The most prominent local god in Mor's End is of course, Mor, founder of Mor's End. It is said that Mor was a human being whose mother died in child birth. Mor's father was a cruel man who sold his son to dwarven slavers.
Raised as a glorified draft animal in a highly ordered dwarven realm, Mor nonetheless realized he had a great destiny. As one of the mining slaves, he quickly learned many of the dwarven secrets of mining, smithing and masonry and came to be respected by his fellow slaves who included men, giants, gnomes, goblinoids and dwarves from other kingdoms.
One day, while working in the mines, there was a great cave-in in which Mor was believed to have been killed, under thousands of tons of stone. But somehow, by luck or magic art, Mor escaped and travelled through long-forgotten passages to the surface.
But instead of thanking the gods for allowing his escape and returning to his long-lost home, Mor travelled to the distant kingdoms from which his fellow slaves had been stolen or purchased and over seven years, raised a great army.
After seven years of marching, the army arrived at the gates of the dwarven kingdom and fought a great field against disciplined and cunning dwarves. But after a seven year siege, Mor and his army smashed through the stone gates of the dwarf kingdom and liberated their friends. Also, Mor took from the dwarves the great horde they had collected through tribute as well as the treasures from their mines.
While most of the slaves and the army returned to their homes, many like Mor had no home to which to return. It is said that following his instructions from a dream, Mor marched until he saw a a cactus with three eagles perched atop it at once.
It is on the precise site that Mor build his city (of course the cactus grove still remains at the centre of the city), aided by gnomes, giants and dwarves whose knowledge and strength allowed the construction of the many wondrous structures in the city and its impenetrable walls.
After his death, Mor was granted a place amongst the gods from whence he used, on occasion, to advise the city's first thirty-one mayors before their line came to an end.
Domains: Earth, War, Protection
Knowledge - Architecture & Engineering, Craft - Stonemasonry, Profession - Miner are available as class skills; also Clerics with sufficient intelligence can gain Dwarvish as a bonus language if appropriate.