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Post by Innovation on Jan 18, 2009 3:00:56 GMT -5
Hoar
The Doombringer, Lord of Three Thunders Symbol: Black-gloved hand holding a coin with a two-faced head Home Plane: The Barrens of Doom and Despair Alignment: Lawful Neutral Portfolio: Revenge, retribution, poetic justice Worshipers: Assassins, fighters, rogues, seekers of retribution Favored Weapon: "Retribution's Sting" [javelin of lightning] (javelin)
Cleric Alignments: LE, LG, LN Domains: Law, Travel
History/Relationships: Hoar is actually the ancient Untheric deity worshiped in the eastern Inner Sea lands as Assuran. Centuries ago, he was driven from Unther by Ramman, although his cult remained strong in Chessenta. He eventually slew his rival during the Time of Troubles, but Anhur stole Ramman's unclaimed portfolio before Hoar could act, earning Hoar's ire. Both Tyr and Shar contest for Hoar's tormented soul, as the Dark Goddess seeks to turn him into a servant of blind vengeance and bitterness while the Maimed God seeks to unlock Hoar's bittersweet humor and shift his portfolio to favor irony and poetic justice. Meanwhile, Hoar conspires with Beshaba in unleashing bad luck on the deserving.
Dogma: Uphold true and fitting justice and maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one's actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. Walk the line of the Doombringer's teachings, seeking retribution, but do not fall into the trap of pursuing evil acts for evil's sake, for that way is seductive and leads only to one's downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dear only invite future attacks.
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Post by Innovation on Jan 18, 2009 3:01:55 GMT -5
Ilmater
The Crying God, The Broken God Symbol: Pair of white hands bound at the wrist with a red cord Home Plane: House of the Triad Alignment: Lawful Good Portfolio: Endurance, suffering, martyrdom, perseverance Worshipers: The lame, the oppressed, the poor, monks, paladins, serfs, slaves Favored Weapon: An open hand (unarmed strike)
Cleric Alignments: LG, LN, NG Domains: Good, Healing, Law, Strength
History/Relationships: Ilmater is an older deity who has long been associated with Tyr (his superior) and Torm, who together are known as the Triad. The Triad work together closely, for in union they are stronger than as individuals. Ilmater is also allied with Lathander. He opposes deities who enjoy destruction and causing pain and hardship for others, particularly Loviatar and Talona, whose natures are diametrically opposed to his own. Other foes include Bane, Garagos, Malar, Shar, and Talos.
Dogma: Help all who hurt, no matter who they are. The truly holy take on the suffering of others. If you suffer in his name, Ilmater is there to support you. Stick to your cause if it is right, whatever the pain or peril. There is no shame in a meaningful death. Stand up to all tyrants, and allow no injustice to go unchallenged. Emphasize the spiritual nature of life over the existence of the material body.
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Post by Innovation on Jan 18, 2009 3:02:39 GMT -5
Istishia
The Water Lord, King of the Water Elementals Symbol: Cresting Wave Home Plane: Elemental Plane of Water Alignment: Neutral Portfolio: Elemental water, purification Worshipers: Bards, elemental archons (water), sailors, travelers Favored Weapon: A wave (warhammer)
Cleric Alignments: CN, LN, N, NE, NG Domains: Destruction, Sea Caves, Travel, Water
History/Relationships: Istishia is one of the four elemental lords who seem to stand apart in history, unchanged by the passage of time. He has ties to other gods concerned with the element of water, including Deep Sashelas, Eldath, Valkur, and Umberless, but no strong relationships. He opposes destructive Kossuth at every opportunity.
Dogma: Everything is interconnected and cyclical. Water always triumphs, for earth dissolves through water, fire is extinguished even by the steam, and air becomes clouds and then rain, completing the eternal cycle. The Water Lord is the great equalizer and leveler of the elements, acknowledging change but holding to his essential nature. Do not try to be what you are not; rather excel at what you are and carry this message of personal excellence to the world. Be flexible but no unreasonable. As the rains flow down to the ocean in the folds of earth and not up mountains, so do the truths of Istishia spread throughout the land through their natural routes, not through rank force. The Mysteries of life are to be enjoyed and puzzled over, but realize that some answers do not come in this world, but rather in the next. Realize that the cycles of life are mirrored by the cycles of fate; be prepared to pay the price or reap the reward for the actions of your past or your future.
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Post by Innovation on Jan 18, 2009 3:03:25 GMT -5
Jergal
Lord of the End of Everything, Scribe of the Doomed, the Pitiless One Symbol: Jawless skull and writing quill on scroll Home Plane: The Fugue Plane Alignment: Lawful Neutral Portfolio: Fatalism, proper burial, guardian of tombs Worshipers: Monks, necromancers, paladins Favored Weapon: A white glove (scythe)
Cleric Alignments: LE, LG, LN Domains: Death, Law
History/Relationships: Bane, Bhaal, and Myrkul inherited most of the portfolios of Jergal when he wearily stepped down from his position and then faded into near-obscurity. The death of those deities left Jergal in the service to Cyric and then Kelemvor. Although his nature is that he must be loyal to the office of death, he can subtly undermine the holder of that office if he or she is not true to the office's responsibilities. Jergal works well with Kelemvor, but retains his scorn for Cyric and spends much of his efforts combating Velsharoon's efforts to prolong life into undeath.
Dogma: Each being has an eternal resting place that is chosen for him or her at the moment of creation. Life is a process of seeking that place and eternal rest. Existence is but a brief aberration in an eternity of death. Power, Success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and then only at its appointed hour. Seek to bring order to the chaos of life, for in death there is finality and a fixedness of state. Be ready for death for it is at hand and uncompromising. Life should be prolonged only when it serves the greater cause of the death of the world.
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Post by Innovation on Jan 18, 2009 3:04:13 GMT -5
Kelemvor
Lord of the Dead, Judge of the Damned Symbol: Upright skeletal arm holding the golden scales of justice Home Plane: The Fugue Plane Alignment: Lawful Neutral Portfolio: Death, the dead Worshipers: The dying, families of the dying, gravediggers, hunters of the undead, morticians, mourners Favored Weapon: "Fatal Touch" (bastard sword)
Cleric Alignments: LE, LG, LN Domains: Law, Protection, Sun, Travel, Death
History/Relationships: If not for the Time of Troubles, the mortal warrior known as Kelemvor Lyonsbane likely would of died on some battlefield, alone and unmourned. He was the victim of a bewildering ancestral curse that forced him to assume the form of a violent magical panther whenever he performed a rare act of kindness. However, he fell in with a band of adventurers that included Cyric of Zhentil Keep and a young arcane spellcaster called Midnight. By the end of the Godswar, all three had become deities, through cunning plots and betrayal or purest happenstance.
As deities, the three former companions still retain what might be called a relationship. Cyric despises both Kelemvor and Midnight (who became Mystra), blaming them for his frequent setbacks. Cyric plots endlessly to regain dominion over death, a portfolio he held briefly, and instructs his mortal followers to oppose those of Kelemvor by disturbing the rest of the dead, mutilating corpses to prevent identification, and supporting all kinds of necromantic activity. As mortals, Mystra and Kelemvor were lovers, though it remains uncertain if their relationship survived the events of the past fourteen years. Mystra aids Kelemvor from time to time, but the demands of her station prevent frequent contact. Kelemvor hates Velsharoon for his support of necromancy and Talona for her poisons and diseases, which send many souls to the Fugue Plane prematurely.
Kelemvor spends a great deal of time in the company of Jergal, with whom he lives in the Crystal Spire of the Fugue Plane and from whom he learns the responsibilities and requirements of his station.
The Forgotten One's stark pragmatism and almost chilling lack of pity disturb Kelemvor, however, and though he respects Jergal, it is a stretch to say that he trusts the elder deity.
Dogma: Recognize that death is part of life. It is not an ending but a beginning, not a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Faerun to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all Faerun die a natural death without one of Kelemvor's clerics at her side.
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Post by Innovation on Jan 18, 2009 3:05:05 GMT -5
Kossuth
The Lord of Flames, the Firelord Symbol: A twining red flame Home Plane: Elemental Plane of Fire Alignment: Neutral Portfolio: Elemental fire, purification through fire Worshipers: Druids, elemental archons, fire creatures, Thayns Favored Weapon: Tendril of flame (spiked chain)
Clerical Alignments: CN, LE, LG, LN, N, NE, NG Domains: Destruction, Fire
History/Relationships: A supremely powerful elemental being known as Kossuth has lorded over fire since the earliest moments of the multiverse, though whether or not the contemporary Kossuth is the same primordial being or on in a long line of similarly named successors is a matter of much conjecture. The Lord of Flames rarely intervenes in affairs of the mortal world. spending most of his time embroiled in the intrigues of the Inner Planes. In -150 DR, powerful Raumatharan wizards managed to summon Kossuth from his elemental home and instructed him to destroy a besieging army from hated Narfell. This he did, but he soon turned against the wizards, incinerating their city for their arrogance. The resulting conflagration consumed much of the northern coast of the Alamber Sea and the fires of Kossuth's anger burned strong for more than a decade after his withdrawal from Toril. He appears to have paid little attention to the world since, though his faithful in Thay credit him with intervening in the disastrous Salamander War of 1357 DR and preventing that from becoming an even greater debacle. Kossuth's name is not among the deities spotted in Faerun during the Time of Troubles, which suggests either that he somehow escaped Ao's wrath or simply kept quiet as the world fell apart around him.
Kossuth's doctrine of elemental supremacy virtually ensures conflict with the other elemental lords, and the Lord of Flames harbors especial hatred for Istishia, whom he views as pathetic and weak.
In response, the King of the Water Elementals instructs his followers to work against the plans of Kossuth at every turn. Open warfare between the two clergies is rampant. The Firelord interacts very little with the other deities of Faerun. Moradin and Flandal Steelskin honor him for the heat of the forge, but he rarely responds. The return of Bane pleases Kossuth, however; the two deities seem to agree on the importance of a strong religious hierarchy and have a common intolerance for the ephemeral and unpredictable nature of chaos
Dogma: Those fit to succeed will do so. Kossuth's faith is innately superior to all other faiths, particularly that of Istishia. Fire and purity are the same. Smoke is produced by air in its jealousy. The reward of successful ambition is power. Reaching a higher state is inevitably accomplished by difficulty and personal pain of some sort. Kossuth sends his pure fire to cleanse us all and temper our souls so that we can achieve a pure state. Expect to be tested, and rise to the challenge, no matter what difficulty and pain it brings. Those above you have proven their worth and deserve your service. Guide others to Kossuth's pure light so that he may reforge all life into its essential form.
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Post by Innovation on Jan 18, 2009 3:05:59 GMT -5
Lathander
The Morninglord Symbol: Sunrise made of rose, red, and yellow gems Home Plane: House of Nature Alignment: Neutral Good Portfolio: Athletics, birth, creativity, dawn, renewal, self-perfection, spring, vitality, youth Worshipers: Aristocrats, artists, athletes, merchants, monks (Sun Soul), the young Favored Weapon: "Dawnspeaker" (light or heavy mace)
Cleric Alignments: CG, LG, NG Domains: Good, Protection, Strength, Sun
History/Relationships: Lathander's friendly demeanor makes him almost as popular among other deities as he is among the mortals of Toril. The deities, however, tend to have longer memories then their followers; many appreciate Lathander's calls to action and altruistic rants but try to keep him from doing too much damage to the status quo. He gets on well with other idealistic deities such as Eldath and Llura, or with those, such as Lurue and Siamorphe, who prefer to focus on the pleasurable and good things in life. The Morninglord's command over creativity brings him into friendly contact with Oghma, Milil, and Gond, and his unflinching hatred of the undead has made him a fast ally of Kelemvor. Chauntea seems to appreciate his exuberance more than any other member of the Faerunian pantheon, perhaps because it brightens her ancient soul. She and Lathander believe that their fates are intertwined, and while their romance has faded and flared intermittently over the centuries, they always seem to return to each other.
Lathander somewhat naively holds evil deities such as Bane, Cyric, Loviatar, and Talos personally responsible for the majority of Toril's ills. He particularly dislikes Shar, whom he views as an eternally corrupting force, the foul cancer at the heart of every shadowy intrigue against him and his church.
Lathander believes that the Dawn Cataclysm occurred because spies of the Lady of Loss secretly corrupted his efforts, and he is hatching plans to ensure that does not happen again.
Helm harbors ill feeling toward the Morninglord that date back to the Dawn Cataclysm, when Lathander indirectly caused the destruction of Helm's lover Murdane, a lesser deity of reason and pragmatism. No doubt the Vigilant One would be chagrined to learn that Lathander has, since the Time of Troubles, been working on some of the incantations and machinations that brought about that catastrophe so long ago. Oghma, Chauntea, and Lliira know of Lathander's plans, but so far, each has remained silent. With the return of Bane, many progressive deities believe that direct action must be taken to destroy evil once and for all, and that no unintended consequences of Lathander's plans could be as threatening to the world as simply standing by and doing nothing.
Dogma: Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies. It is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Perfect yourself, and be fertile in the mind and body. Wherever you go, plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Watch each sunrise. Consider the consequences of your actions so that your least effort may bring the greatest and best reward. Avoid negativity, for from death comes life, and there is always another morning to turn a setback into a success. Place more importance in activities that help others than on strict adherence to rules, rituals, and the dictates of your seniors.
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Post by Innovation on Jan 18, 2009 3:06:42 GMT -5
Lliira
Our Lady of Joy, Joybringer, Mistress of the Revels Symbol: A triangle of three six-pointed starts (orange, yellow, red) Home Plane: Brightwater Alignment: Chaotic good Portfolio: Joy, happiness, dance, festivals, freedom, liberty Worshipers: Bards, dancers, entertainers, poets, revelers, singers Favored Weapon: "Sparkle" (shuriken)
Cleric Alignments: CG, CN, NG Domains: Chaos, Good, Travel
History/Relationships: Lliira's greatest friend in the Faerûnian pantheon is the bard deity Milil, who shares her flare for performance. Once a great friend of the commerce goddess Waukeen, Lliira even went as far as to absorb many of the disaffected clerics of the Merchants' Friend when that goddess vanished during the Time of Troubles. Upon her return, however, Waukeen jealously coveted those clerics who had converted to Lliiranism, and the resulting ill will has formed a slight rift between the former companions. The murder of Selgaunt's High Revelmistress Chlanna Asjros (whom Lliira had taken as a lover while in mortal form during the Time of Troubles) by forces of a local cult of Loviatar has deeply affected the Joybringer. A militant order known as the scarlet mummers now tours Faerun with her support, dispatching agents of the Maiden of Pain by means of an elaborate and deadly dance utilizing the mummers' blade boots.
Dogma: Each day is another movement in the Elysian Rigadoon, the joyful dance of a life lived in rapture and without care or frustration. Seek joy always by working to bestow it upon others. Festivals are for all - gather into celebrations the lost, the lonely, the exiled and outlaw, the shunned, and even your foes. Let folk follow their own desires, and never fail to follow your own.
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Post by Innovation on Jan 18, 2009 3:07:51 GMT -5
Loviatar
Maiden of Pain, the Willing Whip Symbol: Nine-tailed barbed scourge Home Plane: The Barrens of Doom and Despair Alignment: Lawful Evil Portfolio: Pain, hurt, agony, torment, suffering, torture Worshipers: Beguilers, torturers, evil warriors, the depraved Favored Weapon: "Painbringer" (scourge)
Cleric Alignments: LE, LN, NE Domains: Evil, Law, Strength
History/Relationships: Loviatar is one of the Dark Deities, having served Bhaal alongside Talona, whom she loves to torment and tease. Since the death of Bhaal during the Time of Troubles, both Loviatar and Talona have slowly fallen under the sway of Shar. However, the return of Bane, who was Bhaal's superior, presages a conflict for her loyalty. Loviatar gets along well with Malar, regarding his stalking of prey as a particularly delightful form of torture. The Maiden of Pain is consumed with hatred for Ilmater, who shields her victims from the from the torments they deserve.
Dogma: The world is filled with pain and torment, and the best that one can do is to suffer those blows that cannot be avoided and deal as much pain back to those who offend. Kindnesses are the best companions to hurts, and increase the intensity of suffering. Let mercy of sudden abstinence from causing pain and of providing unlooked-for healing come over you seldom, but at whim, so as to make folk hope and increase the Mystery of Loviatar's Mercy. Unswerving cruelty will turn all folk against you. Act alluring, and give pain and torment to those who enjoy it as well as to those who deserve it most or would be most hurt by it. The lash, fire, and cold are the three pains that never fail the devout. Spread Loviatar's teachings whenever punishment is meted out. Pain tests all, but gives strength of spirit and true pleasure to the hardy and the true. There is no true punishment if the punisher knows no discipline. Wherever a whip is, there is Loviatar. Fear her - and yet long for her.
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Post by Innovation on Jan 18, 2009 3:08:31 GMT -5
Lurue
The Unicorn, the Unicorn Queen, the Queen of Talking Beasts Symbol: Silver-horned unicorn head before a crescent moon Home Plane: House of Nature Alignment: Chaotic good Portfolio: Talking beasts, intelligent nonhumanoid creatures Worshipers: Druids, entertainers, outcasts, rangers, travelers, unicorn riders Favored Weapon: A unicorn horn (shortspear)
Cleric Alignments: CG, CN, NG Domains: Animal, Chaos, Good, Healing
History/Relationships: Said to be the daughter of Selune, Lurue serves Mielikki as ally, friend, and steed, and through her Silvanus. She works closely with Shiallia and Gwaeron Windstorm, has a longstanding alliance with Nobanion, and considers Chauntea a friend. The Unicorn Queen is as ardent foe of Malar the Beastlord, whom she blames for helping the Red Wizards of Thay create black unicorns. Malar, in turn, would be more than happy to tear out her throat, considering her a prize creature to be hunted.
Dogma: The Unicorn is a symbol of hope, joy, salvation, and protection for the needy, forlorn, and forsaken. Life is to be relished and lived with laughter. Quests are to be taken on a dare and gifts are to be made on a whim. Impossible dreams are to be pursued for the sheer wonder of the possibility of their completion. Everyone, no matter how unique, is to be praised for their strengths and comforted in their weaknesses. Evil melts quickest in the face of a rapier wit and unshackled joy. Search for the unicorn and in the pursuit find happiness.
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Post by Innovation on Jan 18, 2009 3:09:16 GMT -5
Malar
The Beastlord, the Black-Blooded Pard Symbol: Bestial claw with brown fur and curving bloody talons Home Plane: Fury's Heart Alignment: Chaotic Evil Portfolio: Bloodlust, Evil Lycanthropes, hunters, marauding beasts and monsters, stalking Worshipers: Hunters, Evil Lycanthropes, sentient carnivores, rangers, druids Favored Weapon: A beast's claw (claw bracer)
Cleric Alignments: CE, CN, NE Domains: Animal, Chaos, Evil, Strength
History/Relationships: Malar is an ancient deity who dates back to the days when the first beasts stalked the land. He has always hated the Fair Folk and maintains a long-standing alliance with Lolth against the Seldarine. Over the centuries, he has tried to usurp power from other deities with varying degrees of success. He is one of the Deities of Fury, along with Talos (his superior), Auril, and Umberlee, and he is allied with dark deities such as Bane and Loviatar. The Beastlord fights against the deities of peace, civilization, and nature, but harbors a particular loathing for Nobanion since that deity defeated him in a fierce conflict, known as the Roar of Shadows, during the Time of Troubles.
Dogma: Survival of the fittest and the winnowing of the weak are Malar's Legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear in the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.
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Post by Innovation on Jan 18, 2009 3:09:58 GMT -5
Mask
Master of All Thieves, Lord of Shadows Symbol: Black velvet mask tinged with red Home Plane: Plane of Shadow Alignment: Neutral Evil Portfolio: Shadows, thievery, thieves Worshipers: Assassins, beggars, criminals, rogues, shades, shadowdancers Favored Weapon: "Stealthwhisper" (longsword)
Cleric Alignments: CE, LE, NE Domains: Darkness, Evil, Trickery, Luck
History/Relationships: Mask's penchant for intrigues and larceny has cost him not only potential allies but, of late, a great deal of power as well. During the Time of Troubles, the Lord of Shadows assumed the guise of Godsbane, the sword the mortal Cyric wielded to slay Bhaal, Lord of Murder. After the Avatar Crisis, he betrayed Leira to Cyric, enabling the Dark Sun to seize the portfolio of illusion. Mask's multilayered plots ultimately resulted in his reading of the Cyrinishad, a mistake that nearly destroyed him, cost him much of his divine power, and allowed Cyric to seize the portfolio of intrigue. To make matters worse, teh Lord of Shadows earned teh enmity of Kezef the Chaos Hound, a powerful extraplanar entity. Mask finally got Kezef off his trail after acquiring Houndsbane, a powerful magic sword crafted by the Lady of Mysteries. Should Mask ever lose that weapon, however, Kezef will renew his pursuit immediately.
Mask has made overtures to Bane since his return regarding a possible alliance, but the Black Lord is well aware of the true nature of the Master of All Thieves. Mask hates Cyric for stealing part of his portfolio and endlessly schemes to regain that which he considers rightfully his. Ironically, Shar, who wishes to steal the portfolio of shadows from him, is now watching him. By Nature, Mask is opposed to Waukeen and Helm, although deities such as Deneir, Oghma, Torm, Tyr and Selune work to thwart his plots as well.
Dogma: All that occurs within shadows is in the purview of Mask. Ownership is nine-tenths of what is right, and ownership is defined as possession. The world belongs to the quick, the smooth-tongued, and the light-fingered. Stealth and wariness are virtues, as are glibness and the skill to say one thing and mean another, twisting a situation to your advantage. Wealth rightfully belongs to those who can acquire it. Strive to end each day with more wealth than you began it, but steal what is most vital, not everything at hand. Honesty is for fools, but apparent honesty is valuable. Make every truth seem plausible, and never lie when you can tell the truth but leave a mistaken impression. Subtlety is everything. Manipulation is better than force, especially when you can make people think they have done something on their own initiative. Never do the obvious except to conceal something else. Trust in the shadows, for the bright way makes you an easy target.
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Post by Innovation on Jan 18, 2009 3:10:42 GMT -5
Mielikki
Our Lady of the Forest, the Forest Queen Symbol: Gold-horned, blue-eyed unicorn's head facing left Home Plane: House of Nature Alignment: Neutral Good Portfolio: Autumn, dryads, forest creatures, forests, rangers Worshipers: Druids, fey creatures, foresters, rangers Favored Weapon: The Hornblade (scimitar)
Cleric Alignments: CG, LG, NG Domains: Animal, Good, Plant, Travel
History/Relationships: Mielikki is the daughter of Silvanus and sister of Eldath. Gwaeron Windstrom and Shiallia serve her, and Lurue the Unicorn is her mount when she rides into battle. Mielikki is friendly with Shaundakul and Lathander and opposes evil-aligned deities, particularly Malar, Talos, Talona.
Dogma: Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Embrace the wild and fear it not, because the wild ways are the good ways. Keep the Balance and learn the hidden ways of life, but stress the positive and outreaching nature of the wild. Do not allow trees to be needlessly felled or the forest burned. Live in the forest and be a part of the forest, but do not dwell in endless battle against the forest. Protect forest life, defend every tree, plant anew where death fells a tree, and restore the natural harmony that fire-users and woodcutters often disrupt. Live as one with the woods, teach others to do so, and punish and curtail those that hunt for sport or practice cruelties on wild creatures.
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Post by Innovation on Jan 18, 2009 3:11:28 GMT -5
Milil
Lord of Song, the One True Hand of All-Wise Oghma Symbol: Five-stringed harp made of silver leaves Home Plane: House of Knowledge Alignment: Neutral good Portfolio: Poetry, song, eloquence Worshipers: Adventurers, bards, entertainers Favored Weapon: “Sharptongue” (rapier)
Cleric Alignments: CG, LG, NG Domains: Good, Knowledge
History/Relationships: Milil and Deneir faithfully serve as the Hands of Oghma, although Milil's relationship with Gond, who also serves the Binder, is somewhat strained. He is on excellent terms with Mystra, Sune, Lliira, and the Seldarine, and considers Finder Wyvernspur to have some promise, although the feeling is not reciprocated. He has earned the enmity of Cyric for his ridiculing ballad about the period of madness the Prince of Lies experienced.
Dogma: Life is a song, beginning at birth and only silenced with the final chord. Strive always to make the whole song, not just the lyrics and music, more beautiful. Destroy no music or instruments, nor stop a singer before the tune is done. Listen to the world around as well as filling it with your own sound. One singer's music is another's noise, so still no bad music if its making be joyful. Spread the teaching of song and musicianship always. Sing to Milil every day. Music is the most precious thing folk can create – so encourage in training, use, and preservation at all times and in all possible ways. Awaken a love of song in all folk you can, and offer its performance freely around campfire or on trail. Cease not in your own seeking for new tunes, new techniques, and new instruments to master.
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Post by Innovation on Jan 18, 2009 3:12:19 GMT -5
Mystra
The Lady of Mysteries, the Mother of All Magic Symbol: Circle of seven blue-white stars with red mist flowing from the center. Home Plane: Dweomerheart Alignment: Neutral Good Portfolio: Magic, Spells, the Weave Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellfire channelers, wizards. Favored Weapon: Seven whirling stars (shuriken)
Cleric Alignments: CG, LE, LG, LN, NG Domains: Good, Illusion, Knowledge, Magic, Spell
History/Relationships: Mystra is the third deity to hold the position of Lady of Mysteries and Mother of all Magic since the rise of Netheril. The first was Mystryl, who died saving the Weave from the arrogance of the Netherese arch-wizard Karsus. The second Lady of Mysteries was teh first to create the Chosen of Mystra, including Elminster, Khelben, and the Seven Sisters. She died at the hands of Helm during the Time of Troubles while trying to return to the planes. At the end of the Avatar Crisis, a mortal wizard named Midnight assumed the name of her predecessor upon ascension to divinity. Like Cyric and Kelemvor, it took the new Mystra some time to grow into her role as a deity. For a decade, she battled her old enemy Cyric on many occasions, and for a time, withheld the use of magic from deities and mortals alike. However, since then she seems to have learned her role as guardian of the Balance and impartial arbiter of the Weave.
Mystra's customary advisor is Azuth, although the Lord of Spells is less close than he was with the previous Lady of Mysteries. Savras and Velsharoon, who thus indirectly report to Mystra as well, serve Azuth. The Mother of All Magic maintains close alliances with deities of knowledge, such as Oghma, Deneir, and Milil, as well as the deities of magic in other pantheons, including Corellon Larethian, Isis, and Thoth. Although she still hates Cyric with a passion and views the return of Bane with burgeoning hatred, Mystra's chief antagonist is Shar.
Shar secretly created the Shadow Weave long ago in response to Selune's creation of Mystryl and the Weave (to which Shar inadvertently contributed as well). Mystra sees Shar's actions as a direct threat to her own portfolio and a grave danger to the integrity of the Weave, and her ties with Selune are strong and growing. It is Mystra's aim to eventually subsume the Shadow Weave into her own portfolio, even if that means sacrificing her last remaining vestiges of humanity and inherent goodness and absorbing more of the darkness that is Shar.
Dogma: Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outsripes its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.
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