Ideoligions: Difference between revisions
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|}'''Akadi''' | |}'''Akadi''' | ||
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death. | |||
'''Auril''' | '''Auril''' | ||
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. | |||
'''Azuth''' | '''Azuth''' | ||
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth's dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. | |||
'''Bane''' | |||
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril. | |||
'''Beshaba''' | |||
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently "invite" Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. | |||
'''Chauntea''' | |||
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. | |||
'''Cyric''' | |||
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric's followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. | |||
'''Deneir''' | |||
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. | |||
'''Eldath''' | |||
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. | |||
'''Garagos''' | |||
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy's blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. | |||
'''Gond''' | |||
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond's followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. | |||
'''Grumbar''' | |||
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. | |||
'''Gwaeron''' | |||
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. | |||
'''Helm''' | |||
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm's followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. | |||
'''Hoar''' | |||
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar's intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. | |||
'''Ilmater''' | |||
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. | |||
'''Istishia''' | |||
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. | |||
'''Jergal''' | |||
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit's eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place. | |||
'''Kelemvor''' | |||
One of the gods of Death, Kelemvor's approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. | |||
'''Kossuth''' | |||
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. | |||
'''Lathander''' | |||
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. | |||
'''Lliira''' | |||
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. | |||
'''Loviatar''' | |||
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone's heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. | |||
'''Lurue''' | |||
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all. | |||
'''Malar''' | |||
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. | |||
'''Mask''' | |||
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue's guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. | |||
'''Mielikki''' | |||
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. | |||
'''Milil''' | |||
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. | |||
'''Mystra''' | |||
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra's church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. | |||
'''Nobanion''' | |||
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance. | |||
'''Oghma''' | |||
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. | |||
==== <u>'''Fiends'''</u> ==== | ==== <u>'''Fiends'''</u> ==== |
Revision as of 01:36, 24 February 2025
Overview
Insert Rules here.
Supported Ideoligions
Native Ravenloft
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Ancestral Choir Placeholder | |||||
Divinity of Mankind Placeholder | |||||
Erlin | |||||
Eternal Order | |||||
Ezra | |||||
Hala | |||||
Lakoi Spiritualism | |||||
Law | |||||
Morninglord | |||||
Raz | |||||
Sea of Sorrows Placeholder | |||||
The Beast God |
Forgotten Realms
Major Gods
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol | Name of Worshipers |
---|---|---|---|---|---|---|
Akadi | TN | Air, Illusion, Travel, Trickery | Flail | White Cloud on Blue Background | Whispers | |
Auril | NE | Air, Evil, Water | Battleaxe | White Snowflake on Gray Diamond | ||
Azuth | LN | Illusion, Knowledge Magic, Law, Weave | Quarterstaff | Left Hand Pointing Up | Magistrati | |
Bane | LE | Evil, Destruction, Law, Hate/Tyrranny | Morningstar | Black Fist | ||
Beshaba | CE | Chaos, Evil, Fate, Luck, Trickery | Whip | Black Antlers on Red | ||
Chauntea | NG | Animal, Earth, Good, Nature, Protection | Scythe | Blooming Rose on Golden Grain | Pastorals / True Shapers | |
Cyric | CE | Chaos, Destruction, Evil, Trickery | Longsword | Jawless Skull on Purple Sun | ||
Deneir | NG | Good, Knowledge, Protection, Magic, Weave | Dagger | Lit Candle Above Purple Eye with Triangle Pupil | Glyphscribes | |
Eldath | NG | Good, Nature, Protection, Water | Unarmed | Waterfall into a Pool | ||
Garagos | CN | Chaos, Destruction, Strength, War | Longsword | Pinwheel of Five Arms with Swords | Bloodreavers | |
Gond | TN | Earth, Fire, Knowledge, Destruction | Warhammer | Toothed Cog | ||
Grumbar | TN | Earth, Darkness | Warhammer | Mountains on Purple | ||
Gwaeron | NG | Animal, Good, Knowledge, Nature, Travel | Greatsword | White Star on Brown Pawprint | Stalkers of the Silent Path | |
Helm | LN | Law, Protection, Strength | Bastard Sword | Eye on War Gauntlet | ||
Hoar | LN | Law, Fate, Revenge, Travel | Javelin | Black-Gloved Hand Holding a Coin with Two-Faced Head | ||
Ilmater | LG | Good, Healing, Law, Strength, | Unarmed | White Hands Bound by Red Cord | Adorned | |
Istishia | TN | Destruction, Water, Travel | Warhammer | Cresting Wave | ||
Jergal | LN | Fate, Law, Healing | Scythe | Jawless Skull and Writing Quill on Scroll | Scriveners of Doom | |
Kelemvor | LN | Fate, Law, Protection, Healing, Travel | Bastard Sword | Skeletal Arm Holding Golden Scales | ||
Kossuth | TN | Destruction, Fire | Spiked Chain | Twining Red Flame | Tendrils | |
Lathander | NG | Good, Protection, Strength, Sun, Healing | Mace | Sunrise of Gems | Dawnbringers | |
Lliira | CG | Chaos, Good, Travel | Shuriken | A Triangle of Three Six-Pointed Stars | Joybringers | |
Loviatar | LE | Evil, Law, Revenge, Strength | Whip | Nine-Tailed Barbed Whip | ||
Lurue | CG | Animal, Chaos, Good, Healing | Shortspear | Silver-Horned Unicorn Head on Crescent Moon | ||
Malar | CE | Animal, Chaos, Evil, Moon, Strength | Claw Bracer | Bestial Claw with Bloody Talons | Huntmasters | |
Mask | NE | Darkness, Evil, Luck, Trickery | Longsword | Black Velvet Mask | ||
Mielikki | NG | Animal, Good, Nature, Travel | Scimitar | Unicorn | Heartwoods | |
Milil | NG | Good, Knowledge | Rapier | Five-String Harp of Leaves | Sorlyn | |
Mystra | NG | Good, Knowledge, Magic, Weave | Shuriken | Seven Stars around a Red Mist | ||
Nobanion | LG | Animal, Good, Law | Pick | Male Lion's Head on Green Shield | ||
Oghma | TN | Knowledge, Luck, Travel, Trickery | Longsword | Blank Scroll | Namers | |
Red Knight | LN | Law, War | Longsword | Red Knight Chess Piece | Red Fellowship | |
Savras | LN | Fate, Knowledge, Law, Magic, Weave | Dagger | Crystal Ball Full of Eyes | ||
Selune | CG | Chaos, Good, Moon, Protection, Travel | Mace | Female Eyes inside Seven Silver Stars | ||
Shar | NE | Darkness, Evil, Knowledge | Chakram | Black Disk Bordered by Purple | ||
Shaundakul | CN | Air, Chaos, Protection, Trade, Travel | Greatsword | Wind-Walking Man | ||
Siamorphe | LN | Knowledge, Law | Mace | Silver Chalice with a Golden Sun | Scions | |
Silvanus | TN | Animal, Nature, Protection, Water | Maul | Green Oak Leaf | ||
Sune | CG | Chaos, Good, Protection | Whip | Redheaded, Beautiful Woman | ||
Talos | CE | Chaos, Destruction, Evil, Fire, Storm | Spear | Explosive Lightning Strike | ||
Tempus | CN | Chaos, Protection, Strength, War | Battleaxe | Blazing Sword on Shield | ||
Torm | LG | Good, Healing, Law, Protection, Strength | Greatsword | Gauntlet | ||
Tymora | CG | Chaos, Good, Luck, Protection, Travel | Shuriken | Silver Coin with a Face and Shamrocks | ||
Tyr | LG | Good, Knowledge, Law, War, Revenge | Longsword | Balanced Scales on a Warhammer | ||
Umberlee | CE | Chaos, Destruction, Evil, Water | Trident | Blue-Green Wave | ||
Uthgar | CN | Animal, Chaos, Revenge, Strength, War | Battleaxe | Beast Totem Spirit | Shamans | |
Valkur | CG | Air, Chaos, Good, Protection, Water | Cutlass | Cloud with Three Lightning Bolts | ||
Velsharoon | NE | Death, Evil, Magic, Weave | Quarterstaff | A Crowned Lich Skull | ||
Waukeen | TN | Knowledge, Protection, Travel, Wealth | Nunchaku | Gold Coin with Waukeen's Profile |
Akadi
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.
Auril
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold.
Azuth
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth's dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it.
Bane
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.
Beshaba
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently "invite" Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her.
Chauntea
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting.
Cyric
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric's followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy.
Deneir
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god.
Eldath
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing.
Garagos
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy's blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option.
Gond
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond's followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god.
Grumbar
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization.
Gwaeron
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods.
Helm
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm's followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves.
Hoar
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar's intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge.
Ilmater
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices.
Istishia
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable.
Jergal
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit's eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.
Kelemvor
One of the gods of Death, Kelemvor's approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace.
Kossuth
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them.
Lathander
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success.
Lliira
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands.
Loviatar
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone's heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind.
Lurue
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.
Malar
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations.
Mask
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue's guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power.
Mielikki
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic.
Milil
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else.
Mystra
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra's church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon.
Nobanion
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.
Oghma
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information.
Fiends
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Dwarven Pantheon
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Elven Pantheon
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Halfling Pantheon
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Krynn
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Branchala | CG | Chaos, Good, Luck, Trickery, Travel | Law, Evil Slaughter, Destruction | Rapier | Harp |
Chemosh | NE | Death, Evil, Trickery, Darkness | Good, Light, Sun | Sickle | Yellow Skull |
Chislev | TN | Air, Animal, Earth, Nature | Evil, Good, Law, Chaos | Shortspear | Brown Feather |
Gilean | TN | Knowledge, Protection, Magic | Evil, Good, Law, Chaos, Darkness | Staff | Open Book |
Habbakuk | NG | Animal, Good, Water | Evil, Slaughter, Destruction, | Scimitar | Blue Phoenix |
Hiddukel | CE | Wealth, Evil, Retribution, Trickery | Good, Law, Protection | Dagger | Broken Scales |
Kiri-Jolith | LG | Good, Strength, War | Evil, Trickery, Chaos | Longsword | Bison Horn |
Lunitari | TN | N/A | N/A | N/A | Red Moon |
Majere | LG | Good, Law, Fate, Healing | Evil, Trickery, Chaos, Slaughter, Destruction, Revenge | Unarmed | Copper Rose |
Mishakal | NG | Good, Healing, Protection, Light | Evil, Darkness, Slaughter, Destruction, Disease, Revenge | Quarterstaff | Blue Infinity |
Morgion | NE | Destruction, Disease, Evil | Good, Light, Protection | Flail | Hood with Red Eyes |
Nuitari | LE | N/A | N/A | N/A | Black Moon |
Paladine | LG | Law, Good, Light, Protection, Sun | Evil, Darkness, Slaughter, Destruction, Revenge, Chaos | Longsword | Platinum Dragon |
Reorx | TN | Earth, Fire, Wealth, Destruction | Evil, Good, Law, Chaos | Warhammer | Forge Hammer |
Sargonnas | LE | Evil, Law, War, Strength | Good, Chaos | Axe | Red Condor |
Shinare | LN | Wealth, Law, Luck, Travel | Evil, Good, Chaos, Trickery | Mace | Griffin's Wing |
Sirrion | CN | Fire, Strength, Sun, Chaos | Evil, Good, Law, Moon, Water, Darkness | Flail | Multicolored Fire |
Solinari | LG | N/A | N/A | N/A | White Moon |
Takhisis | LE | Law, Evil, Darkness, Destruction, Strength | Good, Light, Sun | Mace | Five-Headed, Five-Colored Dragon |
Zeboim | CE | Chaos, Evil, Water, Slaughter | Good, Law, Fire | Trident | Spiked Turtle Shell |
Zivilyn | TN | Knowledge, Constellation, Fate | Evil, Good, Law, Chaos, Trickery, Revenge | Quarterstaff | Great Tree |
Branchala
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala's symphony... ETC.
Chemosh
Chislev
Gilean
Habbakuk
Hiddukel
Kiri-Jolith
Lunitari
Majere
Mishakal
Morgion
Nuitari
Paladine
Reorx
Sargonnas
Shinare
Sirrion
Solinari
Takhisis
Zeboim
Zivilyn
Greyhawk
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|