|
MORDHAL, god of the forge
Mordhal is the mighty and clever smith of the gods, known as
the Great Maker. Among
his greatest works are the palaces of the gods, the ship Edaverot
which draws his cousin Erdhon across the sky, and many of the
weapons and armor wielded by the gods and heroes of legend.
Associations
Mordhal is the god of smiths, artisans, craftsmen, builders and
laborers. He is also the patron of constancy, faithfulness,
hard work and clever thought. He is the champion of cities and all
the works of mortal hands. He is highly regarded by all
mortal societies, but is particularly revered by dwarves and
gnomes.
Alignment
Mordhal is Neutral Good.
Representations
As each of the mortal races learned their crafts from Mordhal,
each represents him as one of their own. Elves depict him as
a master jeweler and shipwright; dwarves as as a mighty, bearded
smith and halflings as a clever builder of safe and well-wrought
homes. He is always depicted as muscular and usually bearing
or wearing his great hammer.
His symbol is fairly universally an anvil and hammer.
Among animals, he is represented by the bull or the weaver
bird. Among mystical creatures, he is represented by the
salamander, which makes its home in fire.
Purpose
Mordhal is the greatest creator among gods and men, surpassed
only by the One himself. In this, Mordhal seeks to emulate
his creator, striving always to make the most perfect, most
beautiful, most useful examples of each thing he can conceive.
He carries a special hatred for Drauluin, the god of
destruction, and has battled with him many times in the
past. He is always on guard against the Destroyer's plots
and agents.
Servants
The Forgehost - After
their deaths, many of the finest craftsmen throughout the ages
have become apprentices and journeymen under the tutelage and
inspiration of the Great Maker. In his vast halls are
artisans, smiths, architects and masons by the thousands,
each toiling away, some on his or her own projects, and some on
themes propounded to them by Mordhal.
THE CHURCH - The Crafthalls of
Mordhal
Church Description
The churches of Mordhal, his Crafthalls exist to serve
the artisans, builders and makers of the community. Nearly all of
these are worshippers of the Great Maker. The Crafthalls serve as
a gathering place to discuss new ideas, for instruction, and for
the settlement of disputes between laborers and their
employers. They are places for craftsmen to receive
training, encouragement and even supplies. Nearly all Crafthalls
contain active workspaces, where the faithful produce excellent
examples of local crafts.
Church Structure
The church is dominated by the local Crafthalls, each of which
is run by a Master Maker who is advised by the local master
craftsmen. The Master Maker is a priest of Mordhal who is
always highly skilled in one or more crafts.
The various Crafthalls have no formal ties to each other,
though each remains connected to the others by a system of
exchanging journeymen priests. Thus, new methods techniques
are slowly dispersed among the whole body of the church.
Doctrine
Industry is Divine - The Crafthalls teach that every
person, regardless of rank or station, should work, and work
hard. "Idle hands are the Enemy's playthings" is a
common Mordhalite aphorism.
Teach Others - The skills of handiwork are not be
hoarded, but neither are they to be wasted upon the idle, or the
foolish. Seek out hardworking apprentices and teach them
what you know.
Tenacity - "Anything worth starting is worth
finishing well", as the Makers are fond of saying. Once a
Mordhalite has committed to a project, he is encouraged to see it
through to the end.
Preserve and Protect - One must not allow great works of
the hand to be destroyed or to fall under the dominion of
evil. From this belief stems both the martial wing of the
church and its opposition to the cults of Drauluin the
Destroyer.
Holy Days
The last day of each month, called "the Embers" is a
day for rest, reflection and prayer for devout Mordhalites.
Traditionally, it is a day for family gatherings and the enjoyment
of the fruits of labor.
The Embers of the month of Northhale is called "The
Maker's Day" and is a Festival day during which a community's
best artisans and craftsmen are remembered and is considered a
propitious day for beginning new labors.
Preferred Weapon
Mordhal wields a giant hammer, and in his honor his followers
are fairly uniform in also using some form of hammer (light
hammer, warhammer, or the huge maul known as the Greathammer).
Greathammer**
Size: Large Cost:
40 Traders Damage: 2d6 Critical:
x3 Weight: 45 lbs. Type: Bludgeoning
CLERICS - The Wrights of
Mordhal
The Order
The clergy of Mordhal is especially close to the worshippers,
in that they work among them not only as clerics but as smiths,
masons, carpenters and laborers. They are viewed within the
Crafthalls as one voice among many master craftsmen, but given
their wisdom and connection to the god, usually an honored voice.
To become a Wright of Mordhal takes many years of
apprenticeship, as the aspiring wright must seek out an
established priest to train him or her, both in the rituals and
divine knowledge but in an actual trade. Established
characters skilled in a trade may become wrights much faster.
Titles
The Wrights of Mordhal do use titles, but
these are more closely linked to their skill as tradesmen than
their character levels.
Wright - The priest must have at
least 4 ranks in a Craft skill.
Journeyman - The priest must have at
least 8 ranks in a Craft skill.
Master Wright - The priest must have
at least 12 ranks in a Craft skill.
Grand Master Wright - The priest must
have at least 20 ranks in a Craft skill.
Domains
Wrights of Mordhal may choose two of the following domains:
Earth, Fire, Forge, Good and Strength.
Forge Domain
Granted Powers:
This domain represents all
crafts and works of the hand, not just smithing. You
specialize in what is real and receive a +4 bonus on Craft
checks and Will saves against illusions. You may
spontaneously cast make whole with any of your domain
spell slots.
Forge Domain
Spells:
1. Ready Forge*. Organizes
loose items; may cause non-lethal damage.
2. Wood Shape.
Rearranges wooden objects to suit you.
3. Stone Shape. Sculpts stone into any form.
4. Minor Creation. Creates one cloth or wood item.
5. Fabricate. Transforms raw materials into finished items.
6. Major Creation. As minor creation, plus stone and
metal.
7. Hardening. Permanently increases an object's
hardness.
8. True Creation. As major creation, but
permanent.
9. Greater Repair**. Mend anything and recharge magic items.
* = Unique spell, detailed below.
Ready Forge
Organizes loose items; may cause 1d6+1/level non-lethal
damage.
Transmutation
Level: Forge 1
Components: V,S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 30' radius
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Description
In order to waste no time in getting to work,
the Wrights of Mordhal use this spell to quickly arrange a forge,
workshop, or studio for work. With but a wave and a spoken
command, the artisan's tools and materials fly quickly into their
needed places. In moments, the space is prepared for the
Wright to set to work.
Those Wrights inclined toward adventuring have
found two other uses for this simple spell. First, it is a
marvelous way to organize, say, a large pile of loose coins into
neat stacks. Second, anyone caught in the in area of the
swiftly-moving objects will be struck for 1d6+1/level points of
non-lethal damage (Reflex save for half), provided there are
several small loose objects in the area of effect (GM's
discretion).
Spells
The spells of the Wrights may be found here.
Alignments
Most Wrights are Neutral Good. These clerics believe that
the gifts of the god should be used for the good of all the
community, and are most frequently at work aiding the common
labors of the people (making and mending farm implements or
assisting in the building and maintenance of walls, etc.)
Lawful good Wrights are also common, because so many dwarves
(nearly always lawful) make up the clergy of Mordhal. These
Wrights tend to believe that the wisdom of Mordhal is best found
in organized guilds, which pass on knowledge from generation to
generation. They see the great works of mortals, such as
monuments and cities, as something that touches the divine spirit,
and stand as beacons to the future.
Least numerous are the chaotic good Wrights. Many of the
best-known adventuring Wrights were chaotic good, focusing their
energies on the good a single individual can do. Their
legacies are most often seen in small (yet might) works such as
individual swords, shields, or
HOLY WARRIORS* - The
Preservers
The Order
The Preservers exist to defend and recover great works,
including great artifacts, magnificent buildings and artistic
masterpieces. In addition to guarding important communities,
they specialize in organizing and leading expeditions to recover
long-lost treasures and cleanse places that have fallen into the
hands of evil.
Much like a Wright, Preservers must serve an arduous
apprenticeship and show significant skill in a craft.
Although this is a years-long process for young apprentices,
established characters can often accomplish it in dramatically
less time, provided they are already skilled in some craft.
Titles - Like the Wrights, Preservers use no titles.
Alignment - All
Preservers are Neutral Good.
Races - Any race may choose to
be a Preserver, though dwarves, humans and elves are the most
common.
Hit Die - d10
Class Skills - The Preserver's
class skills (and the key ability for each skill) are: Appraise (Int),
Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge
(Religion) (Int), Knowlege (Lost Treasures) (Int), Profession (Wis)
and Ride (Dex).
Weapon and Armor -
Preservers are proficient with all simple and martial
weapons and with light, medium and heavy armors, and with shields.
| Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
Per Level |
| 1 |
2 |
3 |
4 |
| 1st |
+1 |
+2 |
+0 |
+0 |
Divine
Inspiration, Creation's Guardian 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Divine
Grace, Cherished Bond |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Aura
of Courage, Divine Health |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Creation's
Guardian 2/day,
Special Mount |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of Mordhal 1/week |
1 |
- |
- |
- |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
Gift
of Mordhal 2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Creation's
Guardian 3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of Mordhal 3/week |
1 |
1 |
1 |
- |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Creation's
Guardian 4/day,
Gift of Mordhal 4/week |
2 |
1 |
1 |
1 |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
| 17th |
+17/+12/+7+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Gift
of Mordhal 5/week |
3 |
2 |
2 |
1 |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
| 20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Creation's
Guardian 5/day |
3 |
3 |
3 |
3 |
Creation's Guardian: Once per day,
the Preserver may take a defensive stand to protect a great
building or artifact, or a great craftsman or a temple or site
holy to any of the Gods of the Chalice.
When Creation's Guardian is activated (a
free action), it lasts for 3 rounds + his Preserver level.
During that time, he may add his Charisma modifier to his
Strength, Constitution, and all saving throws. He also gains a +4
dodge bonus to his AC.
The increase in Constitution may increase
his hit points; these hit points go away at the end of Creation's
Guardian. They are not lost first like temporary hit
points. The saving throw bonus stacks with that received
from Divine Grace, but the Preserver may not use this ability with
similar warrior bonuses like barbarian rage. Because the
entire period of Creation's Guardian is spent in a fervent
rapture, reciting prayers, the Preserver may not cast spells
requiring verbal components or do anything that involves speech
during this time.
At 5th level and at every five levels beyond
that, the Preserver may use Creation's Guardian one
additional time per day, to a maximum of 5/day at 20th level.
Divine Inspiration: The Preserver is
inspired by Mordhal in acts of creation and in the celebration and
preservation of creation's beauty. The Preserver adds his
Charisma modifier to any two Craft skills (chosen at 1st level) or
to a Craft skill and the Appraise skill. Furthermore, he
receives an additional 4 skill points to apply to the two skills
however he chooses, though neither skill may exceed the maximum
skill ranks for his character.
Divine Grace: At 2nd level, the
Preserver gains a bonus equal to his Charisma bonus on all saving
throws.
Aura of Courage: Beginning at 3rd
level, the Preserver is immune to fear (magical or
otherwise). Each ally within 10 feet of him gains a +4
morale bonus on saving throws against fear effects. This
ability functions while the Preserver is conscious, but not while
he is incapacitated or dead.
Divine Health: At 3rd level, a
Preserver gains immunity to all dieases, including supernatural
and magical diseases (such as mummy rot and lycanthrope).
Turn Undead: Beginning at 4th level,
Preservers gain the supernatural ability to turn undead. He
may use this ability a number of times per day equal to 3 + his
Charisma modifier. He turns undead as a cleric of three
levels lower would (See Turn or Rebuke Undead, PHB, p. 159)
Gift of Mordhal: At
6th level, the Preserve can produce a remove curse effect,
as the spell, once per week, with a caster level equal to his
Preserver level. He can use this ability one additional time
per week for every three levels thereafter (twice at 9th, three
times at 12th, etc.)
At 12th level, the Preserver may use a remove
curse, break enchantment or a dispel magic effect,
interchangeably.
Spells: Beginning at 4th level, the
Preserver gains the ability to cast a few divine spells, listed here.
Special Mount: Upon reaching 5th
level, a Preserver can call an unusually intelligent, strong and
loyal heavy warhorse to aid him in the service to his god (see the
PHB, p. 43 for details).
Code of Conduct -
Most Preservers are found in communities,
guarding large buildings, important cities, or ancient
wonders. They frequent the Crafthalls and may often be found
aiding with the efforts of its members.
Those Preservers who take up adventuring are
not tied to any one Crafthall, however, and dedicate their lives
to recovering ancient wonders or cleansing lost cities or
temples. Some Preservers have been known to spend their
entire lives doggedly seeking to recover a single artifact.
No Preserver may allow a great work to fall
into the hands of evil or to be destroyed, and most would rather
die than allow such a travesty.
Associates
Preservers tend to associate with those who
have an appreciation of beauty and craftsmanship, and shun those
who are destructive or who show little concern for great works
beyond their monetary value. However, within these bounds,
Preservers will associate with a wide range of people in order to
accomplish their missions, including rogues and thieves of good
heart.
PRESTIGE CLASSES
None Yet.
* Based on the Holy Warrior from The Book of the
Righteous by Green Ronin
Publishing.
** The Greathammer is Open Game Content from
The Book of the Righteous.
|