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The Dwarvish Pantheon

The Dwarvish Pantheon is based on a royal family of divine dwarves. The original and most powerful of these deities are the first four- often called The Originals. They include Gwandela, Oroh, Mavrin, and Balmir. Gwandela was special for she had the ability to breath life into new creatures. Oroh was special for he was blessed with great artistic talent and a passion for creation. Balmir was special for he was blessed with a supremely logical mind capable of understanding the universe in all its complexities. It was understood that they had been put in the world together to create something wonderful- a collaboration. That something ended up being the race of Dwarves- carved by Oroh from the earth, given sentience by Gwandela, and guided by (and given mortality by) Balmir. Originally Oroh was to be the one to rule over these new beings, but he was more concerned with creating than he was micromanaging, so naturally it fell to Balmir to become the Ruler. Eventually it became obvious that this was too much work for one divinity, so Gwandela crafted another female of their kind- Mavrin, to assist him in promoting and maintaining the rule of laws. She expected the two would eventually produce offspring that could assist them further as needed. However the two did not get along, and Mavrin ultimately fell for Oroh, married him, and the two produced the majority of the divine Pantheon (Dolbrek, Maluth, Halthan, and Thodar). Lonely Balmir did eventually have one child in an unexpected union with Gwandela, producing an unruly daughter named Bruselle.        
Name Title Portfolio Domain Alignment
Gwandela The Stonemother Life & Creation Life, Nature, Tempest CG
Oroh The Forgemaster Mining & Craft Forge, Light, PEace LG
Mavrin The Hearthkeeper Tradition & Motherhood Order, Light, Life LG
Balmir The Lawfather Death & Judgement Grave, Order, Light LN
Halthan The Warbringer Hunting & War War, Protection, Order LG
Dolbrek The Lorekeeper History & Remembrance Knowledge, Arcana, Order NG
Bruselle The Surfacewalker Travelers & Surface Dwarves Twilight, Arcana, Trickery CN
Thodar The Troublemaker Outcasts & Rebels Life, Peace, Trickery NG
Maluth The Taskmaster Oppression & Slavery Death, Order, Trickery LE

Dwarvish Deities

   

GWANDELA

  Archetype: The Gardener   Portfolio: Life, Creation   Alias: The Stonemother   Symbol: Mushroom within a Mountain   Gwandela is one of the more controversial and chaotic of the dwarvish deities, though not quite on the level of Thodar whose worship is outright banned in some places. Though in dwarven myth it was Oroh who crafted dwarves from stone and gems, Gwandela was the only one who could breath life into them. Gwandela is the chief deity of life and nature to the dwarves. Though the dwarves do not consider her a world creator necessarily (though some dwarves think she was the creator of the elemental plane of earth), she was the one who breathed life into the dark caverns of the world so that the dwarves could subsist there- especially cave-dwelling fungi. She was said to have breathed life into a great number of strange creatures with strong connections to rock and earth, like basilisks and gorgons as well as other races made from earth, like the Galeb Duhr. Gwandela, from the beginning, was not one for orderly or civilized life. Within her own pantheon she somewhat exists as an outsider, not really considered a principle member of the divine royal family. It is of course by choice. She is a goddess that could not be reigned in by traditions and laws when her purview was survival and instinct and procreation. Her worshipers are often surface-dwelling dwarvish druids and barbarians or hill dwarves who take to farming, hunting, and fishing as opposed to mining. She is also worshiped largely by brewmasters who grow their own hops or other ingredients. Though somewhat ignored by many traditionalist dwarves, she does have a fair number of myths associated with her. She did manage at one point to seduce the king of the dwarven gods, Balmir, and this resulted in a daughter (Bruselle) who was very similar to her- a wanderer and surface walker. Gwandela is just as active on the surface world as she is the underdark and as such is their principle deity of seismic activity like earthquakes and volcanoes as well as storms and blizzards.    

OROH

  Archetype: The Craftsmen   Portfolio: Mining & Craft   Alias: The Forgemaster   Symbol: Pickaxe & Diamond   Oroh is an especially important deity to the dwarves as he is considered their creator- with a little help from Gwandela of course. He fashioned the dwarven race from stone and gem and she blew life within their sturdy frames. Oroh is a master craftsman, forge-master, and the patron of dwarvish Miners, Smiths, Jewelers, and Artificers. His influence extends to most areas of creative passion as well, including stone masonry, sculpture, and even tailoring or beer brewing. Devout followers of Oroh, which encompasses the vast majority of dwarvish civilization, believe that every dwarf was born to be something- was born with a purpose and a passion to fulfill. Most take up the same Path as Oroh- as minors and blacksmiths. It is considered holy work- the most superior path. Some think that Oroh designs each dwarf individually for their purpose. This purpose usually is supposed to support or glorify the stronghold a dwarf belongs to, of course, and most dwarves are urged to find their destined "path" and stick to it once they've committed themselves. When a path does not fit into a particular stronghold's code of conduct or it goes against the norm, they are seen to be 'defective', one of Oroh's failed designs to be thrown away. They aren't really blamed for the passion they chose, but they are pitied and usually ostracized just the same. Though most dwarves are expected to get married, they may forego this if and only if their "path" would be difficult to follow with a family dependent on them. Purpose is more important than individual responsibility in many cases. For example, Oroh was set to be king of the Dwarvish gods- but this title and job would interfere with his Path- that of a creator. The throne went instead to his brother Balmir. According to dwarven myth, Oroh and Mavrin had four children- Dolbrek, Halthan, Maluth, and Thodar.   Oroh is also the dwarvish god of currency and wealth. The Path one chooses results in the money one needs to live on, so the two generally go hand in hand. Oroh is the patron of family breadwinners and fiscal responsibility. Being married to Mavrin, the deity of dwarvish motherhood and family, he is also seen as a father figure and a husband figure to look up to. Its somewhat ironic, as the only of his children he is said to be on particularly good terms with is Halthan. He is not a god of leaders and kings, mind you, but a god of the average dwarf- be he a miner, crafter, merchant, or scullery maid. This is why he is worshiped more heavily than near any other dwarf in the pantheon.    

MAVRIN

  Archetype: The Mother   Portfolio: Tradition & Motherhood   Alias: The Hearthkeeper   Symbol: Flaming Heart   Mavrin was one of the original dwarven deities and she was created by Gwandela to assist Balmir in overseeing dwarf-kind. Mavrin is said to be the fairest of the female dwarven deities, the most pure of heart, and one of the most stern. Originally she was promised to Balmir, but their courtship was temporary as she demanded more in a relationship than he could give. She rejected him and was drawn instead to the creative and passionate forge-master- Oroh, as well as his greatest creation (the dwarven race). The two were wed and Mavrin became the goddess of marriage, wives, motherhood, and family tradition. The two had four children- Thodar, Halthan, Maluth, and Dolbrek. Over time her portfolio has come to encompass things beyond just family, things like friendship, food, charity, protection, peace, true love and beauty. She is said to symbolize all things that make life worth living and all things worth fighting for. While she does have a gentle and caring nature across most myths, she is also a very temperamental deity- a stickler for rules, etiquette, class, and cultural mores and taboos. There is a Traditional Way of being a part of dwarven society and she upholds these unofficial rules and expectations. Though for all intents and purposes these traditions are good things that keep society orderly and functional, the unfortunate consequence of upholding them with an iron fist is that many people end up ostracized or shamed for not fitting in with the traditional mold. As a result there are many members of dwarven society who see the church of Mavrin as cruel, judgmental, and misguided. The church of Mavrin within the kingdom of Uladun is especially notorious for its rigid stances on tradition and dwarvish behavior. Other churches of Mavrin, like that found in Azan, is far more lenient and preach a gospel far more welcoming to the ideas of being yourself and embracing the individual.    

BALMIR

  Archetype: The Judge   Portfolio: Death, Judgement   Alias/es: The Lawfather, King of the Gods   Symbol: Crown     Balmir is probably the most important of the dwarvish gods other than his twin brother Oroh, the god of mining and craft. Oroh was the creator of the dwarves, and initially the twin who was set to rule, but Oroh would not commit to that leadership role, as it was his wish to mine and craft and create. Balmir took upon himself the heavy crown and the weight of the responsibility, sacrificing any dreams or passions he may have for the sake of upholding Law and Order, both among the other gods and among the dwarves- the children of his brother. According to some myths, the reason dwarves die at all is due to Balmir. The price Oroh had to pay his brother Balmir to take up his crown was his children's immortality. Balmir was convinced that without a healthy fear of death, no dwarf would truly appreciate the consequences of their actions and respect the law. Dwarven society revolves around its resolute long-standing laws and traditions and most dwarvish laws universal across kingdoms were said to have been written directly by Balmir. It is these steadfast beliefs which has kept dwarven society nearly unchanged over so many millenia and which has resulted in some of the longest lasting ruling bloodlines in history. Balmir's Laws are what keeps even the dwarvish monarchs in check. They keep rebellion and civil war at bay. They keep the dwarven fortresses free from criminals, despite the grand treasuries of mined goods.   Balmir, despite being king, has no queen nor consort. So dedicated was he to his duties that he rejected the fair maiden Mavrin, who then chose Oroh as her husband. Balmir is only ever known for breaking one dwarvish law. According to a common myth, Balmir committed an act of extramarital relations- he was seduced by the unruly goddess of nature, Gwandela. Their union resulted in the child Bruselle- the (consequentially) uncontrollable and rebellious daughter who left home to wander the world. He and his daughter are said to have a tumultuous relationship, as she is the object of Balmir's shame and biggest regret. In most dwarven strongholds, sexual relations are only permitted among the married and it is said that disaster is sure to follow those of insatiable appetites. Still, out of the many dwarven laws, the laws about sexual behavior are the most lax in their punishment, as even the divine can fall prey to baser instinct.    

HALTHAN

  Archetype: The General   Portfolio: Hunting, War, Protection   Alias: The Warbringer   Symbol: Warhammer & Shield   Halthan is the daughter of Oroh and Mavrin, sister of Thodar, Maluth, and Dolbrek. Halthan is the goddess of War and Protection. She is especially worshiped by many dwarven guards and soldiers but she does not get the level of worship that she once did in more tumultuous times. It has been a great many centuries since dwarf-kind participated in any large wars in the world. As a result, she has become far more associated with the protection of dwarves and their mines and strongholds than her original portfolio of strategic warfare. She has a lot of associations now with general combat as well as hunting among hill dwarves and dwarves who have been assimilated into the eastern or western Tribes. Halthan was originally locked into a four-way duel with Maluth, Thodar and Dolbrek- the winner of which would become the deity best suited for the portfolio of War- and Halthan succeeded handily in defeating her brothers, though Maluth gave her the biggest fight. She has become a special patron of female warriors, dwarven or not. Without the aggressive ideals of the church of Halthan, it is likely dwarven society would have followed into the patriarchal footsteps of many human societies that prefer women to remain at home caring for family. Owing to the fact that their ultimate deity of war and combat is female, it would make no sense for all female dwarves to simply follow in Mavrin's footsteps. Halthan's greatest enemy is now her former rival, Maluth, who has become a deity of Tyranny and prime deity of the Duergar. Their respective worshipers are often locked in battle as Duergar make attempts at raiding dwarven strongholds and have consistently become their greatest threat over time. She has never forgiven him for his victory at the fallen kingdom of Andun.    

DOLBREK

  Archetype: The Archivist   Portfolio: History, Remembrance, Literature   Alias: The Record-Keep   Symbols: Scroll & Tome   Dolbrek is the son of Oroh and Mavrin, and brother to Thodar, Halthan, and Maluth. Dolbrek is the divine record keeper of the dwarvish pantheon. He takes after his uncle Balmir and across myths he has shone to be closer to him than his father. He is said to maintain all records of dwarvish history and enlists his acolytes to assist him in this. Most of his worshipers work as scribes who collect and copy historical documents and keep them organized in each major dwarven stronghold's royal archive. He is one of the more lesser worshiped of the dwarvish pantheon, but important nevertheless in keeping history neat and orderly and well preserved. Dwarves of a weaker constitution not cut out for the rigors of mining or crafting may choose to join the church of Dolbrek in their respective stronghold and dedicate their lives to the archives. It is a noble pursuit but monotonous and generally only taken on by a very specific sort of dwarf. A common judicial punishment for minor crimes includes assisting the Scribes of Dolbrek. He is also the dwarvish patron of magic and has a strong church within the mountain stronghold of Azan. On top of keeping archives in order, Dolbrek is the deity of remembrance of past heroes, kings, and all who have passed away. Anything placed within a temple of Dolbrek (any royal archive) is instantaneously said to be interred into Dolbrek's Divine Archive. This archive in the upper planes is said to contain records of all dwarven lineages, maps of most mines, journals and autobiographies from major historical figures, information on famous historical artifacts, and first hand accounts and historical tomes on various wars and internal struggles that have occurred in dwarven strongholds. An important tenant of Dolbrek's worshipers is that the only way to keep tragedies from repeating themselves is to know one's history.   Dolbrek is generally sculped in the image of an elderly dwarf with a long braided beard, a bald head, and a scroll or book in hand.    

BRUSELLE

  Archetype: The Wanderer   Portfolio: Travelers & Surface Dwellers   Alias/s: The Wandering One, The Surfacewalker   Symbol: Pine Tree Surmounted by the Sun   Bruselle is the daughter of Gwandela and Balmir, born out of wedlock (to Balmir's shame and Gwandela's joy). Though her father was the deity of Law, Bruselle inherited a wild heart from her mother. She was expected to take up a portfolio of mine excavation and underground exploration but this ultimately snowballed into something far more. Her uncle, Oroh, inspired her to follow her own path and passion. As a result Bruselle is responsible for many dwarves leaving home and exploring the limitless expanse of surface world. She considered most dwarven strongholds stifling and horribly boring and unchanging, and encouraged dwarves to either spice things up at home or find something better. She became the patron of surface dwarves, explorers, and outcasts. She even has an association among dwarves with sea-navigation- the ultimate and least dwarf-like activity one could partake in. She also has associations with the night in contrast with her mother's associations with the sun. She has also become a goddess of the labyrinthine Underdark and she is known for occasionally swaying Duergar away from her cousin Maluth and towards the surface. According to many myths Bruselle was the one who swayed her cousin Thodar towards chaos and rebellion and they are on excellent terms- often partners in crime.    

THODAR

  Archetype: The Charlatan   Portfolio: Outcasts, The Banished and Disowned, Trickery, Lawbreakers, Nonconformists   Alias: The Troublemaker   Symbols: Three Eyes with the middle top one open   Thodar is the son of Oroh and Mavrin, and youngest brother to Dolbrek, Halthan, and Maluth. Thodar was a problem child. He simply could not find the right portfolio to rule under among his siblings. He fought with the other three for the right to preside over warfare and lost to Halthan. He then engaged in a battle of thought, memory, and intellect to preside over Knowledge and lost to Dolbrek. Balmir offered Thodar and Maluth a portion of his portfolio which was far too big- the areas of mortal governance and law enforcement. Thodar felt naturally opposed to this and Maluth took the job. He was considered the youngest and least talented of his siblings and he was left only with options that he was disinterested in. He could not find his proper and acceptable "Path" in life. He tried to convince his uncle Balmir to allow for a portfolio of magic, as this was one area he had some skill in, but Mavrin intervened, saying wizardry went against dwarven "Tradition". All the other portfolios he was interested in were taken or considered unacceptable, leaving him no where to fit in. While he was inspired by his father Oroh's commandments to find and follow your life's passion, he found himself rejected at every turn by his mother's beliefs on dwarven impropriety. Mounting pressure from his peers caused him to lash out and rebel. A number of myths spell out the problems he began causing out of spite, out of frustration and disgust with the limitations they were imposing on themselves and mortals alike. He used trickery to assume the identities of other family members and give out false commands for dwarves to break out of the mold they've been forced into. He swayed dwarves to break the law and rail against tradition. He became a major pain in the ass to all other members of the pantheon save for Bruselle and Gwandela, who both embraced a more chaotic worldview.   Thus Thodar became the patron of all dwarves who don't fit the mold and cant find an acceptable Path to follow in dwarven society. Many of his followers ultimately end up banished, disowned, or leave dwarven society out of bitterness. He encourages them to embrace the different and truly follow one's heart. Though naturally a little chaotic, Thodar is a god of peace and happiness. The rebellion he encourages is a healthy rebellion for the sake of fulfillment and joy. Thodar is drawn to Dwarves who force themselves into a Path they don't care for out of a perceived obligation and helps them towards their true path and real satisfaction in life- even if the transition is painful and results in broken relationships and immigration. Worship of Thodar is illegal in some dwarven strongholds, as they do not dare allow a conglomeration of nonconformists among them. Some allow for small temples because they believe that there must be balance in all things- that even though chaos is the antithesis of what they believe in and live by, a little chaos helps society understand why they must embrace these rules of law to begin with, and why it makes their society better. Thodar maintains that all dwarves should know there are more options than those they are presented with and he will help them should they choose "none of the above".    

MALUTH

  Archetype: The Tyrant   Portfolio: Oppression, Slavery, Hopelessness   Alias: The Taskmaster   Symbol: Cracked Skull Pierced with a Scepter   Maluth was the son of Oroh and Mavrin, and brother to Thodar, Halthan, and Dolbrek. He was originally a deity of law enforcement under the wing of his uncle, Balmir. Maluth did not agree with the fact that the right to rule should lie only with blood- he thought this was unreliable. He and his church made many attempts to sway the early dwarven kingdoms towards a meritocracy but they were met with scathing backlash. He fell out of favor among dwarves who were determined to stick to their blood-driven kingdoms, but he became known and worshiped by some small nations of humans. At some point in history, this deity took a sharp right turn and lost his way. According to some myths he was corrupted by the evil draconic goddess Eresh who swayed him into the belief that a dictatorship of the strongest and smartest was the ultimate form governance- the only true way to promote obedience was with swift and brutal retaliation of any who dare speak up against those in power to promote chaos and disloyalty. Whether he was swayed by an outsider god or came to this conclusion himself by watching corrupt human governments, his portfolio changed and his church and their overly harsh implementation of the law began to endanger many dwarvish kingdoms- he was labeled the god of torture and cast out of the pantheon by Balmir. Worship of him was banished in most all dwarven strongholds. He was relatively dormant for awhile, wreaking havoc among humans instead, until the dwarves who had been enslaved in the underdark by the ilithids managed to finally gain their freedom. He then pounced on this new group of hapless dwarves who had been long-removed from their pantheon and shaped and molded them into his perfect worshipers and perfect society. He then turned his gaze upwards, ready and willing to punish the dwarves and their gods them for casting him out. Thus began a long history of duergar raids and the infamous fall of Andun.

Tradition Infomed by the Divine

  Dwarven society is rigid and unchanging. It still largely resembles the exact same dwarven society from many thousands of years ago. Religion is included in this and religion is extremely important to any given dwarven society. While dwarven kingdoms operate as traditional monarchies, they most often have a theocratic civic structure. Blasphemy is a serious offense as is worshiping the non-dwarven pantheon. The dwarven pantheon is structured as a divine family, and this family's commandments inform how much of dwarf society operates and which traditions are important. The divine determine what is taboo, what is 'proper dwarf-like behavior' and the important stages and rites of passage in a dwarf's life. Most dwarven kingdoms have been worshiping the same exact gods in the same exact ways for so long they cannot even conceive of any other way of living or doing things- even if their religion often causes strife for dwarves who do not fit in their very specific mold.

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