From Baldur's Gate The Sword Coast Chronicles wiki. If the latter is the case, the young dwarven deity Marthammor Duin (Mat-tham-more doo-ihn) is the grand king of fools. His holy symbol is an upright mace in front of a fur-trimmed leather boot. They represent one of the most widely recognized dwarven churches of the surface world, particularly in the North. . 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's clergy are known as the volamtar ("blazers of fresh trails"). I wasn't a fan of the leather boot image with the one that is floating around on the web. A Holy Symbol for that recalcitrant young dwarven god Marthammor Duin. 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. 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 … A Holy Symbol for that recalcitrant young dwarven god Marthammor Duin. Press J to jump to the feed. Morning Lord + Wandering Dwarven God = Wandering Sun. His holy symbol is an upright mace in front of a fur-trimmed leather boot. 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.. He is also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye . Guides, Explorers, Expatriates, Travelers, Lightning. Tymora resided in the Gates of the Moon, allied to, but independent of, that realm's twin mistresses. Help fellow wanders and sojourners in the world, giving all that is needful. 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 … 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. He urges his followers to travel the world and learn of the peoples and places that have long been shunned by dwarf society. Your god, Marthammor Duin, is the dwarf god of wanderers, travelers, and outcasts—those who move among strange lands and foreign peoples. 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. 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. In urban areas, they establish temples with the aim of strengthening dwarven populations through healing services, religious ceremonies, and exchange of information. Anyway... We asked a buddy to make us up a logo for it. 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. Symbol. He is the patron of dwarves who have left the clanholds to explore the world. Clangeddin Silverbeard, pronounced (clan-gedh-din sihl-vur-beard), was the dwarven deity of battle and honour in warfare. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its Fifth Edition future. I've been playing as a Cleric/Fighter of Marthammor Duin in a campaign for quite awhile. We whipped them out at the last session and everyone laughed their asses off. 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. They represented one of the most widely recognized dwarven churches of the surface wide, particularly in the North. Guide those who are lost and guard those who are defenseless. x Dogma Bearbeiten. Marthammor Duin. New comments cannot be posted and votes cannot be cast. 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 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. Not bad eh? Dugmaren Brightmantle, also known as The Errant Explorer, is the dwarven deity of scholarship, discovery and invention. He is also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye. Brightmantle represents the progressive elements of a naturally conservative race that nonetheless prides itself on its infrequent innovations. Marthammor Duin is the God of Travel and Exploration in the Morndinsamman, the Dwarven Pantheon. Heimatebene: Zwergenheim. Morning Lord + Wandering Dwarven God = Wandering Sun. The holy symbol of the faith is a miniature electrum hammer. I had some credit on vistaprint to burn up. 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. 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. 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. His holy symbol is an upright mace in front of a fur-trimmed leather boot. 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 contested this role for a short time with Muamman Duathal, but ultimately wrested it from that rival and subsumed him. 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. Marthammor is one of the youngest powers of the Morndinsamman, and as such the other members tolerate what they call his antics. Full priests are known as Watchful Eyes. They also establish way-caches of food and supplies along these trails. Worshipers. Marthammor's clergy, the volamtar (“blazers of fresh trails”) represent one of the most widely recognized dwarven churches of the surface world. He delighted in battle, although he did not tolerate treachery or deceit, and he expected his followers to do the same. 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. Gesinnung: NG Neutral Gut 4. x Kirche Bearbeiten. Novices of Marthammor are known as the Lost. kÖrpergrÖsse gewicht charaktername geschlecht gesinnung augenfarbe haarfarbe hautfarbe They patrolled trade routes and game trails between humanand dwarven enclaves, healing the injured and cl… 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. Marthammor Duin; Beschreibung; Titel: Der Wegfinder Behüter der Wanderer Das Wachsame Auge Einflußsphäre: Entdecker Art: Exarch von Moradin früher: Niedere Gottheit. 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. His … Marthammor Duin, is the young, neutral good dwarven god of wanderers and patron of dwarves who have left the clanholds to explore the world. While he hates all goblinkin and evil giant gods, Marthammor harbors a particular loathing for Grolantor. 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. by brimstone326 Apr 17, 2017 . symbol portrait verbÜndete & organisationen aussehen zusÄtzliche ausrÜstung hintergrundgeschichte werdegang alter glaube grÖssenkat. Anyway... We asked a buddy to make us up a logo for it. By using our Services or clicking I agree, you agree to our use of cookies. 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. A harsh but fair judge, he was strength and force of will embodied. Marthammor Duin (Mar-tham-more doo-ihn), is the dwarven deity of Travel and Protection in the Forgotten Realms campaign setting. High Old Ones have unique individual titles. In our party we also have a Specialty Priest of Lathander. Die Gottheit Bearbeiten. He is also known as the Finder of Trails, the Watcher over Wanderers, the Watchful Eye, and the Wanderer. Prerequisite: Follower of Marthammor Duin. 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. 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. 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. Pretty great time. Dwarves who honor him wear his holy symbol, a boot overlaid by an upright mace, on a necklace often made of silver and iron. 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. Your faith in Marthammor Duin gives a drive and curiosity that drives you to go beyond and press further. The holy symbol of the faith is a miniature electrum hammer. As Brother Jered is located on the upper floor of the monastery, blessing the symbol effectively requires a minimum of level 31 … Cookies help us deliver our Services. 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. References x Geschichte und Beziehungen Bearbeiten. Herald the way of newfound hope. If the latter is the case, the young dwarven deity Marthammor Duin is the grand king of fools. He came up with this which we had made into can cozies! So much more awesome than the stinky leather boot IMO. On its infrequent innovations or clicking i agree, you agree to our use cookies. I had some credit on vistaprint to burn up i would have it volamtar ( `` blazers fresh. For that recalcitrant young dwarven deity of battle and honour in warfare the... Treachery or deceit, and discover the wide world in your wanderings most widely recognized dwarven churches the! 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