ZorroGames
2019-09-21, 03:28 PM
Flint was an unusual child from birth. As soon as he could crawl he displayed an “unnatural” interest in the world outside his birth city, Citadel Adbar. When his parents died in unrelated accidents he was taken and raised by a distant family friend, Harbek Graybeard, a priest of Marthammor Duin, who saw something in the child. He initially served the temple in his city until he was called to go adventuring by the High Priest because of dreams the Priest had involving Flint.
From https://forgottenrealms.fandom.com/wiki/Marthammor_Duin
Marthammor Duin
5th Edition Statistics
Alignment
Neutral good
Symbol
Upright mace in front of a tall boot
Portfolio
Wanderers, lightning, roads
<snip>
Marthammor Duin (pronounced: /mɑːrˈθɑːmmɔːr ˈduːɪn/ mar-THAM-mor DOO-ihn[1]) was the young, neutral good dwarven god of wanderers and patron of dwarves who had left the clanholds to explore the world. He was also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye, and was sometimes considered to be an exarch of Moradin.[5]
He approached life with a gnome-like demeanor, curious to see what lay beyond the horizon and always willing to trade stories of travels. His was the rare spirit of dwarven exploration, and the spark of curiosity his followers associated with bursts of lightning.
Snip
Marthammor's clergy were known as the volamtar ("blazers of fresh trails"). They represented one of the most widely recognized dwarven churches of the surface wide, particularly in the North. Volamtar marked wilderness trails near dwarven strongholds to make the path of those that might follow from the clanholds easier. They patrolled trade routes and game trails between human and dwarven enclaves, healing the injured and clearing these areas of dangerous predators.
In urban areas, they set up temples with the aim of strengthening dwarven populations through healing, religious ceremonies and exchange of information. Sometimes they attempted to gain minor political positions to influence the government of non-dwarven cities.
They prayed for their spells in the morning and celebrated numerous holidays throughout the year, including each festival day and the following nine days of each festival. Years featuring Shieldmeet saw much celebration, with the public, including non-dwarves, being invited to attend.
Snip
Other members of the dwarven pantheon saw Marthammor's behavior as 'antics' and hoped his interest in the world above would soon pass. Moradin was grateful that at least his youngest son was more disciplined than Dugmaren, one of Marthammor's greatest friends.
Snip
As he grew he developed an interest in the old stories of Dwarf history. He showed talent as a Poet, a story teller, and a singer but did not perform outside the circle of his adopted family, close friends or temple worship services because he felt called to the priesthood.
When the High Priest told him he needed to go outside the city and become an adventurer Flint was disturbed by what else the Priest told him. The dreams had shown Flint becoming a regionally renown entertainer and emissary both his deity, Dwarf culture, and translating the Dwarf lays and songs into other languages. At that point of his young life he had never openly considered such a role but his gift of Persuasion, his joyous (for a dwarf,) personality, and insight into music and verse was pointed out by the High Priest and Harbek both as gifts from Marthammor Duin for the road of the adventuring Dwarf calling.
So Flint took a Caravan South to see what his god would have him do.
[See next post for a more mechanical description]
I am looking for story hooks for my non-AL DM to use for this PC.
From https://forgottenrealms.fandom.com/wiki/Marthammor_Duin
Marthammor Duin
5th Edition Statistics
Alignment
Neutral good
Symbol
Upright mace in front of a tall boot
Portfolio
Wanderers, lightning, roads
<snip>
Marthammor Duin (pronounced: /mɑːrˈθɑːmmɔːr ˈduːɪn/ mar-THAM-mor DOO-ihn[1]) was the young, neutral good dwarven god of wanderers and patron of dwarves who had left the clanholds to explore the world. He was also known as Finder-of-Trails, Watcher over Wanderers and the Watchful Eye, and was sometimes considered to be an exarch of Moradin.[5]
He approached life with a gnome-like demeanor, curious to see what lay beyond the horizon and always willing to trade stories of travels. His was the rare spirit of dwarven exploration, and the spark of curiosity his followers associated with bursts of lightning.
Snip
Marthammor's clergy were known as the volamtar ("blazers of fresh trails"). They represented one of the most widely recognized dwarven churches of the surface wide, particularly in the North. Volamtar marked wilderness trails near dwarven strongholds to make the path of those that might follow from the clanholds easier. They patrolled trade routes and game trails between human and dwarven enclaves, healing the injured and clearing these areas of dangerous predators.
In urban areas, they set up temples with the aim of strengthening dwarven populations through healing, religious ceremonies and exchange of information. Sometimes they attempted to gain minor political positions to influence the government of non-dwarven cities.
They prayed for their spells in the morning and celebrated numerous holidays throughout the year, including each festival day and the following nine days of each festival. Years featuring Shieldmeet saw much celebration, with the public, including non-dwarves, being invited to attend.
Snip
Other members of the dwarven pantheon saw Marthammor's behavior as 'antics' and hoped his interest in the world above would soon pass. Moradin was grateful that at least his youngest son was more disciplined than Dugmaren, one of Marthammor's greatest friends.
Snip
As he grew he developed an interest in the old stories of Dwarf history. He showed talent as a Poet, a story teller, and a singer but did not perform outside the circle of his adopted family, close friends or temple worship services because he felt called to the priesthood.
When the High Priest told him he needed to go outside the city and become an adventurer Flint was disturbed by what else the Priest told him. The dreams had shown Flint becoming a regionally renown entertainer and emissary both his deity, Dwarf culture, and translating the Dwarf lays and songs into other languages. At that point of his young life he had never openly considered such a role but his gift of Persuasion, his joyous (for a dwarf,) personality, and insight into music and verse was pointed out by the High Priest and Harbek both as gifts from Marthammor Duin for the road of the adventuring Dwarf calling.
So Flint took a Caravan South to see what his god would have him do.
[See next post for a more mechanical description]
I am looking for story hooks for my non-AL DM to use for this PC.