His holy symbol is an upright mace in front of a fur-trimmed leather boot. If the latter is the case, the young dwarven deity Marthammor Duin is the grand king of fools. Marthammor Duin (Mar-tham-more doo-ihn), is the young, neutral good dwarven god of wanderers and patron of dwarves who have left the clanholds to explore the world.He is also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye.He is also an exarch of Moradin. He is also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye. Anyway... We asked a buddy to make us up a logo for it. Anyway... We asked a buddy to make us up a logo for it. Your faith in Marthammor Duin gives a drive and curiosity that drives you to go beyond and press further. The most conservative dwarves pledge that the Stout Folk belong underground, and that those who travel the Realm Above have at worst betrayed ancient ideals and at best are somewhat disturbed fools. Prerequisite: Follower of Marthammor Duin. 46 77 0 Marthammor Duin first appears in the 2nd edition book Dwarves Deep (1990) by Ed Green… 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. x Geschichte und Beziehungen Bearbeiten. In fact, since the clergy strongly favored creation over destruction, there's a good chance many of them would have preferred the recipe. Just as Marthammor Duin exemplifies the urge to explore the world beyond the mountain, Dugmaren Brightmantle signifies the exploratory striving to blaze the trails of creativity by using accumulated knowledge to create that which is new and good. The patron of those dwarves who have left the clan holds to explore the world under the sun, Marthammor approaches life with an almost gnome-like demeanor, always curious to see what’s beyond the horizon and always willing to trade stories of travels past beside a crackling campfire. The church of Moradin had an active role in guiding the morals of dwarven communities; they emphasized his hand in everyday dwarven act… New comments cannot be posted and votes cannot be cast. From Baldur's Gate The Sword Coast Chronicles wiki. I had some credit on vistaprint to burn up. Marthammor is a relatively new god in the dwarven pantheon, representative of the slow end to traditional dwarven isolation. They patrolled trade routes and game trails between humanand dwarven enclaves, healing the injured and cl… A Holy Symbol for that recalcitrant young dwarven god Marthammor Duin. Marthammor's clergy are known as the volamtar ("blazers of fresh trails"). Guides, Explorers, Expatriates, Travelers, Lightning. Neutral Good: Nature, Trickery: Upright mace in front of a tall boot: Also Known As: Finder-of-Trails Watcher over Wanderers The Watchful Eye. Marthammor Duin is the God of Travel and Exploration in the Morndinsamman, the Dwarven Pantheon. His is the rare spirit of dwarven exploration embodied in divine form, the spark of curiosity his followers equate with a quick burst of lightning from the open skies. Pretty great time. In our party we also have a Specialty Priest of Lathander. The holy symbol of the faith is a miniature electrum hammer. Marthammor Duin, is the young, neutral good dwarven god of wanderers and patron of dwarves who have left the clanholds to explore the world. Heimatebene: Zwergenheim. Your god, Marthammor Duin, is the dwarf god of wanderers, travelers, and outcasts—those who move among strange lands and foreign peoples. Brightmantle represents the progressive elements of a naturally conservative race that nonetheless prides itself on its infrequent innovations. Symbol: Upright mace in front of a fur-trimmed leather boot Alignment: Neutral Good Portfolio: Guides, explorers, expatriates, travelers, lightning Worshipers: Dwarves, fighters, rangers, travelers. He came up with this which we had made into can cozies! 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. As Brother Jered is located on the upper floor of the monastery, blessing the symbol effectively requires a minimum of level 31 … Moradin's clerics, known as Sonnlinor, were usually drawn from family lines, like most dwarven occupations; they wore earthy colors, with chain mail and silvered helms. In urban areas, they establish temples with the aim of strengthening dwarven populations through healing services, religious ceremonies, and exchange of information. They represent one of the most widely recognized dwarven churches of the surface world, particularly in the North. So he made the above image as a layer so I would have it. Edition: Gut. Morning Lord + Wandering Dwarven God = Wandering Sun. kÖrpergrÖsse gewicht charaktername geschlecht gesinnung augenfarbe haarfarbe hautfarbe 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 urges his followers to travel the world and learn of the peoples and places that have long been shunned by dwarf society. He is the patron of dwarves who have left the clanholds to explore the world. Tymora resided in the Gates of the Moon, allied to, but independent of, that realm's twin mistresses. He is also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye . We whipped them out at the last session and everyone laughed their asses off. Marthammor Duin (Mar- tham -more doo -ihn), is the young, neutral good dwarven god of wanderers and patron of dwarves who have left the clanholds to explore the world. Domains: Arelith worshippers' alignments: CG, LG, NG This deity is part of the Dwarven pantheon. 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. Moradin's holy day was on the crescent moon and he was worshipped at forges and hearths. They represented one of the most widely recognized dwarven churches of the surface wide, particularly in the North. Marthammor's clergy, the volamtar (“blazers of fresh trails”) represent one of the most widely recognized dwarven churches of the surface world. Less adventuresome volamtar sometimes attempt to influence the government of non-dwarven cities that feature dwarven residents, usually by attempting to infiltrate minor political positions. 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. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its Fifth Edition future. They followed a doctrine of knowledge for knowledge’s sake, seeing equal value in learning a once-lost recipe for toasted zygomstalk and discovering the crucial flaw in an enemy's defensive fortifications. All priests of Marthammor can undertake the simple ritual for the stone hammer and it is a sign of the God’s pleasure or displeasure whether the natural … While they do not accompany adventurers, they are in a sense adventurers themselves, often fighting monsters, discovering ruins, and facing the same perils adventurers do. Not bad eh? He delighted in battle, although he did not tolerate treachery or deceit, and he expected his followers to do the same. The holy symbol of the faith is a miniature electrum hammer. 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. If the latter is the case, the young dwarven deity Marthammor Duin (Mat-tham-more doo-ihn) is the grand king of fools. He is also known as the Finder of Trails, the Watcher over Wanderers, the Watchful Eye, and the Wanderer. A Holy Symbol for that recalcitrant young dwarven god Marthammor Duin. His holy symbol is an upright mace in front of a fur-trimmed leather boot. Clangeddin Silverbeard, pronounced (clan-gedh-din sihl-vur-beard), was the dwarven deity of battle and honour in warfare. Dugmaren Brightmantle, also known as The Errant Explorer, is the dwarven deity of scholarship, discovery and invention. Template:Forgotten Realms DeityMarthammor Duin (Mar-tham-more doo-ihn), is the dwarven deity of Travel and Protection in the Forgotten Realms campaign setting. Marthammor Duin. Not bad eh? Guide those who are lost and guard those who are defenseless. Holy symbols can be made by having an unblessed symbol blessed by Brother Jered in the monastery west of Edgeville, or by blessing it yourself by using a holy book or book of balance on an unblessed symbol at 50 Prayer, requiring a few prayer points.Blessing by Jered requires at least 31 Prayer. 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. Dugmaren's clerics drew from the most creative tinkers and free thinkers of dwarven communities, on rare occasions even allowing gnomes to join their orders. Cookies help us deliver our Services. His … His holy symbol was two crossed battleaxes. He was known as the the Father of Battle and the Lord of the Twin Axes. Full priests are known as Watchful Eyes. By using our Services or clicking I agree, you agree to our use of cookies. Marthammor is one of the youngest powers of the Morndinsamman, and as such the other members tolerate what they call his antics. Holy symbols are an amulet donning the symbol of Saradomin, made by having an unblessed symbol blessed by Brother Jered in the Edgeville Monastery, or by blessing it via using a holy book or book of balance on an unblessed symbol at 50 Prayer, requiring a few prayer points. They also establish way-caches of food and supplies along these trails. by brimstone326 Apr 17, 2017 . His holy symbol is an upright mace in front of a fur-trimmed leather boot. x Kirche Bearbeiten. Marthammor Duin; Beschreibung; Titel: Der Wegfinder Behüter der Wanderer Das Wachsame Auge Einflußsphäre: Entdecker Art: Exarch von Moradin früher: Niedere Gottheit. Die Gottheit Bearbeiten. Moradin, pronounced (mor-uh-din), was the lawful good god of the dwarves and the chief deity in their pantheon. Marthammor Duin (Mar-tham-more doo-ihn), is the dwarven deity of Travel and Protection in the Forgotten Realms campaign setting. Marthammor's clergy were known as the volamtar ("blazers of fresh trails"). Marthammor Duin first appears in the 2nd edition book Dwarves Deep (1990) by Ed Greenwood, ... His holy symbol is an upright mace in front of a fur-trimmed leather boot. He is also known as the Finder of Trails, the Watcher over Wanderers, the Watchful Eye, and the Wanderer. Moradin charged his followers with the task of wiping out the kingdoms of orcs and wiping out the followers of Gruumsh. Novices of Marthammor are known as the Lost. I've been playing as a Cleric/Fighter of Marthammor Duin in a campaign for quite awhile. 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. Moradin inspired dwarven inventions and constantly sought to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. A harsh but fair judge, he was strength and force of will embodied. Marthammor Duin first appears in the 2nd edition book Dwarves Deep (1990) by Ed Greenwood, as one of the deities of the Forgotten Realms version of the dwarven pantheon. High Old Ones have unique individual titles. The patron of those dwarves who have left the clanholds to explore the world under the sun, Marthammor approaches life with an almost gnome-like demeanor, always curious to see what's beyond the horizon and always willing to trade stories of travels past beside a crackling campfire. They patrol trade routes and game trails between human and dwarven enclaves, healing the injured and clearing such areas of dangerous predators. Her realm was the Great Wheel, seven earthmotes connected by lofty bridges, where games of chance, tests of luck, and gambling abounded. His altars are always a simple stone cairn or wooden tripod supporting a stone hammer, head uppermost. Press J to jump to the feed. Gesinnung: NG Neutral Gut 4. Volamtar marked wilderness trails near dwarven strongholds to make the path of those that might follow from the clanholds easier. … Dwarves who honor him wear his holy symbol, a boot overlaid by an upright mace, on a necklace often made of silver and iron. Worshipers. A dwarf, in the Dungeons & Dragons (D&D) fantasy roleplaying game, is a humanoid race, one of the primary races available for player characters.The idea for the D&D dwarf comes from European mythologies and J. R. R. Tolkien's novel The Lord of the Rings (1954-1955), and has been used in D&D and its predecessor Chainmail since the early 1970s. Before we read up on the lore of Deadsnows we had decided in-game that we would build a temple together based on our mututal hatred of undead, and general goodness for party synergy and the like.. If the latter is the case, the young dwarven deity Marthammor Duin (Mar-tham-more doo-ihn) is the grand king of fools. Just as Marthammor Duin exemplifies the occasional dwarven urge to explore the world beyond the mountain, Dugmaren Brightmantle (duhg-mah-ren brite-man-tuhl) signifies the exploratory striving to blaze the trails of creativity by applying accumulated knowledge to create something new and good. A friend of mine (Playing a Specialty Priest of Lathander) and myself (Fighter/Cleric of Marthammor Duin) started a temple called The Temple of the Wandering Sun in our campaign. Forgotten Realms Five Factions Stamps - Bigalky Request . His ceaseless quest for knowledge and constant tinkering an… x Dogma Bearbeiten. He is the patron of dwarves who have left the clanholds to explore the world. Help fellow wanders and sojourners in the world, giving all that is needful. While he hates all goblinkin and evil giant gods, Marthammor harbors a particular loathing for Grolantor. His holy symbol is an upright mace in front of a fur-trimmed leather boot. Dwarves who honor him wear his holy symbol, a boot overlaid by an upright mace, on a necklace often made of silver and iron. Marthammor is worshipped on the bare heights of stony tors on moonless nights, or on holy days and for important rituals, in underground natural caverns. References symbol portrait verbÜndete & organisationen aussehen zusÄtzliche ausrÜstung hintergrundgeschichte werdegang alter glaube grÖssenkat. Marthammor Duin is … Variations from the standard dwarf archetype of … Volamtar mark wilderness trails near dwarven strongholds, that the path of those who decide to leave the clanholds is made that much easier. Symbol: Inhaltsverzeichnis . Symbol. If your base walking speed movement speed is less than 30 feet, it becomes 30 feet, and you have advantage on Constitution saves against Exhaustion. So much more awesome than the stinky leather boot IMO. Morning Lord + Wandering Dwarven God = Wandering Sun. Herald the way of newfound hope. . He contested this role for a short time with Muamman Duathal, but ultimately wrested it from that rival and subsumed him. Press question mark to learn the rest of the keyboard shortcuts. I wasn't a fan of the leather boot image with the one that is floating around on the web. Your god, Marthammor Duin, is the dwarf god of wanderers, travelers, and outcasts—those who move among strange lands and foreign peoples. 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