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Mordhal

The Deity
The Church
Clerics
Holy Warriors
Prestige Classes

 

Religion

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.

 

 
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