Moradin, God of Creation, Forgecraft and Legacy - The Allhammer (LG)
“With skin of iron and steel in our bones, our souls burn like fire and our hearts are as steadfast as mountains. We, the children of the Allhammer, shape the earth, tame the fire, and give form to the formless. Our clan is our family, the forge is our home, and the anvil is our altar. In the name of Moradin, with unshaken resolve, we craft to honor the past, seize the present, and offer gifts to the future.” - Argento Skulison, Dwarven Blacksmith and Devotee of Moradin
Culture Names
Culture | Name | Title | Pronouns | Group |
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Alonian (Tallman) Generic | Moradin | The Allhammer | He/Him | The Harmonious Gods |
Asteni (Tallman) Italian | Vesuvius | The Shipwright | He/Him | Gli Dei Armoniosi (The harmonious gods) |
Dal (Tallman) Hispanic | Creaciónica | The Hearthkeeper | She/Her | Los Armoniosos (The harmonious ones) |
Duir (Dwarven) German | Eisenhammer | The Runesmith | He/Him | Die Eintrachtigen (The harmonious ones) |
Dwelmer (Dwarven) Nordic | Durinn | The Earthshaper | He/Him | Ástin Gudar (Loving gods) |
Eldar (Elven) Elven | Aulë | The Master Forger | They/Them | Maiar (Brotherhood) |
Eldarin (Elven) Japanese | Kagutsuchi | The Dreamshaper | She/Her | Waigami(Harmonious deities) |
Mularir (Tallman) Greek | Pantropos | The Eternal Craftsman | He/Him | Armonía theoí (Harmony gods) |
Yotunn (Dwarven) Giant | Verkandr | The Mountainfather | He/Him | Samraddar Guir (United gods) |
Extra Titles
The Father of the Forge: Moradin, God of Creation The Dwarven Artisan: Moradin, God of Smithing The Maker of Mountains: Moradin, God of Stonecraft The Guardian of Tradition: Moradin, God of Ancestry
Commandments
- Remain stoic and tenacious in the face of catastrophe.
- Uphold and promote loyalty; loyalty to your clan, and loyalty to your people.
- Legacy is paramount. To create something that lasts is to change the world for the better.
Portfolio
- Creation: Moradin is the divine craftsman, shaping the materials of the world and all its wonders with his skilled hands and unwavering determination.
- Dwarves: He is the father and protector of the dwarven race, guiding them with wisdom and strength to uphold their traditions and honor their ancestors.
- Mountains: Moradin rules over the majestic mountains, where dwarven strongholds are carved into the rock and mineral wealth lies waiting to be unearthed.
- Stonecraft: He is the master of stonecraft, teaching dwarves the art of stonemasonry and architecture, creating durable structures that withstand the ages.
- Mining: Moradin blesses miners and prospectors, guiding them to rich veins of ore and precious gems that fuel dwarven industry and craftsmanship.
- Stoicism: He instills in his followers the virtues of stoicism, resilience, and determination, urging them to face adversity with unwavering resolve and unyielding courage.
- Magma: Moradin commands the fiery magma deep within the earth, harnessing its heat and power for smithing and forging mighty weapons and armor.
- Hearth: He presides over the hearth and home, where dwarven families gather to share warmth, stories, and the bonds of kinship.
- Forgecraft: Moradin inspires the art of forgecraft, where skilled dwarven smiths create weapons, armor, and artifacts of unparalleled quality and craftsmanship.
- Legacy: He values honor, duty, and the preservation of dwarven traditions, ensuring that each generation upholds the legacy of their ancestors with pride and resilience.
Alignment
Lawful Good
Symbols
Hammer with ends carved in the likeness of dwarven heads
Flaming anvil
Avatars
Alonian (Tallman) Generic
By his worshipers he is depicted as a faceless, stout dwarf-like being of immense strength, hunched over, clasping within his massive hands a flaming heart
Cleric Domains
Domains |
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Forge |
Knowledge |
War |
Religious Practices
Moradin’s followers are known for their dedication to craftsmanship, tradition, and community. They engage in a variety of religious practices and rituals to honor the Allhammer and seek his guidance and blessings. Some of the most common practices include:
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Forging Ceremonies: Devotees of Moradin regularly participate in forging ceremonies where they craft weapons, armor, and other items as offerings to the god. These ceremonies are conducted with solemnity and reverence, with prayers offered to Moradin for guidance and inspiration in their craftsmanship.
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Ancestral Remembrance: Followers of Moradin honor their ancestors through rituals that involve visiting ancestral halls or crypts, offering prayers, and leaving tokens of respect such as crafted items or symbolic representations of the family’s legacy. These rituals reinforce the importance of legacy and continuity in dwarven cultures.
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Blessing of New Ventures: Before embarking on significant endeavors such as new mining expeditions, construction projects, or business ventures, followers of Moradin seek the blessing of the Allhammer. This is typically done through a ritual where each individual involved in the venture crafts an item to be given to their loved ones as a token of their commitment to the project and as a token to remember them by during their absence.
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Feast of the Founders: Once a year, followers of Moradin gather for the Feast of the Founders, a celebration honoring the legendary founders of civilization and the divine artisans who shaped the world. The feast is marked by the hunting of giant boars, bears, or other large creatures, and the brewing of special ales and meads to be shared among the community, followed by a grand feast where stories of heroism, craftsmanship, and divine intervention are shared.
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Trial by Fire: When someone wrongs the community or is suspected of treachery, followers of Moradin may invoke the Trial by Fire, a ritual in which the accused must undergo a series of challenges or tests to prove their innocence or, if guilty, to seek redemption through penance. These trials are often witnessed by the community and overseen by a council of elders or priests, as the accused faces struggles that test their courage, resolve, and resilience. Those who pass the trial are welcomed back into the community, while those who fail are cast out or punished accordingly.
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Rite of Passage: When young dwarves reach adulthood, they undergo a Rite of Passage ceremony to mark their transition into full-fledged members of society. This ritual often involves a symbolic journey or task that tests the individual’s courage, skill, and commitment to Moradin’s values. It can be a pilgrimage to sacred sites, a crafting challenge, or a test of physical endurance, culminating in a ceremony where at the end of the rite the individual is welcomed by their family and community as an adult usually with great fanfare and celebration.
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Annual Pilgrimage: Followers of Moradin may undertake an annual pilgrimage to sacred sites associated with the Allhammer, such as ancient forges, mountain peaks, or divine shrines. During the travels, pilgrims seek must find raw materials to craft a new item or repain an broken one every day of their pilgrimage. They usually travel in groups carrrying the tools of their trade to be able to craft the items they need for the pilgrimage. During the travel the pilgrims must remain silent and stoic, only speaking when necessary or during the crafting of the items. The pilgrimage is a time of reflection, meditation, and renewal, as devotees seek to deepen their connection to Moradin and gain insight into their own purpose and destiny. Those that complete the pilgrimage many years in a row are considered to become incredibly skilled craftsmen and are often sought after for their unparalleled skill.
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Burning offering: Whenever a follower of Moradin wishes to confess their love, deep respect, and gratitude to another, they must embark on a quest for the perfect gift, one that will endure through generations, unfazed by the passage of time. This quest begins with seeking Moradin’s blessing through meditation, ensuring divine guidance in finding the perfect materials, design, and execution. The gift must be crafted by the follower themselves, who must achieve perfection in all aspects, however long it may take. The creation process must be conducted in stoic concentration, allowing the follower to channel their feelings and devotion into the work. Once the gift is completed, the follower presents it to the recipient in a private and significant location. Here, they explain the meaning and emotions behind the gift, but never the crafting process, as the gift must speak for the dedication and effort on its own. The offering must be conducted with utmost respect and reverence. If the recipient accepts the gift, it signifies reciprocation of feelings, forging a bond as strong as the item itself. If the gift is rejected, the follower must accept this with dignity, never speaking of the offering or the feelings behind it again to avoid burdening the recipient with the resposability for the follower’s feelings. This ritual is a profound way for followers to express their deepest emotions and create lasting bonds through the power of craftsmanship. Many followers of Moradin spend years searching and crafting the perfect gift, creating intricate and beautiful items. Some inscribe their feelings into the item, others use materials from distant lands, and some imbue their creations with powerful magic and enchantments. Gifts created in this manner often become family heirlooms, symbolizing the enduring bond between giver and recipient.
Cultural Norms
Cultures that worship Moradin are characterized by their dedication to craftsmanship, tradition, and community. These norms shape the daily lives of individuals and guide their interactions with others. Some of the key cultural norms include:
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Valuing Craftsmanship: In cultures devoted to Moradin, exceptional craftsmanship is highly esteemed. From blacksmiths to jewelers, artisans are revered, and their work is considered both a practical necessity and a spiritual offering. People are encouraged to learn and perfect a craft, seeing it as a way to honor Moradin.
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Strong Clan Loyalty: Loyalty to one’s clan or family is paramount. Communities are organized around extended family units, and decisions often involve consultation with clan elders. Betraying one’s clan solely for personal gain is considered a grave offense, and those who do so are often shunned or exiled. Often the clan is considered to be the one that teaches the craft to the young, but some cultures consider a clan to be the direct family of a given individual, while others consider the clan to be those who an individual has chosen to be their family by their bonds of friendship and loyalty.
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Preservation of History and Legacy: Preserving history and honoring the past are vital. Family histories, ancestral achievements, and cultural lore are meticulously recorded and passed down through generations. Statues, monuments, and written records are maintained with great care.
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Stoicism and Resilience: Followers of Moradin are taught to remain stoic and resilient in the face of adversity. Endurance and perseverance are highly valued traits, with individuals encouraged to face challenges head-on and never give up, no matter how difficult the circumstances or how great their fear is. Individuals that manage to overcome great adversity without losing their resolve are often seen as heroes and role models.
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Emphasis on Tradition: Tradition plays a crucial role in these cultures. Rituals, ceremonies, and customs are followed with precision, and changes to traditional practices are made cautiously. Innovation is respected, but it must align with core values of the community. Elders and leaders are expected to teach and uphold traditions, ensuring continuity and stability. Some cultures may have a strict adherence to tradition, considering it above all else, while others belive that letting traditions stagnate their community is a greater offense to their ancestors and gods than breaking them.
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Communal Living and Cooperation: Communities function with a strong sense of cooperation and mutual support. Shared resources, communal efforts in large projects, and collective problem-solving are common. Helping one’s neighbor is seen as a moral duty, and those that refuse to assist others, specially those in need, are often considered selfish and disgraceful.
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Respect for the Elderly: Elders are treated with the utmost respect. Their wisdom, experience, and leadership are considered invaluable, and they often hold influential roles in decision-making processes. Younger generations are taught to seek their guidance as their wisdom has been molded by the trials and tribulations of life. Some consider the elderly to be the most important members of the community, while others consider them to be the most important members of the family that must be looked after as their bodies and minds grow weaker, seeing them as tired warriors that have fought their battles and now deserve to rest at ease.
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Hospitality and Generosity: Generosity and hospitality are important cultural norms. Visitors and guests are treated with strict courtesy and respect, and hosts are expected to provide food, shelter, and protection to those in need. Refusing to provide hospitality is considered a grave offense, and those who do so are considered ungrateful for what they currently have. As a guest, one is expected to show gratitude and respect to their host and their home, and those that do not are rarely welcomed back.
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Honoring the Earth and Fire: Given Moradin’s association with creation and the earth, there is a profound respect for nature, particularly mountains, caves, volcanos, magma and underground formations. Sustainable practices in mining and building are emphasized to maintain harmony with the natural world.
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Rituals of Creation: Daily life often includes small rituals related to creation and craftsmanship. Whether it’s saying a prayer before beginning work on a project or performing a brief ceremony when completing an item, these acts serve to remind individuals of Moradin’s presence and blessing in their lives.
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Education in the Arts: Education in various crafts and arts is encouraged from a young age. Apprenticeships and mentorships are common, with masters passing down their skills to apprentices through hands-on training and personal instruction. As they must keep their craft passed down through generations to be improved and handled by great artisans and smiths that will carry their legacy with them and their creations.
Political Structures
Cultures that worship Moradin often have unique political structures that reflect their values of craftsmanship, tradition, and community. These structures are designed to promote stability, cooperation, and the preservation of cultural heritage. Some of the common political systems include:
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Clan-Based Governance: Political power is concentrated within clans, with each clan electing or appointing a leader, often known as a chieftain or elder. These leaders represent their clans in a council that governs the broader community.
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Council of Elders: A governing body comprised of the oldest and most respected members of society. This council makes decisions on important matters, leveraging their wisdom and experience to guide the community.
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Guild Leadership: Guilds of artisans, miners, and other craftspeople hold significant influence. Each guild has their way of choosing their leaders, representatives, or any other form of governance, and these guilds then work together to manage the community’s affairs in a form of council.
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Meritocratic Hierarchy: Leaders are chosen based on their skills, achievements, and contributions to society rather than their birthright. Positions of power are earned through demonstrated ability, craftsmanship, and dedication to the community.
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Theocratic Rule: Priests and religious leaders of Moradin hold significant authority, guiding the community based on divine principles and religious doctrines. The high priest or priestess often serves as the primary leader.
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Monarchical System: A hereditary monarchy where the king or queen is seen as the direct descendant of a legendary figure blessed by Moradin. This ruler is often advised by a council of nobles and elders.
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Warrior-Craftsmen Leadership: A unique blend of military and artisanal leadership, where the highest-ranking warriors who are also skilled craftsmen hold dual roles in defending the community and leading it in governance. Often owing their position to their prowess in battle and their ability to craft powerful weapons and armor.
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Democratic Assemblies: Citizens have the right to vote on important matters, with representatives elected from each district or clan. These representatives form an assembly that creates and enforces laws.
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Rotating Leadership: Leadership roles rotate among the heads of different clans or guilds on a regular basis. This ensures that no single group maintains power for too long and that diverse perspectives are considered.
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Trade Confederacy: A coalition of trade leaders and merchants who control economic policy and governance. They ensure that commerce and craftsmanship flourish, benefiting the entire community.
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Craftsmen Senate: A senate composed of representatives from various trades and professions. Each trade elects a representative to the senate, which then works together to create policies that support economic and social stability.
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Oligarchic Council: A small group of the most influential and wealthy individuals, often successful guildmasters and master craftsmen, who make decisions for the community. Their wealth and influence give them significant political power.
Elemental Affinities
Elements |
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Earth |
Fire |
Metal |
Electricity |
Cold |
Transmutation |
Order |
Creation |
Home Plane
Seven Heavens of Mount Celestia
Champions
Previous Champions |
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Brunhilde, The Iron Maiden |
Holidays
Holidays |
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Blessings
A follower of Moradin can gain favor with the Allhammer by dedicating themselves to the craft of creation, upholding tradition, and honoring their ancestors. As they embody the principles of craftsmanship, resilience, and legacy, Moradin may bestow the following blessings upon them:
Any spell-like abilities granted by these blessings use the character’s spellcasting ability, if the character does not have a spellcasting ability, they can use their highest ability score.
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Artisan’s Mastery: The follower gains proficiency in Smith’s Tools, Mason’s Tools, Jeweler’s Tools, Carpenter’s Tools and gains advantage on all ability checks related to crafting, identifying or repairing items related to those crafts. Additionally, when crafting weapons or armor, the follower reduces the time and cost required by half.
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Stonewarden’s Resilience: The follower gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons while wearing medium or heavy armor. Additionally, they gain advantage on saving throws against petrification effects.
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Divine Inspiration: Once per long rest, the follower can call upon Moradin’s guidance to immediatly succeed on an ability check or saving throw related to crafting, combat, or solving a problem involving stone or metal.
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Flaming Vigor: Once per long rest, the follower can use a bonus action or action to channel Moradin’s divine energy to fuel his inner fire, the follower emits light in a 5-foot radius and dim light for an additional 5 feet. Additionally, the follower gains temporary hit points equal to their level + proficiency bonus, and their melee attacks deal an additional 1d6 fire damage, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. This effect lasts for 1 minute.
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Ancestral Blessing: Once per short rest, the follower can use an action to invoke the spirits of their ancestors to aid them in battle. 1d4 Ghostly dwarven warriors appear and fight alongside the follower for 1 minute, they attack after the follower’s turn, having the same weapon and armor proficiencies as the follower, dealing 1d6 + the follower’s Strength (or Wisdom) modifier damage of the same type as the follower’s current weapon on a successful hit. The follower can command the spirits to attack a specific target or defend them, but they cannot move more than 30 feet away from the follower.
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Stonestride’s Grace: The follower gains a +10-foot bonus to their movement speed while underground or in rocky terrain. Additionally, they can move through difficult terrain made of stone or earth without penalty and without leaving tracks. Additionally, once per short rest, the follower can gain 30 feet of tremorsense, flying, and a burrowing speed of 30 feet for 1 minute. When burrowing, the follower can move through solid stone or earth as if it were air, not leaving a tunnel behind.
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Flameforged Weapon: Once per long rest, the follower can use a bonus action to imbue a weapon with Moradin’s fiery blessing, extending its range an additional 30ft and causes it to deal an additional 1d10 fire damage on a successful hit for 1 minute. This blessing can be applied to any melee weapon or ranged weapon made primarily of metal.
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Mountain’s Endurance: The follower gains proficiency in Constitution saving throws and can add their proficiency bonus to Constitution checks made to resist exhaustion or endure environmental hazards, such as extreme cold or high altitude. Additionally, they gain advantage on checks to resist being moved or knocked prone and gains resistence to poison damage and immunity to the poisoned condition.
Curses
(God)‘s followers can invoke their deity’s wrath upon their enemies by cursing them with afflictions that reflect the deity’s domains. As the followers gain favor with (God), they may gain access to the following curses to unleash upon their foes:
The follower must cast Bestow Curse to invoke their available curses:
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Forgebound Shackles: The cursed enemy’s movements become sluggish and heavy as if weighed down by invisible chains. For the duration of the curse,they loose any weapon or tool proficiency they had and suffer disadvantage on Dexterity-based ability checks and saving throws, their movement speed is halved for the duration as well.
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Stonebane Affliction: The cursed enemy’s tools, armor and weapons become brittle and prone to breaking. For the duration of the curse, any attacks made against them have advantage, their AC is reduced by 5, and they suffer disadvantage on saving throws against being disarmed or having their equipment damaged and any attack rolls they make recieve a -5 penalty.
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Forge’s Wrath: Whenever the cursed enemy touches metal or stone, they are burned by searing heat as if being under the spell Heat Metal, causing 4d8 fire damage. Additionally, any attacks made against them with fire damage deal an additional 1d6 fire damage. If the cursed user does not stop touching the metal or stone within 1 minute, the metal starts melting and the stone starts cracking, any item held becomes unusable and any stone surface touched becomes difficult terrain.
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Ancestor’s Disfavor: The cursed enemy finds themselves haunted by the spirits of their ancestors, who scream and wail into their mind. They suffer disadvantage on Wisdom-based ability checks and saving throws, as well as on Charisma checks made to interact with allies. Additionally, they suffer disadvantage on saving throws against fear effects and gain vulnerability to psychic damage.
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Stoneshatter’s Ruin: The cursed enemy’s connection to the earth weakens, causing the ground beneath their feet to tremble and crack. They suffer disadvantage on Dexterity or Strength-based ability checks and saving throws, and they automatically fail Strength checks to break or lift objects and Dexterity saving throws to not fall prone. All terrain within 10 feet of them becomes difficult terrain for them for the duration of the curse.
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Flameforged Mark: The cursed enemy becomes marked by Moradin’s fiery wrath, causing them to emit dim light in a 10-foot radius. Additionally, any attacks made against them with fire damage deal an additional 2d6 fire damage.
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Brittle Body: The cursed enemy’s body becomes as fragile as glass, causing them to suffer disadvantage on Constitution saving throws and checks, and they gain vulnerability to bludgeoning, piercing, slashing and thunder damage, if they recieve any damage of those types they recieve 1d8 aditional damage of the same type. If they fall for more than 4 feet, they take 1d6 blugeoning damage must succeed on a Dexterity saving throw or be knocked prone.
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Stonecursed Paralysis: The cursed enemy’s body becomes stiff and unyielding as if turned to stone. At the start of each of their turns, they must succeed on a Constitution saving throw or recieve -10 to their movement speed at the start of each of their turns and suffer disadvantage on all attack rolls and Dexterity saving throws, but their ac gains a +2 bonus. If their movement speed reaches 0, they are petrified for the duration of the curse.
Myths
Brunhilde, The Iron Maiden
The Myth:
In an age long forgotten, when the mages of the Aeloria grew bold and covetous, their power threatened the sanctity of the dwarven cities devoted to Moradin, the Allhammer. Seeing this peril, Moradin chose a champion to safeguard his faithful. Brunhilde Reinhardóttir, a young dwarf known for her unyielding spirit, strength and mastery of the forge, was selected as his champion. She became known as Brunhilde Reinhardóttir, the Iron Maiden, champion of the Allhammer.
Brunhilde was but fifty years old when Moradin appeared to her amidst the molten rivers of a volcanic forge. He entrusted her with a mission: to defend his followers from the encroaching mages. Fearless and resolute, she accepted Moradin’s challenge and the formidable power he bestowed upon her. Guided by the Allhammer’s divine hand, Brunhilde completed her crescent blade, “Dimhake,” imbued with the ability to sever even the strongest of magics. Her armor, forged from the hardest of blackened steels and named “Iron Maiden,” was said to rival the mountains in resilience.
For many years, Brunhilde, the Iron Maiden, waged war against the mages who dared threaten Moradin’s kin. She was legendary for her ability to cleave through enchantments with Dimhake and withstand the most potent spells with her impenetrable armor. A beacon of hope to the faithful, she struck fear into the hearts of mages and liches alike.
During a fateful battle against a powerful lich that menaced a dwarven city, Brunhilde emerged victorious but at a great cost. The lich’s vile magic drained her life force. Standing before the city she saved, she declared her path: “I shall go to the forge of the Allhammer, to be reforged as iron in fire. Like a beast in the field, I know no fears, because I became the beast in dwarvenkind, the forge’s daughter. Fear not, for I shall return when the wild winds blow and the dark skies fall, to protect you once more.” With those words, she turned and began her solitary march toward the Bergentrückung Peaks. She did not falter, nor did she speak another word, her resolve unyielding as the mountains themselves.
The followers of Moradin believe she resides still within the forge of the Allhammer within Bergentrückung Peaks, undergoing a transformation akin to metal in the crucible. They hold fast to the prophecy that when the world calls for her valor once more, Brunhilde Reinhardóttir, the Iron Maiden, will return to safeguard her people. Thus, the legend endures—a beacon of hope for the faithful and a chilling tale for any mage who dares threaten the sanctity of the dwarven realms.
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Khazad-Valdar
The Myth:
Legends speak of a colossal dwarven city-kingdom, lost to time, known as Khazad-Valdar (a common dwarven term for “Mighty Fortress of the Dwarves”) a city made by the direct sons and daughters of the very first clan of dwarves. It is said to be nestled deep within a ravine inside a mountain, in a land with no shores. The city is renowned for its grandeur, its intricate architecture, and its extensive network of tunnels and chambers that span miles. Its halls are adorned with gems and precious metals, and its forges were once the hottest and most productive in the known world.
Legend say that Khazad-Valdar was founded by the first dwarf that found the mountain it was built on, Thror Bergkönig, who was said to be a master craftsman and a mighty warrior. He was known for his wisdom and his ability to forge powerful magical artifacts, in which he would carve poems and songs of his people using powerful runes. The city was said to be a testament to his skill and his vision, a place where dwarves from all over the world would come to learn and to trade. Many of the greatest dwarven heroes and artisans of old were said to have hailed from Khazad-Valdar, and their names are still remembered in the songs and tales of the dwarven people. The city was said to contain endless ores, gold and rare gems, where dwarvenkind would never need to see the moonlight again, as the city was said to be self-sufficient and self-sustaining.
At the entrance of the city, a golden chalice was said to be placed in between a stalagmite and a stalactite, such item was created after Thror Bergkönig lead the dwarves to the mountain, the chalice was made using the first gems and ores found in the mountain, a testament to the endless riches that the mountain would provide to the dwarves. As Thror drank from the chalice, he was blessed by the allhammer and the stormlord, so that his kingdom would always stand strong like the mountain itself. It is said the chalice is immovable and unbreakable, and only the true successor of Thror Bergkönig would be able to remove it from its place. Tales say any dwarf that can move the chalice and drink from it will be blessed by the gods and will recieve the wisdom of the ancestors.
The city was said to have been attacked by a great red dragon, that forced the dwarves to abandon the city, it is unknown if the city still stands and if any dwaves still live there, but the legends say that the city is still strong and that when the time comes, the dwarves will return to their ancestral home and meet with their king and ancestors to reclaim their lost glory, killing the dragon once and for all.
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The Creation of the Giants
The Giants
The giants were forged by Kord and Moradin. Moradin had created the first and biggest mountain, and Kord impressed by the creation, decided to climb to the very top of the mountain to see the world from above. As he strode unstoppable as a unyielding storm, he reached out his hand and grabbed the pure elemental forces of the world, dragging them with him to the top of the mountain. During his climb, the elemental forces joined with parts of the mountain, the hills from below, the stones from the mountain, the ice from the top, the fire from the magma, the clouds from the sky, and when he reached the top, he shaped created a mighty storm to lift himself above the mountain, imbuing the storm with the elemental forces he had gathered as a final gift to the world. And thus the first giants were born, each embodying the elements of the world.
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The Creation of the Dwarves
The Dwarves
After the elves, the dwarves were created by the The Allhammer, utilizing parts of the giants. Sturdy creatures, the dwarves were forged into existence. Like the elves, they desired exploration, digging out of the mountains to explore the surface.
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The Creation of Pyrosphere
Creation
According to the ancient beliefs passed down through the ages, the origin of Pyrosphere is intricately woven into the divine tapestry of Moradin, the god of forgecraft and creation. In the celestial realm, Moradin found himself reliant on the radiant heat of Pelor, the sun god, to fuel his masterful creations. Despite Moradin’s gratitude and respect for Pelor’s warmth, the stoic god knew that true pride existed only in self-sufficiency.
Driven by an unwavering determination to forge a source of heat independent of Pelor, Moradin embarked on a cosmic endeavor. He reached out into the cosmic expanse, seizing stars that glittered in the night sky. Mixing the fiery essence of these celestial bodies with the very ground beneath his divine feet, Moradin infused his own burning blood into the concoction. With unparalleled craftsmanship, Moradin crushed and molded the mixture until it radiated with the brilliance of sunfire.
In an awe-inspiring display of divine power, Moradin hurled the burning magma into the heavens, creating Pyrosphere—an eternal source of heat that he could perpetually access. The blazing planet became a testament to Moradin’s ingenuity and self-sufficiency, a fiery orb in the cosmic ballet, forever fueled by the celestial fires of Moradin’s creation.
As the fire giants and dwarves, Moradin’s children, emerged into existence, their admiration for the art of forgework caught the god’s attention. In response, Moradin decided to craft a new mixture, one that would reside at the core of Aeloria, the planet he had forged with his brothers and sisters. This molten core served as a gift to his children, providing them with the raw materials needed for their own works of metallurgy and craftsmanship.
Legend has it that Moradin, utilizing Pyrosphere as a boundless forge, forged weapons of unimaginable strength. Many of the divine weapons wielded by the gods during The Great War of the gods were said to have originated from the fiery depths of Pyrosphere. Whispers persist that deep within the planet’s core lie remnants of Moradin’s failed weapon prototypes, hidden in the searing heart of the world he created. The echoes of divine craftsmanship and the clanging of celestial hammers resonate throughout Pyrosphere, a testament to Moradin’s enduring legacy as the celestial blacksmith of the cosmos.
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