Adinhammer

**Adinhammer** is the god of all dwarves, everywhere, and his icon can be found in almost every dwarven settlement, mine, home and business. The dwarves of the Ship are a religious people, and Adinhammer is the focus of that belief. Even dwarves (very few) who follow another deity continue in their worship of the Forger of Souls.

The tenets of Adinhammer are simple - be industrious, be productive, be useful. His holy books run to four dozen volumes, but that summation is the core of the teachings. Clerics of Adinhammer tend to also be trained artisans, usually (but not exclusively) blacksmiths and metalworkers.

3.5 Domains: Earth, Law, Protection, Strength, War

5e Domains: Knowledge, War

Portfolios: Dwarves, creation, smithing, engineering, war

The deity of dwarves, Adinhammer (Ah-din-ham-er), usually appears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer.

Adinhammer forged the first dwarves out of metal and gems and breathed life into them.

## Dogma

Adinhammer is an adamant defender of the dwarven people he created and of the principles of law and good. He teaches the value of making goods that last, of loyalty to clan, leader, and people, and of meeting adversity with stoicism and tenacity. While Adinhammer's clerics preach goodness over evil, it is chaos that receives his particular opprobrium. It is Adinhammer's influence that leads the dwarves toward excellence in craftwork and staunch defence of what is theirs.

## Clergy and Temples

Clerics of Adinhammer are charged with maintaining and advancing the dwarven race in all walks of life. They perform a wide range of public ceremonies (marriages, blessing new ventures, crowning monarchs, and the like). They also educate the young, arrange communal defences, and sponsor expeditions to settle new lands or reclaim lost delves. They also keep detailed genealogies and historical archives. Clerics of Adinhammer are usually dressed in fine armour, designed to look like full plate but usually much lighter and more ceremonial. Each cleric will possess a full, battle-ready suit of armour, although those in large cities may not have worn it for decades.

Every temple or shrine of Adinhammer includes an anvil and a forge that the clerics keep perpetually burning. The anvil can be a simple decoration or part of a working smithy, but it often serves as the temple altar.

Most dwarven settlements at "large town" size or above have a full-size temple complex, which often doubles as a sort of communal smithy. The temple is dominated by a large semicircular chapel, which centres on the ceremonial anvil, but behind the ritual chamber is an open area with forges, anvils and a ready supply of tools and heat. While the local town will have smiths available, there has to be somewhere for young dwarves to hone their craft, as well as a place for people who just need somewhere to reshape this axehead or sharpen their pickaxe. This space is a popular social area, especially for pious youth, a group larger in dwarves than humans.

## Holy Books

*The Teachings of Adinhammer, As Revealed Unto His Children*, are the standard works of the dwarven faith. Mostly compiled by senior priests in the early years of the Ship and including substantial portions of pre-Ship theology, the Teachings continues as a sort of half-history, half-mythology about the dwarven civilization under the Ship. Updated copies of the Teachings are in demand by surface scholars, and most dwarven homes will have at least one reasonably up-to-date copy.