Difference between revisions of "The Brathmordakin"

From Lord of the Craft
Jump to: navigation, search
(The Rhun)
Line 382: Line 382:
 
When a Dwarf dies, he travel to Khaz'A'Dentrumm, the Halls of the Dead. There, the Brathmordakin bids for the Dwarf's soul. A Dwarf has a higher chance of being auctioned to a specific god based on his service to said god in life.
 
When a Dwarf dies, he travel to Khaz'A'Dentrumm, the Halls of the Dead. There, the Brathmordakin bids for the Dwarf's soul. A Dwarf has a higher chance of being auctioned to a specific god based on his service to said god in life.
  
=== The Rhun ===
 
For most of dwarven history, the Rhun was not a pillar of the faith but a theological concept. The Rhun was in essence the will of Yemekar to create from the void and make balance out of chaos. Similar to Yemekar's Balance there are different interpretations of the Rhun as it was a very broad concept in its origins. In Almaris the term became a contended term with the name being taken over by a cultist's order. Some golemancers describe the discipline as "Rhuncraft" connecting it to the concept.
 
  
 
=== [[Sanctity of the Beard]] ===
 
=== [[Sanctity of the Beard]] ===
Line 393: Line 391:
  
 
=== [[Sanctity of the Dwarven Race]] ===
 
=== [[Sanctity of the Dwarven Race]] ===
The dwarven race has been created in the image of Yemmekar and has been chosen by the all maker himself. Because of this killing a dwarf is the gravest sin one could commit against dwarvenkind. A dwarf that kills another dwarf losses the sanctity given to him/her by Yemmekar and is hence not a dwarf any more. For this reason a dwarf that has murdered another dwarf is able to be killed by another dwarf. If a dwarf kills another dwarf in self defense he should repent and ask for forgiveness to the Brathmordakin and the dwarves, but he/she should not be killed or tortured for something that was out of their hands.
+
The dwarven race has been created in the image of Yemmekar and has been chosen by the all-maker himself. Because of this killing a dwarf is the gravest sin one could commit against the dwarven kind. A dwarf that kills another dwarf loss the sanctity given to him/her by Yemmekar and is hence not a dwarf anymore. For this reason, a dwarf that has murdered another dwarf is able to be killed by another dwarf. If a dwarf kills another dwarf in self-defense he should repent and ask for forgiveness from the Brathmordakin and the dwarves, but he/she should not be killed or tortured for something that was out of their hands.
 +
 
 +
== Other Beliefs associated with the Brathmordakin ==
 +
These are terms that are generally accepted by dwarves but whose details in contention depend on the subcategory of the Brathmordakin Theology a dwarf follows.
 +
 
 +
=== The Rhun ===
 +
For most of dwarven history, the Rhun was not a pillar of the faith but a theological concept. The Rhun was in essence the will of Yemekar to create from the void and make balance out of chaos. Similar to Yemekar's Balance there are different interpretations of the Rhun as it was a very broad concept in its origins. In Almaris the term became a contended term with the name being taken over by a cultist's order. Some golemancers describe the discipline as "Rhuncraft" connecting it to the concept.
 +
 
 +
=== Kaz'A'Dentrumm and the Realms of the Brathmordakin ===
 +
Kaz'A'Dentrumm is the hall of the dead. Here all dwarven souls are bidding upon. While all dwarves believe in Kaz'A'Dentrumm not all believe that it is where dwarves spend their afterlife. Among mountain dwarves and forest dwarves especially it is common to see Kaz'A'Dentrumm as a temporary place of judgment where one is bidded upon by a Brathmordakin and then the dwarf in question goes to the realm of the Brathmordakin who has bid the highest for them.
  
 +
=== The Dwedohim ===
 +
The Dwedohim is the dwarven spirit/soul/essence. It is what makes a dwarf a dwed. This essence is said to be granted to the dwarves by Yemekar when he made them the chosen race to keep his balance. The Dwedohim is something that can be broken by breaking the covenant dwarves have with Yemekar, going against his balance. Physically the beard is the physical representation of a dwarf's Dwedohim. Different groups differ on the matter of wether the Dwedohim is the same thing as a descendant soul or if it's something different, the debate of whether the dwarven soul is singular, dualistic, or pluralistic.
 
----
 
----
 
'''Written by:''' The Dwarven Clergy
 
'''Written by:''' The Dwarven Clergy

Revision as of 11:57, 3 April 2023

The Brathmordakin are a pantheon of gods, the divine rulers of the dwarven race. There are seven dwarven gods with Yemekar, the creator, as the strongest and the de facto leader. The other gods are a collection of six aenguls and daemons. The reason dwarves worship a god is to secure a place for their souls in the afterlife. When a dwarf dies, his soul travels to Dungrimm’s keep on the moon where it is auctioned off to the god who bids the highest for it. A dwarf that has faithfully served their god in life will have a much greater chance of bought by and serving that god in the afterlife.

The Da Kirkja Dverga or the dwarven clergy is the guild in dwarven society which focuses on worship of the Brathmordakin.

Forging of Creation

When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself.

YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing.

The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth.

YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all.

YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing.

YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it.

His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor.

The Shaping of Souls

YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work.

For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction.

YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation.

Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness.

YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation.

YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete.

Deities

Yemekar, The Maker

Symbol: Hammer & Anvil

Alignment: Lawful Good

Species: Creator

Portfolio: Creation, balance, leader, smithing, protection, metalwork, stonework, fire

Yemekar is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by The Maker. Honor your clan leaders as you honor Yemekar.

Anbella, Hearth Mother

Symbol: Two Silver Rings

Alignment: Lawful Good

Species: Aengul

Portfolio: Safety, honesty, home, healing, marriage, family, fertility, records, oaths, water, nature, peace

Anbella is the wife of Yemekar. Just as dwarven souls are forged on Yemekar's Ruhn-Anvil, they are ever warmed and nurtured by the loving embrace of the Hearth Mother. Tend to hearth, home, and land, drawing strength and safety from truth, tradition and the rule of law. Join with friends, kin and clan in common purpose. Do not succumb to the misery of greed or the evils of strife, but always bring hope. health and cheer to those in need. Once an oath is made, Anbella watches over its keeping - to break it is to wound her sorely. Children must be cherished and guarded well from harm, for they are the future of all dwarvenkind.

Dungrimm, Guardian of The Dead

Symbol: An Iron Mask

Alignment: Lawful Good

Species: Daemon

Portfolio: Battle, valor, bravery, honor, defense, the dead, the moon

The finest hours of dwarven kind come in the thrusts and feints of war. Seize the opportunity to defend your kin and ensure their victory when conflict erupts. Revel in the challenge of a good fight and never waiver in the face of adversity, no matter how ominous. Lives should never be thrown away foolishly, but the greatest honor is to sacrifice oneself for the cause of the field of battle in service to a righteous cause. Honor the dead and death itself and keep the places of the dead inviolate and well tended; the noble ancestors of our race will neither be robbed nor moved through the actions of thieves and defilers. Abide not undead creatures, especially those that take the form of dwarves, thus mocking the creation of Yemekar.

Belka, Lady of Passion

Symbol: A Lightning Bolt

Alignment: Chaotic Good

Species: Daemon

Portfolio: Love, romance, youth, dancing, courtship, explorers, travellers, seduction, lightning

Be merciful in speech and deed. Temper your anger and hostility with constructive and charitable endeavor. The children of the dwarves must live in safety and propagate. Love with a fiery passion. Embrace the gift of life with courtship and marriage. Belka restores the fertile seed of dwarven life, while Anbella protects the fruit.

Ogradhad, The Lore Master

Symbol: An Open Book

Alignment: Neutral

Species: Aengul

Portfolio: Scholarship, invention, discovery, knowledge, magic

The secrets of the world are waiting to be discovered. Travel widely, broaden your mind at every opportunity, and pursue the life of a scholar. Cultivate the spirit of intrigue among the young and be teachers to all. Seek to recover lost and arcane knowledge of ages past and apply it to the world today. Try new methods of doing things just for the joy of experimenting. Learn a little of everything, for you never know what might be of use to you down the road.

Armakak, Merchant Father

Symbol: A Gold Coin

Alignment: Neutral

Species: Aengul

Portfolio: Wealth, luck, chance, negotiation, merchants, cleverness, the sun

The truly blessed are those whose enterprise and zeal brings both wealth and good luck. Work hard, be clever, seek the best bargain and the Merchant Father will shower you with gold. Treat others with respect, but shirk not your responsibility to try and strike a better deal for you and for them.

Grimdugan, Lord of Avarice

Symbol: Obsidian Dagger

Alignment: Chaotic Neutral

Species: Daemon

Portfolio: Greed, money, merchant, thieves, shadow

The wealth of the world was created for those dwarves crafty enough to capture it by any means necessary. Revel in the possession of all wealth that shines or sparkles, for its form was meant to bring you pleasure. Greed is good, for it motivates the possession and holding of all that is precious. Do not seize wealth from the children of the Brathmordakin however, nor conspire against the favored of Grimdugan, for strife in the name of avarice weakens the clan.

Fallen Deities

Khorvad, Lord of Darkness

Symbol: An Eye

Alignment: Chaotic Evil

Species: Daemon

Portfolio: Undead, chaos, disease, hatred, anger, temptation, misfortune

Formerly known as the god of ambition, Khorvad was once said to have held a seat among the council of the Brathmordakin, albeit his true history is lost within the winding trails of time. It is known that in his thirst for power, he betrayed Yemekar and became a longstanding enemy of the Brathmordakin. It is said the it is he who was responsible for the undead attacks on Aegis and his name is often used synonymously with the archdaemon, Iblees. However, there is still some dispute as to whether Khorvad and Iblees are one and the same.

Paragons

The greatest of the mortal dwarves, and the overseers of Khaz'A'Dentrumm. The Paragons are great kings and lords of the dwarves, famed for their great deeds and honorable actions. Should a dwarf serve his people with great honor and duty, and revere his patron above all else, he has the chance to become a Paragon. The Paragons form the Iron Council, which oversees the day to day duties of their patron god.

Urguan, The Father

Patron: Yemekar

Symbol: The Mountain

Alignment: Lawful Good

Known as the first dwarf and father of all dwarves. He defeated Khorvad with the help of Malin, Krug and Horen. The first dwarven city, Khaz'Urguan was built by him and named after him. Urguan was known for his great honor and respect during war times. This great dwarf showed respect for his enemies and abided by honorable warfare. In return, many of his enemies showed respect in return. Urguan is the greatest dwarf ever known as well as becoming the first paragon.

Yudora, The Mother

Patron: Anbella

Symbol: Runic symbol for Water

Alignment: Neutral Good

Mother of Urguan’s sons, and paragon of Birth. This woman was the first mother of the dwarven kin and the first female dwarf. Some say she was the only person Urguan ever feared, even in all his might and glory. She fought like a beast and drank like a monster. She was the most respected female dwarf of her time.

Gotrek Starbreaker, The Apprentice

Patron: Yemekar

Symbol: A Cracked Anvil

Alignment: Lawful Good

Father of the Starbreakers he was one of the first dwarves Apprenticed to Yemekar, and one of his star pupils, the first to learn the knowledge of Runesmithing, eventually developing the art of Golem Smithing and passing these arts on to his children.

Tungdil Goldhand, The First Merchant

Patron: Armakak

Symbol: A Golden Hand

Alignment: True Neutral

Father of the Goldhands, he was one of the first Dwarves to a build a merchant empire and get rich doing so. It has been said that his bargaining prowess was unmatched and he could get the best deal out of anyone, be he Dwarf or not. Tungdil made his wealth by approaching skilled craftsmen and workers directly, whether it was deep in the mines or in the heat of the forges. He then bought their products in bulk for a reduced price and then would deliver these products to his easily accessible stalls where he sold the goods for a profit. He served as a facilitator and a middleman and made vast amounts of wealth in the process.

Bogrin Grandaxe, Master of the Axe

Patron: Dungrimm

Symbol: A single, double-edged Axe

Alignment: Lawful Good

Father of the Grandaxes, one of the sons of Urguan and the Paragon for the Grandaxes. Bogrin was one of the first Dwarves who fought with an axe and he was known for his fierce aggression on the battlefield. He is also known as the first axe master, what also gave him his name.

Dwain Irongut, Master of Revelry

Patron: Anbella

Symbol: Blue Cup with a Pickaxe

Alignment: Lawful Neutral

Father of the Ironguts, one of the sons of Urguan and the Paragon for the Ironguts. Dwain was passionate about ensuring comfort and safety for his kin. He held luxurious feasts where he would share drinks and spread the grace of Anbella’s hearth. For spreading the principles of the hearth by ensuring a good home for his kin and clan, he was named Paragon of Anbella.


The following three Paragons are known as 'The Three', who defeated Khorvad in Aegis.

Urir Ireheart, Bane of the Undead

Patron: Dungrimm

Symbol: Runic symbol for Fire

Alignment: Chaotic Neutral

The destroyer of the undead scourge. Nearing the end of times in Aegis, a group of brave warriors ventured into the Nether to have one final strike against the undead. Urir was of this group, fighting his way into the undead nexus of Drauchriem. At the end of the journey into the nether, Urir reached the legendary Axe of Krug. This was the only thing keeping the undead to this world. Sacrificing everything, Urir grabbed the axe and cast himself into the infernal pit of lava, not knowing if his soul would even pass on to the next. Such a great act of selflessness ascended this dwarf to a godly paragon.

Kjell Ireheart, The Emperor Dragon Slayer

Patron: Dungrimm

Symbol: Golden Lightning Bolt

Alignment: Chaotic Good

The Paragon of Dragon Slaying, Kjell has been dubbed Paragon due to his achievement in slaying the six black Dragons, killing most with the legion, thus far known as the black scaled sons of the evil Daemon Khorvad. Kjell is also renowned for leading the Dwarves into wars against the orcish hordes and the conquering of Alras, which in turn created the first Empire of Urguan, with Kjell as its Emperor.

Valen Grandaxe, The Wordsmith

Patron: Ogradhad

Symbol: A Parchment and Quill

Alignment: Lawful Good

A long-serving lord and chronicler of the dwarven nation for many centuries, Valen was a dwarf who many aspired to live up to. Known for his kindhearted nature and adeptness with words, he served his kin with unending loyalty, acting as a diplomat and tactician during the Great War of Aegis, and later venturing into the nether as one of the three heroes who attempted to challenge the undead scourge. Shortly before his death at the grip of the nether taint, he set about preserving large amounts of dwarven oral tradition and played an important role in forming the Articles of Urguan.

Thorik Grandaxe, King of Kings

Patron: Yemekar

Symbol: A Crown

Alignment: Lawful Good

Thorik was among the most renowned dwarves of his time, famous for founding the Grand Kingdom of Urguan and leading the dwarven race into an era of military and economic dominance. Feared on the battlefield for his prowess in axe mastery, as well as his skills as a tactician, he led the kingdom through the Great War of Aegis, forcing the orcs and their elven allies into a peace treaty. During the numerous conflicts with the Ascended, he paved the way for the dwarves to once again worship the Brathmordakin. Upon his return to his dwarven kin, he redeveloped a new system of leadership that has inspired governance to this day.

Omithiel Strongbrow, The Builder

Patron: Yemekar

Symbol: A Stone Mason's Hammer

Alignment: Neutral Good

Omithiel Strongbrow was famed among his dwarven kin as one of the most diligent and humble rulers in the nation's history. A dwarf who often shied away from conflict unless it was absolutely necessary, he was renowned for his prowess in the art of stonecraft, working tirelessly beneath the reigns of numerous kings until his death. He led a successful reign as Grand King from which he mediated the various conflicting interests of the bickering dwarven clans and defeated the orcish War Uzg as a credible threat to the nation's territory. He was also known as a humble dwarf, descending from low-birth, who never boasted of his exploits, despite there being many. For this, he was considered an exemplary role model for dwarves everywhere.

Hiebe Irongut, The Father of Mages

Patron: Ogradhad

Symbol: A Tome

Alignment: Chaotic Good

Hiebe Irongut, a dwarf of the 1st century, forged the beginnings of the powerful dwarven mages. Through his dedication to the dwarven people he was seen through his constant work as a warrior, advisor, and even as king. His ability as a mage was outright one of the most powerful in terms of fire and water. He taught many students and passed his knowledge and wisdom to many of all races. Hiebe Irongut was a leading figure amongst the dwarven people throughout his over a millennium years of service until finally he passed away during the Third Grand Kingdom of Urguan. Outside of his service to the Kingdom he was known as one of the most skilled Clan Fathers, maintaining the Ironguts position as one of the three most prominent clans with numerous kings.

Thorin Grandaxe, Yemekar's Fist

Patron: Yemekar

Symbol: An Iron Fist

Alignment: Chaotic Good

At the height of his reign, Thorin ruled over the Kingdom of Oren, the Kingdom of Savoie, the Kingdom of Adunia, the Kingdom of Salvus, the Kingdom of Ruska, the Kharajyr and the Pirate's Cove. The mighty dwarf Thorin created the sacred Obsidian Throne on which every dwarvish king since has sat upon. He destroyed the Alpha Dragon of the North and successfully commanded the Legion during his time, never losing any of his battles. During Thorin's reign he filled the bellies of starving dwarves by solving the famine problem. Even so, many people did not like Thorin Grandaxe as their ruler. Vaerhaven rebelled against the Grand Kingdom of Urguan. Though having to crush the Vaerhaven rebellion, he increased the kingdom's coffers and brought the dwarvish religion into the human realms.

Igor Ireheart, The Purifier

Patron: Dungrimm

Symbol: A Hammer and Ice Shard

Alignment: Chaotic Good

Igor Ireheart, son of Paragon Kjell Ireheart. Known as a dedicated Commander in the Legion, as Clan Father of the Stormhammers and as a Lord of the Kingdom of Urguan. When the final battle with Ondnarch drew close, Igor was given the task of meeting him in combat with the Hammer of Barradin as his weapon. Igor lost his life in the immense duel, but also freed the Aengul Wyrvun by defeating Ondnarch, his corrupted form. Igor is often known as "Igor the Purifier."

Indago Stormhammer, The Faithful

Patron: Anbella

Symbol: An Inked Feather

Alignment: Lawful Good

Indago was a dwarf all dwarves could look up to. During his lifetime he boasted many accomplishments including having a personal experience with the Brathmordakin, reforming the Clergy to the functional system we follow today, leading the Grand Kingdom of Urguan successfully through a tumultuous war with Oren, and building the Dwarven capital of Kal’Ithrun where all Dwarves lived in Anthos after Kal’Azgoth was overtaken by Ondnarch. Despite his many successes, Indago remained a humble and friendly Dwarf, always willing to put his own interests aside for the interests of others. For these reasons and many more it is only appropriate that Indago be recognized as a Paragon, a light for all dwarves to follow.

Bjor Cottonwood, the Reformer

Patron: Anbella

Symbol: A Carrot

Alignment: Neutral Good

Bjor Cottonwood was an inspired young forest dwarf whose work was dedicated to making a new home for the forest dwarves that would lead to their first consistently prominent age. He united the forest clans in their new home of Hefrumm and created a community in dedication to Anbella, and led it until his untimely sacrifice to save his kinsmen from the Alar.

Hogarth Irongut, the Prophet

Patron: Belka

Symbol: A Burning Heart

Alignment: Lawful Good

Hogarth Irongut had walked the very same halls of the progenitors of the clans, and spread the wisdom and love earned there across the continents. An ancient dwed born in late Aegis, he had spent centuries in service to his people across several positions. At a younger age, he served politically, acting as Lord Regent thrice, bringing order to chaotic times in the dwarves. Once did he sit upon the hallowed Obsidian Throne himself, leading a successful and modest reign. With a longer beard did he turn to the faith, and led da Kirkja Dverga in its most successful age to date, grand shrines being forged for each host of Khaz’A’Dentrumm, beardlings flocking to join the ranks of the clergy. For his unaging passion across centuries for the dwedmar and Brathmordakin, Hogarth Irongut is recognized as the Prophet, Paragon of Belka.

Heroes

The Hall of Heroes; a selection of dwarves folk who are deemed "legendary" among their people, but who have not performed feats worthy of being made a Paragon. These dwarves can be chosen because of their role in society, political endeavors, or even for just being notably courageous, kind, or for having other personality traits of that manner.

Barradin, the Unbroken

Patron: Dungrimm

Symbol: A Warhammer

Alignment: Lawful Good

[WIP]

Simppa, the Liberator

Patron: Yemekar

Symbol: A Snowcapped Mountain

Alignment: Neutral Good

[WIP]

Morgrim Grandaxe, The Paladin

Patron: Dungrimm

Symbol: A Hammer and Open Book

Alignment: Chaotic Good

Morgrim Grandaxe, son of Paragon Valen Grandaxe, father of Grand King Wulfgar Grandaxe. A pious dwarf who translated Scriberfolk runes in an attempt to locate the Hammer of Barradin. His search led him to the very location of the Hammer of Barradin, where his body was found before he could ever reach the hammer itself.

Dreek Ireheart

[WIP]

Bazian Grandaxe, the Grudgebearer

Patron: Dungrimm

Symbol: A Book and Axe

Alignment: Neutral

[WIP]

Vorstag Ireheart, the Reclaimer

Patron: Dungrimm

Symbol: A Gilded Hammer

Alignment: Chaotic Good

Vorstag, whilst controversial, was a long serving dwarven politician and twice crowned King. Known for leading his people into battle, he served as Marshal during the reclaimation of Kal'Agnar and upon second ascension was gifted the legendary 'Liberation,' a warhammer forged by the old dwed. He died after successfully reclaiming the armor of Urguan from the corrupted Urir Ireheart and his minion, Dungrimm's Bane.

Dutesli Treebeard, the Devout

Patron: Anbella

Symbol: A Heart Covered by Vines

Alignment: Lawfully Good

Dutesli Treebeard youngest daughter of Ozneat Treebeard, was once the proud defender of the faith, she mothered hundreds of thousands of her kin into the warm loving arms of Anbella, teaching and defending her followers, living her life by the Brathmordakin. She once lead the Clergy of the Dwarves when no one else would, keeping it alive and safe, devoting effort and time into the belief she loved, caring and loving to all that followed it.

Other Core Beliefs of the Brathmordakin

Auction of the Dead

When a Dwarf dies, he travel to Khaz'A'Dentrumm, the Halls of the Dead. There, the Brathmordakin bids for the Dwarf's soul. A Dwarf has a higher chance of being auctioned to a specific god based on his service to said god in life.


Sanctity of the Beard

A Dwarf's beard is a gift from the Brathmordakin. It should be groomed and well cared for at all times.

Yemekar's Balance

Dwarven religion instructs them that they are to be the keepers of balance throughout the realm, as said by Yemekar, the creator. This is interpreted in many different ways, ranging from a reason to stay at peace, to a reason to go to war.

Sanctity of the Dwarven Race

The dwarven race has been created in the image of Yemmekar and has been chosen by the all-maker himself. Because of this killing a dwarf is the gravest sin one could commit against the dwarven kind. A dwarf that kills another dwarf loss the sanctity given to him/her by Yemmekar and is hence not a dwarf anymore. For this reason, a dwarf that has murdered another dwarf is able to be killed by another dwarf. If a dwarf kills another dwarf in self-defense he should repent and ask for forgiveness from the Brathmordakin and the dwarves, but he/she should not be killed or tortured for something that was out of their hands.

Other Beliefs associated with the Brathmordakin

These are terms that are generally accepted by dwarves but whose details in contention depend on the subcategory of the Brathmordakin Theology a dwarf follows.

The Rhun

For most of dwarven history, the Rhun was not a pillar of the faith but a theological concept. The Rhun was in essence the will of Yemekar to create from the void and make balance out of chaos. Similar to Yemekar's Balance there are different interpretations of the Rhun as it was a very broad concept in its origins. In Almaris the term became a contended term with the name being taken over by a cultist's order. Some golemancers describe the discipline as "Rhuncraft" connecting it to the concept.

Kaz'A'Dentrumm and the Realms of the Brathmordakin

Kaz'A'Dentrumm is the hall of the dead. Here all dwarven souls are bidding upon. While all dwarves believe in Kaz'A'Dentrumm not all believe that it is where dwarves spend their afterlife. Among mountain dwarves and forest dwarves especially it is common to see Kaz'A'Dentrumm as a temporary place of judgment where one is bidded upon by a Brathmordakin and then the dwarf in question goes to the realm of the Brathmordakin who has bid the highest for them.

The Dwedohim

The Dwedohim is the dwarven spirit/soul/essence. It is what makes a dwarf a dwed. This essence is said to be granted to the dwarves by Yemekar when he made them the chosen race to keep his balance. The Dwedohim is something that can be broken by breaking the covenant dwarves have with Yemekar, going against his balance. Physically the beard is the physical representation of a dwarf's Dwedohim. Different groups differ on the matter of wether the Dwedohim is the same thing as a descendant soul or if it's something different, the debate of whether the dwarven soul is singular, dualistic, or pluralistic.


Written by: The Dwarven Clergy

Religions
Human Faiths Canonism · Red Faith · The Old Faith · Muri'jah
Dwarven Faiths Brathmordakin
Elven Faiths Aspectism · Aepheism
Orcish Faiths Orcish Spiritism
Other Faiths Halfling Spiritism · Om'echan · The Viera