle is known
for often snatching victory from the narrowest of margins in battle.
Clangeddin uses his magic only to influence events indirectly, never in
battle. He only resorts to influencing a battle when the very existence
of his avatar in the Realms is threatened. He always prefers force of
arms to spells. Clangeddin is merry in battle, roaring appreciation of
shrewd strategies, bravery, and feats of skill even when  such are
directed against him. He often sings (both stirring battle-ballads and
taunting little ditties to unnerve enemies) in the midst of a fight,
and dwarves have learned to listen for hints, cues, and warnings in his
lyrics. He is a master at turning the tables on enemy armies by
anticipating their movements on the battlefield and singing directions
to dwarves fighting with him. Like most dwarves, Clangeddin admires
most those who help themselves. He typically appears at a battle only
to right hopeless odds against dwarves, to balance treachery and punish
the treasonous, and to aid the weak of all races against evil,
especially the acts of giants.

Clangeddin's Avatar (Fighter 35, Bard 25, Cleric 20)

Clangeddin appears as a tall, burly dwarf, fierce and indomitable in
his battered, bloodstained, and rusty chain mail. Bald and
silver-bearded, he is always alert, his eyes darting here and there,
his gaze as sharp as that of a hunting hawk, and his smile
ever-present. When the use of magic cannot be avoided, he favors spells
from the spheres of all, combat, law, protection, and war, and from the
schools of invocation/evocation and alteration, although he can cast
spells from any sphere or school.

AC -6; MV 12 or 15; HP 231; THAC0 -10; #AT 7/2
Dmg 1d8+18 (battle axe +4, +12 STR, +2 spec. bonus in battle axe) and
    1d8+18 (battle axe +4, +12 STR, +2 spec. bonus in battle axe)
MR 55%; SZ M (6 feet tall) or H (17 feet tall)
STR 24, DEX 17, CON 23, INT 18, Wis 19, CHA 22
Spells P: 12/11/11/9/7/5/2, W: 5/5/5/5/4/4/1
Saves PPDM 2, RSW 1*, PP 4, BW 4, Sp 5

   * Includes dwarf +6 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: He wields two mithral battle axes +4. He can throw
these up to 100 yards, and both strike with full bonuses, as though he
were swinging them directly. After striking, each axe magically returns
to Clangeddin's hand at the end of the round.

Clangeddin inflicts double damage against giant-class creatures, which
attack him at -4. His touch can, at will, mend any metal weapon or
armor as though it had never been broken, even restoring missing
pieces. Any nonmagical weapon that the Father of Battle touches strikes
at a +9 bonus to attack rolls (normal damage) for 7 rounds thereafter,
a power Clangeddin typically uses to aid dwarves he is righting
alongside. In the heat of battle, Clangeddin is fond of singing, with
the intent of both unnerving his opponents (who suffer a morale penalty
of-2) and uplifting his allies (who receive a morale bonus of +4).

The Father of Battle wears steel chain mail +5. He can be struck only
by +2 or better magical weapons.

If slain, Clangeddin becomes an entity akin to a ghost. The Father of
Battle's ghostlike anima form cannot be turned and can become
invisible at will. He can work magic and employ a ghost's attacks, and
he has half his normal hit points.

Other Manifestations

Clangeddin's favor is usually seen as a flickering amber, red, or white
radiance around a dwarf or weapon that is temporarily imbued with the
god's power.

This power typically gives any or all of the following aids to affected
beings for 1 turn: (1) first strike in any combat round; (2) an
increase in Armor Class of 8; (3) a temporary increase for warriors of
7 levels, with resultant saving throw and THAC0 changes and temporary
hit points - all damage taken is subtracted from these points first;
(4) the immediate breaking of any charms or other magical controls,
recognizing them for what they are; (5) the ability to stand upright
and unmoving against any charge, force, magical effect, or blow -
damage is suffered, but falling or overbearing is impossible.

This power typically gives any or all of the following benefits to a
weapon: (1) +9 bonus to attack, not damage, with nonmagical weapons for
seven rounds thereafter; (2) double damage, or triple to giant-type
creatures; (3) immunity to breakage or other damage (automatic
successful item saving throws).

Clangeddin sometimes takes away especially brave dwarves who sacrifice
themselves to ensure a dwarven victory, cloaking them in a bright
radiance before they vanish. Dwarves believe that the dying servant is
restored by Clangeddin and taken to serve the god as a guardian. Such
individuals sometimes appear again briefly in the Realms as "ghost
dwarves" to guide lost or defend weak dwarves in the wilds. These
ghosts are easily recognized by those who knew them in life.

Clangeddin is served by agathinon, aurumvorae, cave bears, earth
elementals, einheriar, galeb duhr, hammer golems, incarnates (of
courage, justice, and faith), juggernauts, ki-rin, leomarhs, living
steel, maruts, mountain lions, per, shedu, silver dragons, stone
golems, stone guardians, and t'uen-rin. Clangeddin rarely bothers with
the subtlety of omens, but if he does, these are usually gut-level
events such as earth tremors, rockfalls, and earthblood (seeping red
liquid from newly exposed veins of ore).

The Church

CLERGY:          Clerics, crusaders, specialty priests, fighters
CLERGY'S ALIGN.: LG,LN
TURN UNDEAD:     C: Yes, Cru: No, SP: No
CMND. UNDEAD:    C: No, Cru: No, SP: No

All clerics (including fighter/clerics), crusaders, and specialty
priests (including fighter/specialty priests) of Clangeddin receive
religion (dwarven) and reading/writing (Dethek runes) as bonus
nonweapon proficiencies.  Clerics of Clangeddin can use any weapons,
not just bludgeoning (wholly Type B) weapons. Clerics of Clangeddin (as
well as fighter/clerics) cannot turn undead before 7th level, but they
always strike at +2 on all attack and damage rolls against undead
creatures. At 7th level and above, clerics (including multiclassed
clerics) can turn undead as other clerics do, but as a cleric of four
levels less than their current level. These modifications apply only to
the cleric class. All of Clangeddin's clergy members were male until
the Time of Troubles, but since then the church has begun to accept
females.

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.

Clangeddin's most sacred shrines are dwarven cairns erected on the
fields of past battles, whether they be on the surface or in the
tunnels of the Underdark. Sometimes a cavern in which the followers of
Clangeddin won a great victory is dedicated as a great temple to the
Father of Battle. (Many times when a new clanhold or kingdom is being
carved out of hostile territory, a temple of Clangeddin is dedicated in
the cavern where the climatic battle was won, thus firmly establishing
the dwarven presence.) Such temples are dominated by great stone
statues of dwarven heroes past, armor and weapons worn by Clangeddin's
greatest warriors, and huge granite blocks stained blood-red that serve
as altars on which weapons are offered up to the god.

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%).
Dogma: War is the finest hour of dwarvenkind. Seize the opportunity to
defend the Stout Folk and ensure their victory wherever conflict does
erupt. Revel in the challenge of a good fight, and never waver in the
face of adversity, no matter how ominous. When not fighting, prepare
for the next conflict physically, tactically, and by acquiring
resources. Attack hill giants whenever possible and other evil giants
when necessary.

Death on the field of battle is never welcomed and lives should never
be thrown away foolishly. However, if necessary for victory, the
highest service that followers of the Father of Battle can perform is
to sacrifice themselves for the cause on the field of battle by
protecting as many other dwarves as possible.

Day-to-Day Activities: The members of Clangeddin's clergy form an elite
warrior caste in many clans, maintaining their positions by training
hard physically every day. They are always preparing for war,
physically, tactically, and by acquiring resources. To ensure dwarven
victory in every open fray, priests of Clangeddin try to further the
weapon training, tactical training, and battle skills of every living
dwarf. Weaponcrafting and training are required for all worshipers of
the god, and priests of the god pass on their battle knowledge at an
almost frantic rate to all dwarves who will lend an ear. Priests of
Clangeddin seek to make the dwarves ever stronger on the battlefield
and are always alert for new tactics, traps, and weapons. For instance,
they take great interest in the items devised by the Lantanna and other
worshipers of the human god Gond.

Holy Days/Important Ceremonies:  Clangeddin's faithful honor the
anniversaries of past battles, whether they were won or lost, as holy
days.  Individual temples mark particular days more than others, as the
entire year-long calendar is overfilled with anniversaries of past
battles. Conflicts whose importance and heroes have faded into the
mists of time are commemorated every decade, century, or millennium, as
appropriate.

On holy days or during battle, always on a known (past, present, or
immediately pending) battlefield, priests of Clangeddin chant, pray,
and break weapons that they have anointed with their own blood. The god
often manifests as a glowing radiance to consume the weapons, and this
radiance may extend to worshipers as a temporary protective aura in
battle. Offered weapons not consumed by the god are either twisted and
shattered (where-upon they must be melted down and used for other
things) or left un- touched (whereupon they may be used again, with the
god's approval).

The Father of Battle is often worshiped by frantic prayers in the midst
of the fray. At such times, the god preferentially answers those who
fight on fearlessly. When time permits, however, either on the evening
before an anticipated battle or at the burial of a great dwarven
warrior, the rituals of worship include a procession of the faithful
onto the battlefield or gravesite.  Clangeddin's priests lead the
participants in a mournful dirge, a wordless rising and falling chant.
The sound rises slowly into an exultant roaring and ends in a single,
high, clear singing note - an odd, eerie contrast to the rough-voiced
bloodsong that has preceded it. The slow-marching procession is always
accompanied by slow, steady drumbeats (from drums carried by lesser
priests) and consists of dwarves wearing their most battered armor
(freshly used, if possible). These faithful are led and followed by
chain mailarmored priests, who may echo the drumbeat by crashing
weapons against shields. When the procession reaches its goal, the
priests cast down their shields, hold their weapons high, and begin to
whisper the god's name.  They then close their eyes and continue
whispering, concentrating on whatever image each one has of Clangeddin.
(This is always the appearance of the avatar or manifestation if the
dwarf has witnessed the direct acts of the god.) The priests then begin
to move toward wherever they feel the god's presence is strongest and
so blindly draw together until they collide.  At that spot, they make
the weapon sacrifice, speak the names of the valiant fallen that they
wish the god to remember and hold in esteem, then kneel to await a
sign. And an answer is often given - anything from a roll of thunder to
a shield speaking a blessing, command, or answer. If the ritual was a
burial, it is concluded with the interment and a solemn march away.
If, instead, it was a preparation for a battle, it is concluded with a
war chant and a "wild run," in which the participants wave weapons and
emit whoops and war-cries.

Major Centers of Worship: Alagh Rorncaurak, the Battlecavern of
Unquenched Valor, is a vast natural chasm deep beneath the Earthfast
Mountains that tower over neighboring Impiltur. Located in what was
once the heart of the dwarven city of Earthfast, Clangeddin's great
natural cathedral is now located on the western periphery of the
embattled dwarf-held caverns. It is the subject of frequent assaults by
orcish armies intent on overrunning the dwarven kingdom. Cindarm mac
Faern, grandnephew of Torg mac Cei, the late Ironlord of Earthfast,
leads the elite (but badly outnumbered) Clangeddites against wave after
wave of orcish assaults. Only the recent arrival of dwarven mercenaries
of Clan Hammerhand has given the temple's defenders enough breathing
room to fortify their defenses.  While the temple's central sanctuary
and the entrance to the remaining dwarf-held districts of Earthfast are
still inviolate, the temple's shattered western barracks are the site
of countless skirmishes between wandering orcish patrols and dwarven
defenders.

Affiliated Orders: Scores of military orders and countless dwarven
brotherhoods have been dedicated to the Father of Battle, beginning
with the earliest, long-forgotten kingdoms of the dwarves. The
followers of Clangeddin in each clanhold or kingdom tend to organize
themselves into one or more fighting companies, and each band has its
own name and famous exploits. Legendary companies of past millennia
include the Knights of the Ninth Axe, the Valorous Harts of High
Shanatar, the Order of the Crescent Moon (jointly dedicated to
Clangeddin and Selune), the Fellowship of the Bleeding Axe, the Sailors
of the Mountainous Waves (the Madbeard marines of fabled Haunghdannar),
the Shining Blades of Iltkazar, the Glory of Gauntlegrym, and the
Company of the Last Kuldjargh.

Because magic seems to go awry in their hands, and they can never
control real power of the Art like human wizards, dwarves have always
been fascinated by magic and the capturing of magical powers within an
item that a dwarf has created and can wield. Down through the ages,
there have been over a thousand thousand dwarven smiths of skill in
working with magic. They have always been among the wealthiest, most
powerful, and most respected dwarves. Some have gone further than that,
looking beyond dwarven skill to the inspiration that guided them and
seeing in it a divine presence - a presence that, they believe, lives
in the magical items themselves.

Centuries ago, the Father of Battle embraced some of these cults of Axe
Dwarves - for they most commonly worship sentient axes - in a bid to
fold sentient magic weapons into his portfolio and to join such
battle-loving dwarves with the more orthodox branches of his faith.
While Clangeddin has exhibited little patience or tolerance for dwarves
who revere weapons controlled by malevolent or insane spirits, he has
been willing to grant spellcasting powers to those few cults that
adhere to the principles, if not the ritual practices, of his faith.
Despite the efforts of the Father of Battle, however, the majority of
such cults stray far from the principles of Clangeddin's faith and are
supported by other divine powers. Such cults have gone to war to extend
the rule of these sacred items over other dwarves, and even over small
communities of humans, halflings, and gnomes.

The most fearsome relic around which a dwarven axe cult is based is the
Living Axe, an animated, bronzed, adamantite, double-bladed battle axe
ot great size that is neutral evil in alignment and delights in
killing, periodically flying amok among ores or whatever creatures it
chances upon (including dwarves who worship it). The Living Axe does
2d6 points of damage per strike, attacks twice a round, flies at MV 18
(A), is known to be immune to all enchantment/charm spells, and has all
the powers of a watch axe (see below). This legendary watch axe has
been known to hunt beings across the Realms, capriciously sparing some
who openly defy it and butchering others whom it surprises before they
even realize what is happening.  The Living Axe is said to be very old,
and most believe it was once wielded by an avatar of the Father of
Battle before the collapse of the great cavern of Bhaerynden (now the
Great Rift). While its precise powers are unknown, the War
Princes/Princesses of Clangeddin suspect that the intelligence within
the Living Axe has been driven insane by the twisted dreams of
Diinkarazan, the mad derro demipower, and that the Mad God may be the
power behind many of the most depraved dwarven axe cults.

Priestly Vestments: 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.

Adventuring Garb: In combat situations, priests of the Father of Battle
favor the most effective armor available, often replacing their
ceremonial silver chain mail with suits of dwarven plate mail (base AC
2).  They never like to fight with shields, but they will do so to
protect other dwarves. While Clangeddin's priests employ a wide range of weaponry, they
prefer weapons that cleave, crush, or bludgeon, such as axes, maces, and
flails. They rarely employ missile weapons (other than throwing axes or the
occasional heavy crossbow) or swords. The magical weapon of choice
among the members of Clangeddin's clergy is magical axe.

Whether they are supported by Clangeddin or not, Axe Dwarven
priests - who are all members of the crusader class - are always armed with
multiple throwing axes and a variety of other weapons, and they wear high,
spired, and spiked helms of fantastic design. Devout Axe Dwarves also seek
to create more magical weapons.

Specialty Priests (Alaghor)

REQUIREMENTS:         Strength 15, Wisdom 9
PRIME REQ.:           Strength, Wisdom
ALIGNMENT:            LG, LN
WEAPONS:              Any
ARMOR:                Any
MAJOR SPHERES:        All, combat, guardian, law, protection, sun, war
MINOR SPHERES:        Charm, creation, divination, elemental (earth),
                      healing, necromantic, travelers, wards
MAGICAL ITEMS:        Same as clerics
REQ. PROPS:           Battle axe; armorer or weaponsmithing
BONUS PROPS:          Blindfighting, one weapon style specialization

* While most alaghor (the plural form of alaghar) are shield dwarves or
  gold dwarves, members of nearly every dwarven subrace are called to be
  specialty priests of Clangeddin's clergy.

* Alaghor may multiclass as alaghar/fighters, and if the DM allows kits
  for multiclassed characters, they may take any allowed fighter/cleric
  kit for dwarves.

* Alaghor may select nonweapon proficiencies from the warrior group and
  fighting style specializations normally available only to warriors
  without penalty if the DM is using fighting style specializations
  from the Complete Fighter's Handbook or PLAYER'S OPTION: Combat &
  Tactics.  Such fighting style specializations include weapon and
  shield style, two-handed weapon style, two weapon style, etc.

* Alaghor can cast command (as the 1st-level priest spell) in combat
  situations twice per day.

* At 3rd level, alaghor can cast spiritual hammer or rockburst (as the
  2nd-level priest spells) once per day.

* At 5th level, alaghor can cast strength (as the 2nd-level wizard
  spell) on themselves once per day, receiving the benefit as if they
  were warriors, or they can cast strength of one (as the 3rd-level
  priest spell) once per day.

* At 7th level, alaghor can cast axe storm of Clangeddin (as the
  4th-level priest spell) or defensive harmony (as the 4th-level priest
  spell) once per day.

* At 7th level, alaghor who are not multiclassed can make three melee
  attacks every two rounds.

* At 10th level, alaghor can cast detect magic (as the 1st-level priest
  spell) at will.

* At 13th level, alaghor can inflict a triple-damage battle axe blow
  once per day. (The attack must be selected after a successful hit,
  but before the damage is rolled.)

* At 13th level, alaghor who are not multiclassed can make two melee
  attacks per round.

* At 15th level, alaghor can cast blade barrier (as the 6th-level
  priest spell) once per day.

Clangeddite Spells

1st Level
Silverbeard (Pr 1; Alteration)

Sphere:             Combat
Range:              0
Components:         V,S,M
Duration:           1 turn+1 round/level
Casting Time:       4
Area of Effect:     The caster
Saving Throw:       None

By means of this spell, the priest temporarily transforms his or her
beard into refined silver. In addition to the stunning visual impact
of this spell effect, a silverbeard serves as an unusual shield in
combat situations.

If the priest is unarmored, silverbeard confers a base AC of 8 (7 if a
shield is also borne) for the duration of the spell. If armor of any
sort is worn, this spell confers a +1 AC bonus for the duration of the
spell. Repeated use of this spell gradually transforms the color of the
priest's beard to silver.

The material component is the priest's holy symbol.

2nd Level
Rockburst (Pr 2; Alteration)

Sphere:           Combat
Range:            10 yards/level
Components:       V.S
Duration:         1 round
Casting Time:     5
Area of Effect:   1 cubic foot/level
Saving Throw:     Special

This spell allows the caster to make a boulder or rockpile explode
suddenly, propelling jagged shards in all directions. If the pile or
area of rock targeted is larger than the volume the priest can affect,
only part of it flies about.

Shrapnel endangers all beings within 20 feet of the center of the
effected rock. Those beings within 10 feet must succeed at a saving
throw vs.  spell for half damage. Those beings between 10 and 20 feet
distant who succeed at a saving throw are allowed a second saving
throw. If both rolls are successful, they avoid all damage (due to
luck, dodging, and cover). If only one roll is successful, they suffer
half damage. The presence of cover or armor does not automatically
lessen damage due to the unpredictability of ricochets, bounces, and
the like.

The shrapnel does a base damage of 1d4+l points per level of the caster
(in other words, 1d4+1 points per cubic foot of rock) to a maximum of
10d4+10.  In rare cases, the explosion removes enough rock to cause an
avalanche or cave-in, but the DM decides the likelihood of this event.

4th Level
Axe Storm  of Clangeddin (Pr 4; Alteration)

Sphere;           Combat
Range:            0
Components:       V, S, M
Duration:         3 rounds
Casting Time:     7
Area of Effect:   40 foot cube, 1 dwarf/2 levels of caster
Saving Throw:     None

When this spell is cast, each affected dwarf gains an additional attack
per round with every axe wielded in melee combat or hurled at an
opponent.  Movement, spellcasting, spell effects, or attacks with
weapons other than axes are not hastened. For the purposes of this
spell, axes include battle axes, hand axes, hatchets, throwing axes,
and two-handed battle axes; these may be nonmagical or magical.

This spell is not cumulative with itself or with other similar magic. A
slow spell negates the effects of an axe storm of Clangeddin, but
otherwise has no effect.

The material components of this spell are the priest's holy symbol and
a small sealed glass vial of air capped in the midst of a thunderstorm.
Deep Duerra
-----------

(Queen of the Invisible Art, Axe Princess of Conquest,
Daul of Laduguer)
Demipower  of Acheron, LE

PORTFOLIO:          Psionics (the invisible Art), conquest,
                    expansion, duergar warriors, duergar psionicists
ALIASES:            None
DOMAIN NAME:        Thuldanin/Citadel of Thought
SUPERIOR:           Laduguer
ALLIES:             Laduguer
FOES:               Blibdoolpoolp, Blood Queen, Callarduran
                    Smoothhands, Oiinkarazan, Diirinka, Great
                    Mother, Gzemnid, llsensine, Ilxendren,
                    Laogzed, Maanzecorian (dead), Orcus
                    (dead)/Tenebrous (undead), Psilofyr, the drow
                    pantheon, the Morndinsamman  (except
                    Dugmaren  Brightmantle, Laduguer, and
                    Sharindlar), Shevarash, Urdlen, the drow
                    pantheon  (except Eilistraee)
SYMBOL:             Shattered skull (the exact race of which varies,
                    but usually illithid, drow, or dwarven)
WOR. ALIGN.:        LN, N, LE, NE

Deep Duerra (DEEP DWAIR-uh) is the duergar demigoddess of psionics,
conquest, and expansion.  She is venerated by gray dwarves skilled in
the Invisible Art as well as duergar warriors who seek to conquer much
of the Underdark and chafe at the defensive mindset of Laduguer's
priests. A few rare surface dwellers with wild talents have begun to
call on the Queen of the Invisible Art as well for aid in understanding
(and more importantly, concealing) their powers, which are viewed with
suspicion and fear by most of the populace. (It is assumed that the
Invisible Art (psionics), as detailed in PLAYER'S OPTION: Skills &
Powers, is permitted in the campaign if Deep Duerra is included in the
dwarven pantheon. If the DM has only the Complete Psionics Handbook,
appropriate adjustments will need to be made to the statistics given
for Duerra's avatar below.)

The legends of the duergar tell of the gray dwarves' greatest queen, a
warrior queen named Duerra, who led her grim troops to numerous
victories against the surface dwarves, the drow, the illithids, and
other Underdark races. During her centuries-long reign, the empire of
the gray dwarves expanded to include vast reaches of the Underdark,
including much of the territory that once composed Deep Shanatar,
bringing the duergar to the pinnacle of their power. Tales of dubious
authenticity also relate how Deep Duerra overran a city of mind flayers
and wrested from them numerous powers of the mind. Supposedly Duerra's
victory allowed the duergar to gain their current ability in psionics
and enabled them to hold their own against the spells of the drow and
the psionics of the illithids. Although much of Deep Duerra's empire
has since fragmented and contracted, the gray dwarves still revere her
uncompromising drive to expand duergar power throughout the Underdark.

Duerra has been estranged from the Morndinsamman since her ascension,
and notwithstanding her immediate banishment by Moradin after her
apotheosis, she has no interest in ending her supposed exile. Duerra's
only ally is Laduguer, who is said to be her father. While she obeys
and respects her patron, at least for now, Duerra secretly chafes at
Laduguer's bitterness and resentment. She feels that for centuries he
has squandered every opportunity to help the gray dwarves conquer the
endless tunnels of the Underdark that are their patrimony. In truth,
the Queen of the Invisible Art sees the duergar as a unique race with a
manifest destiny to conquer the Underdark, and she feels that the gray
dwarves' distant kinship with shield, gold, and wild dwarves is
irrelevant and best forgotten. The actions of Duerra and her
worshipers, like those of Laduguer and his followers, have fostered
bitter rivalries with the other races of the Underdark and their gods.
The enmity between Duerra and the illithid gods is particularly fierce,
as she is rumored to have stolen many secrets of the Invisible Art from
Ilsensine, the Great Brain of the illithids.

Duerra is bombastic, arrogant, and imperious. She expects her every
whim to be attended to instantly, and she is firmly convinced other own
inalienable right to rule. The Queen of the Invisible Art is dismissive
of wizardly magic, considering it inferior to the power of the mind.
Duerra is always plotting, planning, and strategizing her next
conquest. She is never satisfied with what she has already acquired, as
it is the conquest, not the holding, that she enjoys. The Axe Princess
is ruthless in her drive to ensure victory, and she has absolutely no
tolerance for any being, mortal or divine, who does not live up to her
standards. Likewise, Duerra considers no sacrifice too great if it
offers greater benefits down the road. The Queen of the Invisible Art
occasionally dispatches her avatar to aid in conflicts between the
duergar and other psionic races, particularly aboleth and illithids.
Duerra also dispatches an avatar when a city of gray dwarves has a
golden opportunity to expand its territorial holdings at the expense of
other races of the Underdark, but for whatever reason, the duergar
rulership is reluctant to act on it.

Duerra's Avatar (Psionicist 25, Fighter 23, Priest 18)

Duerra appears as a stocky, powerful gray dwarf clad in ornate,
gleaming chain mail and bearing a huge battle axe. Her beard and most
of her head are shaved, her only hair a monk's tonsured cut and a
tightly wound braid hanging down  her back. Duerra favors spells from
the spheres of all, combat, divination, elemental, guardian, healing,
law, thought, and war, although she can cast spells from any sphere.
Duerra has access to all attack and defense forms, as well as all
disciplines, devotions, and sciences.

AC -2; MV 12; HP 181; THAC0 -2; #AT 5/2
Dmg 1d8+12 (battle axe +3, +7 STR, +2 spec. bonus in battle axe)
MR 45%; SZ M (6 feet tall)
STR 19, DEX 16, CON 20, INT 22, Wis 21, CHA 18
Spells P: 11/11/11/10/7/4/2
Psionic Summary: Mental #AT: 2; Mental THACO -7; Mental AC -10;
Dis all/Sci all/Dev all; PSPs: 360; Att: all; Detail.
Saves** PPDM 3, RSW I*, PP 4, BW 4, Sp 6

* Includes dwarf +5 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

** Because she is a psionicist, an additional +2 bonus to all saving
throws vs. enchantment/charm spells should be applied as needed.

Special Att/Def: Duerra wields Mindshatter, a battle axe +3 that can
steal psionic strength (as the 1st-level priest spell cast at the 10th
level of ability) on any successful attack and transfer them to its
bearer. She can cast deflect psionics (as the 4th-level priest spell)
at will once per round. The Queen of the Invisible Art continuously
broadcasts a mental chant (as the 2nd-level priest spell) at all times.
Allied gray dwarves within 30 yards of Duerra need never check morale
and are immune to the effects of magical fear (including dragon fear).

Duerra can be struck only by +1 or better magical weapons. She wears
everbright-treated chain mail +3. She is completely immune to any
mind-affecting power, spell, or psionic effect.

If slain, the Queen of the Invisible Art becomes an entity akin to a
ghost. Duerra's ghostlike anima form cannot be turned and can become
invisible at will. She can work magic, use psionics, and employ a
ghost's attacks, and she has half her normal hit points while in this
form.

Other Manifestations

Duerra manifests as a nimbus of silver light that surrounds a
creature's head like a crown. This power typically gives one or all of
the following aids to affected beings, for 1 turn: (1) quadruples PSP
total; (2) bestows a psionic defense - intellect fortress, mental
barrier, mind blank, thought shield, or tower of iron will - with no
PSP cost; (3) grants complete immunity to any mindaffecting power,
spell, or psionic effect.

Like her patron, Duerra is served by ash mephits, azer, baatezu, baku
Dark Ones, banelar, bone nagas, brain moles, cerebral parasites,
chaggrin, dark nagas, demaraxes, earth elementals, earth elemental
vermin (crawlers), earth mephits, earth weirds, fhorges, gray oozes
with psionic ability, hammer golems, helmed horrors, hook spiders,
intellect devourers, ironmaws, imps, incarnates (of anger and pride),
living steel, maelephants, meenlocks, mineral mephits, observers,
razorvine, reaves, rust dragons, rust monsters, sandmen, shadowdrakes,
steeders, stone wolves, sword spirits, sumonsters, tso, werebadgers,
xavers, and yugoloths. She demonstrates her favor through the
discovery of greenstones, sapphires, silver rings ( reminiscent of
crowns), and small pools of absolutely still, fresh water.  She
indicates her displeasure by afflicting the subject other annoyance
with a feeblemind spell (no saving throw allowed).

The Church

CLERGY:          Clerics, crusaders, psionicists, specialty priests
CLERGY'S ALIGN.: LN,LE
TURN UNDEAD:     C: Yes, Cm: No, Psi: No, SP: No
CMND. UNDEAD:    C: No, Cm: No, Psi: No, SP: No

All clerics, crusaders, and specialty priests (including multiclassed
combinations of all three) of Duerra receive religion (dwarven) and
reading/writing (Dethek runes) as bonus nonweapon proficiencies.
Priests of Duerra (any type, including clerics, crusaders, specialty
priests, cleric/thieves, and fighter/clerics) may multiclass the
psionicist class as well, allowing, in certain cases, dwarven clergy of
Duerra to multiclass in three classes (cleric/thief/psionicist and
fighter/cleric/psionicist). Clerics of Duerra (as well as multiclassed
clerics) cannot turn undead before 7th level, but they always strike at
+2 on all attack and damage rolls against undead creatures.  At 7th
level and above, clerics can turn undead as other clerics do, but as a
cleric of four levels less than their current level. These
modifications apply only to the cleric class and not to crusaders or
specialty priests, unless specifically noted.  Until the Time of
Troubles, all priests of Duerra were female, but since then some males
have joined the clergy.

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. Other Underdark races perceive the emergence of Duerra's
faith as an increasing threat to their own territories, and illithids
in particular loathe the dwarven adepts who dare employ the Invisible
Art against its rightful masters.

Temples of Duerra are hewn from solid rock and are always constructed
in symmetric patterns designed to be architecturally pleasing to the
observer and to muffle sound. An empty throne sits atop an elevated
dais in the central chancel, but it is never occupied except by an
avatar of the goddess. Duerra's houses of worship serve as armories,
barracks, and command centers for the senior priests who lead the
temple army. Most are extensively fortified and well stocked with
emergency supplies, weapons, and armor.

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 as A\. Duerra's clergy is
predominantly female (97%).

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

Day-to-Day Activities; Duerra expects her priests to be capable leaders
who use cunning strategy to defeat their enemies in an endless quest
for increased power. Unlike the Ladugueran clergy, who are typically
responsible for the defense of duergar cities, homelands, and mines,
senior Mindaxes command elite strike forces composed of duergar
warriors, junior Ladugueran priests, and Duerran priests. These teams
are responsible for the scouting and seizing of new tunnels. Within
duergar society, Axe Princesses/Princes of the Invisible Art monitor
the very thoughts of both slaves and their gray dwarven masters, alert
for any sign of disloyalty, and eliminate troublesome elements as
necessary. Duerran priests instruct young gray dwarves in developing
their natural psionic talents and teach the art of war and survival
techniques in the wilds of the Underdark.

Holy Days/Important Ceremonies: The Duerran church celebrates two holy
days annually. The first, known as the Rallying, is celebrated on
Midwinter eve. On this night, the followers of Duerra assemble to
commemorate the triumphs and conquests of the previous year and to
proclaim their intentions to seize new territory. Grim chants of war
and the pounding of hammers against stone echo through the tunnels as
the duergar work themselves into a grim fury. The culmination of such
martial exaltations is the display of the newly seized skull of an
enemy from another race whose territory will be besieged in the coming
year. The other holy day of the Duerran faith is celebrated on the 5th
of Mirtul. On this day, skilled practitioners of the Invisible Art
assemble in Duerran temples to join in the Melding, a psionic ritual in
which the assembled minds of the gray dwarves contact Duerra herself.
The duergar temporarily form a common mind that rivals that of the
great Elder Brains of the illithids. It is from such Meldings that many
insights leading to great advances in duergar technology and psionics
have come. Offerings to the Queen of the Invisible Art are made at both
ceremonies; these typically include dirt or stone carried back from the
borders of newly conquered territory, the brains of psionic
individuals, or shattered skulls from members of any intelligent race.

Major Centers of Worship: The duergar city of Underspires is located
deep below the Osraun Mountains of northern Turmish, suspended above a
gigantic rift in the earth. The entire city is constructed from
gigantic stalactites dangling above a chasm whose bottom has never been
plumbed, and its structures are linked by numerous stone causeways. The
royal palace and great Duerran temple of Underspires is known as
Ultokolor, the Worldthrone. Underspires is ruled by War King Olorn
Ridaugaur (a fighter/psionicist), son of Deep Duerra and grandson of
Laduguer. His wife, War Queen Ovdana Xothcorlar (a specialty priest
of Duerra/psionicist), daul of Cathbara, blood of Llaemna, and the high
priest of Duerra in Underspires, rules at his side. The militaristic,
subterranean city-state has long been ruled by its preeminent generals,
drawn from the ranks of Duerra's followers, and the rulers of
Underspires have waged many bloody wars with their neighbors. There is
continuous strife between the armies of Underspires and the drow of
Undraeth, a city deep beneath the Aphrunn Mountains, which has been
ruled for centuries by the hated foe of the duergar, Queen Nathglaryst.
Likewise, in the late 1200s DR, the gray dwarves of Underspires waged a
five-decade-long and ultimately inconclusive war with their surface kin
in Ironfang Keep among the Mountains of the Alaoreum. (This is not to
be confused with the mysterious fortress of the same name on the shores
of the Moonsea.) That conflict, known to the dwarves of the Alaoreum as
the Campaign of Darkness, has continued fitfully to the current day.

In the Year of Shadows (1358 DR), during the Fall of the Gods, Duerra's
avatar appeared in Underspires in the form of the Queen Mother, who was
serving as regent of the duergar city until War King Olorn reached his
maturity. Duerra began assembling and training an army of elite duergar
warriors. Initial forays against the outlying dwarven and drow
settlements of Ironfang and Undraeth served to shape the army of
Underspires into its highest level of readiness in centuries. Under the
leadership of their divine regent, the duergar extended their holdings
to the Underdark tunnels deep beneath the Cloven Mountains, reaching
the deepest mines of long-fallen Tathtar. Duerra then disappeared into
the southernmost reaches of the Underdark, and the young War King
ascended to the Underthrone.

Since the Time of Troubles, the duergar king, a dark-skinned dwarf
nearly 12 feet in height, has sent his armies against the illithids of
Oryndoll to the west beneath the Shining Plains and against the drow,
dwarves, and svirfneblin beneath the Dragonreach lands to the North. In
twelve years of war, the gray dwarves have overrun the outlying
territories of their enemies, but the quick conquests won under
Duerra's leadership have been few and far between. The emerging empire
of the gray dwarves has quickly amassed a wide number of enemies and
rivals, and it may be vulnerable to a concerted attack by its foes.

Affiliated Orders: The Mindstalkers of the Invisible Art are a
secretive group of Duerran psionicist/priests with cells in most
northern gray dwarven settlements. The Mindstalkers seek to unite the
disparate duergar realms of the Northdark into a great empire ruled by
the collective consciousness of the order. While the Mindstalkers are
centuries from accomplishing their goal, they have begun to extend
their invisible tendrils into most duergar settlements beneath the
Savage Frontier, and much of the trade .conducted by gray dwarven
merchants in the region is at their direction. In recent decades, the
Mindstalkers have established a cell in the subterranean city of
Skullport in the dungeons of Undermountain beneath Waterdeep. They seek
to purchase surface-dwellers with unusual psionic talents to breed into
the gray dwarven race, and they have been actively culling wild talents
from Skullport's slave bazaars for years.

Priestly Vestments: 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.

Adventuring Garb: Outside of ceremonial functions, Duerran priests
eschew their glittering mail for the drab chain or dwarven plate mail
(base AC 2) common to the duergar and a hooded, ankle-length gray-blue
robe.  The primary weapon of most Mindaxes is the battle axe, in
deliberate imitation of their goddess, but Duerra's priests are also
skilled in the use of weapons favored by most gray dwarves, including
heavy and light crossbows, picks, short swords, spears, and war
hammers.

Specialty Priests (Norothor)

REQUIREMENTS:          Constitution 11, Intelligence 12, Wisdom 15,
                       Charisma  12
PRIME REQ.:            Wisdom,  Charisma
ALIGNMENT:             LN, LE
WEAPONS:               Any
ARMOR:                 Chain mail or dwarven plate mail
MAJOR  SPHERES:        All, combat, divination, elemental (earth),
                       guardian, healing, law, thought, war
MINOR  SPHERES:        Necromantic, numbers, protection,
                       summoning,  sun (reversed only), travelers
MAGICAL  ITEMS:        Same  as clerics and psionicists and warriors
REQ. PROFS:            Blindfighting; mental armor (from PLAYER'S
                       OPTION: Skills & Powers)
BONUS  PROFS:          Land-based riding (steeders); contact, harness
                       subconscious, rejuvenation (from PLAYER'S
                       OPTION: Skills & Powers)

* Although most norothor (the plural form of norothar) are gray dwarves,
  dwarves of any subrace can become specialty priests of Duerra.

* Norothor  are allowed to multiclass as norothar/psionicists and as
  norothar/fighters.

* Norothor may  select nonweapon proficiencies from the psionicist and
  warrior groups without penalty.

* Norothor suffer no penalty to their psionic abilities if they wear
  metal armor. Helms, however, cannot  be worn while using psionics
  unless such headgear is psionically active or features magical
  enchantments that affect or stimulate psionic powers.

* Norothor  can cast morale or thought capture (as the 1st-level priest
  spells) once per day.

* At 3rd level, norothor can cast detect psionics (as the 1st-level
  wizard spell detailed in Pages from the Mages or Wizard's Spell
  Compendium, Volume 1) at will when concentrating. No other action
  except slow (onehalf or slower) movement can be undertaken while
  using this ability.

* At 3rd level, norothor can cast augment psionics or spiritual hammer
  (as the 2nd-level priest spell) once per day. The spiritual hammer
  created by this ability looks like an axe but otherwise functions as
  the hammer of the spell. This spiritual axe does not require
  concentration to maintain.  The priest assigns it a target and then
  may take other actions, including spellcasting. The spiritual axe
  continues to attack the specified target until the target dies, the
  effect expires, or the priest spends one round redirecting the axe to
  another target. If the spiritual axe's target dies, it hangs in the
  air above the corpse until redirected to a new target or the effect
  expires.

* At 5th level, norothor can cast deflect psionics (as the 3rd-level
  priest spell) or rigid thinking (as the 4th-level priest spell) once
  per day.

* At 7th level, norothor can cast augment psionics (as the 2nd-level
  priest spell) or cure critical wounds (as the 5th-level priest spell)
  once per day.

* At 10th level, norothor can cast mind blank (as the 8th-level wizard
  spell) once per day.

* At 13th level, norothor can cast lower resistance (as the 8th-level
  wizard spell) twice per day.

* At 15th level, norothor can cast mindshatter (as the 8th-level priest
  spell) once per day.

Duerran Spells

1st Level
Steal Psionic Strength (Pr 1; Alteration)

Sphere:           Thought
Range:            10 yards/level
Components:       V, S, M
Duration:         Instantaneous
Casting Time:     4
Area of Effect:   One  creature
Saving Throw:     Neg.

This spell steals 1d8 PSPs per two levels of the caster (to a maximum
of 10d8 PSPs)  from a being with psionic abilities and transfers them
to the priest casting the spell. The target receives a saving throw vs.
spell to avoid the effect. If the target has fewer PSPs than the priest
rolls to steal, the priest receives all the target's remaining PSPs.
The bonus PSPs are used up first when the recipient engages in psionic
activity, whether it be a psionic attack, defense, or power. If for
some reason stolen PSPs are not used up before this spell expires, the
stolen PSPs dissipate.

This spell dissipates without effect if the target and/or the caster
has no psionic ability or if the target has 0 (zero) PSPs. Psionic
defense modes are ineffective in blocking the theft of PSPs by use of
this spell, but magical defenses such as a ring of mind shielding or
certain spells granting impervious mind shielding block the effect.

The material component is the priest's holy symbol.

2nd Level
Augment  Psionics (Pr 2, Alteration)

Sphere:              Thought
Range:               Touch
Components:          V,S,M
Duration:            1 round+1 round/level
Casting Time:        5
Area of Effect:      1 psionic creature
Saving Throw:        None

The recipient of this spell receives a special bonus of 3d8 additional
PSPs for the duration of the spell. The augment psionics spell enables
the recipient to actually have more PSPs than his or her full normal
total. The bonus PSPs are used up first when the recipient engages in
psionic activity, whether it be a psionic attack, defense, or power.

This spell has no effect on individuals without any psionic ability and
is wasted if used on them.

The material component is the priest's holy symbol.

4th Level
Deflect Psionics (Pr4; Abjuration)

Sphere;         Thought
Range:          0
Components:     S,M
Duration:       7 rounds
Casting Time:   7
Area of Effect: Special
Saving Throw:   Special

This spell employs magic to deflect psionic attacks against the priest.
For the duration of the spell, any being directing a psionic attack at
the caster must first roll a saving throw vs. spell to proceed. If the
attacker succeeds in his or her saving throw, the psionic attack
proceeds normally, and the priest can defend himself or herself
psionically. However, if the psionic attacker fails his or her saving
throw, the attack is shifted to take effect against another being
within 10 yards of the priest.

If there is no other individual within the area of effect aside from
the priest and the attacker, the attack proceeds normally against the
priest. If there is more than one individual within the area of effect
aside from the priest and the attacker, the being with the most PSPs
suffers the attack instead. If there is more than one individual within
the area of effect aside from the priest and the attacker, but no
individual has any PSPs, the being with the highest Intelligence score
suffers the attack instead. Ties are resolved randomly by the DM. The
attacker can never become the target of his or her own psionic attack.
Neither the priest nor the attacker has any control over the target of
the deflected attack.

The material component is the priest's holy symbol.

Dugmaren Brightmantle
---------------------

(The Gleam in the Eye, the Wandering Tinker,
the Errant Explorer)
Lesser Power of the Outlands, CG

PORTFOLIO:            Scholarship, invention, discovery
ALIASES:              None
DOMAIN NAME:          Outlands/Dwarvish Mountain (Soot Hall)
SUPERIOR:             Moradin
ALLIES:               Brandobaris, Cyrrollalee, Deneir, Erevan
                      Ilesere, Garl Glittergold, the Morndinsamman
                      (except Abbathor, Deep Duerra, Laduguer),
                      Nebelun/Gond,  Oghma,  Shaundakul, Thoth,
                      Tymora, Urogalan
                      Gargauth, llsensine, Maanzecorian (dead),
                      Urdlen
SYMBOL:               Open book
WOR. ALIGN.:          LG, NG, CG, LN, N, CN

Dugmaren Brightmantle (DUHG-mah-ren BRITE-man-tuhl) is the patron
of dwarven scholars and the embodiment of the chaotic and exploratory
spirit that consumes some of the Stout Folk. He is venerated by dwarves
and a few gnomes, all of whom are scholars, inventors, engineers,
tinkers, and fiddlers. His worshipers are consumed with the acquiring
of knowledge simply for its own sake rather than for any practical
purpose. Whereas Moradin draws smiths and other craftsfolk to his
forge, Dugmaren attracts those free-thinkers who want to create
something truly new, not a variation on an old theme.

Dugmaren is thought to be a child of Moradin - a chaotic element split
off from his father's stern lawfulness and nurtured by the favor of his
mother Berronar. In fact the All-Father relates well to Dugmaren's
creative and explorative instincts, but the Wandering Tinker often
drifts away from projects before they are completed and usually before
he has found a use for the knowledge he has gathered - a trait that
irritates Moradin to no end. Dugmaren is always getting himself
enmeshed in one exploit or another, and his regular accomplices include
Haela or Marthammor of the Morndinsamman and Brandobaris, Erevan
Ilesere, Nebelun/Gond,  or Shaundakul from the other human  or
demihuman pantheons. Aside from Gargauth, who embodies everything
corruptive and malevolent in the discovery of lost or undiscovered
knowledge, the gods of the illithids, who seek to hoard knowledge for
themselves, and Urdlen, who hates everyone and everything, the
Wandering Tinker has no true foes. However, Dugmaren finds the company
of Abbathor, Deep Duerra, Laduguer, and the goblin and evil giant gods
trying at best. The Wandering Tinker is tolerated by the lawful members
of the dwarven pantheon because his inventions and innovations have
proven to have had beneficial aspects.

Dugmaren is a benign, inquisitive, cheerful, and optimistic deity
concerned with discovering the unknown. He is an inveterate acquirer of
trivia and little-used knowledge, an experimenter and a fiddler.
Although he dwells within the Dwarvish Mountain in the Outlands, he
often ventures into the planes of Arborea, Elysium, and Bytopia. The
Wandering Tinker sometimes dispatches an avatar to act as an unseen
guide for dwarven scholars and travelers, protecting them in their
searches and providing hints on where to look for knowledge.

Dugmaren's Avatar (Bard 28, Thief 21, Fighter 18, Cleric 18)

Dugmaren appears as an old dwarf with twinkling blue eyes, slightly
hunched and wearing a bright blue cloak. He always carries a collection
of books with him. He can cast spells from all spheres and schools, but
does so in an experimental (and often haphazard) way.

AC -1 (-3); MV 12 or 15; HP 180; THAC0 3; #AT 5/2
Dmg 2d4+6 (broad sword +4, +2 spec. bonus in broad sword)
MR 60%; SZ M (6 feet tall) or L (8 feet tall)
STR 15, DEX 20, CON 18, INT 22, Wis 21, CHA 18
Spells P: 11/11/11/10/7/4/2, W: 6/5/5/5/5/5/1
Saves PPDM 3, RSW 1*, PP 4, BW 4, Sp 5

* Includes dwarf +5 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Dugmaren wields Sharptack, a broad sword +4 with the
power to cast feeblemind twice per day. He wears a bright blue cloak of
displacement, resulting in the Armor Class given in parentheses above.
He can be struck only by +1 or better magical weapons.

Dugmaren is immune to all mind-affecting spells and abilities. Each
round, he can avoid any three attacks directed solely at himself
(chosen at the beginning of the round before determining whether they
succeed) by intuiting how they will unfold and simply avoiding them. He
can also determine how to use any mechanical or magical object simply
by handling it for one or more rounds. The Wandering Tinker can cast
blink, dimension door, and teleport without error once per turn each.

Other Manifestations

Dugmaren rarely manifests in an obvious or direct fashion. Instead, the
Wandering Tinker prefers to guide his followers to new discoveries as
subtly as possible. For example, he might manifest by causing a book to
open to a page of particular interest or by causing a secret door to
shift slightly, revealing its existence to a determined searcher.

When he does find it necessary to manifest his presence directly,
Dugmaren typically envelops a worshiper or object in a bright nimbus of
bluetinted light. The effect of such an aura varies according to the
situation. Dugmaren typically manifests through the actions of
sentient creatures by giving them the ability to use a single
divination spell, such as detect magic, ESP, identify, legend lore, or
true seeing, or a single defensive spell, such as anti-magic shell,
ironguard, magical vestment, minor globe of invulnerability,
protection/rom evil, or shield. The Wandering Tinker sometimes
manifests by transforming a follower's mental picture into a physical
object in a fashion similar to the effects of the spell major creation.

Dugmaren is served by archons, aasimon, einheriar, electrum dragons,
feystags, and gynosphinxes. He demonstrates his favor through the
discovery of king's tears, pearls, unlooked-for scraps of lore of any
sort, and faint, long-forgotten melodies with no apparent source. The
Wandering Tinker indicates his displeasure by temporarily preventing a
tome from opening, by causing a device to seize up and stop working, or
by blocking one or more forms of sensory input (usually hearing) for a
time. He also provides cryptic omens in the form of riddles, puzzles,
and impossible objects.

The Church

CLERGY:          Clerics, specialty priests
CLERGY'S ALIGN.: NG,CG,N,CN
TURN UNDEAD:     C: Yes, SP: No
CMND. UNDEAD:    C: No, SP: No

All clerics (including fighter/clerics) and specialty priests of
Dugmaren receive religion (dwarven) and reading/writing (Dethek runes)
as bonus nonweapon proficiencies. Clerics of Dugmaren (as well as
multiclassed clerics) cannot turn undead before 7th level, but they
always strike at +2 on all attack and damage rolls against undead
creatures. At 7th level and above, clerics can turn undead as other
clerics do, but as a cleric of four levels less than their current
level. These modifications apply only to the cleric class.  Until the
Time of Troubles, all priests of Dugmaren were male dwarves or male
gnomes, but females of both races are now accepted into the clergy.

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.

Temples of Dugmaren are found both above ground and below. They are
usually sprawling complexes crammed full of the detritus of countless
experiments as well as artifacts collected on extended sojourns to
distant locales. At the center of each such house of worship is a huge
library housing a large collection of rune stones plus the tomes and
scrolls of other races.  Altars of Dugmaren consist of a simple block
of granite (or some other hard stone) upon which sits a single
ever-burning candle symbolizing the quest for knowledge.

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.

Dogma: The secrets of the world are waiting to be revealed. Travel
widely, broaden your mind at every opportunity, and pursue the life of
a scholar. Cultivate the spirit of inquiry among the young and be a
teacher to all. Seek to recover the lost and/or arcane knowledge of
ages past and apply it in the world of today. Try new methods of doing
things just for the joy of experimenting. Learn a little of everything,
for you never know what might be of use down the road.

Day-to-Day Activities: Priests of the Wandering Tinker spend their days
in scholarly pursuits, seeking to learn, teach, and advance nearly
every field of knowledge even marginally interesting to the dwarven
race. Many Seekers of Truth and Mystery serve as instructors to the
young, while others record and archive current dwarven practices for
future generations. Dugmaren's clergy members travel widely, seeking
new experiences, new ideas, and the recovery of lost dwarven lore.

Holy Days/Important Ceremonies: The church of Dugmaren has little in
the way of formal ritual or ceremony. Priests of the Wandering Tinker
whisper a prayer of thankfulness to Dugmaren when they discover a piece
of forgotten lore or whenever they make a significant discovery of any
sort.

Greengrass and Higharvestide are the only holy days regularly
celebrated by Dugmaren's faithful. Such days begin with several hours
of private early-morning introspection, usually spent staring into the
heart of a single lit candle. These personal meditations are followed
by a day-long convocation of scholars in which the results of scholarly
investigations since the last such symposium are presented, defended,
and discussed.

Major Centers of Worship: With the founding of Luruar in the Year of
the Gauntlet (1369 DR) and the elevation of Alustriel to rule it,
Silverymoon's role as the preeminent center of learning within the
Moonlands of the North has continued to expand. With the blessing and
encouragement of King Harbromm and the Bright Lady, 40 dwarven scholars
from Citadel Adbar, under the direction of Savant of Mysteries Daurant
Tomescribe, emigrated to Silverymoon in the first few months of the
Year of the Tankard (1370 DR). There they founded a temple of Dugmaren
alongside the other colleges, temples, and libraries of the Gem of the
North. Both rulers saw this development as a way to ensure that the
dwarves of the emerging nation of Luruar contributed to and benefited
from the scholarly work and intellectual ferment already underway in
the capitol city.

Since its inception, the Athenaeum of Philosophy, located east of the
Market and northwest of Alustriel's Palace, between Fortune Hall and
the Temple of Silver Stars, has been the home of invention,
experimentation, philosophical and scholarly debate, and seminars on a
wide range of topics - these last being open to the general public.
Although the worshipers of Tymora and Selune have uttered more than a
few fervent prayers to their goddesses after alarming explosions
emanating from the experimental laboratories beneath Dugmaren's house
of worship, the introduction of two score dwarven inventors and sages
to Silverymoon's scholarly circles has been a great success and is
starting to draw more dwarves from the lands of fallen Delzoun, as well
as scholars of other races based in Silverymoon, to share in the
intellectual ferment.

The Athenaeum itself once served as a training facility for the Knights
of Silver based in the nearby palace, and halls that were once employed
for dining, sleeping, and weapons training are now occupied by
sprawling laboratories and great libraries filled with obscure
knowledge of questionable usefulness. The temple is always ablaze with
light as its residents experiment, tinker, and invent night and day.
Visiting scholars of any race are welcome to reside in the temple for a
night or even a tenday, but few find the ever-present chaos conducive
to a good night's sleep.

Affiliated Orders: The Order of the Lost Tome is a loosely structured
fellowship of errant dwarven scholars dedicated to the recovery of lost
dwarven lore for the benefit of kingdoms and clan holds throughout the
Realms. Individual Knights of the Lost Tome usually work alone or in
the company of dwarven and nondwarven  adventurers unaffiliated with
the order. They combine their passion for knowledge and investigative
abilities with the martial skills necessary to defeat the current
occupants of fallen dwarven strongholds thought to contain examples of
and treatises on lost dwarven lore.

Priestly Vestments: 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.

Adventuring Garb: Members of Dugmaren's clergy dress practically when
exploring dangerous or unknown territories. Most favor light armor and
weapons, preferring maneuverability over defense. Many carry unique
weapons; most also have items with defensive capabilities of widely
varying usefulness and reliability, which they have invented and wish
to field-test.

Specialty Priests (Xothor)

REQUIREMENTS:          Intelligence 10, Wisdom 13
PRIME REQ.:            Intelligence, Wisdom
ALIGNMENT:             NG,  CG
WEAPONS:               Any
ARMOR:                 All armor types up to and including chain mail;
                       no  shield
MAJOR  SPHERES:        All, astral, charm, divination, guardian,
                       numbers, protection, thought, travelers, wards
MINOR  SPHERES:        Chaos, creation, healing
MAGICAL  ITEMS:        Any
REQ. PROPS:            Engineering
BONUS PROFS:            Ancient or modem  languages (pick any two),
                        ancient history, two skills from: artistic ability,
                        brewing, carpentry, cobbling, fishing,
                        leatherworking, pottery, rope use, seamanship,
                        seamstress/tailor, stonemasonry, weaving,
                        blacksmithing

* While most xothor (the plural form of xothar) are shield dwarves or
  gold dwarves, members of nearly every subrace are called to be
  specialty priests of Dugmaren's clergy.

* Xothor are not allowed to multiclass.

* Xothor may select nonweapon proficiencies from the rogue group with-
  out penalty.

* In addition to the bonus proficiencies for ancient or modern
  languages listed above, xothor gain an additional language every two
  levels (that is at 3rd level, 5th level, etc.). This ability tops out
  at 20th level.

* Xothor have a limited ability to use magical wizard scrolls and
  priest scrolls containing spells beyond their current ability. A
  xothar's understanding of magical writings is far from complete,
  however. The xothar has a percentage chance (equal to 100 - 5 X
  [level of the priest - level of the spell to be read]) to read the
  scroll incorrectly and alter (which sometimes involves reversing) the
  spell's effect. This sort of malfunction is not always detrimental to
  the xothar and his or her party, but it never functions exactly the
  way the xothar intended. For example, if a xothar reads a fireball
  scroll incorrectly, it might have a burst radius of 3 inches,
  igniting an opponent's shirt or an ally's beard, or it might become a
  frost-ball, coating everyone within the normal area of effect in ice.
  The exact effect of any flubbed scroll reading is up to the DM, but
  roughly one-third of the time it is helpful in an unexpected way, and
  one-third of the time it is neutral in its impact.

* Xothor can cast mending (as the 1st-level priest spell) or
  brightmantle (as 2nd-level priest spell) once per day.

* At 3rd level, xothor can cast augury (as the 2nd-level priest spell)
  or idea (as the 2nd-level priest spell) once per day.

* At 5th level, xothor can cast Alimir's fundamental breakdown (as the
  3rd-level wizard spell) or tongues (as the 3rd-level wizard spell)
  once per day.

* At 7th level, xothor can cast divination (as the 4th-level priest
  spell) once per day.

* At 10th level, xothor can cast commune (as the 5th-level priest
  spell) or magic missile (as the 1st-level wizard spell) once per day.

* At 13th level, xothor can cast legend lore (as the 6th-level wizard
  spell) once per day.

* At 15th level, xothor can cast teleport without error (as the
  7th-level wizard spell) once per day.

Dugmarenite Spells

1st Level

Mending (Pr 1; Alteration)

Sphere:           Creation
Range:            30 yards
Components:       V, S, M
Duration:         Permanent
Casting Time:     4
Area of Effect:   1 object
Saving Throw:     None

This spell repairs small breaks or tears in objects. It will weld a
broken ring, chain link, medallion, or slender dagger providing but one
break exists. Ceramic or wooden objects with multiple breaks can be
invisibly rejoined to be as strong as new. A hole in a leather sack or
wineskin is completely healed over by a mending spell. This spell does
not, by itself, repair magical items of any type. One turn after the
spell is cast, the magic of the joining fades, and the effect cannot be
magically dispelled. The maximum volume of material the caster can mend
is 1 cubic foot per level.

The material components of this spell are two small magnets of any type
(usually lodestones) or two burrs.

2nd Level

Brightmantle (Pr 2; Abjuration)

Sphere:           Protection
Range:            Touch
Components:       V,S,M
Duration:         Special
Casting Time:     5
Area of Effect:   Creature touched
Saving Throw;     None

This spell envelops the recipient's head in a nimbus of faint,
flickering blue light. While under the influence of a brightmantle, the
target can think perfectly clearly with no impairment. Intelligence
checks are made with a +2 bonus. Alcohol, drugs, and poisons are not
removed from the recipient's system, but their side effects, which
muddle the brain, temporarily abate.  Spells from the school of
enchantment/charm and  the spheres of charm and thought that impede the
ability of the target to think clearly, such as chaos, charm monster,
charm person, command, confusion, delude, feeblemind, friends, forget,
magic jar, mental domination, scare, or suggestion, have no effect
while the target is protected by a brightmantle. It may, at the DM's
option, provide a lucid period for an individual afflicted with
insanity. The duration is 1 hour per caster level when cast on dwarves;
otherwise, it is 1 turn per caster level.

The material components  of this spell are the priest's holy symbol and
a pinch of smelling salts (or any restorative whose preparation is
based on spirits of ammonia).

7th Level
Guardian Mantle (Pr 7; Abjuration, Invocation)

Sphere:           Protection
Range:            0
Components:       V,S,M
Duration:         1 turn+1 round/level
Casting Time:     1 round
Area of Effect:   The caster
Saving Throw:     None

The guardian mantle spell creates a blanket of translucent bluish
energy that encases the priest's body as protection from melee and
missile attacks.  Those attempting to attack the priest must roll a
successful saving throw vs.  spell at a -4 penalty or find the attack
foiled by the mantle. Attackers using magical weapons can add the
weapon bonuses to the saving throw. Maintaining this defensive
enchantment requires no concentration on the part of the caster, who can
cast spells or choose to ignore attackers. The mantle does not protect
against spells or spell-like powers and cannot be made permanent. While
the mantle is in effect, it suppresses all the priest's protective
magics for its duration except armor (including armor, shields, and
helms). For example, neither bracers of defense nor an amulet of life
protection will operate while this spell is in effect, but leather
armor +2 is not affected.

The material components are the priest's holy symbol, a piece of blue
velvet, and a gem of at least 500 gp value.

Dumathoin
---------

(Keeper of Secrets under the Mountain, the Silent Keeper,
the Mountain Shield)
Intermediate Power of the Outlands, N

PORTFOLIO:              Keeper of metals and other buried wealth
                        (secrets under the earth), the earth's riches,
                        ores, gems, minerals, mining, exploration, the
                        shield dwarf race, guardian of the dead
ALIASES:                None
DOMAIN  NAME:           Outlands/Dwarvish Mountain (Deepshaft Hall)
SUPERIOR:               Moradin
ALLIES:                 Callarduran Smoothhands, Cyrrollalee, Geb,
                        Gond, Grumbar, Flandal Steelskin, the
                        Morndinsamman   (except Abbathor, Deep
                        Duerra, Laduguer), Segojan Earthcaller,
                        Sehanine Moonbow,  Skoraeus Stonebones
FOES:                   Abbathor, Deep Duerra, Kiaransalee, Laduguer,
                        Urdlen, the goblinkin and evil giant pantheons
SYMBOL:                 A cut, faceted gem inside a mountain
                        (silhouette)
WOR. ALIGN.:            Any

Dumathoin (DOO-muh-THOE-in) is the Keeper of Secrets Under the
Mountain, and he hides the secrets of the earth until deserving and
diligent dwarves are ready to be guided to them. He lays veins of iron,
copper, gold, silver, and mithral where he feels they will best benefit
his followers.  He watches over the safety and security of miners of
all races and has a special role as the protector of shield dwarves and
the creator of the urdunnirin.

Dumathoin created a paradise under the mountains for the shield dwarves
when Moradin named him their protector. He shaped natural caverns of
great beauty, studded with rich and beautiful deposits of shining
metals and glittering outcroppings of crystalline gems. He was angered
when the dwarves began to mine the mountains, destroying the beauty he
had created. Dumathoin was pleased, flattered, and a little awed,
however, when he saw the finely Grafted items the dwarves produced from
the ores they had mined. He no longer objects to tunneling, mining, or
the collecting of treasures underground.

The Silent Keeper frowns, however, on clumsy or crude rock-cutting that
does not smooth the earth, follow the natural flows, and highlight the
individual features of the rocks. Cutting that causes cavern collapses
and floodings are even less to his liking, and he is openly angered by
those who pillage. Pillagers, in Dumathoin's eyes, are beings of all
races who take the earth's riches away (in other words, to the surface)
for unfair or selfish purposes, taking more than their share and
leaving rubble and other messes in their wake.

Dumathoin is friendly with Geb, Flandal Steelskin, Segojan Earthcaller,
and other nondwarven gods of the earth and smithcraft. He supplies
nondwarven gods of blacksmiths with adamantite ore and sometimes does
business with the other gods (through his and their priests) for metals
and ores as well. Dumathoin has a nonhostile relationship of some sort
with Ilsensine, god of illithids. But aside from the close proximity of
their outer planar realms, the exact nature of the relationship is
unknown to any other powers, and no such detente exists between the two
gods' followers in the Realms.

The Silent Keeper never speaks, communicating instead with gestures.
He has never been known to do more than grunt or sigh (in exertion or
pain) in the presence of mortals. Dumathoin may also set subtle clues
as to his purposes and the nature of the world beneath the surface,
such that only those with keen eyes and wits can perceive them. The
Keeper has a stolid patience and tolerance (particularly of nondwarves
and hasty behavior) lacking in most other dwarven deities. However, he
is just as patient and implacable an enemy when angered. Most who
offend Dumathoin and realize what they have done set at once to loudly
and fervently praying for his forgiveness. They frequently offer to
make amends by bringing back gems and metal treasures to the place
where they offended him - immediately, if possible, or by a specified
time otherwise. If they keep this promise, Dumathoin is usually
appeased. If they seem forgetful, they had better not ever go near a
mountain or cave again!

Although Dumathoin spends much of his time in the Outlands, he uses his
stone seeing ability (unlimited range) to keep underground and
mountainous areas of Toril under almost constant surveillance.

Dumathoin's Avatar
(Fighter 34, Earth Elementalist 30, Cleric 25, Thief 12)

Dumathoin appears as a barrel-chested male dwarf with hair and beard of
sculpted gray stone, earth-brown skin, and eyes of silver fire. His
shoulders are as broad as most barn doors, and his arms are knotted and
bulging with corded muscles. He casts priest spells from the spheres of
all, combat, creation, divination, elemental (earth, fire), healing,
protection, travelers, and wards. He can only cast wizard spells from
the school of elemental earth and those spells that involve earth,
stone, or metal. (The fact that he grunts and gestures rather than
verbalizes does not affect his spellcasting capabilities.)

AC -6; MV 12 or 15, Br 12 or 15; HP 238; THAC0 -10; *AT 5/2
Dmg 5d6+18 (mattock +5, +11 STR, +2 spec. bonus in broad sword)
MR 70%; SZ M (6 feet tall) or H (18 feet tall)
STR 23, DEX 17, CON 24, INT 19, Wis 21, CHA 17
Spells P: 12/12/12/11/10/8/4, W: 8/8/8/8/8/8/8/7/7 *
Saves PPDM  2, RSW  1**, PP 4, BW 4, Sp 4

 * Numbers assume one extra elemental earth spell per spell level.
 ** Includes dwarf +6 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Dumathoin wields Magmammer, a mattock +5 made of
solidified magma with all of the powers of a mattock of the titans and a maul
of the titans.

Dumathoin is immune to all earth, stone, metal, and fire-based spells.
He is also immune to psionics, as well as any spell from the schools of
divination or enchantment/charm. Dumathoin can see through solid rock
to a range of 120 feet, and he employs stone seeing at all times,
allowing him to scry anywhere on or beneath the surface of Toril. Once
per day he can summon 3d6 16-HD earth elementals to do his bidding for
12 turns; they will fight to the death for him. If encountered
underground, Dumathoin has the power to attack opponents by localized
rockfall the same way he manifests (see below). He can cause such a
fall once per round by a simple gesture, unerringly doing 4d8 damage to
all in a 20-foot-diameter area. When in physical contact with the
earth, Dumathoin regenerates at 3 points of damage per round.

A magical weapon enchanted to +2 or better is required to hit
Dumathoin. He is completely immune to any elemental earth sphere or
school spell, effect, or ability that he does not wish to be affected
by. He is immune to all dragon breath weapons that create fire,
lightning, cold, or acid.

Other Manifestations

The Keeper of Secrets commonly manifests in two helpful ways and two
harmful ways, treating dwarves and nondwarves equally.

Often when miners or other creatures are lost underground, particularly
when their light sources are all gone, the power of Dumathoin guides
them to safety by causing rock crystals exposed in the stone walls to
sparkle or wink  in sequence, beckoning and outlining a route. Where
crystals are lacking, areas of bare rock may glow for a time.

Many miners pray to Dumathoin in thanks for another underearth
phenomenon: the sudden, spontaneous shifting of wedged boulders or
rubble blockages that have trapped miners or prevented their further
exploration.

In the same way, they call rumblings in the deep and other earth
tremors "the warnings of Dumathoin" and heed them whenever they occur,
particularly as a cavern is first entered or a rockface first struck
with pick or hammer. If warning tremors are ignored, or Dumathoin's
anger is severe, a cave-in occurs above the offenders - typically a
minor one doing 4d8 points of damage (a successful saving throw vs.
petrification reduces this damage to 2d8 points). Dumathoin also uses
this technique to punish individuals whose actions offend him. In such
cases, the Keeper typically causes a localized rockfall (in other
words, down on the head of one offending character) from either a rock
ceiling overhead, or if on the outside of a mountain, from a peak or
ledge above. The damage is the same as that of a cave-in, but no saving
throw to reduce it is allowed, and there is no chance of other
characters being hit or a further collapse occurring - Dumathoin's
power is precise.

Dumathoin is served by azer, earth and fire elementals, galeb duhr,
undead dwarves, and urdunnirin. He demonstrates his favor through the discovery of veins of precious ore and gems of all types (except octel, shandon,
sphene, and rock crystal, all of which are sacred to Berronar). The Silent
Keeper indicates his displeasure by making rich veins play out quickly,
leading miners to discover pyrite (also known as fool's gold) or causing uncut
gems to shatter into worthless fragments upon the first touch of a
gemcutter's tools.

The Church

CLERGY:          Clerics, crusaders, specialty priests
CLERGY'S ALIGN.: LG, NG, LN, N
TURN UNDEAD:     C: Yes, Cru: No, SP: No
COMND. UNDEAD:   C: No, Cru: No, SP: No

All clerics (including fighter/clerics), crusaders, and specialty
priests of Dumathoin receive religion (dwarven) and reading/writing
(Dethek runes) as bonus nonweapon proficiencies. Clerics of Dumathoin
(as well as multiclassed clerics) cannot turn undead before 7th level,
but they always strike at +2 on all attack and damage rolls against
undead creatures. At 7th level and above, clerics can turn undead as
other clerics do, but as a cleric of four levels less than their
current level. These modifications apply only to the cleric class. All
priests of Dumathoin were male until the Time of Troubles; recently,
however, females have been permitted in the clergy.

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 nondwarven 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.

Temples and shrines of Dumathoin are commonly found across the North,
in dwarven holds such as Adbarrim, Felbarr, Hillsafar Hall, Ironmaster,
Mithral Hall, Tethyamar, and the Far Hills. There are also temples in
the lands that were once held by the realms of High and Deep Shanatar
(now the kingdoms of Amn, Erikazar, Tethyr, and Calimshan). While
shrines and temples of Dumathoin are typically found in the holds of
the shield dwarves, they are extremely rare among the other dwarven
subraces, except for the gold dwarves - in whose realms they are merely
uncommon. But the gold dwarves have constructed at least two grand
Dumathan houses of worship in the cities of the Deep Realm. Temples of
Dumathoin are constructed in the deepest and best-hidden natural
caverns, which may be opened up or improved by dwarves without
disqualifying them for use. Such caverns are commonly  chosen for their
veins of precious ores and/or the presence of many  gems in the
surrounding rock, although the presence of Dumathoin's hidden gifts is
not strictly necessary. At the heart of such temples are simple altars
consisting of natural boulders or large stone blocks. Statues of the
Silent Keeper, depicting him in his many aspects, line the walls.

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.

Dogma: Walk the deep and silent ways of Dumathoin. Seek out the hidden
gifts of the Keeper of Secrets Under the Mountain. That which is hidden
is precious, and that which is precious shall stay hidden. Seek to
enhance the natural beauty of Dumathoin's gifts and go with, not against,
the contours of the deeps. Beauty is 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. Abide not undead
creatures, especially those that take the form of dwarves, thus mocking
the creation of Moradin.

Day-to-Day Activities: Priests of Dumathoin seek always to uncover the
buried wealth of the earth without marring the beauty of the ways
beneath the surface or being overly greedy. They often supervise mining
operations and maintain underground safety and security. They work to
clean up the rubble of mining, to grow and put in place luminous fungi
and edible deep-mosses, and to direct water through the earth to best
serve the underlife that includes, of course, dwarves. Priests of this
faith are always hunting for new veins of ore, new sources and species
of useful fungi, and new delves or underways never explored before.
They try to identify encountered dangers and determine strategies to
deal with these menaces of the deep places appropriately. They also
bargain with other (nonhostile) underground races to avoid
over-exploitation of resources.

A priest of Dumathoin is always learning the tiniest details of
conditions and life underground. Most priests are therefore invaluable
in leading companions  through  the underways in darkness (for example,
when all torches have been used). They can also find water, veins of
ore, and cracks or fissures that provide ways out, or can be mined to
yield a way from one cavern to another.

As Keeper of Secrets Under the Mountain, Dumathoin is the dwarves'
protector in death. While it may have been otherwise in the early days
of dwarven civilization, Dumathoin's priests have been the primary
morticians and tomb protectors since the latter days of Ammarindar, the
lost dwarven realm that existed as a contemporary of Netheril. In fact,
priests of Dumathoin do their god justice as Keeper of Secrets, for it
is incredibly difficult to find dwarven tombs at all, let alone plumb
their mysteries.

Holy Days/Important Ceremonies: Nights of new moons and the days to
either side of each such a night are considered holy days. They are
known collectively as the Deepstone Triad, for the moon is considered
to be hidden deep beneath the surface during this time. Also, 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.

Gems and jewelry are sacrificed to Dumathoin at each celebration of the
Deepstone Triad and on all other holy days. Such precious stones are
offered up on altars dedicated to the god. Gems sacrificed to the
Keeper are pulverized and mixed with certain herbs and fungal
secretions to derive a paste that serves to make rock porous, help
plant material adhere to it, and provide nourishment for plants in
contact with it. With buckets of this acrid, purple-and-green fibrous
paste, priests of Dumathoin creep about the underways painting and
planting fungi and other plant life to improve the underground
environment. These improvements include not only beautification of the
underground ways, but also concealment of stone dwarven doors,
redirection of watercourses to turn water-wheels or fill reservoirs,
and so on.

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).

* Clan allies of any race can be interred within dwarven tombs, but
  only if they fell in battle defending the allied clan, the tomb, or a
  place sacred to Dumathoin.

* 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 creche 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.

Major Centers of Worship: Aecaurak Splendarrsonn, the Gilded Hall of
Glittering Gems, is a vast natural cavern deep in the heart of
Mirabar's mines, on the level known as the Third Below. The Gilded Hall
was first consecrated as a temple of Dumathoin millennia ago by King
Anarok of the Royal House of the Helm in the dwarven realm of
Gharraghaur. The original cavern, located at the nexus of several veins
of gold, was expanded centuries ago by the followers of Dumathoin so as
to reveal the beauty and brightness of the golden ore without actually
extracting it. This gives the impression that the entire cavern is
gilded with gold leaf. In addition, thousands of gems have been
enchanted so as to float about the chamber, and a few of them serve as
the focus of continual light spells, creating a brilliant rainbow of
colors throughout the cavern. The current high priest of the Gilded
Hall is Voice of the Mountain Agrathan Hardhammer, a prominent
Councilor of Mirabar's elected Council of Sparkling Stones. Both human
and dwarven miners attend worship services at Aecaurak Splendarrsonn.

A long-sealed temple of Dumathoin, the Vault of Hidden Silences, still
exists on the Lost Level in the depths of Undermountain beneath the
city of Waterdeep. A single priest, Bandaerl Dumatheir, son of Rykos,
blood of Melair, High Old One of Dumathoin, and protector of
Melairbode's essence (an archlich specialty priest), guards the temple
and adjoining crypts of Clan Melairkyn from unwanted interlopers and
Halaster's mischief. (Further details of this temple may be found in
Undermountain: The Lost Level.)

Corundumdelve, the Hidden Gem of the Depths, is a legendary temple of
Dumathoin constructed by the urdunnirin tens of miles below the surface
of Faerun. Located deep beneath the Alimir mountains of the Almraiven
peninsula in eastern Calimshan, this temple remains hidden.  Its
location has never been revealed, even to the dwarves of Deep Shanatar
when that realm was at its height. Unlike conventional temples, the
Hidden Gem is not composed of walls, passages, and chambers, but it is
actually a vast dodecahedron composed entirely of tightly packed
amethysts, rubies, and sapphires, each larger than a dwarven helm.
Navigating (or even simply abiding in) the temple requires the ability
to pass through stone as if it did not exist, an ability of the
urdunnirin and a few High Old Ones of Dumathoin who are capable of
casting earth walk.

Affiliated Orders: The Knights of the Mithral Shield, based in Citadel
Adbar, is an order of 300 Dumathan crusaders and multiclassed
delvesonn/fighters. These elite dwarven warrior priests serve as the
honor guard of King Harbromm of Adbarrim and, as of the fall of the
ore-held Citadel of Many Arrows, King Emerus Warcrown of Felbarr. Each
Dumathan knight is sworn to serve the Mountain Shield as protector of
the shield dwarves, whom Dumathoin is forever pledged to protect.

Priestly Vestments: 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.

Adventuring Garb: In times of likely strife, Dumathoin's priests garb
themselves in the most effective armor and weapons available. The
Silent Keeper's clergy members typically favor picks, hammers, and
other mining tools in combat, but they are usually proficient in the
use of a wide range of weapons.

Specialty Priests (Delvesonns)

REQUIREMENTS:          Constitution 12, Wisdom 9
PRIME REQ.:            Constitution, Wisdom
ALIGNMENT:             LG, LN, N
WEAPONS:               Any
ARMOR:                 Any
MAJOR  SPHERES:        All, creation, combat, elemental (earth, fire),
                       healing, necromancy, protection, wards
MINOR  SPHERES:        Divination, guardian, travelers
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            Blacksmithing; pick one: armorer or
                       weaponsmithing
BONUS  PROFS:          Mining, mountaineering, survival (mountains,
                       Underdark)

* While  most delvesonns  are shield dwarves or urdunnirin, dwarves of
  nearly every subrace are called to be specialty priests of Dumathoin.

* Delvesonns  are not allowed to multiclass.

* Delvesonns  may select nonweapon proficiencies from the warrior group
  without penalty.

* Delvesonns  are protected at all times as if by a ring of mind
  shielding and are completely immune  to ESP, detect lie, and know
  alignment, as well as comparable  psionic powers.

* Delvesonns  can cast detect metals and minerals (as the 1st-level
  priest spell detailed in Powers & Pantheons) or fist of stone (as the
  1st-level wizard spell) once per day.

* At 5th level, delvesonns can cast meld into stone or stone shape (as
  the 3rd-level priest spells) once per day.

* At 7th level, delvesonns can cast identify (as the 1st-level wizard
  spell) as a wizard of the same level at will.

* At 10th level, delvesonns can cast stoneskin (as the 4th-level wizard
  spell) once per day.

* At 13th level, delvesonns can cast passwall (as the 5th-level wizard
  spell) once per day.

* At 15th level, delvesonns can speak with stones (as the stone tell 6th-level priest spell) three times a day.

* In extremely rare circumstances, single-classed delvesonns who are
  particularly favored by the Silent Keeper are selected as the Chosen of
  Dumathoin and may continue to advance beyond 14th level without
  having to earn triple normal experience points. (These normally
  become NPCs under the control of the DM.) After 14th level is
  exceeded, the delvesonns physical body begins to calcify slowly. When
  the petrification process is complete (usually within a decade), the
  Chosen of Dumathoin is composed entirely of rock, with skin of light
  gray hue, a heard composed of a cluster of stalactites, and normal
  eyes - except for the irises, which sparkle like deep green emeralds.
  Thereafter, the Chosen of Dumathoin is considered to be a priestly
  archlich, with all the attendant abilities and restrictions. Despite
  the strictures of the new form, the delvesonn retains full mobility
  and moves, sounds, and acts like a normal dwarven priest.

Dumathan Spells

In addition to the spells listed below, priests of the Silent Keeper
may cast he 1st-level priest spell detect metals and minerals,
detailed in Powers & Pantheons in the entry for Oeb.

2nd Level

Dumathoin's Rest (Pr 2; Abjuration, Necromancy)

Sphere:          Necromantic, Wards
Range:           10 yards/level
Components:      V, S, M
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  30-foot radius
Saving Throw:    None

This spell causes animated skeletons and zombies to collapse. Such
remains cannot be reactivated or reanimated for a minimum of 24 hours,
during which time they will presumably be properly interred. This
affects 2d6 Hit Dice of animated skeletons and/or zombies, 3d6 Hit Dice
if the remains are of dwarves.

The material component is the priest's holy symbol.

4th Level

Crypt Ward (Pr 4; Abjuration, Enchantment/Charm) Reversible

Sphere:         Guardian
Range:          Special
Components:     V,S,M
Duration:       Permanent
Casting Time:   1 hour
Area of Effect: 100 square feet
Saving Throw:   None

This spell is cast over a dwarven tomb or crypt. If the tomb is larger
than the spell's area of effect, additional castings can ensure that
the entire crypt complex benefits from the spell. Otherwise, it is
effective only within its 100-square-foot area.

Once a crypt ward is in place, it causes the dwarven remains interred
therein to animate temporarily in order to protect the tomb from grave
robbers. Whenever an intruder enters the area of effect, the dwarven
bones contained therein rise up and attack. The bones attack as
fighters equal to one-third of the caster's level at the time the crypt
ward is set up (fractions dopped) and possess 5 hit points per
one-third level of the caster. Thus, a crypt ward cast by a 12th-level
priest produces 4th-level bones that possess 20 hit points each. Note,
however, that the animated bones are not undead creatures; rather, the
effect is similar animates weapons. The dwarven bones do not animate
and attack if the intruders are other dwarves, so long as the visitors
do not attempt to plunder the tomb. Other races will be attacked if not
accompanied by a dwarf.

In any case, the dwarven bones animated by this spell cannot leave the
tea of effect. If intruders flee the area, the dwarven bones return to
their resting places until the next intrusion. If the animated dwarves
are slain, the remains have been destroyed.

Dispel magic cannot negate a crypt ward, but a limited wish, wish, or
remove crypt ward can. The destruction of all the dwarven bones in the
tomb complex also negates the spell.

The reverse of this spell, remove crypt ward, enables the caster to
negate a crypt ward. In most dwarven enclaves, remove crypt ward is
reserved for rare times when dwarven remains must be transported to a
new site. A priest attempting to remove the crypt ward must be of equal
or greater level than the caster who set the spell in place.

This spell is available to priests of all dwarven religions, but its
use is typically reserved for the priests of Dumathoin, who are
generally regarded as the keepers of the dead. It is said that dwarven
priests of old were far stronger than those of today, so it is likely
that, in truly ancient dwarven strongholds, there are crypt wards that
cannot be removed by modem priests.

The material components for both versions of this spell are the
caster's holy symbol and the ritual sacrifice of 10,000 gp worth of
precious metals and minerals.

Stonefall (Pr 4; Alteration, Elemental Earth)

Sphere:            Elemental Earth
Range:             120 yards
Components:        V, S, M
Duration:          1 round
Casting Time:      7
Area of Effect:    3 cubic feet/level or creates one stone
Saving Throw:      Special

This spell causes rocky materials present in an area to fall suddenly
in one of four fashions. If this spell is cast within 3 rounds after a
stonefire spell has been cast by a priest of Moradin, the fiery damage
of that spell is added to the striking damage of this one.

((1) If cast underground, it causes stalactites to fall or starts a
     cave-in. A fall of stalactites forces the intended target to roll 1d6
     Dexterity ability checks. This simulates the number of stalactites
     that fall; if fewer stalactites are available, lessen the number of
     checks. Each failed check equals one hit for 2d6 points of damage.
     Fragile items may well have to roll item saving throws vs. crushing
     blow if carried by a being that is struck or underneath an area
     where the stalactites fall. This sort of attack is relatively
     unlikely (roll of 1 on 1d6) to cause a more general cave-in. If it
     does, the effect under option 2 occurs as well.

(2) A deliberate cave-in causes 4d8 points of damage to all below it
    (succeed at a saving throw vs. petrification for half damage). If
    the situation makes it possible for a cave-in to miss the intended
    targets, the priest must make a successful attack roll (at a +5
    bonus to attack) as if attacking directly. A miss means that the
    target scrambled adroitly enough  away to avoid all damage.

(3) If cast indoors, it causes a ceiling collapse. An indoor ceiling
    collapse causes only 3d8 damage (succeed at a saving throw vs.
    petrification for half damage) to all below the area of effect, but
    damage to breakable items in the room and the space above the
    ceiling must be considered. Beings that fall down from or with the
    ceiling suffer 3d6 points of damage (minimum; a successful saving
    throw vs. spell lowers this damage to half) or more falling damage
    if directed by the distance fallen, at 1d6 per 10 feet fallen (save
    for half).

(4) If cast in open air, it causes one fist-sized stone to fall rapidly
    out of the sky and strike the intended target, causing 3d8 points
    of damage.  The target is allowed a saving throw vs. spell to avoid
    the missile and all damage.

The material component  of this spell is a handful (at least three) of
fingerjoint-sized or larger stones or pebbles.
5th Level

Stone Seeing (Pr 5; Divination, Elemental Earth)

Sphere:         Divination, Elemental Earth
Range:          Unlimited
Components:     V,S,M
Duration:       1 round/level
Casting Time:   8
Area of Effect: Special
Saving Throw:   None

Similar to the wizard spells clairvoyance and wizard eye, stone seeing
enables the caster to scry whatever is within sight range of the priest
from the spell locale chosen. Distance from the priest is not a factor,
but, unlike the aforementioned wizards spells, the selected locale must
be entirely contained within solid rock.

Stone seeing enables the caster to see through the enveloping rock to a
range of 100 yards per level of the caster or as far as the rock itself
extends, whichever is less. The caster can only see in one direction at
a time, but by turning his or her head, she or he can adjust the
direction of the stone seeing in any direction desired. The spell
enables the caster to see various veins and inclusions in solid rock,
including creatures that can move through rock, such as xorn. The spell
enables sight beyond the rock surface only as dwarves do, in other
words, as if the caster were peering out from a cavern floor, wall, or
ceiling.

The material components are the priest's holy symbol and a small stone
chip of the type of rock on which the spell is centered.

6th Level

Earth Walk (Pr 6; Alteration)

Sphere:         Elemental Earth
Range:          0
Components:     v,s
Duration:       1 turn/level
Casting Time:   1 round
Area of Effect: Caster only
Saving Throw:   Special

This spell enables the priest to pass into and through stone and earth
as if she or he were a xorn with a movement rate of 6. This ability
adapts well to ambush tactics, and opponents have a -3 penalty to their
surprise rolls.

The spellcaster can carry objects that weight up to twice the priest's
body weight (total) through the stone as well. For the spellcaster to
use this ability offensively, the priest must make a successful attack
roll to grab the subject, who is then allowed a saving throw vs.
petrification to break free. If the saving throw fails, the spellcaster
imprisons the caught being (as effects of the 9th-level wizard spell
imprisonment). A .freedom spell releases the trapped being (as the
reverse of imprisonment).

A phase door cast on a earth walking priest instantly kills the dwarf.

Gorm Gulthyn
------------

(Fire Eyes, the Golden Guardian, the Sentinel,
Lord of the Bronze Mask, the Eternally Vigilant)
Lesser Power  of Bytopia, LG

PORTFOLIO:             Guardian and protector of all dwarves, dwarven
                       guardians, defense, watchfulness, vigilance,
                       duty
ALIASES:               None
DOMAIN  NAME:          Shurrock/Watchkeep
SUPERIOR:              Moradin
ALLIES:                Arvoreen, Cyrrollalee, Gad Glittergold,
                       Gaerdal Ironhand, Helm, the Morndinsamman
                       (except Abbathor, Deep Duerra, Laduguer)
FOES:                  Abbathor, Deep Duerra, Laduguer, Urdlen, the
                       goblinkin and evil giant pantheons
SYMBOL:                A shining bronze or brass metal mask with two
                       eyeholes of flame
WOR. ALIGN.:           LG, NG, CG,  LN, N

Gorm Gulthyn (GORM GULL-thin) is the guardian and protector of
dwarvenkind throughout the Realms as well as the god of all Stout Folk
who serve as guardians. Those dwarves who require protection or armed
aid pay tribute in appeasement to the Lord of the Bronze Mask. Lawful
neutral and lawful good dwarves in particular turn to Fire Eyes.

Gorm is closely allied with Clanggedin, Marthammor, and Moradin, and he
has excellent relations with the other nonchaotic and nonevil dwarven
deities. Gorm is ever vigilant against Abbathor's suspected betrayals,
although he has never proven the Trove Lord's treachery. The Lord of
the Bronze Mask has established good relations with the powers of other
pantheons who view the world much as he does, such as Arvoreen, Gaerdal
Ironhand, and Helm, but he has little patience for those he distrusts,
including Baervan Wildwanderer, Brandobaris, and Mask.  While Gorm
regularly contests with the goblinkin and evil giant pantheons, he
reserves his greatest hatred for the orcish god Shargaas, as the Night
Lord is the only power to have ever successfully stolen an object the
Sentinel was actively guarding.

Gorm says little, but has a stern, booming voice when he does speak. He
is consumed by the demands of his role as protector and has little
interest in or tolerance for foolish activities that might detract from
his readiness or sentimentality that might interfere with his
dispassion. The Sentinel is ever on the alert for threats to dwarves,
and he is a tireless defender of the Stout Folk, even coming to the
defense of gray dwarves when they are beset by foes whose evil makes
that of the duergar pale in comparison.

While Gorm can dispatch up to two avatars simultaneously, there are
always so many battles in which his intercession is critical that the
Sentinel can rarely afford for his avatars to remain in any single
location for more than a turn. As a result, each avatar is nearly
always resident in the Realms, teleporting from place to place to aid
dwarves in withstanding armed attacks or powerful monsters, and they
return to Watchkeep only when in need of the armory amassed there or to
use his Seat of Heating. Gorm acts only when dwarves are already
engaged in combat and need his aid. At such times he appears, engages
in a frenzied, all-out attack, seeking to do the most damage to the
enemies of the dwarves as he possibly can, and then vanishes again.  He
cannot return to a given locale in avatar form twice in a 24-hour
period, but he can manifest himself between his avatar appearances in a
continuing battle.

Gorm's  Avatar (Paladin 29, Cleric 22, Diviner 18)

Gorm  appears as a dwarf clad in full plate armor of golden-brown hue,
chased and decorated with red, crawling, ever-changing runes. He favors
spells from the spheres of all, combat, guardian, protection, war, and
wards and from the schools of divination, although he can cast spells
from any sphere or school except the school-of conjuration/summoning.

AC -4; MV 12 or 15; HP 211; THACO -8; #AT 2/1
Dmg 1d10+13 (two-handed battle axe +4, +9 STR)
MR 70%; SZ M (6 feet high) or L (11 feet high)
STR 21, DEX 17, CON 22, INT 19, Wis 20, CHA 21
Spells P: 12/12/11/11/9/6/3, W: 6/6/6/6/6/4/4/3/2*
Saves** PPDM   2, RSW It, PP 4, BW 4, Sp 6

* Numbers assume one extra divination spell per spell level.
* Includes +2 bonus to saving throws to a minimum of 1.
** Includes dwarf +5 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: In battle, he wields Axegard, a two-handed battle axe
+4 that confers the powers of a robe of eyes upon its bearer. The runes
inscribed on his full plate armor+4 act as a ring of spell turning.
Gorm's magical Seat of Healing at his home in Watchkeep can restore all
damage inflicted on the god or any being he allows to sit on it. The
Seat also regenerates extensive damage in 1d4+l turns.

Gorm can cast fire eyes of Gorm every other round in combination with
physical attacks and ongoing magical effects. His touch is equivalent
to either a heat metal attack or serves to restore a living recipient
to full alertness, eliminating any negative effects of fatigue due to
exertion or lack of sleep.

Gorm is protected by a permanent protection from normal missiles effect
natural to his body. He can be struck only by +2 or better magical
weapons.  It cannot be dispelled or temporarily negated and operates
constantly and independently of the god's magical activity. The Lord of
the Bronze Mask is never surprised. He is immune to both magical and
nonmagical heat and fire attacks of all kinds and to mind-affecting
spells, affects, abilities, psionics, and illusions. He can detect
the presence of living or undead creatures within 100 yards with
pinpoint accuracy. Once per turn, Gorm can by silent act of will use
spell turning. In Gorm's case, however, he can reflect back the effects
of any spells, spell-like magical powers, or magical items directed at
him back on the casters or wielders. Spell turning counts as Gorm's
spellcasting activity for the round, but it cannot be stopped by
physical restraints or attacks, it operates instantaneously, and it can
deal with any number of simultaneous attacks launched at the god.

If slain, Gorm becomes an entity akin to a ghost. The Sentinel's
ghostlike amma form cannot be turned and can become invisible at will.
He can work magic and employ a ghost's attacks, and he has half his
normal hit points.

Other Manifestations

Gorm prefers to act directly, husbanding his power for personal combat.
He therefore manifests seldom, except to imbue dwarven individuals with
temporary combat powers. This usually involves conferring a temporary
+3 protection from good/evil aura, as well as immunity from a specific
attack form (for example, fire) or spell. Sometimes Fire Eyes
temporarily enchants a weapon, conferring a +3 attack and damage bonus
until the conclusion of the current or next battle.

On occasion, Gorm rouses sleeping dwarves or otherwise warns of
intruders or impending attack by causing a disembodied metal gauntlet
to appear and strike any handy metal shield or breastplate. The struck
metal rings with a terrific rolling, gonglike noise and sports two
burning eyes for the next turn. When the eyes fade, two eyeholes will
have been burned in the metal. Dwarves treasure such damaged shields
and armor and always display them as trophies, rather than melting them
down to make a whole item again.

If Gorm must leave a battle knowing the dwarves there still face a
grave challenge, he manifests later as a glowing hand. His hand breaks
ropes, hurls back siege ladders, and strikes blows (one a round, for
1d6+11 points of damage). It operates with Gorm's full strength and
sees by means of two burning eyes in its palm.

Gorm is served by agathinon, azer, earth and fire elementals,
einheriar, galeb duhr, guardian nagas, hammer golems, helmed horrors,
incarnates of courage and faith, maruts, noctrals, per, sapphire
dragons, shedu, silver dragons, and spectators. He demonstrates his
favor through the discovery of alestones, amaratha, azurites, fire
agates, fire opals, flamedance, jacinths, rubies, and scapras. The
Sentinel indicates his displeasure through the discovery of shattered
shields, upside-down helms, and ephemeral footprints that quickly fade
away if followed.

The Church

CLERGY:          Clerics, crusaders, specialty priests
CLERGY'S ALIGN.: LG, NG,  LN
TURN UNDEAD:     C: Yes, Cru: No, SP: Yes, at priest level -4
CMND. UNDEAD:    C: No, Cru: No, SP: No

All clerics (including fighter/clerics), crusaders, and specialty
priests of Gorm receive religion (dwarven) and reading/writing (Dethek
runes) as bonus nonweapon proficiencies. Clerics of Gorm can use any
weapons, not just bludgeoning (wholly Type B) weapons. Clerics of Gorm
(as well as multiclassed clerics) cannot turn undead before 7th level,
but they always strike at +2 on all attack and damage rolls against
undead creatures. At 7th level and above, clerics can turn undead as
other clerics do, but as a cleric of four levels less than their
current level. These modifications apply only to the cleric class.
Until the Time of Troubles, the priesthood of Gorm was all male; since
then a few females have joined the church.

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.

Temples of Gorm are always plain, unadorned stone caverns or rooms
quarried from solid rock. The altar is a stone bench in front of a
closed, locked door of massive construction, representing a location
that a dwarf might have to guard. Instead of a stone bench, a temple
might use an old tomb casket; if occupied, it must be by a fallen, not
undead, priest of Gorm.  Such chambers are often adorned with visored
helms, or if particularly blessed, a shield or breastplate with twin
eyeholes burned through, as discussed above under Other Manifestations.
The Sentinel's chapels are typically adjacent to an armory, a training
hall, and barracks, and most such houses of worship are located amidst
fortifications that guard entrances to the halls of the Stout Folk.

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 Lockout 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.

Dogma: Never waver in your duty to Gorm's sacred charges. Defend,
protect, and keep safe the children of the Morndinsamman from the
hostile forces of the outside world. Be always vigilant and ever alert
so that you are never surprised. If need be, be prepared to pay the
greatest price so that the clan and the community survive, and your
name will be honored for generations.

Day-to-Day Activities: The Vigilant Host guards most clan-hold entries,
the Gates on the borders of The Deep Realm, as well as all temples of
Gorm. Priests of Gorm serve as protectors and bodyguards for all
dwarves, especially the young and child-rearing parents of both sexes.
They instruct dwarven warriors fulfilling such roles in the arts of
alertness, blindfighting, and weapons-skills (in other words, in
campaigns using proficiencies, the priests of Gorm can tutor dwarves in
all proficiencies useful to guardians).  The foremost aim of any lesser
priest of Gorm is to protect the dwarves assigned to him. Veteran
priests of higher rank may choose whom they protect. If this involves
sacrificing one's life, so be it; that is "Gorm's greatest price," as
every priest of Gorm knows.

Holy Days/Important Ceremonies; Every festival in the Calendar of
Harptos is sacred to the priesthood of Gorm. On such holy days,
guardians of Gorm gather for a salute, a ritual involving the rhythmic
grounding of weapons, and a responsively chanted prayer. Offerings to
Gorm are of weapons used, even broken, in the service of guardianship
anointed with tears, sweat, and drops of blood of the dwarf making the
offering. Rituals involve silent vigils, muttered prayers, and
answering visions from the god.  At the height of a salute, if the
ritual is performed in the chancel of one of Gorm's temples, the door
behind the altar sometimes opens by the power of the god and through it
may come instructive phantom images, scrolls or potions, weapons,
pieces of armor, or even maps - small aids from the god, to help his
faithful fulfill their duties. When this happens, the morale of a
worshiper of Gorm who is wearing or using any gift from the god
increases by a bonus of +4.

Major Centers of Worship! At the bottom of the Great Rift, guarding the
entrance to the Deep Lands, are the Gates, a pair of titanic metal
doors that bar the entrance of outsiders from the Guardcavern
immediately behind them, the great city of Underhome, and the Deep
Realm of the gold dwarves beyond. Over fifty priests of Gorm garrison
the Gates at all times, with two hundred more available at a moment's
notice. The Keepers of the Gate are based in Araubarak Gulthyn, the
Great Shieldhall of Eternal Vigilance, a soaring subterranean vault
adjoining the great Guardcavern in which dwarven caravans muster for
trips to the surface Realms. The task of securing the entrance to the
last great dwarven kingdom in Faerun is led by Prince Protector of the
Golden Realm Starag Crownshield, son of Vorn, blood of Pyradar. The
Great Shieldhall is itself an invulnerable fortress whose defenses have
never been breached. Twin adult sapphire dragons lair in the Great
Shieldhall's narthex under the direction of specially trained dwarven
riders. A series of nine double doors, each a miniature replica of the
great hizagkuur Gates, bar entrance to the temple's innermost sanctum.
A pair of hammer golems and seven priests of Gorm defend each set of
portals. The chancel doubles as a well-stocked armory, and from its
stores an army of five thousand dwarven warriors can be - and has been,
on several occasions in centuries past - outfitted to sally forth
against great armies seeking to plunder the wealth of the gold dwarves.
Above the altar floats the greatest relic of the Gormite faith, a
massive bronze mask with eyeholes alight with fire, known as the Face
of the Guardian. Aspirants in the Deep Realm seeking to join the ranks
of Gorm's guardians stand before the Face during their initiations and
are seared by twin beams of fire that erupt from the ever-dancing
flames. If accepted by the Golden Guardian, they emerge unscathed, hut
those found wanting are reduced to piles of ash.

Affiliated Orders: Numerous knightly orders large and small have been
founded in Gorm's name and affiliated with his church over the
centuries.  Numbered among the legendary Gormite orders of times past
and present are the Twin-Bladed Axes of Fire, the Silent Sentinels, the
Guardian-Knights of Gorm, the Vigilant Halberdiers, the Company of the
Scarlet Moon, the Fellowship of the Stern Gauntlet, and the Order of
the Smoking Shield. One of the oldest and most revered knightly orders
of Gorm, the Sacred Shields of Berronar's Blessed, may be found in
nearly every clanhold and kingdom guarding nurseries full of dwarven
children and their parents.  Knights of the Sacred Shield are also
charged with recovering kidnapped dwarven youths who are to be sold as
slaves on the surface or in the Underdark. At least two dwarven clans
owe their continued free existence to the rescue of an entire
generation of dwarven youth from the clutches of the Spider Queen's
priests by the Knights of the Sacred Shield.

Priestly Vestments: 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.

Adventuring Garb: When adventuring or on guard duty, Gorm's priests
always wear and wield the best armor and weapons available. Members of
Gorm's clergy never remove all their armor or lay aside all their
weapons unless sorely wounded or in need of care. Members of the
Vigilant Host often mark their status with red and black armbands on
the left and right arms, respectively.

Specialty Priests (Barakor)

REQUIREMENTS:          Strength 9, Constitution 10, Wisdom 9
PRIME REQ.:            Strength, Constitution, Wisdom
ALIGNMENT:             LG, LN
WEAPONS:               Any
ARMOR:                 Any
MAJOR  SPHERES:        All, combat, divination, guardian, healing, law,
                       protection, sun, war, wards
MINOR  SPHERES:        Animal, charm, creation, elemental (earth),
                       necromantic, summoning
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            Armorer or weaponsmithing
BONUS  PROFS:          Alertness, blindfighting

* While most  barakor are shield dwarves or gold dwarves, dwarves of
  nearly every subrace are called to be specialty priests of Gorm's
  clergy.

* Barakor are not allowed to multiclass.

* Barakor may select nonweapon  proficiencies from the warrior group
  without penalty.

* Barakor who are serving as guardians are never surprised and are able
  to interpret noises, half-seen movements, and other symptoms of
  approach and movement   correctly with an accuracy of 10% per level.
  For instance, a barakar might hear a faint scuffling and identify it
  as studded leather worn by a crawling man against a particular stone
  she or he noticed earlier. A barakor always checks around his or her
  feet and overhead often and takes care to know the distance and exact
  direction of features in his or her surroundings. The guardian-priest
  described above, for instance, would know exactly where, and how far
  away, the unseen intruder in studded leather was - and  just where to
  throw an axe in order to hit him or her. These carefully developed
  skills give barakor an attack bonus of +5 with missiles of any sort,
  against any target within 60 feet of their guardpost. If they have
  not had time to examine the surroundings, this bonus drops to +2. In
  addition, barakor always win initiative rolls when on active guard
  duty, even when they are charged by multiple opponents coming out of
  the darkness.

* Barakor can cast sentry of Gorm (as the 1st-level priest spell
  detailed in Faiths & Avatars under the name sentry of Helm) or
  blessed Watchfulness (as the 1st-level priest spell) once per day.

* At 3rd level, barakor can cast iron vigil (as the 2nd-level priest
  spell) or sacred guardian (as the 1st-level priest spell) once per
  day.

* At 3rd level, barakor become immune to attack forms, spells,
  spell-like abilities, and psionics that would put them to sleep. They
  still need natural sleep, however.

* At 5th level, barakor can cast spike stones (as the 5th-level priest
  spell) or shield (as the 1st-level wizard spell) once per day.

* At 7th level, barakor can cast fire eyes (as the 4th-level priest
  spell) once per day.

* At 7th level, barakor can make three melee attacks every two rounds.

* At 10th level, barakor can cast unceasing vigilance of the holy
  sentinel (as the 5th-level priest spell) or wall of stone (as the
  5th-level wizard spell) once per day.

* At 10th level, barakor need only have half the normal amount of
  natural sleep per night to function as if fully rested and to
  naturally heal damage.

* At 13th level, barakor can cast know alignment (as the 2nd-level
  priest spell) at will. Unlike the priest spell, however, this granted
  power is unerring, overriding even the strongest magical concealments
  and misdirections. Spellcasting is not possible while exercising this
  granted power, but a barakor doing so need not remain stationary and
  can even participate in strenuous, acrobatic combat.

* At 13th level, barakor can make two melee attacks per round.

* At 15th level, barakor can cast true seeing (as the 5th-level priest
  spell) twice per day.

Gormite Spells

In addition to the spells listed below, priests of Gorm may cast the
1st-level priest spell sentry of Helm (known to dwarves as sentry of
Gorm), which is detailed in Faiths & Avatars in the entry for Helm.

1st Level

Blessed Watchfulness (Pr 1; Alteration)

Sphere:         Guardian
Range:          Touch
Components:     V,S
Duration:       4 hours+1 hour/level
Casting Time:   4
Area of Effect: Creature touched
Saving Throw:   None

By casting this spell, the caster confers exceptional powers of
observation and alertness to one creature for the duration of the
spell. While blessed Watchfulness is in effect, the designated sentinel
remains alert, awake, and vigilant for the duration of the spell. In
fact, it takes a roll of 1 to surprise someone  under this effect.
Those under the effect of this spell resist sleep spells and similar
magic as if they were 4 levels or Hit Dice higher than their actual
level, and they gain a +2 bonus to saving throws against other spells
or effects that could lower their guards or force them to abandon their
watches, including charm, beguiling, fear, emotion, and similar
mind-affecting spells. However, if the effect normally allows no saving
throw, watchers who have  blessed Watchfulness in effect on them gain
no special benefit.
2nd Level

Alert Allies (Pr 2; Divination, Alteration)

Sphere:           Thought
Range:            Touch
Components:       V, S
Duration:         Special
Casting Time:     1 round+1 round per creature touched
Area of Effect:   30 yard radius
Saving Throw:     None

This spell enables the priest to send an instantaneous mental missive
to his or her comrades alerting them to a dangerous situation. It is
not possible to send any message other than "Alert" by means of this
spell, nor is two-way communication of any sort possible, but the true
meaning of the mental missive, other than the fact that a dangerous
situation exists, can be prearranged if so desired.

Alert allies can only be cast on awake, living, and sentient (animal
[1] intelligence or higher) creatures. The somatic component of the
spell involves the priest physically touching foreheads for one full
round with each recipient. One ally, up to a maximum of 10 such
individuals, can be linked by means of this spell per level of the
spellcaster.

Once cast, the mental links forged by means of this spelt last until
the alert is broadcast or for at most 8 hours. An alert has a maximum
range of 30 yards around the priest. Anyone beyond that range does not
hear the alert, although the spell effect (and the mental link) ends
nonetheless. Likewise, anyone maintaining a psionic defense shield,
wearing a ring of mind shielding, or employing similar magics also
does not receive the mental warning.  However, if a recipient is asleep
and that condition is not maintained by chemical or magical means
(although it may have been induced by such), she or he immediately
awakens and is aware that an alert has been issued.

It is possible to issue a mental missive and then perform another
action aside from casting a spell in the same round. The alert
broadcast effectively imposes an initiative penalty of 1 on any other
course of action attempted in the same round.

Iron Vigil (Pr 2; Alteration)

Sphere:           Guardian
Range:            0
Components:       V, S
Duration:         1 week (seven days)+l day/level
Casting Time:     1 turn
Area of Effect:   The caster
Saving Throw:     None

This spell allows the caster to ignore hunger, thirst, and extremes of
climate for an extended period of time. While the spell is in effect,
the priest requires no food or drink. She or he is effectively immune
to exposure, dehydration, and heat or cold injury, since no naturally
occurring climatic condition can cause him or her harm. (Lightning,
floods, tornadoes, earthquakes, and other such hazardous phenomena can
still cause physical injury, of course.)

Iron vigil allows the caster to ignore the need to sleep by choosing to
mediate instead. While meditating, the caster can keep watch on his or
her surroundings but suffers a +1 penalty to any surprise checks. If
the character wishes to memorize spells, she or he must sleep normally.

At the spell's end, the priest must eat and drink; if no food or water
is available, the character must make a Constitution check once every 4
hours with a cumulative -1 penalty or fall into a coma and perish
within 1d3 days 'lie or he receives no aid. The caster also requires at
least 4 hours of rest for each day that she or he did not eat, drink,
or sleep during the vigil.

4th Level

Fire Eyes of Gorm (Pr 4; Evocation)

Sphere:         Combat
Range:          0
Components:     V,S,M
Duration:       1 round/level
Casting Time:   7
Area of Effect: Ray, 1 foot long/level
Saving Throw:   1/2

This spell causes the priest's eyes to emit twin rays of fire. These
thin, ruby-red beams are hot enough to burn holes in plate araapr in 1
round and in most stone walls in 2 rounds. The eye beams cause 2d8
points of damage per round to any creature they touch except the caster
(including items worn or carried). Creatures struck who succeed at a
saving throw vs. spell sustain only half damage.

The caster can train his or her eye beams on a maximum of two creatures
per round, attacking with the priest's normal THAC0. Beings struck by
one beam in a round take the above damage. Beings struck by two beams
in the same round take the above damage twice unless they are wearing
armor, in which case they take the same damage as being struck by one
beam and their armor must succeed at a saving throw vs. lightning or be
destroyed. Magical items gain saving throw bonuses equal to any magical
"plus" bonuses they possess. If the priest desires, she or he can forgo
attacking a person and try to strike a particular item, attacking with
the priest's normal THAC0 if two strikes are made or with a -4 penalty
for a called shot if only one attack is made. Items other than magical
armor must succeed at item saving throws vs. magical fire if they are
struck or be destroyed. (Magical items, including magical armor, gain
saving throw bonuses equal to any magical "plus" bonuses they possess.
Artifacts and relics are not affected by this spell.) If the priest
focuses on a stationary object (such as a wall), striking it is
automatic, and the DM must adjudicate what degree of structural damage
occurs within the amount of time the priest focuses the eye beams on
the stationary object.

While the caster's eyes are emitting fire, she or he can see normally
but cannot cast or wield any other magic. The caster can end the spell
at will before it would expire normally. Emitting the beams can also be
interrupted temporarily so that the priest can look at creatures and
things without burning them. The spell does not stop the priest from
engaging in physical activities (including combat) while it is active.

The caster is immune to the direct effects of his or her eye beams (or
their reflection), but not to the effects of any fires they might
start. Creatures immune to flame damage are unharmed by fire eyes.

The material component is the priest's holy symbol.

Haela Brightaxe
---------------

(Lady of the Fray, Luckmaiden, the Hard)

Demipower  of the Beastlands, CG

PORTFOLIO:              Luck in battle, patron of dwarves who love to
                        fight and who battle monsters, love of/joy of
                        battle, dwarven monster kills, dwarven fighter
                        adventurers
ALIASES:                None
DOMAIN  NAME:           Brux/Findar Endar
SUPERIOR:               Moradin
ALLIES:                 Arvoreen, Brandobaris, Cyrrollalee, Eilistraee,
                        the Morndinsamman (except Abbathor, Deep
                        Duerra, Laduguer), Tempus, Tymora
FOES:                   Abbathor, Beshaba, Deep Duerra, Laduguer,
                        Urdlen, the goblinkin and evil giant pantheons
SYMBOL:                 An unsheathed sword encircled by a flaming
                        bolt (a two-ended spiral of flame)
WOR.  ALIGN.:           Any

Haela Brightaxe (HUH-ae-la BRITE-ax) is the patron of dwarves who love
the fray, who wander the surface lands (especially in the North), who
face unknown  dangers, and who battle monsters. Although dwarves  of
all alignments venerate the Lady of the Fray, those Stout Folk of
chaotic or neutral good alignment who love battle or exhibit berserker
tendencies tend to actively embrace the worship of the Luckmaiden.

Haela dwells in a simple cave in the Beastlands, but she bothers none
of the animals that dwell there, keeping to herself, hidden by
everpresent mists in the depths of a forest. Findar Endar, as the
grotto is known, is protected by her Guardians. Rarely at home, the
Luckmaiden is usually to be found in wildspace or on a world such as
Toril, wherever dwarves are enjoying battle but in need of aid.

Haela is well known among dwarves for her ready laugh, her booming
voice, and her ever-cheerful nature. The Luckmaiden is charming,
resourceful, and delivers gallows witticisms with a broad grin.

Although she recognizes no superior save Moradin, Haela is the only
widely recognized dwarven demipower active in the Realms today, and as
such, the Luckmaiden is ever-mindful of the wishes of the more
established and more powerful members of the Morndinsamman. As a
goddess of dwarven warriors, particularly those who travel far afield,
Haela's portfolio overlaps with that of the Marthammor Duin, and she
works closely with the Finder-of-Trails. Likewise, the Lady of the Fray
maintains good relations with Clangeddin Silverbeard, the Father of
Battles, into whose sphere of influence she also crosses.

Haela's Avatar (Fighter 25, Cleric 18, Wizard 16)

Haela appears as a powerfully muscled female dwarf. Sometimes she
appears clad in fine dwarven scale mail or plate mail, and sometimes
she manifests in naught but her long, flowing silver hair and beard.
She dances and twirls about constantly, wielding a two-handed sword
that cannot cut her. She often hurls it into the air and catches it by
the blade, vaults up to a high ledge or balcony with a hand upon the
sword's point, or slides down it exuberantly, in play. She casts spells
from the spheres of all, combat, creation, guardian, healing,
necromantic, protection, and sun. She favors spells from the schools of
abjuration and invocation/evocation, although she can cast spells from
any school.

AC 0; MV 24; HP 189; THAC0 -4; #AT 5/2 or 1
Dmg 2d12+13 (oversized two-handed sword +3, +8 STR, +2 spec. bonus in
two-handed sword) or 1d10+8 (touch, +8 STR)
MR  40%; SZ M (6 feet high)
STR 20, DEX 21, CON 19, INT 17, Wis 18, CHA 22
Spells P: 10/10/9/9/6/4/2, W: 5/5/5/5/5/3/2/1
Saves PPDM  3, RSW 1*, PP 4, BW 4, Sp 6

   *Includes dwarf +5 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: She wields Flamebolt, an over-sized (for her height)
two-handed sword +3 (2d12 points of base damage) that is always
encircled by tongues of spiraling, but harmless, flame while she
fights. Haela can will the blade to vanish or reappear freely and it
does so instantly, but Flamebolt cannot reappear on the same round in
which it vanishes. Haela can parry just as well when weaponless as when
she bears a weapon. She can be struck only by +1 or better magical
weapons.

Once per turn Haela can call into being her Brightaxe, a shining silver
throwing axe as tall as a man. It appears in midair in 1 round and
flashes through the air in accordance to her will in the next round.
Brightaxe flies up to 140 feet and deals any creature struck by it 3d12
points of damage (no saving throw allowed), and (if mortal) stunning
them (no voluntary activities, including spellcasting or magical
activations of any kind) for the following round.

Once per day Haela can cast ironguard (as the 5th-level wizard spell
detailed in Pages from the Mages) upon herself, a power that lasts for
nine rounds with all the attendant drawbacks such as the inability to
wield a metal weapon. After invoking ironguard, Haela can, by touch,
transfer this protection to another creature at any time while it is
active.

Once per day, Haela can employ resurrection (as the 7th-level priest
spell) on any one being without penalty. Creatures so restored to life
automatically succeed at their resurrection survival checks. Haela
customarily only resurrects dwarves who died valiantly in battle,
although if dwarves beg her to, she uses this power to aid nondwarven
companions and allies of the dwarves.

Haela usually appears in a spectacular blue-white burst of flames that
blossom from nowhere and do no damage. Once present, she engages the
fiercest foe of, or the creature offering the most pressing danger to,
the dwarves that she can find. She battles it for 4 rounds, and if it
is slain, attacks a second opponent of the dwarves for the remaining
round or rounds.  The Luckmaiden then empowers a dwarf and/or a weapon
(see Other Manifestations, below) and disappears with a hand held high.
Haela's presence causes such exultation in dwarves that they fight with
a +1 bonus on all attack rolls while they can see her. In cases where
Haela aids beleaguered dwarves, she usually dances in front of their
enemies, engaging and parrying rather than striking to do damage,
allowing the dwarves time to regroup and drag their wounded to safety.
Then she heals 2d4 dwarves (again see Other Manifestations, below),
strikes one blow in earnest, and vanishes, hurrying on to the next
conflict.

In such cases, consider Haela able to engage 1d8 creatures while
parrying their attacks in her battle dance. She cannot stop magical
attacks, but automatically ruins all spellcasting, and lessens/thwarts
physical attacks upon her or the dwarves she is protecting as follows:

* If Haela faces one or two opponents, all attacks are automatically
  thwarted, and the creatures cannot advance against her.

* If Haela faces three, four, or five opponents, all their attack rolls
  are made at a penalty of-3, and they receive a -1 penalty to damage.

* If Haela faces six, seven, or eight opponents, all their attack rolls
  are made at a penalty of-1, but there is no effect on damage they
  inflict.

* Creatures in excess of eight are unaffected by Haela's dance of
  battle:  they get through to attack normally. Count flying creatures
  as two opponents when using these totals. If Haela deems it necessary
  to heal (once per round) while dancing, her healing action lessens
  her parrying ability by 2 opponents.

* Any successful attacks on Haela while she is parrying do half damage
  if she is armed and full damage if she is unarmed.

Haela is seldom in any one place for long, and almost never returns to
the same fray or dwarven individuals twice in a day. However, she
favors especially bold or valiant dwarves, and may, in the course of
their lives, aid them repeatedly. It is said that she appears when her
favorites die, to carry their souls away to become her Guardians, and
to avenge their deaths by pursuing and slaying their killers, however
long it takes and no matter how powerful they are. If such killers are
subsequently raised, Haela takes no further action against them.

Other Manifestations

Haela manifests only rarely, preferring to appear directly instead.
When she does manifest, it is either in cases where she will not be
otherwise needed or to help dwarves hold on until she can arrive later
to help.

Haela's manifestations always involve an aura of silvery flames, shot
through with blue-white and amber sparks. These are images only, not
true flames or sparks, and cannot ignite anything.

If Haela's aura surrounds a dwarf, her power heals the dwarf of all
injuries and allows the dwarf to strike at a +4 bonus to attack for
1d4+1 rounds.  This imbues the dwarf with power enough to consider any
weapons wielded to be silver and equivalent to +4 magical weapons, for
purposes of what can be hit by the empowered dwarf.

If Haela's aura surrounds a weapon, it is rendered supreme for 1d4+1
rounds: Any attacks made with it during this time cannot miss, and do
full normal damage. If a weapon empowered  by Haela is already magical,
its magical properties are suspended by Haela's magic and cannot
operate (or be harmed  or drained): The weapon  does only physical
damage until Haela's power fades.

Haela is served primarily by the spirits of fallen dwarven warriors who
become her Guardians (einheriar), but on occasion other creatures of
the Upper Planes, including aasimon (particularly agathinon), asuras,
bariaurs, courage incarnates, hollyphants, quesar, and warden beasts
act on her behalf.  She manifests her pleasure with the discovery of
bloodstones, carnelians, jacinths, jargoons, red-hued jaspers, red-hued
orls, red tears, crimson-hued rubies, red spinels, and red-hued ziose
stones. She manifests her displeasure when such gems dissolve into tiny
puddles of blood when touched.

The Church

CLERGY:           Clerics, crusaders, specialty priests
CLERGY'S ALIGN.:  NG,  CG, N, CN
TURN UNDEAD:      C: Yes, Cru: No, SP: No
CMND. UNDEAD:     C: No, Cru: No, SP: Yes

All clerics (including fighter/clerics), crusaders, and specialty
priests (including fighter/specialty priests) of Haela receive religion
(dwarven) and reading/writing (Dethek runes) as bonus nonweapon
proficiencies. Clerics of Haela can use any weapons, not just
bludgeoning (wholly Type B) weapons. Clerics of Haela (as well as
fighter/clerics) cannot turn undead before 7th level, but they always
strike at +2 on all attack and damage rolls against undead creatures.
At 7th level and above, clerics (including multiclassed clerics) can
turn undead as other clerics do, but as a cleric of four levels less
than their current level. These modifications apply only to the cleric
class. Before the Time of Troubles, the priesthood of Haela was all
female; since then, some males have joined the clergy.

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 nondwarven
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.

Temples of Haela are caves or underground rooms, sometimes in old
abandoned holds or the cellars of human ruins. They are typically
storehouses of food, small smithies, and armories crammed with odd
weapons and armor, and are never guarded by less than a dozen priests
(more often, 16 to 20 are in residence). There is always a highly
destructive trap set somewhere in such a temple: If the dwarves are
slain or forced out, no enemy of the dwarves will get the store of
weapons without taking heavy losses. One famous temple of Haela,
overrun by ores near Amphail, proved to have a trap of six separate
blade barriers that came into being one after another and used the
cached weapons of the temple as the whirling weapons.

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 gen-
der mix of Haela's clergy is about 85% female and 15% male, though only
females can be luckmaidens.

Dogma: Through battle there is validation, liberation, and exultation.
Trust in Haela to see you through the fray, and the monsters of the
world shall fall to the sharp blades of your axes, regardless of their
apparent strength and numbers. The Luckmaiden blesses those dwarves who
believe in her beneficence, and she, through her faithful, will always
be there for the beleaguered and the besieged. Rejoice the power of
your swing in battle, the sound of your weapon smiting a worthy foe,
and the challenge of the fray. If asked, show mercy on a noble foe who
abides by a code of honor, but hold not your hand against the
treacherous, the liars, and the honorless.

Day-to-Day Activities: Priests of Haela wander throughout the Realms,
aiding dwarves in battle. They wander because no priest knows where or
when she or he will be needed-each relies upon Haela's guiding hand to
position him or her as necessary.

Blades of the Brightaxe aid beleaguered dwarves (and known allies and
companions of dwarves) against creatures of all sorts by healing,
casting spells, and fighting alongside them. Their objectives are to
achieve victory for the dwarven side and to allow the maximum possible
number of dwarves to survive. The priests wish also to make all dwarves
comfortable with their own skills in combat-to Haela's worshipers,
battle-skills are needed to guide the hands of all dwarves if the Stout
Folk are to survive.

Priests of Haela are always heavily armed and are often skilled at
weapon and armor repair. They freely give away the weapons they carry
to dwarves in need but always keep at least one weapon for themselves,
although it may be well hidden. They practice throwing weapons in a
variety of ways, such as onto ledges, to cut ropes, and to land
upright, points buried in the turf, beside those needing them. Priests
of Haela who attempt to deliver a weapon in such a manner gain a +3
bonus to their Dexterity checks.

The senior priests of Haela teach their juniors much concerning
tactics, secrets, and hints for fighting specific monsters, and
knowledge of their habits, lairs, and weaknesses. A DM can impart
detailed information from the MONSTROUS MANUAL tome to PCs who ask a
priest of Haela the right questions. All individuals or groups aided by
a priest of Haela are expected to pay for the aid with a spare weapon
that the priest can give to some other needy band. Failing that, a
shield, pair of gauntlets, or other armor or useful gear can be
substituted. It is considered bad form to give the priest back a weapon
she or he just gave you.

Holy Days/Important Ceremonies: The followers of the Luck maiden
celebrate three holy days of note. The first such day of the year,
celebrated annually on Greengrass, is known as the Time of the
Spawning. On this day Haela's clergy prepare for the next wave of ores
and other monsters to pour forth from the occupied holds of long-fallen
dwarves to threaten the remaining Stout Folk once again. The Time of
Spawning is marked by grim ceremonies of preparation for the coming
onslaught and includes endless choruses of battle hymns, rhythmic
chanting to the beat of endless drumming, and the ritual shattering of
weapons and armor seized from previous opponents.

The second major holy day of the Haelan faith is known as the Axe Held
High, a day that glorifies the valor of the Lady of the Fray and her
role in defending the Stout Folk against their ancient foes. On this
day of joyous celebration, ceremonies are held at midday, outdoors in
the full embrace of the sun. The followers of the Luckmaiden hold that
an unsheathed sword appears momentarily in the center of the solar orb
at high noon. While no other faith has ever reported such an
apparition, every member of the Blades of the Brightaxe in good
standing with Haela who participates in the proscribed rituals receives
the benefits other enveloping aura (see Other Manifestations above) for
the next twenty-four hours.

Finally, the Feast of the Moon is celebrated by the followers of Haela
as the Commemoration  of the Fallen. On this day, those dwarves and
nondwarves alike who fell in the defense of the Stout Folk while
battling monstrous opponents are remembered by the recounting of their
battles and the consecration of new armor and weapons in their memory.

On all such holy days, Haela's devout followers are expected to offer
several drops of their own blood (one per level of the follower) as
well as the blood of enemies of the dwarves they have defeated since
the previous holy day (one drop of blood per foe, and one foe per level
of the follower).

Major Centers of Worship: Endar Aglandtor, the Sword Grotto, is an
abbey of the Luckmaiden hidden in a series of dwarf-dug caverns hewn
from the base of a granite uprising known as the Tor of Swords. Located
north-northwest of the Hill of Lost Souls, the Tor of Swords stands
just east of the most northerly of the easternmost loops that the
ever-twisting Winding Water makes. The hill once marked the
northernmost border of the Helbryn, the great hunting preserve of the
long-fallen dwarven kingdom of Oghrann. Today the Tor of Swords serves
as the chapter house of Haela's Host (see below) under the able
leadership of Blade of the Crimson Axe Aglaya Rockfist, daul of
Rorrina, blood of Helmma. From their isolated redoubt, the priests of
the militant order keep watch over the Hill of Lost Souls, the Battle
of Bones, and other unnamed battlefields in the region where dwarven
warriors fell long ago. The clerics, crusaders, and specialty priests
of Haela's Host clash frequently with the monsters of the Serpent
Hills, the Marsh of Chelimber, and the Forest of Wyrms, and they are
very effective in keeping monstrous population of the region in check.
The Tor of Swords is named for the quintet of sentient magical swords
said to have been entombed within the hill before the erection of the
Standing Stone.  Since most tales confuse the Tor of Swords with the
nearby Dungeon of Swords, located to the northwest in the Serpent
Hills, few adventuring bands have ever explored the isolated knoll, and
none have found the legendary blades. Assuming the sentient swords are
more than myth, it is likely they are now wielded by the ablest
swordswomen of Haela's Host.

Torstultok, the Hall of Grand Hunts, is a temple-fortress of Haela well
known among the Stout Folk of the North for the numerous all-dwarven
and mixed-race adventuring companies it sponsors to reclaim long-lost
dwarven relics from ore-held halls. Torstultok is located in the
Forlorn Hills, a region best known for its two most famous ruins: the
Crumbling Stair and the House of Stone. The temple is located in a
sprawling complex of tunnels and grand halls beneath the eastern end of
the Watchers of the North, the line of hills that mark the northern
edge of the Forlorn Hills. Torstultok was known as Firehammer Hold
before the Fallen Kingdom fell, and much treasure is still ascribed to
the latter name in the tales of the North. Although those same tales
claim that the dwarves of Firehammer Hold perished in a plague that
ravaged the hold shortly after the founding of the Kingdom of Man, in
truth, the dwarves' numbers dwindled over time, and the leaders of the
hold staged the evidence of a deadly plague in order to increase the
security of those dwarves who remained.

An unexpected consequence of this action was the arrival in subsequent
centuries of treasure-hungry adventurers seeking long-lost dwarven
hordes of gold. To assuage the anger of such would-be-plunderers, the
dwarves began a practice of hiring such wanderers to seek out other
dwarven holds that they knew to be occupied by ores. From this
tradition evolved the hold's current role as a clearinghouse for
battle-loving dwarves and adventurers of other races seeking glory
amidst the ruins of long-fallen dwarven kingdoms. Haela's clergy have
even begun to lure adventurers to the temple by means of
ancient-looking, incomplete maps and other enticing lures. One such
example may be found on the walls of a not-so-secret hidden room in the
Singing Sprite, a slate-shingled, many-gabled stone inn located in the
bowl between the three hills that the village of Secomber is built
upon.

Affiliated Orders; Numerous religious and military orders have been
founded by the followers of the Luckmaiden in past centuries, but few
ever survive longer than a generation or two. Some of the most famous
orders in existence today include Haela's Host (see above), the Dauls
of the Luckmaiden, the Shining Host of the Underdeeps, the Dancing
Damsels of the Brightaxe, and the hippogriff-mounted Skyriders
of Aglandar (as the Great Rift is known in dwarvish). Most orders are
known for the valor and daring of their members, and such bands
typically focus their efforts on reducing the population of evil
monsters in the region in which they are based.

Priestly Vestments: Haela's clergy favor either armor or plain
steel-gray rotes, 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.

Adventuring Garb: When adventuring, the Luckmaiden's clergy garb
themselves in the best armor available-chain mail is preferred-and
always seek to wield weapons of the finest quality. Helms are always
worn, but they need not be open-faced.

In honor of an ancient custom, priests of Haela are forever toting
large sacks of caltrops around, hoping to get a chance to use them.
(About 35 to 75 caltrops can fit in a large sack, depending on the size
of the caltrops and the sack. Caltrops are covered in the Arms and
Equipment Guide.) As Ardeep crumbled and the Fallen Kingdom splintered
centuries ago, Haela's priests, along with many others, fought
valiantly, if ultimately futilely, to preserve what remained of the
Realm of Three Crowns along the banks of the River Delimbiyr. At that
time, numerous halfling farmers made their homes in the verdant
farmland surrounding Secomber under the protective aegis of the allied
priests of Haela based in the nearby Firehammer Hold. In thanks for the
vigilant axes of the Luckmaiden's clergy and the ready supply of
weapons they shared, the Little Folk continually repaid Haela's valiant
priests with bags of caltrops-typically three at a time. This practice
is now both a joke and an affectionate tradition for both groups.

Specialty Priests (Luckmaidens)

REQUIREMENTS:          Strength 11, Dexterity 10, Wisdom 9
PRIME REQ.:            Strength, Dexterity, Wisdom
ALIGNMENT:             CG, NG
WEAPONS:               Any
ARMOR:                 Any
MAJOR SPHERES:         All, combat, guardian, healing, protection,
                       travelers, war
MINOR SPHERES:         Creation, divination, necromantic, summoning,
                       sun
MAGICAL ITEMS:         Same as clerics
REQ. PROPS:            Weaponsmithing
BONUS PROFS:           Blind-fighting, tumbling

* Luckmaidens must be female dwarves. While most luckmaidens are
  shield dwarves and many of the rest are gold dwarves, dwarves of
  nearly every subrace are called to be specialty priests of Haela's
  clergy.

* Luckmaidens are allowed to multiclass as fighter/luckmaidens, and if
  the DM allows kits for multiclassed characters, they may take any
  allowed fighter/cleric kit for dwarves.

* Luckmaidens  may select nonweapon  proficiencies from the warrior
  group without penalty.

* Luckmaidens have a +2 bonus on all saving throws when actively
  participating in melee combat.

* Luckmaidens  can cast armor, on themselves only, or shield (as the
  1st-level wizard spells) once per day.

* At 3rd level, luckmaidens can cast aid (as the 2nd-level priest
  spell) or strength (as the 2nd-level wizard spell) on themselves
  only, once per day.

* At 5th level, luckmaidens can cast draw upon holy might or lighten
  load (as the 2nd-level priest spells) once per day.

* At 7th level, luckmaidens can cast detect weapons (as the 1st-level
  priest spell) at will.

* At 7th level, luckmaidens who  are not multiclassed can make three
  melee attacks every two rounds.

* At 10th level, luckmaidens can cast prayer (as the 6th-level priest
  spell) on flame strike (as the 5th-level priest spell) once per day.

* At 13th level, luckmaidens who are not multiclassed can make two
  melee attacks per round.

* At 15th level, luckmaidens can cast heal or heroes' feast (as the
  6th-level priest spells) once per day.

Haelan Spells

1st Level

Detect Weapons  (Pr 1; Divination)

Sphere:           Divination
Range:            0
Components:       V, S, M
Duration:         1 turn
Casting Time:     1 round
Area of Effect:   10 feet X 90 feet
Saving Throw:     None

When the detect weapons spell is cast, the priest detects weapons in a
  path 10 feet wide and up to 90 feet long in the direction she or he
is facing. The caster can turn, scanning a 60 arc per round. The spell
is blocked by solid stone at least 1 foot thick, solid metal at least 1
inch thick, or solid wood at least 1 yard thick. In addition, the
caster has a 10% chance per level to determine if a specific type of
weapon is present. One type of weapon can be checked for each round.

The spell detects concealed, invisible, and improvised weapons that
have been used to harm or are carried with intent to harm. Broken
weapons are detected only if still usable (for example, a spear with
its shaft snapped in half). In some old ruins, the sheer number of
abandoned weapons renders this spell ineffective except to search for
particular types of weapons, as all checking in most directions will
reveal the presence of weapons.

The spell requires the use of the priest's holy symbol.

2nd  Level

Haela's Battle Blessing (Pr 2; Alteration)

Sphere:         Combat
Range:          Touch
Components:     V,S,M
Duration:       2 rounds+1 round/level
Casting Time:   5
Area of Effect: Creature touched
Saving Throw:   None

Haela's battle blessing aids the recipient in battle. Normally a roll
of a 20 on an attack roll is always a hit. When this spell is used by
the priest or an ally, the chances of an automatic hit are improved. If
cast by a priest of 8th level or less, both a 19 or a 20 are always
hits on an attack roll by the spell recipient. If cast by a priest of
9th level or greater, an 18 is also always a hit on an attack roll by
the recipient. This spell does not, by itself, allow damage to be
inflicted on creatures vulnerable only to magical weapons.

The spell requires the use of the priest's holy symbol.

Hurl Rock (Pr 2; Alteration) Reversible

Sphere:         Combat
Range:          10 yards/level
Components:     V,S,M
Duration:       1 round
Casting Time:   1
Area of Effect: One rock (see below)
Saving Throw:   None

This spell allows a dwarf to suddenly and violently use telekinesis on
a loose rock, hurling it as a missile. Only stone can be used, either
natural stone or petrified objects. The stone must be loose; it cannot
be part of a wall, rock face, or ceiling. The projectile strikes with
the caster's THAC0. The range of this spell refers to the distance
between the priest and the stone missile. The projectile can leap up to
30 feet vertically and up to 30 feet horizontally. Misses use "Table
45: Grenade-Like Missile Effects" in the DUNGEON MASTER Guide.

The caster can move up to 2 cubic feet/level. Rocks that are too large
are detected as such; the priest can choose another rock in the same
round, but if it is also too large, the spell is wasted.

At times, it may be important to know what damage the missile itself
sustains after being hurled; for instance, if it is a fragile, valuable
object or ,say, a petrified companion. The missile suffers 2d4 points
of damage from its use in this spell and double that damage if it falls
more than 50 feet in the process. This shatters the missile if it is
brought to 0 hit points. Assume rocky missiles to have an average hit
point total of 6 per 2 cubic feet, so that a rock of the maximum size
that a 3rd-level priest can move (6 cubic feet) has 18 hit points.

Rocky missiles that shatter spray shrapnel; all creatures within 10
feet of the landing site of a shattering missile must succeed at a
saving throw vs. spell or suffer 1d4+1 points of damage.

Any item struck by the missile or its shrapnel (see above) must succeed
at an item saving throw vs. crushing blow. A being struck by the
missile is hurt as follows:

Rock Volume
(in Cubic Feet)       Damage

     1-2                2d4
     3-4                2d8
     5-6                2d10
     7-8                3d8
     9-10               3d10
 More than 10           4d12

   Note  that a typical man-sized statue is 12 cubic feet.

The reverse of this spell, rock shield, allows the caster to deflect
rocky missiles of all types and from all sources. The shield remains in
effect for 1 round/level, infallible against all missiles whose edges
contain or are made of stone. Once cast, it does not require continued
concentration or further action. The deflections are in directions
uncontrollable by the user of the shield. Use "Table 45: Grenade-Like
Missile Effects" in the DUNGEON MASTER Guide to determine their
destination, noting that deflections may hit companions of the
shield-user or his or her enemies. Rock shield is incompatible with
protection from normal missiles.

The material component of this spell is a tiny pebble held in the
priest's hand and not consumed during casting. The reverse of the spell
requires two small pebbles (which are not consumed) and a translucent
piece of glass, mica, ice, crystal, or a gem.

Laduguer
--------

(The Exile, the Gray Protector, Master of Crate,
the Slave Driver, the Taskmaster, the Harsh)
Intermediate Power of Acheron, LE

PORTFOLIO:              Magical weapon creation, skilled artisans,
                        magic, the gray dwarf race, protector of gray
                        dwarves
ALIASES:                None
DOMAIN  NAME:           Thuldanin/Hammergrim
SUPERIOR:               Moradin (estranged)
ALLIES:                 Deep Duerra, Grumbar
FOES:                   Blibdoolpoolp, Blood Queen, Callarduran
                        Smoothhands, Diinkarazan, Diirinka, Great
                        Mother, Gzemnid, Ilsensine, Ilxendren,
                        Laogzed, Maanzecorian (dead), the
                        Morndinsamman   (except Deep Duerra,
                        Dugmaren  Brightmantle, and Sharindlar),
                        Orcus (dead)/Tenebrous (undead), Psilofyr,
                        Shevarash, Urdlen, the drow pantheon
SYMBOL:                 Shield with broken crossbow bolt motif
WOR. ALIGN.:            LN, N, LE, NE


Laduguer (LAA-duh-gwur) is the patron of the duergar, or gray dwarves,
a malevolent breed of dwarves who dwell in the dark reaches of the
Underdark and who withdrew from the rest of dwarven society long ago
along with their god. The Exile is venerated by most gray dwarves as
the protector of the race who defends them from the countless other
creatures of the Underdark who wish to enslave them and seize their
tunnels, mines, and crafts. Duergar craftsmen, particularly those who
seek to create magical weapons, pay particular homage to Laduguer.

Laduguer has long been estranged from the other members of the
Morndinsamman, and he regards them as lazy, indolent, and feckless.
The reasons behind the Gray Protector's exile vary according to the
perspective of the speaker: The Morndinsamman, as well as most gold and
shield dwarves, hold that Laduguer was banished by Moradin for his
crimes, while Laduguer, as well as most gray dwarves, asserts that he
took a stand on principle against the other dwarven gods, and that his
exile is self-imposed. The Exile particularly loathes Moradin, his
nominal superior, and the personal animosity between the two accounts
for much of Laduguer's enmity against the rest of the dwarven pantheon.
In fact, Laduguer's only ally is Deep Duerra, a once-mortal demipower
he elevated to the rank of divinity.

The withdrawal of Laduguer's followers to the Underdark and their
subsequent territorial conflicts with races such as aboleth, beholders,
derro, drow, illithids, ixzan, kuo-toa, myconids, svirfneblin, and
troglodytes has created a great deal of strife and enmity between the
Exile and other powers with an interest in the Night Below. Although he
once managed to win hegemony over the giant tarantulas known as
steeders during a brief alliance with Lolth, the Spider Queen and the
Gray Protector have long feuded as their followers battled. Likewise
Ilsensine, the Great Brain of the illithid race, has long sought
revenge against Laduguer for some ancient slight. The Abyssal Lord once
known as Orcus is also a target of Laduguer's wrath, for the Prince of
the Undead once subverted the worship of the duergar of the Galenas
beneath the Mines of Bloodstone.

Laduguer is habitually grim, gloomy, and joyless. The Exile's nature is
certainly evilly inclined, but much of this is the evil of a being
turned in on itself and bitter at what he sees as being unvalued and
rejected by the other dwarven powers. Laduguer is supremely lawful,
unbending and harsh, and he demands constant toil under harsh
conditions from the duergar. He does reward hard work by teaching the
Grafting of magical items (especially weapons) and by extending his
protection. The Exile sends an avatar to defend a hardworking and
oppressed duergar community by use of protective and warding magic,
rarely entering into open battle. (It is assumed that the Invisible Art
(psionics), as detailed in PLAYER'S OPTION: Skills & Powers is
permitted in the campaign if Laduguer is included in the dwarven
pantheon. If the DM has only the Complete Psionics Handbook,
appropriate adjustments will need to be made to the statistics given
for Laduguer's avatar, below.)

Laduguer's Avatar
(Fighter 33, Cleric 25, Thief 25, Psionicist 23, Wizard 20)

Laduguer appears as a tall, gaunt duergar with skin coloring that can
change from gray to brown shades to match his environment. The Exile is
bald and always wears a frown. He favors spells from the spheres of
all, creation, elemental (earth), guardian, protection, war, and wards
and from the schools of abjuration and invocation/evocation, although
he can cast spells from any sphere or school. If the Invisible Art
(psionics) is permitted in the campaign, Laduguer has access to all
attack and defense form, as well as all disciplines, devotions, and
sciences.

AC  -5; MV 12 or 15; HP 225; THAC0 -10; #AT 5/2
Dmg  1d4+17 (war hammer +4, +10 STR, +2 spec. bonus in war hammer)
MR  75%; SZ M (6 feet high) or Huge (13 feet high)
STR 22, DEX 20, CON 21, INT 20, Wis 18, CHA 19
Spells P: 11/11/10/10/9/8/4, W: 5/5/5/5/5/4/4/4/2
Psionic Summary: Mental #AT: 2; Mental THAC0 -2; Mental AC -10;
Dis all/Sci all/Dev; PSPs: 265; Att: all; Def all.
Saves** PPDM   2, RSW  1*, PP 4, BW 4, Sp 5

* Includes dwarf +6 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.
** Because he is a psionicist, an additional +2 bonus to all saving
throws vs. enchantment/charm spells should be applied as needed.

Special Att/Def: Laduguer wields Grimhammer, a war hammer +4 that
engenders hopelessness (as the 4th-level wizard spell emotion) on any
successful hit if the target fails a saving throw vs. spell. He wears
chain mail +4 and carries a shield +1, a bulwark that also gives him
immunity to normal missiles. He wears a magical ring that can be
changed to any protective type (feather falling, fire resistance, free
action, mind shielding, protection +5, re- generation, or spell
turning) once per day per function for up to 6 turns each.

The Exile can cast protection from good, 10-foot radius, and wall of
force three times per day each, Laduguer can cast fool's gold, dig,
enchanted weapon, stoneskin, conjure (earth) elemental, fabricate,
passwall, stone shape, wall of stone, and enchant an item once per day
each. He permanently protected from attack by animated or living
mineral creatures (golems, galeb duhr, earth elementals, etc.), and he
is also completely immune to all mind-affecting spell, power, or
psionic effect. He can be struck only by +2 or better magical weapons.

If slain, Laduguer becomes an entity akin to a ghost. The Exile's
ghostlike anima form cannot be turned and can become invisible at will.
He can work magic and employ a ghost's attacks, and he has half his
normal hit points.

Other Manifestations

Laduguer's power is usually seen as a flickering dark radiance
enveloping an area, weapon, or person that is temporarily imbued with
the god's power. An empowered area gains one of the following effects
for 1 hour: guards and wards (as the 6th-level wizard spell); wardmist
(as the 7th-level wizard spell detailed in Volo's Guide to the North,
Volo's Guide to the Sword Coast, and Wizard's Spell Compendium, Volume
4). An empowered weapon gains one of the following effects for 1 turn:
bladethirst (as the 2nd-level wizard spell detailed in Pages from the
Mages); enchanted weapon (as the 4th-level wizard spell); flame tongue,
temporarily imbuing the powers of the magic sword of the same name (as
detailed in the DUNGEON MASTER Guide).  An empowered being gains one of
the following effects for 1 turn magical vestment (as the 3rd-level
priest spell); fire shield (as the 4th-level wizard spell); protection
from normal missiles (as the 3rd-level wizard spell); globe of
invulnerability (as the 6th-level wizard spell).

Laduguer is served by ash mephits, azer, baatezu, Baku, Dark Ones,
banelar, bone nagas, brain moles, cerebral parasites, chaggrin, dark
nagas, demaraxes, earth elementals, earth elemental vermin (crawlers),
earth mephits, earth weirds, fhorges, gray oozes with psionic ability,
hammer golems, helmed horrors, hook spiders, intellect devourers,
ironmaws, imps, incarnates of anger and pride, living steel,
maelephants, meenlocks, mineral mephits, observers, razorvine, reaves,
rust dragons, rust monsters, sandmen, shadowdrakes, steeders, stone
wolves, sword spirits, su-monsters, tso, werebadgers, xavers, and
yugoloths. He demonstrates his favor through the discovery of adamant,
black sapphires, bloodstones, diamonds, hizagkuur, mithral, and silver,
but does not otherwise send omens to his priests.

Steeder: AC 4; MV 12; HD 4; THAC0 17; #AT 1; Dmg 1d8 (bite);
SA cling, leap; SW suffers double damage leaping onto a set
spear or spike; SZ L (4' high, 8' long); ML Avg (11); Int low (5-7);
AL N;  XP 270.

Notes: Steeders lack a poisonous bite, attacking with sharp mandibles.
Gray dwarves ride steeders using leather saddles. The dwarves use a
complex series of prods and straps to control the steeders. Only
steeders with 20 or more hit points are used as mounts. Steeders can
move on walls or ceilings at half their normal movement rate thanks to
a sticky secretion exuded by their feet and can cling to a surface with
only a single foot. Steeder saddles are constructed to allow for this.
Steeders do not spin webs, nor can they move in them.

SA-There is a 50% chance a steeder tries to cling to its prey. This
requires an attack roll against AC 10, modified by Dexterity and
magical adjustments. After clinging to a victim, a Steeder can
automatically bite.  A victim can escape by rolling a successful
Dexterity or Strength check (player's choice which) with a -10 penalty.
While held, victims suffer a -2 penalty to attack and damage rolls.
Once every 3 rounds steeders can leap 240 feet in any direction, even
when mounted. This is considered a charging attack.

CLERGY:  Clerics, crusaders, specialty priests
CLERGY'S ALIGN.: LN, LE
TURN UNDEAD:   C: Yes, Cru: No, SP: No
CMND.  UNDEAD: C: No, Cru: No, SP: No

All clerics (including multiclassed cleric combinations), crusaders,
and specialty priests (including specialty priest/psionicists) of
Laduguer receive religion (dwarven) and reading/writing (Dethek runes)
as bonus nonweapon proficiencies. If the Invisible Art (psionics) is
permitted in the campaign, priests of Laduguer of any type, including
clerics, crusaders, specialty priests, cleric/thieves, and
fighter/clerics, may multiclass with the psionicist class as well,
allowing dwarven clergy of Laduguer in certain cases to multi-class in
three classes (cleric/thief/psionicist or fighter/cleric/psionicist).
Clerics of Laduguer (including multiclassed clerics) cannot turn undead
before 7th level, but they always strike at +2 on all attack and damage
rolls against undead creatures. At 7th level and above, clerics can
turn undead as other clerics do, but as a cleric of four levels less
than their current level. These modifications apply only to the cleric
class. Before the Time of Troubles, Laduguer's priesthood was
exclusively male. Since that time, some females have joined the clergy.

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.

Temples of Laduguer are grim, smoke-filled halls hewn from solid rock
and bereft of adornment, aside from weapons and armor demonstrating the
skilled craftsmanship of the Exile's priests. Laduguer's houses of
worship are filled with armories, barracks, smithies, storerooms, and
Steeder stables.

Many are built directly atop mine shafts from which the raw materials
are extracted. Great coal-burning forges provide the only warmth, and
their ashen exhaust covers ever surface in dark soot. Clerical guards,
many of them mounted on steeders, are everywhere, overseeing the
skilled smithwork that proceeds without pause.

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.

Dogma: The children of Laduguer have rejected the indolent and feeble
gods of their forefathers and withdrawn from their lazy once-kin so as
not to be tainted by their weaknesses. Strict obedience to superiors,
dedication to one's craft, and endless toil are necessary to achieve
wealth, security, and power. The hands of a craftsman are his tools,
and a master craftsman always uses the most appropriate tools
available. Nothing is ever easy, nor should it be. Suffer pain
stoically and remain aloof, for to show or even feel emotion is to
demonstrate weakness. Those who are weak are undeserving and will
suffer an appropriate fate. Adversity is Laduguer's forge, and the
harsh trials through which the duergar must pass are his hammer
blowsendure all and become stronger than adamantite.

Day-to-Day Activities: Laduguer's priests serve as the leaders,
defenders, and elite artisans of gray dwarven society. As reflected in
the title given to High Old Ones-arduke being a dwarven title for clan
leader - Laduguer's clergy derive their spiritual and temporal
authority from the role the Exile's early priests played in leading the
ancestors of the gray dwarves away from the rest of dwarven society.
Unlike gold and shield dwarven cultures where religious and clan
leadership are usually distinct, the duergar make no distinction
between the two roles. As the protectors of duergar enclaves, members
of Laduguer's clergy command and serve in the military and are
ultimately responsible for the care, feeding, and training of steeders.
They are responsible for the brewing of poisons, the infliction of
torture, and the exploitation of slaves. To ensure the safety of the
gray dwarves as a whole, Laduguer's priests forcefully repel contacts
from other races, permitting trade only under very controlled
circumstances far removed from duergar strongholds. The Exile's clergy
are also expected to be skilled craftsmen, particularly of magical
weapons, and the older and more frail priests are typically the elite
artisans of any gray dwarven community.

Holy Days/Important Ceremonies:  As befits their grim lives, gray
dwarves are a race almost without joy who reserve their celebrations
for victories over enemies and for the grim pleasure of inflicting pain
on those unlucky enough to fall into their clutches.

The only regular holy day is celebrated annually at Midwinter and is
known as Grimtidings. On this day only, the duergar lay down their
hammers and gather to hear their priests recount the trials the duergar
have suffered since their voluntary exile and the weaknesses of the
other dwarven subraces and their gods. Laduguer is extolled for his
artistry and craftsmanship, and a litany of those who have given insult
to the god and the gray dwarves and against whom a promised, deadly
revenge is recited.

The Ardukes of the Gray Gloom also declare holy days, known as Guerdon
Revels, after major victories and when prisoners-particularly gold and
shield dwarves-are captured. While the work does not stop during such
festivals, most gray dwarves are given a few moments off from their
labors to observe the recounting of heroics by duergar warriors, to
examine plundered loot, and to participate in the torture and painful
deaths of any prisoners.

Major Centers of Worship: Dunglorrin Torune, Overtake Hold, is located
far beneath the surface in Gracklstugh, the largest city of gray
dwarves in the Northdark. Deeper even then Menzoberranzan and
Blingdinstone, Gracklstugh is a teeming city on the shore of the
Darklake, renowned for the steel blades crafted in its forges. The
temple itself is carved into the heart of a massive stalagmite formed
from the exodus of a nearly vertical stream that winds downward tor
miles from the surface lands of the North to rain down on the
subterranean tor and drain into the adjoining Darklake. Dunglorrin
Torune bristles with chimneys from which billows forth the smoke of the
temple's forges and ledges from which balls of burning pitch can be
hurled from stone catapults at any invaders attempting a waterborne
invasion of the surrounding city. Priest-guards mounted on steeders
patrol the stalagmite's steep, slick slopes, and they ferry the raw
materials from the mines to the temple's foundries and finished goods
to the merchants in the city below. The high priest of Overlake Hold is
Morndin Gloomstorm, son of Kildor, blood of Balgor, of Shimmergloom's
Run.  Morndin is one of the few surviving duergar of Clan Bukbukken, a
clan that once occupied the undercity of Mithral Hall and served the
great shadow wyrm Shimmergloom, the Drake of Darkness, before the
shield dwarves of Clan Battlehammer reclaimed their ancestral home and
drove the gray dwarves back to Gracklstugh.

Affiliated Orders: The Gray Lances of the Snarling Steeder are a
mounted order of duergar crusaders and fighter/priests. The Gray Lances
serve as the elite cavalry of gray dwarven armies, and their most
common opponents are drow mounted on riding lizards. Individual duergar
knights and their steeder mounts are well schooled in subterranean
warfare techniques for battles that unfold across cave floors, walls,
and ceilings.

Priestly Vestments: 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.

Adventuring Garb: Laduguer's priests favor weapons commonly employed by
gray dwarves including heavy and light crossbows, picks, short swords,
spears, and war hammers. When stealth is required, Grimcloaks prefer
leather and studded leather armor. In situations requiring direct melee
combat, the Exile's priests favor the heaviest armor available, usually
a medium shield and chain mail or dwarven plate mail (base AC 2).

Specialty Priests (Thuldor)

REQUIREMENTS:          Strength 15, Dexterity 12, Wisdom 9 or
                       Strength 12, Dexterity 15, Wisdom 9
PRIME REQ.:            Strength, Dexterity, Wisdom
ALIGNMENT:             LN, LE
WEAPONS:               Any
ARMOR:                 Any
MAJOR  SPHERES:        All, combat, divination, elemental (earth),
                       guardian, healing, law, protection, sun
                       (reversed only), thought, war, wards
MINOR  SPHERES:        Animal, creation, necromantic
MAGICAL  ITEMS:        Same  as clerics
REQ. PROFS:            Land-based riding (steeders) and pick one:
                       animal training (steeders), blacksmithing,
                       mining, armorer, weaponsmithing
BONUS  PROFS:          Animal handling (steeders), herbalism

* While most thuldor (the plural form of thuldar) are gray dwarves,
  dwarves of any subrace can become specialty priests of Laduguer.

* If psionics are permitted in the campaign, thuldor are allowed to
  multi-class as thuldor/psionicists.

* If psionics are permitted in the campaign, thuldor may select
  nonweapon proficiencies from the psionicist group without penalty.

* Thuldor gain a +1 bonus to their Armor Class.

* Thuldor can cast darkness (as the reversed form of the 1st-level
  priest spell Eight) or strength of stone (as the 1st-level priest
  spell detailed in the Moradin entry) once per day.

* At 3rd level, thuldor can cast meld into stone (as the 3rd-level
  priest spell) or slow poison (as the 2nd-level priest spell) once per
  day.

* At 5th level, thuldor can cast stone shape (as the 3rd-level priest
  spell) once per day.

* At 7th level, thuldor can cast find traps (as the 2nd-level priest
  spell) at will.

* At 7th level, thuldor gain a +1 bonus to all saving throws.

* At 10th level, thuldor can cast stoneskin (as the 4th-level wizard
  spell) once per day.

* At 13th level, thuldor can cast wall of stone (as the 5th-level
  wizard spell) stone tell (as the 6th-level priest spell) once per day.

* At 15th level, thuldor can cast turn pebble to boulder or its
  reverse, turn boulder to pebble (as the 4th-level wizard spell) twice
  per day.

Ladugueran Spells

In addition to the spells listed below^ priests of Laduguer may cast
the 1st-level priest spell strength of stone detailed in the entry
for Moradin

1st Level

Stoneblend (Pr 1; Illusion/Phantasm)

Sphere:         Elemental Earth
Range:          Touch
Components:     V,S,M
Duration:       Special
Casting Time:   4
Area of Effect: Creature touched
Saving Throw:   None

This spell enables the recipient to blend against stone walls so as to
be effectively invisible for as long as she or he holds still. The
creature must press its body against the stone surface when the spell
is cast.

Careful observation of the exact area in which a stoneblended being
stands allows a 5% chance for visual detection. Tactile or other
physical inspection of the specific region immediately reveals the
presence of the stoneblended being and ends the spell effect. While
breathing and small shifts do not end the spell, any sudden movement or
large shift in position immediately ends the effect.

The material components of this spell are the priest's holy symbol and
a pinch of dust. This spell also requires that the recipient be dressed
in dull or drab colors (browns, blacks, and/or grays) that do not
violently clash with the surrounding environment.

3rd Level

Blessed Craftmanship (Pr 3; Enchantment/Charm)

Sphere:         Creation
Range:          Touch
Components:     V,S,M
Duration:       Special
Casting Time:   1 turn
Area of Effect: One craftsperson and one item
Saving Throw:   None

This spell taps into Laduguer's skills and insights as a master
craftsman to augment  the recipient's skills while working on a
particular project. While the blessed craftsmanship is temporary, the
item worked on is permanently enhanced.

The recipient of this spell can work only on the object selected a
minimum of 8 hours per day with no significant interruption. The spell
adds a +3 bonus to the nonweapon proficiency check for any artisan
nonweapon proficiency. This bonus also increases the chance that an
object of quality is created. A roll of 20 still indicates a failure,
however. Examples of applicable nonweapon proficiencies include
armorer, blacksmithing, carpentry, gem cutting, leatherworking,
pottery, stonemasonry, weaponsmithing, and weaving.

The material components of this spell are the priest's holy symbol and
the materials and tools to he used in the craft project, all of which
must be touched by the priest during the casting.

Enchanted Hammer   (Pr 3; Enchantment)

Sphere:         Creation
Range:          Special
Components:     V,S,M
Duration:       5 rounds/level
Casting Time:   1 turn
Area of Effect: Metal or weapons touched
Saving Throw:   None

This spell enchants a hammer of silver or mithral to confer magical
properties upon a metal weapon or suit of armor. The affected metal
receives a bonus of +1. Metal weapons become the equivalent of a +1
weapon. Metal armor becomes the equivalent of +1 armor. Metal
sufficient to make one suit of metal armor, two large weapons (axe,
hammer, sword, etc.), or four small weapons (bolts, daggers, etc.) can
be affected by this spell. The spell functions on existing magical
weapons and armor as long as the total combined bonus is +3 or less.

Missile weapons enchanted in this way lose their enchantment when used,
but otherwise the spell lasts for its full duration. This spell is
often used in combination with other spells to create magical metal
weapons and suits of metal armor, with this spell being cast once per
desired plus of the bonus per item to be formed.

The material component is the priest's holy symbol. A small silver or
mithral hammer to be struck against the armor, weapon, or metal to be
enchanted is required.

Marthammor Duin
----------------

(Finder-of-Trails, the Watcher over Wanderers,
the Watchful Eye, the Hammer, the Finder, the Wanderer)
Lesser Power of Ysgard, NG

PORTFOLIO:             Guide and protector to dwarven adventurers,
                       explorers, expatriates, travelers, and wanderers,
                       lightning
ALIASES:               Muamman    Duathal
DOMAIN  NAME:          Nidavellir/Cavern of Rest
SUPERIOR:              Moradin
ALLIES:                Baervan Wildwanderer, Cyrrollalee, Gwaeron
                       Windstrom, Lathander, Mielikki, the
                       Morndinsamman   (except Abbathor, Deep
                       Duerra, Laduguer), Shaundakul, Stronmaus,
                       Tapann, Tymora, Waukeen
FOES:                  Deep Duerra, Laduguer, Urdlen, the goblinkin
                       and evil giant pantheons
SYMBOL:                An upright mace, over a single leather boot
                       trimmed with fur, toe to the right or a mace in
                       gauntlets
WOR.  ALIGN.:          LG, NG, CG, LN, N, CN

Marthammor Duin (Mar-THAM-more DOO-ihn), known on other worlds as
Muamman Duathal (Moo-AM-man Doo-AH-thuhl), is the protector of dwarves
who make their lives in human society in the North, rather than keeping
to mountain or deep-delve enclaves. Commonly known as Wanderers, all
such dwarves make offerings to him in appeasement for good fortune.
Marthammor is the patron of adventurers and explorers and all those
dwarves who travel or live far from the dwarven homelands, allowing
them to find routes to escape or to victory in their travels.  He also
watches over dwarven craftsfolk of any good alignment, keeping their
homes and persons safe. His secondary aspect as god of lightning is
unique among dwarves. The Finder-of-Trails is a growing cult in the
North, and he may be evolving into an intermediate power.

Marthammor is seldom at home in his Cavern of Rest, which is guarded by
the souls of those dwarves who perished while traveling aboveground and
by boars and war dogs trained by the god himself. The Cavern lies in
the ever-shifting underways of Nidavellir, third layer of Ysgard.
Marthammor spends most of his time wandering the northern reaches of
Faerun in his avatar form. Marthammor sometimes sends his avatar to act
as a guide or to warn urban dwarves of trouble brewing in their
homelands. More often, he sends omens in the form of lightning,
subsidence on trails, sudden rockfalls, or priestly divination through
stone-flinging (the pattern of a fist is a common sign).

Marthammor is almost gnomelike in his approach to life; he's open and
friendly, and he's definitely curious what lies over the next horizon.
He has a keen interest in the doings of the multiverse as a whole, and
he is far less xenophobic than most dwarves or their deities.

Marthammor is one of the youngest powers of the Morndinsamman, and as
such the other members tolerate what they call his antics. Moradin
hopes Marthammor will settle down in a few millennia and gives thanks,
at least, that he is not as chaotic as Dugmaren Brightmantle.
Marthammor is on good terms with Dugmaren, as the theme of traveling to
gain knowledge is a shared concern of these gods, and the
Finder-of-Trails is welcome in Dugmaren's Soot Hall. While he hates all
goblinkin and evil giant gods, Marthammor harbors a particular loathing
for Grolantor.

Marthammor's  Avatar (Ranger 30, Cleric 20)

Marthammor appears as a thin, raven-bearded dwarf dressed in leather
armor and furs, and cloaked in natural colors (usually green). He
sometimes carries a walking stick of rough wood. He casts spells from
the spheres of all, animal, charm, combat, creation, divination,
elemental, guardian, healing, necromantic, plant, protection,
summoning, sun, travelers, war, wards, and weather.

AC -4; MV 12 or 15; HP 207; THAC0 -9; #AT 2
Dmg 2d10+13 (mace +4, +9 STR) or 1d6+10 (quarterstaff +1, +9 STR)
MR 70%; SZ M (6 feet high) or L (12 feet high)
STR 21, DEX 19, CON 20, INT 20, Wis 19, CHA 20
Spells P: 12/11/11/9/7/5/2
Saves PPDM  2, RSW 1*, PP 4, BW 4, Sp 6

* Includes dwarf +5 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Marthammor  wields Clawhammer, a huge mace +4 of steel
that glows and pulses as if still red-hot from the forge. It is not in
fact hot and does 2d10 base damage by its impact only, not through heat
or flame. Marthammor can swing this weapon, or another, in a combat
round and also employ one of his magical powers every second round,
without affecting his physical activity.

Marthammor's walking stick, which he often leaves behind (supposedly by
accident) after encountering dwarves, serves as a quarterstaff +1. When
in the hands of a dwarf, it furnishes one limited wish if that wish is
spoken aloud as the stick is broken. The walking stick then crumbles to
dust as the magic is expended, accompanied by the ringing tone of a
mace crashing against metal in the distance. A nondwarf who breaks one
of Marthammor's staves merely destroys its magic, ending up with two or
more splintered pieces of wood. Marthammor can create one such walking
stick at the end of every 6 turns. The creation requires a physical
staff be cut from a tree (a physical activity), and then enchanted (the
Finder-of-Trail's magical activity for that round; it requires
continual grasping of the staff and concentration but does not preclude
other physical activity). Marthammor can use the staff himself,
including its limited wish.

Marthammor can blink, dimension door, pass without trace, pssswall, or
water walk at will, one power per round. He can call lightning and cast
a 10d6 lightning bolt twice per turn, even if there is no storm of any
sort in the area. There must be a round between each round in which he
uses these magical powers.

Marthammor can cast freedom (the reverse of imprisonment), at will, by
touching the ground. He is at all times himself immune to the effects
of petrification and polymorph spells cast by others, as he is to
charm, entangle, maw, and trap the soul effects. In addition to his
conscious powers, he has continuous, natural free action (as the ring).
The Finder can be struck only by +2 or better magical weapons. Finally,
Marthammor is immune to lightning and electrical effects of any sort,
and he can always direct the direction of reflection of any bolt of
lightning cast within 100 yards of his location.

Other Manifestations

The Finder-of-Trails almost always manifests himself in one of four
ways helpful to dwarves and to their companions and friends.

In the wilds, Marthammor indicates to troubled dwarves the safest or
best way to proceed by appearing as a glowing upright mace, floating in
midair. His image is a bright, blue-white translucent mace that has no
tangible existence, but which is not destroyed by being passed through.
It is unaffected by dispel magic or other magical attacks and effects.
The Mace of Marthammor  gives enough light to read by and floats along
in front of dwarves, patiently guiding them along a route.

In situations where precipices, pit-traps, or other dangers lurk, or
when a wrong choice of route has been made, Marthammor manifests as a
glowing, blue-white, disembodied hand. The hand will signal "stop" by
appearing fingers together and palm open in warning; it then points
back or in other directions to outline traps or to indicate a better
way. The hand can even trace clan symbols or dwarven runes to establish
its identity or to communicate messages.

In the homes of dwarves, Marthammor manifests as a mace of pulsing
light that strikes unseen surfaces in midair to make a ringing,
crashing sound audible only to dwarves. This alarm warns of thieves or
other intruders and strikes one blow against an intruder (normal
footman's mace damage, automatic hit) before vanishing. Such a blow is
typically delivered at a key moment, in other words, against a first
intruder readying a rope ladder for others or to disrupt spellcasting
or missile fire directed at the residents Marthammor is protecting.

In cases of imminent invasion or other natural disaster that dwarven
residents cannot hope to defeat, Marthammor can appear in the dreams of
dwarves to warn them to move away in haste. If no dwarf is asleep,
Marthammor manifests as a glowing magic mouth floating above the image
of his symbol, and warns the residents directly. Any wizard who
attempts to duplicate Marthammor's magic mouth symbol invites an
immediate personal attack by the god. If such an impostor has a trap
planned for the god, Marthammor senses it and bring several other
dwarven deities-such as his friends Clanggedin and Gorm-with him.

Marthammor is served by bariaurs, blink dogs, galeb duhr, hawks,
hunting dogs, firestars, owls, phoenixes, pseudodragons, and storm
giants. He occasionally rewards dwarves with the courage to emerge from
their isolated communities with precious stones polished by mountain
streams that flow down to human communities. He shows his disfavor by
causing folk to get lost or through the whining and growling of animals
(especially dogs) that only those in disfavor can seem to hear.

The Church

CLERGY:           Clerics, crusaders, specialty priests
CLERGY'S ALIGN.:  LG, NG, CG, LN, N, CN
TURN UNDEAD:      C: Yes, Cm: No, SP: No
CMND. UNDEAD:     C: No, Cru: No, SP: No

All clerics (including fighter/clerics), crusaders, and specialty
priests of Marthammor receive religion (dwarven) and reading/writing
(Dethek runes) as bonus nonweapon proficiencies. Clerics of Marthammor
(as well as fighter/clerics) cannot turn undead before 7th level, but
they always strike at +2 on all attack and damage rolls against undead
creatures. At 7th level and above, clerics (including multiclassed
clerics) can turn undead as other clerics do, but as a cleric of four
levels less than their current level.  These modifications apply only
to the cleric class. Marthammor's priesthood broke with the dwarven
tradition of having priests be the same gender as their deity long
before the Time of Troubles, so Marthammor's clergy today is
approximately 19% female, a very progressive figure for the dwarven
pantheon.

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.

Marthammor is worshiped on the bare heights of stony tors on moonless
nights, or on holy days and for important rituals, in underground
caverns.  The caverns must always be natural, unaltered by the hands of
intelligent beings. Underground or on tor-top, an altar to Marthammor
is always a simple stone cairn or wooden tripod, supporting a stone
hammer, head uppermost. Priests of Marthammor stand looking at the
hammer, praying to their god for guidance as to where they are needed
and what they have done wrong or poorly. The god places visions in
their minds, choosing which priests will guard temples, which explore
particular areas, and so on.  Temples of the Finder-of-Trails are
scattered across the northlands, typically in the foothills midway
between the traditional mountain territories of the dwarves and the
human cities of the plains.

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.

Dogma; If the Children of Moradin are to survive as a race, they must
adapt, grow, and learn to dwell in harmony with other good races,
particularly humans. The Stout Folk must be encouraged to emerge from
the illusory safety of their hidden delves and find true security in
fellowship with humankind and demihumankind.  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.

Day-to-Day Activities: Priests of Marthammor make marked trails in the
wilderness northlands of the Realms, from Uttersea to the Great Ice
Sea. They also establish way-caches of food and supplies (spare boots,
clothing, weapons, drinking-water, bandages and splints, firemaking
supplies, and the like) along these trails.

Priests of Marthammor patrol these ways, healing and guiding dwarves
they meet, providing a warm fire, a hot meal, and friendly
companionship to exhausted, lonely, lost or hurt dwarves-of any faith
or race.

Priests of Marthammor work with healers and priests of all races to
help dwarves, allies, and companions of dwarves. While they do not
accompany adventurers, they are in a sense adventurers themselves,
often fighting monsters, discovering ruins, and facing the same perils
that adventurers do.  Travelers in the North-especially the northern
Sword Coast region- often encounter small bands of 3d4 dwarven priests
of Marthammor. Such bands do not reveal their clerical status unless
they are dealing with dwarves or known dwarven allies or companions.

The ghosts of diligent servants of Marthammor are said to haunt certain
trails, old abandoned delves, and mountain passes. When dwarves or
dwarven allies or companions are lost in such places, particularly in
blizzards or storms, the phantom priests appear, gesturing silently,
and guide the travelers along a safe route to refuge or their
destination.

Holy Days/Important Ceremonies:  Followers of Marthammor celebrate
numerous holy days during the year. Each festival day in the Calendar
of Harptos and nine days after each festival day is considered holy to
Marthammor. In years when Shieldmeet occurs, the holy day follows it
nine days later; there are not two adjacent days, one following
Midsummer and one Shieldmeet. On most holy days, and at least once a
year for each worshiper, followers of the Finder-of-Trails must burn
used ironwork and dwarf-made footwear in homage to the Watcher.

Midwinter and the ninth of Alturiak are known to the faithful as the
Rooting and the Rebirth respectively. The former holy day celebrates the
reforging ties to the mountain homelands, and the latter celebrates the
reemergence of dwarven wanderers from their mountain fastnesses.

Greengrass and the ninth of Mirtul are known to the faithful as the
Wind and the Wayfaring respectively. The former celebrates new
discoveries and the latter celebrates extended sojourns in the
homelands of other races.

Midsummer and the ninth of Eleasias are known to the faithful as the
Hammer and the Anvil. These holy days celebrate dwarven craftsmanship
and creativity. Shieldmeet is celebrated as the Shepherding, a day when
dwarven wanderers are expected to introduce the hidden to their human
and demihuman neighbors.

Highharvestide and the ninth of Leafall are celebrated as the
Thunderbolt and the Fulmination. On these days followers of the
Finder-of-Trails pray for guidance in any upcoming battles of the Stout
Folk.

Finally, The Feast of the Moon and the ninth of Nightal are celebrated
as the Beacon and the Runestone respectively. These holy days celebrate
the path revealed by Marthammor and the knowledge learned by
interacting with other cultures.

Major Centers of Worship:  In the Year of the Crown (1351 DR), nearly
fifty priests of the Finder-of-Trails established the Vault of the Lost
Wayfarer in a great natural cavern at the heart of Berun's Hill that had
once been the crypt of Maegar, son of Relavir, grandson of Anarok, of
the Royal House of the Helm of Gharraghaur. The existence of a dwarven
tomb beneath the tor has long been the talk of legends in the North,
but the Marthammoran priests who finally found the cavernous vault
discovered that it had been plundered long ago by duergar who had
tunneled up from below. Berun's Hill and Twilight Tor-Mrinolor and
Anaurdahyn in the tongue of the dwarves-are the southernmost and
northernmost tors respectively, of the Starmetal Hills, a range of
knolls that runs parallel to the Long Road west of Longsaddle and has
been the target of several meteor showers in recent millennia. Berun's
Hill and, to a lesser extent, Twilight Tor command a splendid view of
the Dessarin valley to the north and east, and both hilltops have long
been employed by the followers of Marthammor both to worship the
Watcher Over Wanderers on moonless nights and to observe passing
travelers and caravans on the Long Road. Under the leadership of Immar
Mistwalker, High Old One of Marthammor, son of Gadlyn, blood of Dorn,
the Watchful Eyes have gradually extended their aegis over a region
stretching from Wyvern Tor in the foothills of the Sword Mountains to
Twilight Tor and from the town of Triboar to the Neverwinter Woods.
Thanks to the regular patrols and ready assistance of the Watchful
Eyes, small dwarven holds in the area have been able to reestablish
long-sundered trade links with the neighboring human communities along
the Long Road and the River Dessarin.

The Hospice of Deadsnows is a dual-faith religious stronghold located
on the northern slopes of Mount Sabras in the Nether Mountains along
the Fork Road, approximately halfway between Sundabar and the Fork.
The fortified abbey was once the keep of a human lord whose dream of
establishing a kingdom here was shattered by relentless ore attacks.
Deadsnows is named for the battle that killed its lord, a winter
skirmish that left ore and human bodies strewn over several miles of
snow-covered ground.  Deadsnows is now home to 450 dwarves dedicated to
Marthammor Finder-of-Trails who dwell in harmony with 30 priests of
Lathander. The humans serve Lathander in the promotion of growth and
beginnings. To this end, they have a walled garden and shop for
experimentation that is crammed with odd pieces of apparatus and failed
experiments. The walls of Deadsnows are studded with watchtowers and
covered with climbing roses inside and on top. The priests of Lathander
tend the flowers and they help to provide cover for the defenders
looking over the top of the wall. The dwarves serve Marthammor by
providing a safe redoubt for isolated dwarven holds in the region and
by maintaining contact between them and the emerging nation of Luruar.
Under the leadership of Kerrilla Gemstar, a founding member of the
Council of 12 Peers of Luruar, the dwarven followers of Marthammor
worship in a natural cavern beneath a tor rising at the center of the
walled community. In troubled times, everyone retreats to the cavern
and the entrances are walled off. The cavern has two secret paths into
the Underdark, but traps to keep drow and other creatures from
ascending into the dwarven halls guard them. In keeping with the
dictates of their respective deities, the folk of Deadsnows make any
travelers other than armed ores and evil beings welcome at an inn
called the Rose and Hammer, located in the abbey forecourt. The hospice
provides desperate travelers refuge from winter weather and ores. The
priests of Marthammor and Lathander heal visitors in exchange for
service, typically time on a fighting patrol scouring the mountain
slopes near Deadsnows. Patrols drive out trolls, ores, and predators
attracted to the sheep and ponies kept in two high, fenced meadows.

Affiliated Orders; While Marthammor's clergy regularly assists
adventuring dwarves, few priests actually become adventurers. The
Knights of the North Star are a widely dispersed order of Marthammoran
priests who individually join adventuring companies based in the North
composed primarily of humans and demihumans of other races. Members of
the order seek to learn more of their companions' cultures, so as to
ease the integration of Wanderer dwarves into other societies, and to
direct the efforts of such adventuring companies toward activities
consistent with the goals of dwarves in general. At least once per year
each knight must deliver an oral or written report to the most
convenient Marthammoran enclave.

Priestly Vestments: 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.

Adventuring Garb: Priests of Marthammor favor cloaks of gray or mottled
green, brown, and gray over any sort of armor, including a helm if
desired.  While Watchful Eyes may employ any sort of bludgeoning
weapon, they prefer hammers and staves, both weapons associated with
the Finder. Glowstones are much prized the Marthammoran clergy, and it
is not unusual for the Finder-of-Trail's priests to possess one or two.
(Glowstones are described in Dwarves Deep and in the ENCYCLOPEDIA
MAGICA Volume 4 & Index tome.)

Specialty Priests (Trailblazers)

REQUIREMENTS:          Constitution 11, Wisdom 9
PRIME REQ.:            Constitution, Wisdom
ALIGNMENT:             NO
WEAPONS:               Any bludgeoning (wholly Type B) weapon
ARMOR:                 Any
MAJOR SPHERES:         All, astral, combat, creation, divination,
                       guardian, healing, protection, sun, travelers,
                       weather
MINOR SPHERES:         Animal, charm, elemental (earth),
                       necromantic, plant, summoning
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            Endurance or mountaineering or survival
                       (mountains)
BONUS PROFS:           Direction sense, tracking, local history
                       (neighboring human communities)

* Trailblazers must be dwarves. While trailblazers are almost exclusively
  shield dwarves, a few dwarves of nearly every subrace are called to be
  specialty priests of Marthammor's clergy.

* Traitblazers are not allowed to multiclass.

* Trailblazers may select only the required nonweapon proficiencies listed
  above from the warrior group without penalty.

* Trailblazers are immune to all electrical and lightning attacks.

* Trailblazers can cast free action (as the 4th-level priest spell) or
  pass without trace (as the 1st-level priest spell) once per day.

* At 3rd level, trailblazers can cast spiritual hammer (as the
  2nd-level priest spell) or call lightning (as the 3rd-level priest
  spell) once per day.

* At 5th level, trailblazers can cast lightning bolt (as the 3rd-level
  wizard spell) once per day. They gain a second use of this ability
  per day at 10th level.

* At 7th level, trailblazers can cast haste (as the 3rd-level wizard
  spell) once per day on themselves only without the normal aging
  penalty.

* At 10th level, trailblazers can cast find the path (as the 6th-level
  priest spell) at will.

* At 13th level, trailblazers can cast clear path (as the 5th-level
  priest spell) once a day.

* At 15th level, trailblazers can cast hovering rood (as the 7th-level
  priest spell) once a day.

Marthammoran Spells

2nd  Level
Marthammor's   Intuition (Pr 2; Divination)

Sphere:            Divination
Range:             0
Components:        V, S, M
Duration:          Special
Casting Time:      1 turn
Area of Effect:    1-mile radius
Saving Throw:      None

This spell enables the caster to divine the approximate location-up to
1 mile away in any direction, including up and down-of the nearest
dwarf or dwarves in immediate or imminent need of aid. Such emergencies
might include a battle against more powerful foes, a life-threatening
medical emergency, a broken wagon wheel, or the like, but in no case is
the priest made aware of more than the general nature of the emergency.
There is no guarantee that the situation revealed is one that the
caster is capable of addressing or that the caster can reach the
location revealed by the spell in time to be of assistance.

If no dwarf in need of assistance is within 1 mile of the caster, the
spell ends and the priest is aware of the result. If multiple groups
are in need of aid, Marthammor's intuition reveals only the nearest
emergency, not necessarily the most pressing.

If the priest heads toward the dwarf or dwarves in need within 1 turn
of the casting, moving as fast as safely possible, Marthammor's
intuition guides him or her along the most efficient route to the
scene.

On rare occasions, at Marthammor's discretion, this spell foreshadows
an imminent event rather than revealing an ongoing situation. In such
circumstances, the caster can usually reach the scene in time to
prevent an imminent disaster.

The material components are the priest's holy symbol and a strand of
the priest's beard hair.

3rd Level

Marthammor's Thunderbolts (Pr 3; Evocation)

Sphere:         Combat
Range:          40 yards+10 yards/level
Components:     V,M
Duration:       Instantaneous
Casting Time:   6
Area of Effect: Special
Saving Throw:   Special

This spell enables the caster to simultaneously unleash twin
thunderbolts either from both hands or both eyes. Each thunderbolt can
be directed at a different target within range and can either be
directed to cure 1d8 points of damage or cause 3d6 points of damage.
Targets of the latter usage suffer only half damage if they succeed at
a saving throw vs. spell.

The twin thunderbolts begin at the caster and streak outward as far as
the target selected by the caster, assuming she or he is within range.
Unlike the 3rd-level wizard spell lightning bolt, Marthammor's
thunderbolts has no effect on objects and is blocked by interposing
barriers. The thunderbolts do not reflect or rebound and cannot be
forked.

The material component is the priest's holy symbol.

Glowglory  (Pr 3; Invocation/Evocation)

Sphere:            Combat, Creation
Range:             Touch
Components:        V, S, M
Duration:          Special
Casting Time:      6
Area of Effect:    1 glowstone or 1 square foot/caster level of normal
                   stone
Saving Throw:      None

This spell allows priests to unleash a beam of power from a glowstone
or to make normal stone (in a surface area of up to 1 square foot per
level of the caster) radiate a continual Eight radiance for 1
turn/level. (Glowstones are described in Dwarves Deep and in the
ENCYCLOPEDIA MAGICA Volume 4 & Index tome.) If the priest desires, the
radiance of normal stone can be modified to a gentle release of heat
that is enough to warm chilled beings to prevent frostbite, death from
exposure, and to ensure comfortable sleeping and activity in exposed or
icy cold conditions.

When used on a glowstone touched by the caster, this magic unleashes a
beam of power. A beam of power is a cutting beam of radiant force that
rends stone, wood, and flesh alike. It is typically used as a weapon or
a tool, to quarry stone or open passages in solid rock.

A beam of power inflicts the same damage as a heavy catapult hit to
wood or stone objects or surfaces. It deals 6d6 points of damage per
contact to living things. In either case, a beam of power is mentally
aimed with the same THAC0 as if the priest were attacking directly. It
lashes out to its furthest extent (30 feet) in a single round. Other
spellcasting, death, or unconsciousness on the part of the caster ends
the beam of power and the spell instantly. Beams of power can be
tracked in any direction while cutting or to follow a moving target (at
MV 15). A beam of power lasts for as long as the caster concentrates,
up to 1 round per level.

The material components are a pinch of gold dust or gem dust.

Moradin
-------

(The Soul Forger, Dwarf-Father, the All-Father, the Creator)

Greater Power of Mount Celestia, LG

PORTFOLIO:             Dwarves (survival, renewal, and advancement),
                       creation, smithing of all sorts, craftsmanship,
                       war, the dwarven race, protection, metalcraft,
                       stonework (stonemasonry, tunneling,
                       construction), engineering, dwarven engineers,
                       protection
ALIASES:               None
DOMAIN  NAME:          Solania/Erackinor
SUPERIOR:              None
ALLIES:                Corellon Larethian, Cyrrollalee, Flandal
                       Steelskin, Garl Glittergold, Geb, Gond, Helm,
                       Kossuth, the Morndinsamman  (except
                       Abbathor, Deep Duerra, and Laduguer), Torm,
                       Tyr, Yondalla
FOES:                  Abbathor, Deep Duerra, Laduguer, the
                       goblinkin and evil giant pantheons
SYMBOL:                Hammer   and anvil
WOR. ALIGN.:           LG, NG, CG, LN, N, CN

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.

Moradin is held by many dwarven creation myths to have been incarnated
from rock, stone, and metal, with his soul eternally present in the
form of fire. That same fire fueled the forge in which Moradin created
the Stout Folk and, in some myths, Moradin breathes fire over the first
dwarves to bring them to life.

The Soul Forger rules the other dwarven deities sternly, and only his
wife, Berronar Truesilver, can regularly bring a smile to his face. In
some dwarven realms, the Soul Forger is said to be the father of
Dumathoin, Abbathor, Laduguer, Clangeddin, Sharindlar, Diirinka,
Vergadain, Thard Harr, Gorm Gulthyn, Marthammor Duin, and Dugmaren
Brightmantle, but the exact relationships and ordering vary from
culture to culture. It is the All-Father who banished Deep Duerra,
Laduguer, Diirinka, Diinkarazan, and their followers, smiting them with
his hammer and driving them forth. If Abbathor is ever banished, it
will be at the Soul Forger's command. Moradin loathes Gruumsh,
Maglubiyet, and the other goblinkin deities (those of the ores,
goblins, hobgoblins, bugbears, kobolds, and urds), and he detests the
evil giant deities as well. His gruff and uncompromising nature wins
him few friends outside the dwarven pantheon, but he is said to be
close with Cyrrollalee, Garl Glittergold, Flandal Steelskin, Gond,
Helm, Kossuth, Tyr, and Torm, and enjoys a strategic alliance with
Yondalla and Corellon Larethian. Moradin has little patience for the
elven powers, but he has worked effectively with them in the past when
it was necessary.

Moradin is a stern and uncompromising defender of the dwarven people
and of the principles of law and good. Moradin is a harsh but fair
judge. He judges dwarves on their achievements and the success of their
endeavors, not just on their good hearts. The Soul Forger is strength
and force of will embodied; his weapons, armor, and tools are virtual
extensions of his own incarnate being. Moradin seldom appears in the
Realms, preferring to work through manifestations rather than avatars.
His usual reason for intervention in either form is to encourage
dwarves to follow the correct path or make the best decision at a
critical time. He also intervenes to aid or inspire dwarves who may
serve the race in the future, or to aid or encourage nondwarves who aid
the dwarves.

Moradin's  Avatar
(Fighter 37, Cleric 33, Earth Elementalist 25,
Fire Elementalist 25, Bard 18)

Moradin appears as a stem-faced, 20-foot-tall male dwarf with a
powerful musculature, especially in the upper body, with flowing white
(or black) hair and beard that reaches his knees. He is plainly
dressed, wearing furs and a smith's leather leggings and aprons, plus
bracers of pure gold on his forearms. The Soul Forger exudes an aura of
power that is visible as a faint white radiance, though he can cloak
this if he wishes. When entering combat, Moradin's garb transforms into
dwarven plate mail and a large shield.  The Soul Forger favors spells
from the spheres of all, combat, creation, divination, elemental,
guardian, healing, law, protection, sun, and war, although he can cast
spells from any sphere. He can cast spells from the schools of
elemental air, earth, fire, and water.

AC -7; MV 12 or 15; HP 247; THAC0 -10; #AT 5/2
Dmg 4d10+21 (huge war hammer +5, +14 STR, +2 spec. bonus in war hammer)
MR  70%; SZ M (6 feet high) or L (20 feet high)
STR 25, DEX 20, CON 24, INT 21, Wis 20, CHA 22
Spells P: 13/13/12/12/9/9/9, W: 7/7 /7/7/7 /7/7/7/6*
Saves PPDM  2, RSW I**, PP 4, BW 4, Sp 4

* Numbers assume one extra elemental earth and fire spell per spell
level.
** Includes dwarf +6 CON save bonus to a minimum of 1. The CON save bon
also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Moradin wields Soulhammer, a huge, glowing war hammer
+5. The Soul Forger wears magical dwarven plate mail +5 and a shield +5
of his own making that many believe is part of the god himself. Any
weapon striking his bracers transmits an energy discharge causing 2d6
points of damage to the wielder. Any frontal attack roll that misses by
1, 2 or 3 points is deemed to have been parried by Moradin's bracers.
If Moradin is slain, his weapon, bracers, and armor vanish and reappear
on the Soul Forge within Mount Celestia.

Once per day, Moradin can work imprisonment (as the 9th-level wizard
spell) on a being by touch. By the same means, he can banish (as the
7th-level wizard spell, but effective on the Prime Material Plane and
not requiring naming or components) three times per day. When Moradin
himself leaves a plane or teleports, he can at will leave a fire storm
and/or a stone storm (as the 7th-level priest spells) behind him,
centered on his last location.  Either effect inflicts 2d8+33 points of
damage.

Moradin cannot be harmed by forged weapons of any type or source.  is
immune to petrification and paralyzation attacks, and to elemental fire
and elemental earth sphere and school spells, abilities, and effects.
He is also immune to illusion/phantasm school spells, abilities, and
effects from other than divine sources. The Soul Forger moves through
solid rock at will. He can be struck only by +3 or better magical
weapons.

If slain, Moradin becomes an entity akin to a ghost. The Soul Forger's
ghostlike anima form cannot be turned and can become invisible at will.
He can work magic and employ a ghost's attacks and has half his normal
hit points.

Other Manifestations

Moradin commonly manifests as a white radiance. This envelops either a
being or an object. An enveloped being (nearly always a dwarf) is
temporarily imbued by Moradin with one of his avatar spell abilities.
An enveloped object (a war hammer, if available) is animated by
Moradin's  will, and may serve as a weapon, as a battering ram (to free
imprisoned Folk or to reveal a hidden way), or as a guide (floating
along to show a route).

Moradin is served by aasimon, archons, aurumvorae, azer, baku,
einheriar, elementals of all varieties, fire beetles, galeb duhr, gold
dragons, guardian naga, hammer golems, hollyphants, incarnates of
faith, living steel, maruts, noctrals, per, sapphire dragons, shedu,
silver dragons, urdunnirin, and xavers. The Soul Forger demonstrates
his favor through the revelation of rare metals, by the appearance of
his symbol on an anvil after a hammer blow or on an item after it is
removed from the forge, or by a nimbus of fire that envelops (without
burning) an item of great workmanship immediately after it is
completed. The Soul Forger indicates his displeasure by the sudden
breaking of an item in its Grafting (usually a weapon), by suddenly
extinguishing a forge fire, or by causing an anvil to shatter into
hundreds of pieces when struck.

The Church

CLERGY:           Clerics, crusaders, specialty priests
CLERGY'S ALIGN.:  LG
TURN UNDEAD:      C: Yes, Cru: No, SP: Yes
CMND. UNDEAD:     C: No, Cru: No, SP: No

All clerics (including fighter/clerics), crusaders, and specialty
priests of Moradin receive religion (dwarven) and reading/writing
(Dethek runes) as bonus nonweapon proficiencies, clerics of Moradin (as
well as fighter/clerics) cannot turn undead before 7th level, but they
always strike at +2 on all attack and damage rolls against undead
creatures. At 7th level and above, clerics (including multiclassed
clerics) can turn undead as other clerics do, but as a cleric of four
levels less than their current level. These modifications apply only to
the cleric class. Until the Time of Troubles, Moradin's priests were
all male. Since then, females have begun entering the priesthood at a
fairly rapid rate.

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.

Temples of Moradin are located underground and carved out of solid
rock. They are never set in natural caverns. Moradin's temples usually
resemble vast smithies dominated by one or more grand halls of
hardworking dwarven craftsmen. Hammers and anvils, the signs of the
god, are the dominant decorative themes, as are statues of the
All-Father and the other gods of the dwarven pantheon. The center of
the Soul Forger's shrine or temple is a great ever-burning hearth and a
forge of the finest equipage. Should the fire be extinguished
(something the Soul Forger's priests will go to any length to prevent),
the temple is abandoned or torn down stone by stone.  Usually another
temple is built on a new site, but occasionally a temple is entirely
rebuilt and reconsecrated.

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%).

Dogma: The Soul Forger is the father and creator of the dwarven race.
By seeking to emulate both his principles and his workmanship in
smithcraft, stoneworking, and other tasks, the Children of Moradin
honor the All-Father. Wisdom is derived from life tempered with
experience. 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.

Day-to-Day Activities; Priests of Moradin strive to restore the dwarven
races to strong numbers and a position of influence in Faerun, by
founding new  dwarven kingdoms  and increasing the status of dwarves
within the wider human-dominated society prevalent in the Realms today.
They preside over a wide range of formal ceremonies (consecrations of I
forges, temples, and other buildings, crowning of monarchs, etc.) and
the education of the young, especially in the teaching of history. They
maintain genealogies and historical archives, cooperating with
Berronar's priests. Adventuring is encouraged in the priesthood, but
only adventuring that directly serves the interests of the dwarven
race.

Holy Days/Important Ceremonies: Those who worship the Soul Forger
gather monthly around the forge to celebrate the All-Father and to make
offerings. In some dwarven cultures, Moradin is worshiped at the time
of the full moon, while in others the Soul Forger is venerated beneath
the crescent moon. 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. Offerings of common or precious metals-especially those already
worked by dwarven hands into items of beauty or practical use, such as
tools or ornamented hardware-are made on the monthly holy days.
Sacrifices of common or precious metals are melted down at the forge
and reformed into shapes usable by the clergy. Rituals are performed
while making such offerings, which involve chanting, kneeling, and
reaching bare-handed into the (lames of the forge (Moradin prevents
harm to the truly faithful) to handle red- and white-hot objects
directly.

Priests entering a temple of Moradin bow to the forge and surrender any
weapons (in times of peace). Priests of Moradin strike the anvil
standing by the entry once with their hammers before surrendering them
to faithful dwarven warriors. At least seven warriors are usual at any
shrine, but four will always be there. Priests of another faith,
without permission of a High Old One or the avatar of Moradin, cannot
advance beyond the wall of fire, a knee-high, permanent magical effect
surrounding the central forge. Priests of Moradin engage in humble,
verbal prayer and in open, earnest discussion of current dwarven
problems and issues, more so than any other priesthood. Such discussion
is considered to be between equals (even if nondwarves participate),
save that the ranking priest of Moradin has the sole authority to open
and close discussion on a particular topic.

Worship usually ends with a rising, quickening chant in unison of: "The
dwarves shall prevail, the dwarves shall endure, the dwarves shall
grow!" This is repeated, ever more loudly, until the plain, massive,
battered smith's hammer on the largest anvil of the forge rises from
the anvil of its own volition (moved by the power of the listening
god). It may (or may not) move about or glow to denote the god's will,
marked pleasure, or agreement. It descends gently to the anvil, though
it comes to rest with a thunderous ring, as if brought down with all
the strength of a powerful dwarf.

Major Centers of Worship: Thuulurn, the Foundry of Stout Souls, is a
fortified monastic enclave of priests dedicated to Moradin, located in
the heart of the Deep Realms, east of the Great Rift. Thuulurn is both
a temple and a city, with over 5,600 inhabitants. The temple-city is
carved from solid rock. It resembles a large dungeon like Undermountain
far more than it does a surface city set in a large cavern. Huge forges
burn continuously throughout the enclave, leaving the air heavy with
smoke and most chambers stifling hot (at least to surface-dwellers and
nondwarves). Keeping aloof from most other gold dwarves of the Deep
Realms, the Forgesmiths of Thuulurn (under the able leadership of
Thungalos Truetemper, First Hammer of Moradin) work continuously to
influence events in the Deeps and surface lands, to the betterment of
all dwarves. They have been known to hire adventurers of other races to
carry out their aims. Often, a mission for the dwarves is demanded as a
payment for healing badly beaten adventurers or raising one or more
slain individuals. Typical missions include a strike against the
duergar, freeing dwarves from drow slavery in the Depths Below, slaying
an aboleth at a certain underground lake, finding and slaying the
latest cloaker overlord with designs on the Deep Realm, and so on.

The temple-city is self-sufficient. Whatever it lacks is brought in
from elsewhere by its priests or worshipers. Dwarven offerings have
made Thuulurn very rich, but this wealth is seen only as a means to
bringing about the Soul Forger's ends. Of late, tales have begun to
spread that the Forgesmiths of Thuulurn have dispatched a great army of
gold dwarves westward through the Underdark. Whether this tale is true
or not, and where such an army might be headed, is still unknown.

In the North, the most visible monument to the Soul Forger is the Stone
Bridge, a massive stone arch that spans the broadest imaginable spring
flood of the River Dessarin. The Stone Bridge, built long ago to link
the two halves of the ancient dwarven kingdom of Besilmer, rises in a
great arc, without supporting pillars, its span two miles long and 400
feet above the water. The Bridge is built of weathered granite, six
paces broad and so skillfully fitted that it seems of one piece. It has
no parapet or railing on either side. Dwarves explain the awesome size
and continued survival of the Bridge to the fact that it is also a
temple to Moradin. Lawful good dwarves still make pilgrimages to the
Bridge, said to be one of the Soul Forger's favorite spots on Faerun.
On at least one occasion, Moradin's avatar appeared on the Bridge and
destroyed a horde of ores harrying the remaining members of the
Ironstar clan as they fled southward to valley of the River Delimbiyr.

Affiliated Orders: The Hammers of Moradin are an elite military order
dominated by crusaders and fighter/clerics with chapters in nearly
every dwarven stronghold and members drawn from every dwarven clan. The
Hammers serve both as commanders of dwarven armies and as an elite
strike force skilled in dealing with anything from large groups of ores
to great wyrms to malevolent fiends from the Lower Planes. The order is
dedicated to the defense of existing dwarven holdings and the carving
out of new dwarven territories. Individual chapters have a great deal
of local autonomy but, in times of great crisis, a Grand Council (the
reigning monarchs and senior Hammers of the affected region) assemble
to plot strategy and divine Moradin's will.

Priestly Vestments: 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.

Adventuring Garb: In combat, Moradin's clergymembers favors chain mail
or dwarven plate mail, a helm, and a medium or large shield. Priests of
the Soul Forger are skilled in the use of the war hammer, but many
favor other weapons as well, such as battles axes, broad swords, and
hand axes.

Specialty Priests (Sonnlinor)

REQUIREMENTS:          Strength 10, Wisdom 11
PRIME REQ.:            Strength, Wisdom
ALIGNMENT:             LG, LN
WEAPONS:               Any
ARMOR:                 Any
MAJOR  SPHERES:        All, combat, creation, divination, elemental,
                       guardian, healing, law, protection, sun, war
MINOR  SPHERES:        Astral, necromantic, wards
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            War hammer; armorer or weaponsmithing
BONUS  PROFS:          Blacksmithing, stonemasonry

* While most sonnlinor are shield dwarves or gold dwarves, dwarves of
  nearly every dwarven subrace are called to be specialty priests of
  Moradin's clergy.

* Sonnlinor are not allowed to multiclass.

* Sonnlinor can select nonweapon proficiencies from the warrior group
  without penalty.

* Sonnlinor can cast animate weapon, command or strength of stone (as
  the 1st-level priest spells) once per day.

* At 3rd level, sonnlinor can cast protection from paralysis (as the
  2nd-level wizard spell) or spiritual hammer (as the 2nd-level priest
  spell) once per day.

* At 5th level, sonnlinor can cast dispel magic or stone shape (as the
  3rd-level priest spells) once per day.

* At 7th level, sonnlinor can cast stonefire (as the 4th-level priest
  spell) once per day.

* At 10th level, sonnlinor can cast true seeing (as the 5th-level
  priest spell) four times a day.

* At 10th level, sonnlinor can cast flame strike (as the 5th-level
  priest spell) once a day.

* At 13th level, sonnlinor can cast defensive harmony (as the 5th-level
  priest spell) or soul forge (as the 5th-level priest spell) once per
  day.

* At 15th level, sonnlinor can cast elemental aura (as the 9th-level
  wizard spell) five times per tenday.

Moradite  Spells

1st Level

Strength of Stone (Pr 1; Invocation/Evocation)

Sphere:          Elemental Earth
Range:           Touch
Components:      V,S,M
Duration:        3 rounds+1 round/level
Casting Time:    4
Area of Effect:  1 creature
Saving Throw:    None

This spell grants supernatural strength to the recipient by raising his
or her Strength score by 1d4 points or to a minimum of 16, whichever
is higher. Each 10% of exceptional Strength counts at 1 point, so a
character with a Strength of 17 could be raised a high as an 18/30, but
no higher. Both the caster and the recipient must be in contact with
solid stone or earth when the spell is cast-standing on the ground will
do nicely, but flying or swimming will not. The spell lasts until the
duration expires or until the subject loses contact with the earth.
Obviously, this can happen in a number of ways, including being picked
up or grappled by a larger creature, being knocked through the air by
an impact or explosion, or even being magically moved in some fashion.

The material components are a chip of granite and a hair from a giant.

4th Level

Stonefire (Pr 4; Alteration)

Sphere:            Elemental Earth, Elemental Fire
Range:             Touch
Components:        V, S, M
Duration:          1 round/level
Casting Time:      7
Area of Effect:    1 cubic foot/level
Saving Throw:      None

This spelt allows the caster to ignite stone into roaring flames. The
stone blackens, stretches to reveal holes, bums away from the edges of
these holes in ever-widening cavities until large amounts of stone have
actually been burnt away, and then smolders into quiescence again,
creaking as it cools.

The stonefire gives off an acrid, billowing white smoke, an earthy,
metallic stink, and flames that cause 2d6 points of fire and heat
damage (per round) to creatures within 10 feet. Actual contact with
stonefire causes 4d4 points of damage and forces a system shock check
to avoid collapsing, unconscious, from the pain.

Creatures especially susceptible to fire damage may suffer as much as
double these effects. Creatures made of stone take 4d4 points of damage
in the first round and a like amount each round until a successful
saving throw vs. spell is made, checking each round. Creatures
resistant to fire may suffer as little as 1d2 points of damage from
contact with stonefire. (They suffer some damage due to the corrosive
effects of the burning.) Stone burned away by this spell is consumed,
forever gone.

If key areas of stonework (such as pillars) or natural stone walls,
ceilings, or supporting floors are burned away, collapses and cave-ins
may occur. The effects of cave-ins are detailed in the spell
description for stone/all in the entry for Dumathoin. Collapses entail
the same damage, plus falling damage (and item saving throws) for
beings and things that fall as a result of the spell. This spell cannot
be precisely controlled, even with long practice; it is unsuitable for
stone carving or decorating uses. The caster can affect 1 cubic foot of
stone per level; a man-sized statue is roughly 12 cubic feet.

The material components of this spell are a few grains of saltperer and
a piece of stone that are rubbed together.

5th Level

Soul Forge (Pr 5; Enchantment/Charm)

Sphere:         Creation, Law
Range:          Touch
Components:     V,S,M
Duration:       1 hr./level
Casting Time:   1 turn
Area of Effect: Creature touched
Saving Throw:   None

FOES:           Urdlen
SYMBOL:         A flame rising from a steel needle
WOR. ALIGN.:    LG, NG, CG, LN, N, CN, LE, NE, CE

By means of this spell, the priest strengthens and tempers the moral
fiber of a willing recipient. A creature tempered by a soul forge spell
is immune to all fear effects (including dragon awe) and need never
check morale. Further, the creature cannot be taken over by an outside
intelligence against its will and receives a +1 bonus to its Armor
Class and saving throws when attacked by evil creatures.

It is rumored that a longer, ceremonial version of this spell exists
that can extend this protection to 1 day per level of the caster.

Soul forge is effective only when cast on lawful good beings. There is
a 25% chance this spell fails when cast on nondwarves.

The material component is the priest's holy symbol.

7th Level

Stone Storm  (Pr 7; Evocation) Reversive

Sphere:            Elemental Earth
Range:             10 yards/level
Components:        V, S, M
Duration:          1 round
Casting Time:      1 round
Area of Effect:    Special
Saving Throw:      1/2

When a stone storm spell is cast, the whole area is enmeshed in a
vortex of swirling, battering rock and stone. Creatures within the area
of hurtling stone suffer 2d8 points of damage plus 1 additional point
of damage per caster level (thus, a 14th-level priest inflicts 2d8+14
points of damage).  Creatures that make a successful saving throw vs.
spell suffer only one-half damage. The area of effect is selected by
the caster at the instant of casting from two options. The first is a
circle of 60-foot radius with a 10-foot radius "eye" in the center that
is not affected. The second is a cloud whose total dimensions do not
exceed 120 in feet (for example, a cloud might be 40 feet wide, 20 feet
tall, and 60 feet long).

The reverse of this spell, stone quench, clears twice the area of
effect of a stone storm of dust, dirt, and other particles suspended in
the air. Thus, a dusty haze that obscures vision and impedes breathing,
such as that generated in battle or caused by an avalanche, is cleared
instantly. Magic of 6th level or less that creates such effects is
instantly ended (dust devil, wall of sand, sandstorm, and so on).
Creatures from the Elemental Plane of Earth of less than demigod status
can be returned to that plane by stone quench cast for this purpose.
The base chance is a roll of 6 or better on 1d20. The caster's level is
added to the roll and the creature's Hit Dice or level is subtracted
from the roll.

The material components of this spell are the priest's holy symbol and
a handful of pebbles, sand, or dirt that must be thrown into the air.

Sharindlar

(Lady of Life, Lady of Mercy, the Merciful, the Bountiful,
the Shining Dancer)
Intermediate Power  of Ysgard, CG

PORTFOLIO:              Healing, mercy, romantic love, fertility,
                        dancing, courtship, the moon
ALIASES:                None
DOMAIN  NAME:           Nidavellir/The Merciful Court
SUPERIOR:               Moradin
ALLIES:                 Angharradh, Chauntea, Cyrrollalee, Eldath,
                        Hanali Celanil, Hathor, Ilmater, the
                        Morndinsamman    (except Abbathor, Deep
                        Duerra, Laduguer), Sheela Peryroyl, Shiallia,
                        Tapann, Yondalla, various Animal Lords

Sharindlar (Sha-RIHN-dlar) the Merciful is widely known as the dwarven
goddess of healing and mercy. Dwarves wounded in battle are often
healed in her name. Sick dwarves, dwarven healers, midwives, physics,
and lovers pray to the Lady of Life. However, her aspect kept secret
from nondwarves is her most important modern role:  her patronage of
romantic love, courtship, and fertility. Dwarves of all alignments and
races who are courting appease her, as do those who sentence others in
the cause of justice. When dwarves dance, they pray to Sharindlar to
guide their feet, for she is said to be the greatest dancer the dwarves
have ever known.

Sharindlar is on excellent terms with most of the other members of the
Morndinsamman. She has forged working relationships with those whose
principles she abhors-Abbathor, Deep Duerra, and Laduguer-to facilitate
her efforts for the benefit of the dwarven race. The Lady of Life has
served as an emissary between Laduguer of the gray dwarves and Moradin
on the rare occasions they must communicate. Sharindlar has little
tolerance for hatreds or rivalries that interfere with her efforts to
dispense healing and mercy to the wounded and distressed. She has made
strong friendships with the deities of the korreds, and some myths
claim that Shiallia, the Dancer in the Glades, is the offspring of
Sharindlar's brief dalliance with Tapann.

Sharindlar is invariably warm and caring with a kind word for all, both
mortal and divine. She is given to shouts of joy, impromptu dances, and
gales of uncontrollable laughter. The Lady of Life is an inveterate
match-maker and true romantic who seeks to conjoin star-crossed lovers
no matter what the odds. More than one favored dwarven bachelor or
maiden has been swept up in a series of whirlwind affairs, thanks to
the unceasing efforts of the Shining Dancer to provide the perfect
mate.

Sharindlar's Avatar (Cleric 35, Wizard 23)

Sharindlar appears as a slim, spirited, full-bearded and flame-haired
dwarven maiden. She possesses arresting eyes that seem to change color
often-different observers down the centuries have reported them as
being of differing hues. To observers of races whose females do not
grow beards (such as humans), Sharindlar's beard may seem to vanish, or
appear and reappear like a flickering flame. Sharindlar never wears
armor and is usually barefoot and clad in diaphanous gowns.
Occasionally, she appears at parties wildly garbed in boots or
high-heeled shoes, with rich gowns and ornate accoutrements. If
Sharindlar is attacked, flames rise around her body to armor her in
flame. Her clothing vanishes, reappearing unharmed as the flames die.
She favors spells from the spheres of all, animal, charm, creation,
healing, necromantic (regular or reversed), plant, sun, and time and
the schools of alteration, divination, and enchantment/charm, although
she can cast spells from any sphere or school.

AC  -2 (-4); MV 12 or 15; HP 178; THAC0 -2; #AT 2
Dmg  1d2+15 {whip +6, +9 STR) and 1d6+12 (footman's mace +2, +9 STR)
MR  70%; SZ M (6 feet high) or H (13 feet high)
STR 21, DEX 20, CON 19, INT 19, Wis 18, CHA 25
Spells P: 13/13/11/11/10/10/9, W: 5/5/5/5/5/5/5/5/3
Saves PPDM  2, RSW 1*, PP 5, BW 8, Sp 6

* Includes dwarf +5 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Sharindlar fights with a whip +6 that is studded with
adamantine barbs (chaotic good-aligned) and a mace +2 that never makes
any sound when it strikes. The mace forces ethereal and invisible
creatures into full presence and visibility on the Prime Material Plane
for at least two rounds, by touch.

Sharindlar can enact the effects of forget, friends, and charm person on
other beings (saving throws at -6 penalty) by touch. She may use each
of these three abilities seven times per day.

At will (in addition to regeneration and magical or physical attacks in
the same round), Sharindlar can cloak her body in flames. These affect
flammable materials as normal flames do, deal 2d8 damage per round of
contact to any creature entering them (such damage is gained by the
goddess through her regenerative ability), and improve her Armor Class
by 2.

Sharindlar cannot be charmed or fooled by magic that works on the mind
or senses. Her touch is said to neutralise poison, which she can do
three times a day. Sharindlar herself is said to be immune to all known
poisons.  She can be struck only by +2 or better magical weapons.

If slain, Sharindlar becomes a ghostlike entity. This form cannot be
turned and can become invisible at will. She can work magic, employ a
ghost's attacks, and has half her normal hit points.

Other Manifestations

Sharindlar rarely appears in avatar form in the Realms, but quite often
aids dwarves by manifesting as an amber or rosy radiance and warmth. If
healing herbs or plant antidotes are required and exist nearby,
Sharindlar illuminates them with her radiance, to mark them for
searching dwarves. If a sick dwarf seeks shelter or water, Sharindlar's
radiance guides them. If dwarves are cold and lack shelter,
Sharindlar's warmth and light can keep them comfortable while they
rest, even on glaciers or rock ledges in blizzards. Her light is bright
enough for wizards to study by and for maps and books to be read.

At dances, moots, and other meetings when dwarves may be conceived,
Sharindlar often attempts to sway the thoughts and actions of dwarves
by her warmth and radiance.  Dwarven sages still argue over whether
this is purely the result of her presence, serving as a hint and sign
of approval, or if she can manifest subtle aphrodisiac powers.

Sharindlar is served by dryads, (Ysgardian) dwarves of Nidavellir,
einheriar, too dogs, galeb duhr, hollyphants, incarnates of hope,
temperance, and wisdom, korred, lillendi, linnorm dragons, slyphs, and
sunflies.  She manifests her favor through the discovery of emeralds,
moonstones, and round silver coins and her displeasure through the
discovery of worn, mateless boots, shattered egg shells, and curdled
milk.

The Church

CLERGY:           Clerics, specialty priests
CLERGY'S ALIGN.:  LG, NG, CG
TURN UNDEAD:      C: Yes, SP: No
CMND. UNDEAD:     C: No, SP: No

All clerics and specialty priests of Sharindlar receive religion
(dwarven) and reading/writing (Dethek runes) as bonus nonweapon
proficiencies. Clerics of Sharindlar cannot turn undead before 7th
level, but they always strike at +2 on all attack and damage rolls
against undead creatures.  At 7th level and above, clerics can turn
undead as other clerics do, but as a cleric of four levels less than
their current level. These modifications apply only to the cleric
class. All priests of Sharindlar were female before the Time of
Troubles, but some males have joined the priesthood since then.

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.

Temples to the Lady of Life are great halls, free of pillars or other
architectural features. Serving as both chancels and grand ballrooms,
they are well lit, often above ground or partially open to the sky, and
typically hold fountains, pools, and formal gardens. The goddess's
temples have numerous small guest chambers for visitors, of which there
are many. Most of the Shining Dancer's temples have a small library
that serves as a repository of runestones inscribed with dwarven
genealogies, clan records, courting rites, descriptions of formal
dances, astronomy charts, medicinal practices, herbal brews,
agricultural and husbandry records, and the like.

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%).

Dogma: 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.

Day-to-Day Activities: The traditional duties of Sharindlar's clergy
include dispensing healing and mercy to dwarves and other individuals
in need. This role requires both hospices in dwarven strongholds and
travel to isolated dwarven holds scattered throughout surface and
subterranean wildernesses. As dwarven birthrates slowly decline and the
ranks of the Stout Folk shrink, particularly among the shield dwarves
of the North, priests in Sharindlar's service devote most of their
energy to reverse these trends, with the assistance of Berronar's
clergy. The Merciful Maidens/Youths have focused on maintaining and
teaching dwarven courting rites: traditional dances, ritual forms of
address, and the like.  They strive to bring young dwarves together,
engendering likely matches, particularly outside the traditional clans,
hoping to increase the number of prolific unions. Sharindlar's
oversight of fertility has been extended in many dwarven cultures
(particularly in surface-dwelling cultures such as High Shanatar and
Besilmer) to include agriculture and animal husbandry. A particular
emphasis has been placed on developing new strains of crops - wheat,
barley, mushrooms, lichens, etc. - and hardier breeds of beasts -
donkeys, sheep, etc.

Holy Days/Important Ceremonies: The worship of Sharindlar has been kept
secret from outsiders, especially her fertility aspect. Dwarves in
general refer to her as the Lady of Mercy whenever they know nondwarves
to be listening.  Dwarven priests of any faith who care for the wounded
or sick often pray briefly for Sharindlar's favor.

When the moon begins to wax (the night after the new moon), at
Greengrass, at Midsummer Night, and whenever the moon is full,
Sharindlar's clergy gather to pray to the Lady of Life. The more secret
rituals of Sharindlar take place in hidden caverns, wherever there is a
pool of water.  Such ceremonies involve dancing, prayers for the Lady's
mercy and guidance, and the sacrifice of gold. Gold is heated until
molten, and dwarves let blood from their own forearms into the mixture,
which is then poured into the water, as Sharindlar's name is chanted
and the dwarves dance about the pool in a frenzy, armor and weapons
near at hand but not worn or carried.

In the Deep Realm, Sharindlar's rituals take place around the Lake of
Gold, a subterranean lake whose rocky bottom is streaked with gleaming
veins of gold. The Lady of Life's dwarven faithful never take gold from
the lake, whose bottom is now carpeted with the sparkling gold dust of
long ages of worship resulting from rituals performed in an effort to
raise the low birthrate of the race. Rituals in honor of Sharindlar's
fertility aspect celebrated here always end with splendid feasts and
courting chases through the underways of the Deeps. Rituals invoking
Sharindlar's healing strength enacted by two or more priests of the
goddess involve their gathering over injured or sick beings. The Lady
of Life's priests sprinkle the ill from a vial of water from the Lake
of Gold, while whispering secret names and descriptions of the goddess.
This ritual has a 20% chance of aiding healing per priest taking part,
increased by 10% if water from the Lake of Gold is used, and another
20% if the injured being is favored by Sharindlar (a DM decision:
Sharindlar has been known to favor nondwarves, pack animals, and even
monsters). The aid increases of healing spells and potions to their
maximum possible effect, doubles the at-rest healing rate, and halts
the spread or effect of parasites (including rot grubs), diseases, and
poisons completely for 1d4+1 days. The DM chooses the beneficial effect
according to the circumstances. Even Sharindlar's name, whispered or
repeated silently in the mind by the faithful, has a calming effect on
upset or painwracked dwarves of all faiths, allowing them to sleep.

Major Centers of Worship: Tyn'rrin Wurlur, the Vale of Dancing Water,
is a sprawling temple complex built among the ruins of the longfallen
summer palace of King Torhild Flametonguee of Besilmer. Nestled amidst
the rolling Sumber Hills-the modem name for the hills bisected by the
River Dessarin, which lie just south of the Stone Bridge-the Rook of
Torhild, as it is also known, is located on the western bank of the
River Dessarin east of the abandoned, monster-haunted, adventurers'
keeps along the Larch Path. If dwarven legends are true, the temple's
catacombs contain the lost riches of fallen Besilmer, as yet
unplundered, and access to subterranean tunnels that stretch from the
Sword Mountains to the Unicorn Run.

The very existence of Sharindlar's temple in the Sumber Hills is a
closely guarded secret among the Stout Folk of the North, a practice in
keeping with the general reticence among dwarves to even discuss the
beliefs and role of the Lady of Life with nondwarves. Passersby on the
swift-flowing current below the hidden vale can see naught but three
tiny creek-fed waterfalls that rush over the 30-foot-high cliff in an
endless cascade of water and shimmering light. The aboveground
structures of the temple complex are nearly invisible to anyone flying
overhead, appearing as little more than boulderstrewn hillocks. Few
travelers make the dangerous trek overland from the village of Red
Larch to the western bank of the River Dessarin-even fewer stumble into
the isolated dell, as the few footpaths in the region are cunningly
constructed so as to lead travelers away from the elevated valley.

The fortified hospice of Tyn'rrin Wurlur is ably led by the aging
matriarch, Dame of the Dessarin March Gwythiir, daul of Zarna. Gwythiir
is assisted by a council of the eight highest-ranking priests residing
in the abbey, collectively known as the Ladies of Merciful Life. When
not roaming the North healing those in need, the temple's clergy-whose
ranks include nearly two hundred dwarven priests who have received the
call of the Lady of Life-spend their days at the temple tending small
vineyards, making wine, and cultivating mushrooms on the shaded banks
of the small creeks that wind through the valley. The wine presses of
Tyn'rrin Wurlur are renowned in dwarven societies throughout the North
for producing tuber nectar, a grape and mushroom wine legendary for its
aphrodisiac properties. The Vale of Dancing Water is nearly as well
known among the Stout Folk for its instruction of young dwarves, both
male and female, in the rites of courting and the formal dances that
have been passed down for centuries. In recent decades, successful
dwarves-particularly those who have earned both wealth and honor by
adventuring-have been returning to Tyn'rrin Wurlur when they are ready
to settle down to enlist the Dame of the Dessarin March in finding them
a suitable mate. Finally, the Vale of Dancing Water serves
always-welcoming hospice to wounded or sick dwarves who seek sanctuary
in order to finish out their days, or if possible, until they recover.
Aging dwarves, particularly those whose careers developed their
fighting prowess, often retire to Tyn'rrin Wurlur where they serve as
seasoned, if aging, defenders of the vale.

Affiliated Orders: While Sharindlar has no martial orders dedicated to
her name, about one in five other priests serve small dwarven
communities as midwives, independent of the faith's more organized
temple hierarchies.  Members of this informal sorority are known
collectively as the Maidens of Midwifery, and often extend their roles
to include that of physician, matchmaker, and brewer of both
aphrodisiacs and elixirs said to increase fertility.

Priestly Vestments: 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.

Adventuring Garb: Sharindlar's priests avoid violence if possible, but
they defend themselves or their charges against obviously hostile and
violent opponents. While they prefer regular dwarven garb, the Maidens
of Mercy gird themselves with armor when appropriate. A blue scarf,
tied around the brow, upper arm, wrist, or ankle, is worn as an
adornment. Although they rarely advertise it, members of Sharindlar's
clergy usually carry a small knife so that they can mercifully end the
suffering of creatures whose pain cannot otherwise be alleviated and
whose demise is imminent.

Specialty Priests (Thalornor)

REQUIREMENTS:          Constitution 9, Wisdom 11
PRIME REQ.:            Constitution, Wisdom
ALIGNMENT:             CG
WEAPONS:               Any bludgeoning (wholly Type B) weapon, plus
                       knives
ARMOR:                 Any
MAJOR SPHERES:         All, animal, charm, creation, healing,
                       necromantic, plant, sun, time
MINOR SPHERES:         Elemental, guardian, protection
MAGICAL ITEMS:         Same as clerics
REQ. PROFS:            Herbalism
BONUS PROFS:           Dancing, etiquette, healing

* While most thalornor (the plural form of thalornar) are either gold
  dwarves or shield dwarves, dwarves of nearly every subrace are called to
  be specialty priests of the Lady of Life.

* Thalornor are not allowed to multiclass.

* Thalornor can cast cure light wounds (as the 1st-level priest spell) once
  per day.

* At 3rd level, thalornor can cast aid (as the 2nd-level priest spell)
  once per day.

* At 3rd level, thalornor can cast detect dwarves (as the 1st-level
  priest spell) at will.

* At 5th level, thalornor can cast merciful touch (as the 3rd-level
  priest spell) once per day.

* At 7th level, thalornor can cast cure serious wounds (as the 4th-level
  priest spell) once per day.

* At 10th level, thalornor can cast cure critical wounds (as the
  5th-level priest spell) once per day.

* At 13th level, thalornor can cast heal (as the 6th-level priest
  spell) once per day.

* At 15th level, thalornor can cast flowstone (as the 5th-level priest
  spell) once per day.

* At 20th level, thalornor can cast word of recall (as the 6th-level
  priest spell) once per day.

* At 20th level, thalornor can cast gate (as the 7th-level priest
  spell) twice per tenday.

Sharindlaran Spells

In addition to the spells listed below, priests of the Lady of Life can
cast the 3rd-level priest spell ease labor and the 4th-level priest
spell fertility, both of which  are detailed in Powers & Pantheons in
the entry for Shiallia.

1st Level

Detect Dwarves  (Pr 1; Divination)

Sphere:            Divination
Range:             0
Components:        V, S, M
Duration:          1 turn
Casting Time:      1 round
Area of Effect:    10 feet X 90 feet
Saving Throw:      None

When the detect dwarves spell is cast, the priest detects living
dwarves, dead dwarves, azer, duergar, derro, half-dwarves, and spilled
dwarven blood, even if they are invisible, shapechanged, concealed by
illusions, and so on, in a path 10 feet wide and up to 90 feet long in
the direction she or he is facing.  The approximate number of dwarves
present within the area of effect can also be determined within 10%.
The caster has a 5% chance per level to determine the subrace and
gender of dwarves detected, to a maximum of 75%.  The caster can turn,
scanning a 60 arc per round. The spell is blocked by solid metal at
least 1 inch thick, solid stone at least 1 foot thick, or solid wood at
least 1 yard thick.

The material component is the priest's holy symbol.

3rd Level

Merciful Touch (Pr 3; Alteration)

Sphere:         Healing
Range:          Touch
Components:     V,S,M
Duration:       Special
Casting Time:   6
Area of Effect: Creature touched
Saving Throw:   None

By means of this spell, the priest can both heal and relieve suffering.
Merciful touch cures 1d12 points of damage. The dweomer also
alleviates conditions not otherwise removed by the curative aspect of
this spell for up to 24 hours. For example, the discomfort caused by a
disease is held in abeyance, although the disease itself is neither
cured nor placed in remission. Likewise, the excruciating pain of an
injury such as a broken ankle is masked for the duration; however, it
is still not possible for the creature to put weight on the ankle.
Spells such as irritation can be effectively negated if the duration of
the merciful touch exceeds the duration of the spell that inflicts the
suffering.  Merciful touch only affects conditions in existence at the
time it is cast.

The material component is the priest's holy symbol.

5th Level

Flowstone (Pr 5; Alteration)

Sphere:         Elemental Earth
Range:          10 yards
Components:     V,S,M
Duration:       1 round
Casting Time:   8
Area of Effect: 3 cubic feet/level
Saving Throw:   Special

This spell makes stone flow like syrup and then harden. The stone flows
in response to gravity but may be directed by beings (such as skilled
dwarves) wielding wooden paddles or erecting temporary dams. The
flowing stone is not heated or altered in hue. The spell does not
affect worked stone.

Dwarves often use this spell to shape stone conduits, by flowing stone
around logs that are later burnt away, and to sculpt stone into smooth
door surrounds, covering or shielding embedded locks and the like.

Its most deadly use is to trap beings by entombing them or encasing
their feet or other body parts in the hardening stone. A creature in
contact with flowing stone is allowed a saving throw vs. poison. If
successful, the creature entirely avoids entrapment, winning free of
the affected area without harm. (Those entering the area again must
make another saving throw.) Failure means the creature is partially
encrusted, slowed to half movement,  and suffers a 2-point Dexterity
penalty until the stone is washed off (within 2 rounds) or shattered
and scraped off (thereafter). If an encrusted being is rendered
immobile or in the center of a flowing area more than 10 feet across, a
saving throw vs. spell is required to avoid entrapment.

A creature struggling against hardening stone is allowed a Strength
check. If successful, it reaches the edge of the flow area and emerges
with one or more limbs encased in immobilizing blobs of stone. Failure
means the creature is entrapped in the hardening stone. If stone covers
a creature's breathing orifices (in most beings, the head), death
occurs in 1d4+1 rounds. If stone merely prevents movement, death by
starvation occurs in 1d10+10 days or when the creature is overcome by
rising water, attacking beasts, or the like.

Attacks on the stone transmit half damage directly to the trapped
creature. An encased limb can be freed either by amputation (lose 25%
of full hit points and an immediate system shock roll against death),
or by inflicting 20 points of crushing or piercing damage on the stone
(10 points on the trapped creature). A second flowstone spell can free
trapped beings without harm.

The material components of this spell are a drop of water, a daub of
mud, a grain of sand, and a pebble.

Thard Harr
----------

(Lord of the jungle Deeps, Disentangler)
Lesser Power of the Beastlands, CG

PORTFOLIO:             The wild dwarven race, jungle survival, hunting
ALIASES:               None
DOMAIN  NAME:          Krigala/The Forbidden Plateau
SUPERIOR:              Moradin
ALLIES:                Baervan Wildwanderer, Cyrrollalee, Jazirian,
                       the Morndinsamman   (except Abbathor, Deep
                       Duerra, and Laduguer), Nobanion, Ubtao,
                       various Animal Lords
FOES:                  Deep Duerra, Eshowdow, Laduguer, Sseth,
                       Urdlen, the goblin pantheon
SYMBOL:                Two crossed, metal gauntlets of silvery-blue,
                       luminous metal, ending in claws and covered
                       with lapped scales
WOR. ALIGN.:           Any

Thard Harr (THARD HAHRR) is the protector of wild dwarves (also known
as jungle dwarves), aiding them against intruders and marauding beasts.
The Lord of the Jungle Deeps is revered only by dur Authalar (the
People) as the wild dwarves of the jungles of Faerun refer to
themselves. Some hunters of other races and alignments operating in
jungle areas look to the Disentangler for guidance as well, but they
have little to do with the mainstream of Thard's faith or with wild
dwarven society.

The Lord of the Jungle Deeps maintains friendly, but distant, relations
with most of the other members of the Morndinsamman, but he is far
removed from the concerns of dwarven life, at least as expressed by the
gold and shield dwarf cultures of Faerun. Sharindlar and Dumathoin are
probably the only dwarven powers to interact with Thard on a regular
basis, the former for her interest in the rampant fertility of the
jungle and the latter for his oversight of the albino shield dwarves of
Chult who come into occasional contact with their wild kinfolk. Thard
has forged alliances and developed hatreds for many of the other powers
whose worshipers dwell or have dwelt in the jungles of southern Faerun.
Notable allies include Jazirian, lord of the couatl, and Ubtao, Father
of the Dinosaurs, Founder of Mezro, and god of the Tabaxi. The
Disentangler's most notable foes include Eshowdow the Shadow Giant,
Ubtao's antithesis and lord of the Eshowe (jungle humans), Sseth the
Great Snake, god of the yuan-ti, and Kuro (Khurgorbaeyag), the most
widely worshiped god of the Batiri (jungle goblins). Finally, although
they are not true powers in their own right, Thard has forged close
relationships with many of the Animal Lords who also dwell in the
Beastlands.

Thard seldom speaks, but he has been known to purr, growl, snarl, and
roar like a great cat. He is given to great swings of emotion and grand
gestures. The Disentangler has no tolerance for pretentious behavior,
civilization, or social constraints of any sort. He seldom appears in
the Realms, preferring to roam the Beastlands, aiding his worshipers by
manifestations instead. The Lord of the Jungle Deeps lives on the
Forbidden Plateau, where Ubtao has his secondary realm, but he also
loves to wander the three layers of the Beastlands, constantly stalking
the beasts that dwell there and frolicking with them, running as one of
them rather than preying upon them.

Thard's Avatar (Ranger 29, Druid 24)

Thard appears as a dark-skinned, potbellied dwarf covered with tattoos
and tufts of long, matted hair. The Disentangler is naked except for
his long beard, the thick growth of hair that covers his torso, and an
ornate copper helm that conceals his face. His helm is fashioned in the
shape of a crocodile's head, festooned with a fringe of dangling teeth,
reportedly torn from creatures the god has slain. Thard can cast spells
from the spheres of all, animal, chaos, charm, creation, divination,
elemental, healing, plant, sun, travelers, and weather.

AC  -2; MV 15, Cl 12; HP 204; THAC0 -8; #AT 2
Dmg 2d8+10 (claw, +10 STR) and 2d8+10 (claw, +10 STR)
MR  50%; SZ M (6 feet high)
STR 22, DEX 19, CON 21, INT 17, Wis 18, CHA 20
Spells P: 11/11/10/10/9/8/3
Saves PPDM  2, RSW 1*, PP 4, BW 4, Sp 6

* Includes dwarf +6 CON save bonus to a minimum of 1. The CON save
bonus also applies to saves vs. poison to a minimum of 1.

Special Att/Def: Thard wears scaled, adamantine gauntlets strapped to
his forearms at the elbow (as high as they reach). These gauntlets end
in jointed, razor-sharp claws that can rake or thrust for 2d8 damage
each and are reputedly unbreakable. Jungle dwarves speak of opponents
or natural forces so powerful and dangerous that they might well blunt
the claws of Harr himself, but they never allude to the breaking of any
claw or the defeat of their god in any fight.

The Lord of the Jungle Deeps can breathe out a spicy, greenish-blue gas
once per day, in a cone 5 feet wide at its base and 20 feet wide at its
furthest extent (20 feet away). Creatures in this cloud when it is
released and on the round following must make a successful saving throw
vs. breath weapon, or be unable to unleash or activate any spells or
magical items for the next nine rounds. Currently operating magic
continues to function, but cannot be altered in target, power level, or
attitude, as the DM judges appropriate.

Thard has a special empathy with jungle animals, and they never attack
him. He can command any of them not controlled by an outside force
within 100 yards of him to obey him by mental commands, and they
understand his intent perfectly. Thard is immune to charm effects, hold
effects, illusions, and poisons of any sort. He cannot be caught in any
web, shrubbery, vines, jaws, or glues (of monsters or plants), and he
can feather fall any distance. He is fearless, oblivious to pain and
its effects, and he can reattach severed limbs or torn body parts just
as a troll does. His touch can empower any dwarf to do this (including
regeneration of 1d4+1 points per round) for three rounds. He can be
struck only by +1 or better magical weapons.

Other Manifestations

Thard's manifestations involve low, continuous thudding and snarling
sounds that apparently emanate from the empowered beings. The sounds
are unstoppable and have no special effect. Empowered beings begin to
glow with a crawling, pulsing nimbus of cherry-red light, and they are
imbued with power from the god for up to 1 turn.

Thard empowers only one being at a time, either a wild dwarf or a
jungle beast. A beast simply uses its natural attacks and abilities to
fight for the jungle dwarves to the death. It is rendered immune to
natural or magical entanglement, including snares, any form of charm or
mental influences, including illusions. It becomes fearless, attacking
despite fire, spells, or opponents of large size or demonstrated
ferocity.

An empowered dwarf gains a temporary bonus of four levels (affecting
THAC0, all saving throws, and hit points). Temporary hit points gained
in this way are lost with the withdrawal of Thard's power, but any
damage suffered by an empowered dwarf is taken first from these.
Empowered dwarves also gain claws of Thard Harr.

Thard often manifests in one dwarf after another in the same conflict,
so that intruders may face one empowered dwarf for a turn, another for
the next turn, and so on. The god never aids the same dwarf for more
than 6 turns in a day, but he may grant aid in separate visits (either
actual, or in manifestations), to this limit, if danger persists.

Thard is served by alligators, asuras, baku, bats, boalisks, buraq,
crocodiles, dinosaurs (children of Ubtao), dryads, earth and water
elementals, einheriar, elephants, emerald dragons, giant beetles,
grippli, hollyphants, insect swarms, jaculi, jaguars, leomarhs,
leopards, mist dragons, normal and giant animals, spitting snakes,
strangleweed, sunflies, tigers, treants, triflower fronds, and warden
beasts. He demonstrates his favor through the discovery of calantra wood
carvings, diamonds, emeralds, gold, green spinels, metal weapons, and
zaiantar wood rods. The Lord of the Jungle Deeps indicates his
displeasure by causing the recipient of his wrath to become tangled in
a vine and trip, by shattering precious gems with the roar of some
great beast hidden by the surrounding jungle, or by causing metal to
rust, wood to rot, and leather to rapidly decay.

The Church

CLERGY:           Clerics, specialty priests
CLERGY'S ALIGN.:  NG, CG, N, CN
TURN UNDEAD:      C: Yes, SP: No
CMND. UNDEAD:     C: No, SP: No

All clerics and specialty priests of Thard receive religion (dwarven)
and reading/writing (Dethek runes) as bonus nonweapon proficiencies.
Clerics of Thard Harr can use any weapons, not just bludgeoning (wholly
Type B) weapons. Clerics of Thard Harr cannot turn undead before 7th
level, but they always strike at +2 on all attack and damage rolls
against undead creatures. At 7th level and above, clerics can turn
undead as other clerics do, but as a cleric of four levels less than
their current level. These modifications apply only to the cleric
class. The church of Thard Harr ceased following the dwarven  traditions
about clergy and gender long ago, so the numbers of females in the
formerly male-exclusive priesthood are relatively large.

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.

Temples of Thard rarely incorporate artificial structures like
buildings or dwarf-carved caves. The Disentangler is worshiped in
isolated sanctuaries of incredible natural beauty rich in animal and
plant life. Soaring cliffs, great waterfalls, vast gorges, hot springs,
natural caverns, and volcanic mud flats deep in the heart of the
jungles of the Chultan peninsula are common places for Thard's
worshipers to gather. Like the great druid groves of the North, such
sites are strong in faith magic and can often serve as a source for
mystic rituals of great power. Usually up to a dozen priests of the
Lord of the Jungle Deeps watch over such holy sites, and they can call
on the beasts of the surrounding jungle as well as nearby tribes of
wild dwarves to defend these sanctuaries.

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%).

Dogma; The jungle is the fullest expression of the earth, the wind, the
sun, and the rains. Live in harmony with nature under the wise and
benevolent protection of the Lord of the Jungle Deeps. Outsiders seek
to pillage and destroy, and their unnatural ways bring misery. Like the
great tigers of the jungle, be strong and wary of beasts, whether they
walk on two legs or four. Seek to understand that which you do not, but
be wary of bringing unknown gifts into your lair. Be one with
nature-live neither against it nor apart from it. Honor the ways of
your people, but assume not that Thard's way is the only way-just the
best way for his children.

Day-to-Day Activities! Priests of Thard represent the Lord of the
Jungle Deeps, protecting dur Authalar with powers given to them by the
god and leading them on prosperous hunts and careful explorations. They
are the leaders and generals of, and speakers for, their people.

The responsibility for eliminating persistent intruders (unless
dwarven) into wild dwarven territory falls to the Disentangler's
priests, and they are expected to lead such attacks as fearlessly and
diligently as Thard himself. If a foe is too strong, a priest tries to
mentally call Thard himself to the scene, and the Lord of the Jungle
Deeps often responds by either sending a manifestation, or in very rare
situations, by dispatching an avatar to deal with the threat directly.

Thard's wisdom teaches that one can best defeat an enemy that one knows
well. Seasoned wild dwarves try to capture at least one intruder alive
for questioning, before sacrificial use. If sparing the intruder seems
likely to bring possible future benefits to the dwarves, they do so.
Jungle dwarves are interested in trade-metal, glass objects, and
tools-in return for pelts, meat, or even live beasts. They conduct
trade so long as they can conduct it on territory of their choosing, to
set up traps and ambushes to guard against treachery under the
direction of priests of Thard.

Holy Days/Important Ceremonies: Ceremonies venerating the Lord of the
Jungle Deeps are held on nights of the full and new moon. On such
occasions, several hunting bands come together under the direction of
one or more priests of Thard. The drums and chants of the wild dwarves
then echo throughout the jungle, striking terror in the hearts of
intelligent beings and beasts alike. Whenever the moon is full, and
often when the moon is new, blood sacrifices of beasts and/or intruders
are offered up to the Lord of the Jungle Deeps. Although they are not
cannibals and do not usually eat intelligent beings, the assembled wild
dwarves then often eat the still-warm sacrifice, regardless of its
species.

Major Centers of Worship: Morndin Vertesplendarrorn, the Emerald
Crater, is located high above the Jungles of Chult in the truncated cone
of a shattered volcano left by the eruption of what was once the
northwesternmost of the Peaks of Flame centuries ago. The crater is now
totally overgrown by the jungle and rife with such animal and plant
life as is little seen in the rest of Chultan peninsula, let alone
Faerun. The Emerald Crater has long been a place of pilgrimage for the
wild dwarves of the surrounding jungles. Thard is said to have appeared
here on more than one occasion, so great is the beauty of the region.
However, there is little physical evidence that the wild dwarves visit
the mountain valley on a regular basis, for their stories teach that it
is a crime to hunt or otherwise despoil the riotous life that dwells
within. However, interlopers find themselves quickly confronted and
driven off by elite bands of wild dwarves if they even approach, let
alone enter, the Emerald Crater.

One reason Morndin Vertesplendarrorn has its preeminent position among
the wild dwarven culture (the dur Authalar tend to abandon such locales
after a generation or two), is the presence of Esmerandanna, an emerald
great wyrm who has dwelt within the volcanic crater since its violent
creation in the Year of the Quivering Mountains (77 DR). The
Resplendent Queen, as the sage dragon is known, has long been
fascinated by the customs and history of the wild dwarves of the
surrounding region.  Over the centuries, her paranoia that the roving
bands of wild dwarves who venerate the Lord of the Jungle Deeps wish to
steal her treasure has slowly subsided. In fact, the great wyrm has
forged a bond of friendship with the disparate priests of the Thardite
faith and agreed to guard their most sacred runestones. As a result,
the wild dwarves of Chult return to the Emerald Crater to venerate
their god and to record and store their most sacred carvings. The
draconic guardian who resides therein has become firmly woven into the
mythology of the wild dwarves as the Daul (daughter) of Thard.

Affiliated Orders: The Thardite faith has no formal military orders.
However, on rare occasions, Thard's clergy collectively determine that
it is in the best interest of dur Authalar to go to war. At such times,
the best warriors of the widely scattered hunting bands come together
to form the Pack. The Pack includes bloods (warriors of 2nd through 4th
level), war leaders (warriors of 5th through 7th level), and priests of
demonstrable fighting skill. Once assembled, not unlike the barbarian
and ore hordes of the North, the Pack is a nearly unstoppable
Juggernaut that drives beasts and beings, great and small, from its
path. Once the Pack's objective is achieved-the destruction of a
yuan-ti enclave or a Batiri village, for example-the Pack quickly
disperses and its surviving participants return to their small hunting
bands.

Priestly Vestments: 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.

Adventuring Garb: Like other wild dwarves, the Disentangler's priests
rarely don clothing, with the exception of their beast helms, as their
long, woven hair serves as adequate garb. They cover their bodies with
tattoos and grease. The grease serves to keep off insects and makes
them hard to hold (AC 8). When going to war, priests of the
Disentangler plaster their hair and bodies with mud that, when combined
with the grease they normally coat their bodies in, forms a crude but
effective armor (AC 7).  Thard's priests favor metal weapons and tools,
if available, but otherwise they employ their fists, clubs, and the
claws of Thard Harr (see below).

Specialty Priests (Vuddor)

REQUIREMENTS:          Dexterity 9, Wisdom 9
PRIME REQ.:            Dexterity, Wisdom
ALIGNMENT:             NO, CO
WEAPONS:               Any
ARMOR:                 Grease, caked mud, and beast helm
MAJOR  SPHERES:        All, animal, combat, elemental, guardian,
                       healing, plant, protection, weather
MINOR  SPHERES:        Chaos, charm, creation, divination,
                       necromantic, sun, travelers
MAGICAL  ITEMS:        Same as clerics
REQ. PROFS:            Herbalism
BONUS  PROFS:          Animal lore, survival (jungle)

* While most vuddor (the plural form of vuddar) are jungle dwarves,
  dwarves of any subrace can become specialty priests of Thard.

* Vuddor are not allowed to multiclass.

* Vuddor can cast entangle, invisibility to animals, or pass without
  trace (as the 1st-level priest spells) once per day.

* At 3rd level, vuddor can cast barkskin, goodberry, or snake charm,
  (as the 2nd-level priest spells) once per day.

* At 5th level, vuddor can cast hold animal, snare, or summon insects
  (as the 3rd-level priest spells) once per day.

* At 7th level, vuddor can cast call woodland beings or repel insects
  (as the 4th-level priest spells) once per day.

* At 7th level, vuddor can cast detect snares and pits (as the
  2nd-level priest spell) at will.

* At 10th level, vuddor can cast commune with nature or animal
  summoning II (as the 5th-level priest spells) once per day.

* At 13th level, vuddor can cast wall of thorns or anti-animal shell or
  animal summoning III (as the 6th-level priest spells) once per day.

* At 15th level, vuddor can cast creeping doom or changestaff (as the
  7th-level priest spells) once per day.

Thardite Spells

1st Level

Claws of Thard Harr (Pr 1; Alteration)

Sphere:         Combat
Range:          Touch
Components:     V,S,M
Duration:       3 rounds+1 round/level
Casting Time:   4
Area of Effect: Dwarf touched
Saving Throw:   None

This spell transforms the hands of a willing recipient into rending
talons known as the claws of Thard Harr. Each talon .inflicts 1d4+2
points of damage on a successful attack and up to two attacks are
possible per round (one with each claw). It is not possible to wield a
weapon while under the effects of this spell.

The material component is the priest's holy symbol. A preserved talon
of a wild beast that the caster has personally slain is also required,
but is not consumed by the spell.

2nd Level

Disentangle (Pr 2; Alteration)

Sphere:         Protection
Range:          80 yards
Components:     V
Duration:       1 round/level
Casting Time:   5
Area of Effect: One creature
Saving Throw:   None

This spell enables the recipient to escape any rope, web, plant, jaws,
glues (of monsters or plants), or wrestling hold, as long as the
binding is caused by a physical effect. Disentangle does not enable the
recipient to alter shape, so it is not possible to squeeze through a
far-too-small opening whose distance is firmly fixed, such as wooden
stocks or metal shackles or the bars of a cage, nor does it aid a
creature that has been swallowed.

This spell is effective against both magical and nonmagical restraints.
Disentangle allows immediate escape from effects such as bind,
entangle, Evard's black tentacles, or a rope of entanglement, but it
has no effect on effects such as a hold person spell or a ghoul's
paralyzation ability.

3rd Level

Lesser Guardian Hammer (Pr 3; Alteration)

Sphere:         Guardian
Range:          Touch (of area to be guarded)
Components:     V,S,M
Duration:       Instantaneous, when triggered
Casting Time:   1 turn
Area of Effect: Special
Saving Throw:   None

A lesser guardian hammer is an invisible, hammer-shaped field of force
that appears when a guarded door, lock, threshold, or area is disturbed
(even years after the spell was cast). When activated, it flies through
the air to strike the nearest living thing (if more than one target is
available, determine the one struck randomly). A guardian hammer
strikes only once, but it does not miss. When striking, it appears
momentarily as a glowing, translucent hammer, and then fades away into
nothingness. Its unavoidable strike inflicts 2d12 points of damage. In
addition, the creature struck must make a successful saving throw vs.
petrification or be knocked down.

A lesser guardian hammer can be destroyed before activation by a
successful dispel magic cast on the guarded area or by totally
destroying the guarded area without entering it (for example, by
disintegration). Once activated, a lesser guardian hammer bypasses
magical and physical barriers; it cannot be destroyed, reflected, or
diverted by any means.

The material components for this spell are a drop of sweat or spittle
or a tear from the caster, a hair from any creature, and a pebble.

Vergadain
---------

(God of Wealth and Luck, the Merchant King, the Trickster,
the Laughing Dwarf, the Short Father)
Intermediate Power of the Outlands, N

PORTFOLIO:             Wealth, luck, chance, nonevil thieves,
                       entrepreneurial skills such as suspicion,
                       trickery, negotiation, sly cleverness
ALIASES:               Bes
DOMAIN  NAME:          Outlands/Dwarvish Mountain (Strongale Hall)
SUPERIOR:              Moradin
ALLIES:                Brandobaris, Gond, the gnome pantheon
                       (except Urdlen), the Morndinsamman (except
                       Deep  Duerra, and Laduguer), Libra, Nephthys,
                       Shaundakul, Tyche (dead), Tymora, Mask,
                       Waukeen
FOES:                  Beshaba, Deep Duerra, Laduguer, Urdlen, the
                       goblinkin and evil giant pantheons
SYMBOL:                A  gold piece (always a circular coin), or a dwarf
                       wearing a panther skin and tail (Bes)
WOR. ALIGN.:           Any

Vergadain (VUR-guh-dane), the Master Merchant, is the patron of dwarven
merchants and most nonevil dwarven thieves. A schemer and a rogue,
Vergadain is venerated by dwarves of any neutral alignment engaged in
commerce and concerned with wealth. Vergadain is sometimes called the
Trickster, though not by dwarves who worship him, and the Laughing
Dwarf, though a dwarf would never use such a term.

Long ago Vergadain assumed the Realms-based aspect of Bes, the Short
Father, a lesser power of the Mulhorandi pantheon. While Bes's cult has
long since sunk into obscurity, a few human merchants in the city of
Skuld still call on Vergadain's aspect as the Mulhorandi god of luck
and chance.

Vergadain is on good terms with most members of the Morndinsamman,
having forged a particularly close relationship with Dugmaren
Brightmantie, and the Master Merchant even maintains an uneasy truce
with Abbathor, the Great Master of Greed. Vergadain trades with a great
number of other mortals and powers, and as a result, he has forged
solid relationships with a wide range of beings, far more than the
other, relatively insular, members of the dwarven pantheon. In his
aspect as Bes, Vergadain has forged a strong relationship with
Nephthys, though she frowns heavily on his patronage of nonevil thieves
and trickery.

Vergadain's home plane is that of the Outlands, but he seems to spend
little time there. Instead, he restlessly roams wildspace and the
worlds that can be found in it. He concentrates his efforts wherever
there are humans, giants, demihumans, and humanoids to be bilked of
their belongings by his tricks, and dwarves to appreciate his
cleverness and daring-and to profit by it. Vergadain delights in
showing up at desperate dwarven settlements with exactly the unique,
rare, or hard-to-find object or substances they are lacking. If the
dwarves are not in dire straits, the treasure granted by Vergadain is
hidden, and clues to its location are often hidden in the lyrics of a
song or rhyme.

Vergadain can appraise the exact material, historical, and cultural
value of any treasure, and he knows the maximum price a customer is
willing to pay. He delights in his magnificent collection of art
objects and jewelry in Strongale Hall. The Master Merchant has a great
singing voice and is a master of disguise and mimicry. He is said to be
a great poet as well, and he dispenses clues to his worshipers, hidden
in a verse or rhyme, to the locations of great treasures. Vergadain
smiles more than any other dwarven deity-or sane living dwarf! His eyes
are actually seen to twinkle enigmatically more often than he shows his
smile to the world. Vergadain delights in and excels at con games, even
simple tavern-tricks, and admires someone who bests him rather than
punishing them or trying to get even. He is always looking for new
techniques, and when he detects a con artist, he often watches and
follow for a time to see what he can. Most of Vergadain's adventures
concern the elaborate con games he has played on many humans,
demihumans, humanoids, and giants in order to win their every belonging
of worth. He is not above using any sort of harmless trick to
accomplish his ends, and he is eternally suspicious of potential
adversaries who might try to trick him in return.

Vergadain's Avatar (Thief 33, Bard 28, Ranger 20, Cleric 18)

Vergadain appears as a tall dwarf clad in brown and yellow merchant's
clothing, which is often tattered or dusty. Underneath these garments,
he wears armor and often carries musical instruments, disguises, and
treasure (such as gems) in sacks. He guards these sacks by thrusting
poisonous snakes and similar creatures into them with his valued
belongings. His footwear contains concealed weapons (such as knives or
garrotes), or hiding places (such as hollow heels), or both. He favors
spells from the spheres of all, charm, creation, divination, guardian,
numbers, travelers, wards, and weather and from the schools of
abjuration, divination, enchantment/charm, and illusion/phantasm,
although he can cast spells from any sphere or school.

AC  -4; MV 15 or 18; HP 192; THAC0 1; #AT 2
Dmg  2d4+12 (broad sword +4, +8 STR)
MR  70%; M (6 feet high) or SZ L (10 feet high)
STR 20, DEX 24, CON 18, INT 19, Wis 19, CHA 23
Spells P: 11/10/10/9/6/4/2, W: 6/5/5/5/5/5/5/1
Saves PPDM  3, RSW 1*, PP 4, BW 4, Sp 5

* Includes dwarf +5 CON save bonus to a minimum of 1. The CON save bonus
also applies to saves vs. poison to a minimum of I.

Special Att/Def: Vergadain can be struck only by +2 or better magical
weapons. He wields a broad sword +4 named Goldseeker that detects
monetary treasure within 20 feet of his person when grasped. It has a
common, well-used appearance and communicates the precise location and
rough size of treasures telepathically. The weapon can be used by
anyone, but Vergadain is very attached to it and seeks to regain it
from anyone who takes it from him. Vergadain wears a concealed suit of
golden chain mail +5.

The Merchant King also has a necklace of enlargement that allows any
wearer to assume any height at will between 1 foot and 15 feet.
Vergadain can tell where this necklace is, even several planes distant
(he helped enchant it, and it is linked to him), and he can override
the control of any other being wearing it when he is within a mile of
the necklace. The necklace is of nondescript appearance, apparently
limitless powers, and changes size to fit the wearer. It cannot power
or enact any other magical effect, nor does it alter the wearer's
appearance, or the size of any clothing or gear. Vergadain usually
shrinks any thief who steals the necklace to 1 foot in height, which
instantly entangles the rogue in his or her clothing or even pin the
unlucky robber under his or her own falling equipment (dagger, belt,
boots, etc.). At that point, Vergadain instantly forces the thief to 15
feet in height, ruining the clothing as she or he shoots up through it
(and inflicting minor damage), attracting the god's and everyone else's
attention to his or her exact location, and braining the battered thief
(1d2 points of damage and 1d2 rounds stunned) on any normal ceiling
present. If a thief is smart enough not to wear the necklace or allow
it to touch his or her bare skin anywhere, only the necklace changes
size. This is still attention-getting and harmful to any clothing
concealing it, of course, and Vergadain can track the thief by the
necklace until the thief gets rid of it.

Vergadain can use improved invisibility at will. He can mislead once a
day.  He can also see invisible creatures at will, but only if they are
living (not dead or undead) and within 40 feet. Vergadain can spider
climb at will. Nine times a day, he can, at will, create silence in a
20-foot-radius or smaller area, altering the size of the area at will.
Such silence remains in effect for 1 turn (or less if dispelled by the
avatar; it resist all mortal dispel magic spells and abilities).

Other Manifestations

Vergadain likes to appear in avatar form in the Realms. He manifests
only rarely, and in one of four ways: (1) Vergadain may appear as an
unseen dwarven singer or musician, whose song, drumming, or piping
leads lost dwarves to refuge, safety, an escape route, or treasure. (2)
He may appear more subtly, seizing control of a singer, prophet, or
sage for his own purposes. That person utters, speaks, or sings words
to leave clues or directions to the whereabouts of great treasure. At
times, Vergadain signals his presence by animating a gold piece, his
symbol, to orbit the head of the possessed being; he does this
particularly when the being is not a dwarf, and he wants only dwarves
to notice the message. (3) Vergadain can appear as an animated,
endlessly rolling gold coin that travels along the floor or ground.
The coin can travel uphill, or even bound up steps, to lead beings to
treasure; the coin settles only to mark a hiding place or the route
onward (a loose flagstone leading to a tunnel, for instance). It gives
no warning of guardian monsters or traps. (4) Finally, he can appear as
a long rope that comes to hand unexpectedly when a dwarf needs it most
(for example, to escape down a cliff or castle wall, or to rescue a
fallen companion). The rope later vanishes.

Vergadain is served by arcane, aurumvorae, copper dragons, crystal
dragons, ghost dragons, gold-colored cats, gynosphinxes, kenku,
leprechauns, messenger snakes, and plumachs. He demonstrates his favor
through the unexpected discovery of gold dice, jewels, precious metals
(particularly gold), rare spices, other prized trade goods, and the
receiving of exactly nine coins (of any mintage) during a business
transaction. The Merchant King indicates his displeasure through a run
of bad luck, a snake left in a sack (a symbol of Vergadain's own
wiliest con tricks), the presence of lock lurkers and luck eaters, the
discovery of pyrite (also known as fool's gold), and the receiving of
exactly five coins (of any mintage) during a business transaction.

The Church

CLERGY:          Clerics, specialty priests, thieves
CLERGY'S ALIGN.: N,CN
TURN UNDEAD:     C: Yes, SP: No, T: No
CMND. UNDEAD:    C: No, SP: No, T: No

All clerics (including cleric/thieves, a multiclassed combination
allowed to dwarven priests of Vergadain) and specialty priests of
Vergadain receive religion (dwarven) and reading/writing (Dethek runes)
as bonus nonweapon proficiencies. Clerics of Vergadain (as well as
cleric/thieves) cannot turn undead before 7th level, but they always
strike at +2 on all attack and damage rolls against undead creatures.
At 7th level and above, clerics (including multiclassed clerics) can
turn undead as other clerics do, but as a cleric of four levels less
than their current level. These modifications apply only to the cleric
class. Vergadain's clergy were all male before the Time of Troubles.
Since then, females have begun entering the clergy.

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 conducing transactions and deals with them.

Temples of Vergadain are windowless chambers located either in
underground complexes or on the surface in fortresslike, near
impregnable vaults.  They are filled with countless coins, jewels, and
other treasures, whose collective value usually rivals that of most
dragon's hoards, with appropriate magical and nonmagical traps to guard
them. The central chapel is always dominated by huge stone cauldrons
that serve as altars. Huge gold coins, fully 5 feet across, hang above
each altar. These coins are guardian anators that emit lightning bolts
and magic missiles at unauthorized beings who take things from an altar
(where the offerings of Vergadain's faithful are placed).  A being of
neutral or chaotic neutral alignment can avoid this magical wrath by
whispering the anator's password prior to removing an item from the
cauldron. Note that the password to each anator is usually known only
to the seniormost priest of the temple and to Vergadain himself, and
such passwords can be quickly changed by those knowing the old
password.

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%).

Dogma: The truly blessed are those whose enterprise and zeal brings
both wealth and good luck. Dwarves are well suited to earn their
fortunes by the effort of both their hands and their minds; use both to
pry wealth out of others. Work hard, be clever, seek the best bargain,
and the Merchant King will shower you with gold. Live life to its
fullest; save, tithe, and spend your riches and thus encourage more
trade. Treat others with respect, but shirk not your responsibilty 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.

Day-to-Day Activities: Vergadain's priests are dedicated to furthering
the success of dwarven merchant commerce with other races, especially
humans, but always to the benefit of dwarves. The priesthood is
expected to be personally wealthy and to maintain the Merchant King's
temples in excellent style. Their role is to increase general dwarven
influence and prosperity and thus help the dwarves to further their
craftwork, weapons-mastery, and inventions. Gold donated on Vergadain's
altars is spent or traded shrewdly, to support dwarven merchants.
Vergadain's clergy use it to bail dwarven merchants out of debt where
possible, place bribes to help dwarven trade and commerce with other
lands and races of Faerun, and so on. Through these means the priests
of Vergadain hope to increase dwarven importance in the Realms, and
they often work with priests of the other dwarven gods (particularly
Dumathoin and sometimes even Abbathor) to do so.

Holy Days/Important Ceremonies: Priests of Vergadain work tirelessly to
support and promote dwarven merchants and craftsfolk throughout Faerun.
Whenever they render aid or handle material wealth of any sort, they
mutter Vergadain's name in homage. Most of Vergadain's faithful also do
so, and this makes up the bulk of Vergadain's daily worship. It is said
that Vergadain can see into the mind of any creature within 10 feet
wherever his name is uttered. He sometimes warns a dwarf of treachery
by means of a vision or a preventative manifestation.

Holy days of the Vergadainan faith are known as coin festivals to the
faithful and as trade moots to those cynics who would purchase their
wares, for Vergadain's followers typically seek to earn as much coin as
they can before such ceremonies-and thus last-minute bargains are to be
had-so as to earn status among their fellows by garish displays of
personal wealth and large tithes. Coin Festivals 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 to Vergadain
once a month at such coin festivals by placing them on an altar
dedicated to the Merchant King.

The proper rituals of worship to the god consist of meeting in
windowless rooms or underground, around torches, braziers, or other
flames. The rituals call for dancing in slow, stately shiftings around
the flame, wearing and displaying gold and other objects of worth.
Every dwarf who worships the god throws at least one gold piece into
the flame as the dance continues. The flame consumes valuables placed
in it utterly, sometimes dying away to reveal a map, clue, scroll,
potion, or other sending of the god. These sendings are rare, and
although helpful, they are rarely powerful. The appearance of a weapon
is known but extremely rare. Perhaps the most common sending of
Vergadain is a duplicate key to a strongbox, vault, or barrier that
prevents dwarves from reaching wealth rightfully belonging to them, or
stolen by cheating them over a period of time.

The dance ends when the flame flares upward, signifying the god's
attention and thanks. The priests light candles or conjure light, and
then discuss business (usually current projects to further dwarven
wealth). Transfers of necessary fees, bribes, aid, or other funds from
one dwarf to another occurs next, usually from priests to the faithful
they have called to worship. Finally, the ranking priest passes his
hand through the flame, which slowly diminishes. At this time, any
dwarf present kisses a gold coin as a gesture of farewell, and then
departs.

Major Centers of Worship: Aefindar Ultokhurnden, the Trademoot of
Golden Fortune, is a fortresslike cathedral at the center of the
dwarven city of Eartheart on the rim of the Great Rift. The exterior
granite walls of the Trademoot are plated in gold and polished
regularly, making the temple shine so bright that it is almost
difficult to look at when the sun is at its highest. The great hall of
the Merchant King's temple serves the city as its central market place,
and its upper chambers houses the ministry of trade and commerce. The
lower levels of the Trademoot house much of the city's wealth as well
as three grand chapels of Vergadain. This center of bustling commerce
is presided over by Merchant Prince Royal Ghaern Goldthumb, son of
Cael, blood of Lambryn. The temple houses well over two hundred priests
at any time, and is the home base of hundreds of dwarven merchants
whose caravan networks span much of Faerun. If rumors are to be
believed, three adult or mature adult dragons serve as guardians of the
Trademoot's treasure vaults, in addition to countless traps that riddle
the lower levels.

Affiliated Orders: The Golden  Hands of Vergadain is a widely scattered
order of priests and thieves found in most major cities where dwarves
live and trade, as well as along the major trading routes used by the
dwarves.  In exchange for a small percentage of any recovered wealth,
members of the Golden Hands seek to secure the safety of dwarven
merchants and deal with those who would cheat the Stout Folk. In
cities, the Golden Hands organization is often structured like a
thieves' guild, employing many rogues. They raid warehouses of
merchants of other races believed to contain goods stolen from dwarven
merchants by force or fraud. Along trade routes, the Golden Hands
resemble roving mercenary companies composed largely of fighting
clerics and specialty priests. They often seek out and destroy monsters
or brigands threatening trade routes, ransom kidnapped dwarven
merchants, and recover goods from plundered dwarven caravans.

Priestly Vestments: 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. Ceremonial
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.

Adventuring Garb: Vergadain's clergy favor leather armor underneath
their normal clothing. This provides some measure of protection yet is
unlikely to give offense to trading partners by implying that the
Gilded Merchant's safety is in question in the other's company. In
dangerous situations, members of Vergadain's clergy favor chain mail,
with a helm and a gorget bearing the god's symbol, seeing it as a
necessary compromise between the need for both protection and
maneuverability. Most priests of the Merchant King favor small weapons
that are easily concealed, such as daggers, knives, and short swords.

Specialty Priests (Hurndor)

REQUIREMENTS:           Dexterity 12 or Intelligence 12, Wisdom 9
PRIME REQ.:             Dexterity or Intelligence, Wisdom
ALIGNMENT:              N, CN
WEAPONS:                Club, dagger, dart, hand crossbow, knife, lasso,
                        short bow, sling, broad sword, long sword, short
                        sword, and staff
ARMOR:                  Leather or chain mail
MAJOR  SPHERES:         All, astral, charm, creation, divination,
                        guardian, healing, numbers, travelers, wards,
                        weather
MINOR  SPHERES:         Animal, combat, healing, protection, sun, time
MAGICAL  ITEMS:         Same as clerics
REQ. PROFS:             Etiquette, gaming
BONUS  PROFS;           Appraising, modern languages (common, or a
                        language used by a common trading partner of
                        the dwarves), reading/writing (common)

* While most hurndor (the plural form of hurndar) are shield dwarves or
  gold dwarves, dwarves of nearly every subrace are called to be specialty
  priests of Vergadain's clergy.

* Hurndor are not allowed to multiclass.

* Hurndor can select nonweapon proficiencies from both the priest and
  rogue groups with no crossover penalty.

* Hurndor understand and use thieves' cant.

* Hurndor have limited thieving skills as defined in the Limited Thieving
  Skills section of "Appendix 1: Demihuman Priests."

* Hurndor receive an effective +2 bonus to their Charisma when dealing
  with other dwarves.

* Hurndor can cast cure light wounds (as the 1st-level priest spell) or
  weighty chest (as the 1st-level priest spell) once per day.

* At 3rd level, hurndor can cast frisky chest or wyvern watch or (as
  the 2nd-level priest spells) or fool's gold (as the 2nd-level wizard
  spell) once per day.

* At 5th level, hurndor can cast friends (as the 1st-level wizard
  spell) or invisibility (as the 2nd-level wizard spell) once per day.

* At 7th level, hurndor can cast detect enemies (as the 2nd-level priest
  spell) at will.

* At 7th level, hurndor can cast taunt (as the 1st-level wizard spell)
  on a lawful creature or free action (as the 4th-level priest spell)
  once per day.

* At 10th level, hurndor can appraise the value of any goods within 5% of
  their true value.

* At 10th level, hurndor can cast know customs (as the 3rd-level priest
  spell) at will.

* At 13th level, hurndor can cast detect lie or its reverse,
  undetectable lie (as the 4th-level priest spells), two times per day.

* At 15th level, hurndor can cast confusion (as the 7th-level priest spell)
  twice a day.

Vergadainan Spells

2nd Level

Detect Enemies (Pr 2; Divination)

Sphere:         Divination
Range:          0
Components:     V,M
Duration:       1 turn
Casting Time:   1 round
Area of Effect: 60-foot radius
Saving Throw:   None

This spell detects the presence and direction of any creature within a
60-foot radius that has immediately hostile intentions toward the
caster. The creature or creatures can be invisible, ethereal, astral,
out of phase, hidden, disguised, or in plain sight. The priest feels a
compulsion to face each individual enemy in range. The priest need not
turn to face each, but she or he unerringly recognizes as hostile any
such creature that the priest sees as she or he turns to face it.
Unseen enemies are sufficiently detected to negate surprise attack
rounds, and a thief positioning for a backstab against the priest has
his or her relevant skill score halved (usually hide in shadows or move
silently). The caster also has a 5% chance per level to detect
longer-term hostility toward himself or herself, even if no direct
attack is imminent.

The material component of this spell is the priest's holy symbol, which
need not be displayed in an obvious fashion, allowing the priest a
reasonable chance to cast this spell without alerting opponents.

Merchant's Glamer (Pr 2; Illusion/Phantasm)

Sphere:            Charm
Range:             10 feet
Components:        V, S, M
Duration:          Special
Casting Time:      5
Area of Effect:    One  cubic foot/level
Saving Throw:      None

Material goods affected by this spell appear to be much finer than they
actually are. Old, rusty weapons can be made to look new, goods of
ordinary quality can be to appear fine, and a common sword can be made
to appear as a weapon of quality. For all purposes, the ensorcelled
goods appear to be genuine, unless tested with magics that specifically
penetrate illusions, such detect illusion and true seeing.

The spell lasts up to 24 hours, or until the goods are sold, at which
time the dweomer unravels. The actual quality of the goods is revealed
after a time equal to 1 turn per caster level after the magic starts to
fall apart.

Priests of Vergadain do not generally sell goods affected by this spell
to other dwarves. If confronted by an irate customer, their usual
tactic is either to claim that the customer switched the goods after
purchase (and intimate that they have connections with dwarven priests
able to use detect lie) or to claim that their goods are sold "as is"
and the inability of the customer to pick quality goods is not their
problem.

The material components are the priest's holy symbol and a tuft of
wool.

4th Level

Stone Trap (Pr 4; Alteration)

Sphere:         Guardian
Range:          10 yards/level
Components:     V,S,M
Duration:       Permanent until discharged
Casting Time:   1 turn
Area of Effect: 1 cubic foot/level
Saving Throw:   Special

This spell renders stone invisible and moves it to a mid-air location
(within range) chosen by the caster. It levitates in place, sometimes
for years, until the spell is released either by will of the caster or
by the caster's death. Release can be accomplished by the utterance of
a word or phrase (often a phrase spoken in the original spellcasting).
The spell might also be keyed to specific conditions like the 1st-level
wizard spell magic mouth (in other words, "when the lock on the door is
broken or picked" and so on).

When the stonetrap is triggered, the stone turns visible as it falls.
This spell is often used to hold boulders as deadfalls above archways
(including castle or delve entrances), vault doors, thrones, bathtubs,
beds, or other strategic areas.

Creatures in the area are allowed a saving throw vs. spell. Failure
inflicts full damage (2d4 points of damage per level of the caster). A
successful saving throw allows a Dexterity check. Success allows escape
without damage; failure inflicts half damage.

Skilled dwarves often fashion false stone ceilings of smooth-finished
stones and raise them overhead to serve as stone traps. True seeing
reveals the levitating stone clearly, but if the caster has prepared it
with enough skill (using shaped stone blocks or carved ornaments such
as gargoyle heads or vault arches), the viewer may not recognize the
viewed stone as any sort of trap. The levitating stone does faintly
radiate magic, but then many dwarven delves might radiate magic if
spells have been used in their shaping or subsequent use. A suspicious
thief can find the trap at half his or her normal find trap thieving
skill chance, and successful removal (also at half the usual chance)
can bring the stone down without harm to the thief.

The material components of this spell are a speck of grit, a drop of
water, an eyelash from any creature, and a pebble.

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