Ideoligions
Overview
Insert Rules here.
TO DO
-FR List
-FR Descs
-Krynn List
-Krynn Descs
-Racial Lists
-Racial Descs
-Fiend List
-Fiend Descs
-Greyhawk List
-Greyhawk Descs
Supported Ideoligions
Native Ravenloft
Name | Alignment | Divine Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Ancestral Choir | |||||
Constellate Faith | |||||
Divinity of Mankind | |||||
Erlin | |||||
Eternal Order | |||||
Ezra | |||||
Hala | |||||
Lakant Spiritualism | |||||
Law | LE | Artifice, Evil, Law, Scrutiny, Strength, War | Chaos, Good, Healing, Magic | Whip, bastard sword, heavy or light flail | Blue and white eye suspended in gold |
Morninglord | |||||
Raz | |||||
Sea of Sorrows Placeholder | |||||
The Beast God |
Forgotten Realms
Major Gods
Name | Alignment | Divine 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.
Red Knight
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.
Savras
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first.
Selune
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full.
Shar
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.
Shaundakul
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.
Siamorphe
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.
Silvanus
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary.
Sune
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one's true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.
Talos
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos' vision.
Tempus
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.
Torm
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word.
Tymora
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.
Tyr
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.
Umberlee
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.
Uthgar
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors.
Valkur
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.
Velsharoon
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith's collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death.
Waukeen
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.
Fiends
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Dwarven Pantheon
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Abbathor | NE | Evil, Luck, Wealth, Trickery | Dagger | Jeweled Dagger | |
Berronar Truesilver | LG | Good, Healing, Law, Protection | Mace | Two Interlocked Silver Rings | |
Clangeddin Silverbeard | LG | Good, Law, Strength, War | Battleaxe | Two Crossed Battleaxes | |
Dugmaren Brightmantle | CG | Chaos, Good, Knowledge | Shortsword | Open Book | |
Dumathoin | TN | Knowledge, Darkness, Earth, Protection | Maul | Faceted Gem Inside a Mountain | |
Gorm Gulthyn | LG | Good, Law, Protection | Battleaxe | Shining Bronze Mask with Flames | |
Haela Brightaxe | CG | Chaos, Good, Luck, War | Greatsword | Unsheathed Sword Wrapped in Spirals of Flame | |
Marthammor Duin | NG | Good, Protection, Travel | Mace | Upright Mace in front of Fur-Trimmed Boot | |
Moradin | LG | Earth, Good, Law, Protection | Warhammer | Hammer and Anvil | |
Sharindlar | CG | Chaos, Good, Healing, Moon | Whip | Flame Ring Rising from Steel Needle | |
Thard Harr | CG | Animal, Chaos, Good, Nature | Clawed Gauntlet | Two Crossed Clawed Gauntlets of Silver | |
Vergadain | TN | Luck, Wealth, Trickery | Longsword | Gold Piece |
Abbathor
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor's dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions.
Berronar Truesilver
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin's bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother.
Clangeddin Silverbeard
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality.
Dugmaren Brightmantle
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive.
Dumathoin
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves' mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners' safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining's sake. Dumathoin also serves as the dwarves' god of the dead, and his Talhund oversee burial and spiritual services.
Gorm Gulthyn
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others.
Haela Brightaxe
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings.
Marthammor Duin
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers.
Moradin
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young.
Sharindlar
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry.
Thard Harr
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society.
Vergadain
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant's living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves.
Elven Pantheon
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Aerdrie Faenya | CG | Air, Animal, Chaos, Good | Quarterstaff | Cloud with Bird | |
Corellon Larethian | CG | Chaos, Good, Magic, Protection, War | Longsword | Crescent Moon | |
Deep Sashelas | CG | Chaos, Good, Knowledge, Water | Trident | Dolphin | |
Erevan Ilesere | CN | Chaos, Luck, Trickery | Shortsword | Starburst with Asymmetrical Rays | |
Fenmarel Mestarine | CN | Animal, Chaos, Nature, Travel | Dagger | Pair of Elven Eyes in Darkness | |
Hanali Celanil | CG | Chaos, Good, Magic, Protection | Dagger | Gold Heart | |
Labelas Enoreth | CG | Chaos, Good, Knowledge, Constellation | Quarterstaff | Setting Sun | |
Rillifane Rallathil | CG | Chaos, Good, Nature, Protection | Quarterstaff | Oak Tree | |
Sehanine Moonbow | CG | Chaos, Good, Illusion, Knowledge, Moon, Travel | Quarterstaff | Misty Crescent over a Full Moon | |
Shevarash | CN | Chaos, Revenge, War | Longbow | Broken Arrow above Teardrop | |
Solonor Thelandira | CG | Chaos, Good, Nature, War | Longbow | Silver Arrow with Green Fletching |
Aerdrie Faenya
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves.
Corellon Larethian
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god's position on the pantheon.
Deep Sashelas
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races.
Erevan Ilesere
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.
Fenmarel Mestarine
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.
Hanali Celanil
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites.
Labelas Enoreth
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers.
Rillifane Rallathil
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god's domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar.
Sehanine Moonbow
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess' elusive messages. The clergy also serves as the elves' guardians of the dead.
Shevarash
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits.
Solonor Thelandira
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in 'hunting' only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society.
Halfling Pantheon
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Arvoreen | LG | Good, Law, Protection, War | Shortsword | Two Crossed Short Swords | |
Brandobaris | TN | Luck, Travel, Trickery | Dagger | Halfling's Footprint | |
Cyrrollalee | LG | Good, Law | Quarterstaff | Open Door | |
Sheela Peryroyl | TN | Air, Nature | Sickle | Daisy | |
Urogalan | LN | Earth, Law, Protection, Healing | Flail | Dog's Head | |
Yondalla | LG | Good, Law, Protection | Shortsword | Cornucopia |
Arvoreen
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats.
Brandobaris
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content's of a man's purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers.
Cyrrollalee
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race.
Sheela Peryroyl
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities.
Urogalan
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies.
Yondalla
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling's soceity and their day to day lives. Her most prominent clerics are usually community leaders.
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 | Green-Gold 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, as he seeks to bring all the world's population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music.
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music.
Chemosh
One of the first to join the Queen of Darkness in her rebellion against the High God and the order of Creation, Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.
Chemosh's teachings to his followers is a web of lies intended to sway them to himself, attempting to protray himself as a benevolent god in a cruel world. His follower's dogma thus does not match his true views, though a few of his highest clerics are aware of the misdirection. These misdirected followers believe the world came from pure chaos with no plan, that mortals have no souls, and that people should make the best of their life while they are in the flesh. Further, Chemosh preaches to his followers that the gods of good make hollow promises about the afterlife, which is actually a gateway back to meaningless chaos. His highest clerics, on the other hand, know the true goal is to bring more mortals to undeath, but they work in secret, with no centralized authority.
Chislev
Nature incarnate, it is said that the season themselves change based on Chislev's moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely.
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion.
Gilean
The chief deity of Neutrality, Gilean is the keeper of the Tobril: the book of knowledge and true names, and the record of the High God's plan for creation. Seeming passionless and uncaring, Gilean is, before anything else, an observer. He only interferes in the affairs of mortals when the other of Creation is challenged, but generally upholds the rights of mortals to choose their own destiny when possible. He is the brother of Paladine and Takhisis, and the 'mediator' between the two, hoping to spare the world of war. He is also the father of Lunitari.
Gilean's clergy are scribes, librarians, and historians. Some may also be teachers, or wandering scholars in search of knowledge. They are generally respected and their time is in high demand. They are forbidden from ever destroying books, no matter what they contain. Their central dogma is the pursuit of knowledge, which they believe transcends any moral or emotional cause.
Habbakuk
Also known as the "Fisher King," Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.
Hiddukel
Hiddukel, god of ill-gotten wealth and deals, is the patron deity of dishonest businessmen, merchants, and thieves. A cunning dealmaker, Hiddukel trades on greed. He constantly seeks to secure bargains, which entail the swap ping of wealth in exchange for a soul. Although he is calculating and predatory, Hiddukel often takes the guise of a fawning and fumbling merchant. Those tricked into bargaining with him may gain what they think is their heart’s desire, only to find it brings them misery in the end.
It is exceedingly rare for people to willingly become clerics of Hiddukel, more likely it is the result of a trick or a bargain. They are not well-organized, given Hiddukels' prizing of treachery, even in his clerics against fellow clergy. The clergy is ordered to pursue and attain wealth by any means necessary, and they typically do so in secret, leading double lives in prominent positions.
Kiri-Jolith
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia.
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others.
Lunitari
One of the three cousins and gods of magic, Lunitari is the veiled maiden of neutral magic and the patron deity of all Red Robe Wizards of High Sorcery. She seeks to further the cause of magic in the world. Unlike the other gods, Lunitari works closely and happily with her cousins, the good Solinari and the evil Nuitari, often acting to balance both their ambitions. Lunitari is the daughter of Gilean, having sprung from him fully formed.
Solinari does not have a clerical order of any kind, instead she is worshiped by the Red Robes. There are more Red Robes than White or Black robes, and they work to bring magic to the world and maintain the balance between good and evil.
Majere
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God's plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine's chief advisor, counseling him in ways to follow the High God's plans. The other good and neutral gods pay much heed to Majere's views, except Zivilyn, who sees himself as a rival of sorts to Majere.
Though his following is small, Majere's clergy is influential, often counting among its ranks the world's greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith.
Mishakal
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine's wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion.
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed.
Morgion
The god of pestilence, de cay, and disease, Morgion is widely feared by almost all humanoid races. Those few who worship him are re viled and almost always conduct their worship in secret. Even the other evil deities refuse to associate with him. Morgion feeds on fear, and he uses the ravages of disease to spread fear among humans.
Morgion rarely deigns to speak to his clerics. He prefers to do his foul work in secret even from them. His clergy are entirely slaves, forced to work for him. Morgion waits until disease seizes hold of a person, then he offers the person a deal: respite from the disease in exchange for life-long servitude. Those who accept find themselves “cured” by the power of Morgion, though the price they are forced to pay is often more than they can bear. They are then sent forth to carry disease and poison to other people, to gain Morgion more followers. They typically work in cells of three, and work in secret.
Nuitari
One of the three cousins and gods of magic, Nuitari is the devouring darkness and the patron deity of all Black Robe Wizards of High Sorcery. He works to spread magic, particularly black magic, throughout the world. Unlike the other gods, Nuitari works closely with his cousins, the good Solinari and the neutral Lunitari. He is the son of Takhisis and Sargonnas, but hates his father and has a tense relationship with his mother.
Nuitari does not have a clerical order of any kind, instead he is worshiped by the Black Robes. They believe that magic is secretive, and should be coveted and earned. Those interested in magic for power are often seduced by Nuitari, who promises magical growth at faster speeds than the other orders.
Paladine
Paladine was one of the first gods summoned by the High God from the Beyond. He represents the divine power of majesty, and is patron deity to the gods of Good. He supports the soul’s drive to strive for greatness, and is representative of leadership. He is also representative of the ideal of redemption, striving to bring those who have fallen to darkness back into the light. He was more involved in the affairs of mortals than other gods, often taking on odd identities to guide and advise mortals towards the path of good in secret. Paladine was husband to Mishakal, and father of Kiri-Jolith, Habbakuk, and Solinari. He was advised by Majere. Paladine was opposed to all the gods of Evil, but especially to Takhisis. At the end of the War of Souls, he gave up his divinity and became a mortal.
He is highly worshiped by the elves of Krynn, and many paladins of all races. His worshipers are most often leaders, and his church was highly organized before his fall to mortality.
Reorx
The god of the forge, and the supreme god of the dwarves. He is best loved among the dwarves, but worshiped by all sorts of craftsmen. He works closely with the goddess Shinare, as well.
His church is best known for its stability and passion for organization. Dwarves form a rigid hierarchy, with the Starmaster as the leader. Each dwarven clan's cleric is known as a Thane, but general clerics are called Forgers. They have say in all important events in dwarven society. They also do work as blacksmiths and craftsmen, and spend most of their time at that task. They are also expected to make one masterfully crafted object in their life that brings honor to Reorx, which can take years. They worship the idea of creation above all else.
Sargonnas
Sargonnas is as a mystery to the peoples of Krynn, a role he fosters. The brooding deity prefers to work alone and in isolation. He does not even get along with the other dark gods. Sargonnas is an angry, militant, and treacherous god, demanding strict obedience from those who follow him. He is the father of both Zeboim and Nuitari, born of an estranged consortship with Takhisis.
To his followers, Sargonnas represents power gained by brute strength and held with honor. Others view him as a deity of dogged vengeance, seeking out wronged individuals to take unlawful revenge on those who harmed them. Bounty hunters are frequently his worshipers.
Shinare
Known as "Winged Victory," Shinare is the goddess of wealth, industry, and commerce. Her companion is Sirrion, an odd union as Shinare is practical and pragmatic, while Sirrion is neither. They complement each other, though do not have a stable relationship. Shinare also works closely with Reorx, and her sworn enemy is Hiddukel.
Shinare's followers are merchants, mercenaries, money-changers, and traders. Rarely, they are thieves or rogues who may offer a prayer here or there in the chance she's in an indulgent mood. But, her core clergy is industrious, working to amass wealth and prestige, without succumbing fully to greed. They must still use their wealth to better communities where they live, and spur other's wealth, bringing prosperity to all. For this reason, her clerics are respected and admired. They also follow all taxes and tithes fairly. None of her clerics are clerics only, but must pursue some mercantile trade.
Sirrion
Sirrion is the god of creativity and passion, sculpting fire as his main art form, particularly the fire of the soul, but he controls every physical flame, from the sun to a candle. He also oversees alchemy, transmutation, and transformation, anything that uses fire to create. He is chaotic, sometimes sparking forest fires or burning those who play with fire without respect. However, he is never destructive, only creative - forest fires make way for new trees, for example. His partner is Shinare.
Though he has a clergy, Sirrion does not care much for mortals, especially those who follow him for power. His clerics are as passionate as him, but also often as erratic and changeable. They tend to ever-burning fires in their homes or temples, as well as communal fires, while acting as firefighters for communities.
Solinari
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal.
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed.
Takhisis
Takhisis, along with Paladine, was called from the Beyond to be custodians of the world. Takhisis was responsible for the corruption of the Chromatic Dragons, and appeared in one form as a dragon with heads of blue, black, white, red, and green. Like Paladine, she involves herself in the affairs of mortals in secret identities more than the other gods, often trying to lure followers to grow her power base in her neverending quest to destroy all good on Krynn and rule supreme. She was the head of the Evil gods, consort to Sargonnas, and mother to Zeboim and Nuitari. During the War of Souls, she was stripped of her divinity and immortality by the other gods for her role in the war.
Her followers were also highly organized, like Paladine's, with a distinct hierarchy and separated into five distinct armies, each holding fealty to one of her 'heads' or 'colors' of dragon. Those who seek power and control are most often her followers.
Zeboim
Little known by those on land, widely feared by those who sail the seas, Zeboim is the goddess of the sea and storms. Moody and wayward, she flies into rages that whip the seas into a frenzy and send ships to the bottom of the ocean. She is flighty, how ever, and may be appeased by sailors who make the right offering. Zeboim represents the sea’s uncaring and tempestuous nature, though she also has fleeting moments of tranquility. She is the daughter of Takhisis and Sargonnas.
Zeboim's clergy have the dual nature of their goddess. They are not above resorting to extortion, frightening sailors and ship owners into paying tithes in exchange for good weather. At the same time, they are often happily welcomed on board a sip for protection.
Zivilyn
The deity of wisdom, the "Tree of Life," and the bearer of all insight in the universe, Zivilyn wears several roles. His branches reach everywhere, and into every time, past, present, and future. He preaches awareness, balance, and understanding. His mate is Chislev, and he acts as Gilean's closest advisor. He also opposes the extremes shown by deities such as Sargonnas and Takhisis, but also the martial ambition of others like Kiri-Jolith. However, he does not consider these gods his enemies.
Zivilyn's clergy see wisdom as transcending good and evil as a force within itself. He requires that his clerics see that wisdom comes only with age, and thus the church's hierarchy is organized around seniority. The clerics serve as counselors, mediators, philosophers, diplomats, and even sometimes as legal officials.
Greyhawk
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