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Post by Innovation on Jan 18, 2009 2:38:16 GMT -5
Akadi
Queen of Air, the Lady of Air, Lady of the Winds Symbol: White cloud on blue background Home Plane: Elemental Plane of Air Alignment: Neutral Portfolio: Elemental air, movement, speed, flying creatures Worshipers: Animal breeders, elemental archons (air), rangers, rogues, sailors Favored Weapon: A whirlwind (heavy flail)
Cleric Alignments: CN, LN, NE Domains: Air, Illusion, Travel, Trickery Domains IG: Air, Travel, Trickery
History/Relationships: Akadi is one of the four elemental lords who seem to stand apart from history, unchanged by the passage of time. She has ties to other gods concenrned with the element of air, including Aerdie Faenya and Shaundakul, but no strong relationships. She opposes obstinate, unmoving Grumbar at every opportunity.
Dogma: Find your own enlightenment in your interests. As soon as your interest fails, all chance of finding further spiritual growth has left that activity or place. Move from activity to activity, from place to place, pursuing a personal dream or series of interests and growing through the changing experiences each new day brings. Worry not if others of the church do not adhere to this doctrine, for all obstacles wear down over time. Few matters are so important as to require a wholesale commitment. Do not ever let yourself be fettered or imprisoned, for constrained life is little better than death.
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Post by Innovation on Jan 18, 2009 2:39:35 GMT -5
Auril
Frostmaiden, Icedawn, the Cold Goddess Symbol: A white snowflake on a gray diamond (a heraldic lozenge) with a white border Home Plane: Fury's Heart Alignment: Neutral Evil Portfolio: Cold, winter Worshipers: Druids, elemental archons (air or water), frost giants, inhabitants of cold climates, rangers Favored Weapon: "Icemaiden's Caress" [ice axe] (battleaxe) Cleric Alignments: CN, LN, NE Domains: Air, Evil, Water Domains IG: Air, Evil, Water
History/Relationships: Auril is one of the Deities of Fury, along with Malar, Umberlee, and her superior, Talos. Lately, Talos eroded much of her power; in response, she makes winter an increasingly fierce season in the North. She can call on Umberlee with some degree of confidence. Malar and Auril despise each other. She has begun to siphon power from the slumbering Ulutiu slowly enough to keep him from waking and in a few years when she has killed him she plans to continue granting spells in his name.
Dogma: Cover all the lands with ice. Quench fire whenever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs that my breath may come in. Work darkness to hide the cursed sun so that the chill that Auril brings may slay. Take the life of an arctic creature only in great need, but slay all others at will. Make all Faerun fear the Frostmaiden. Revere the Cold Goddess and sing her praises into any chill breeze or winter wind. Do not raise your hand against any other cleric of Auril.
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Post by Innovation on Jan 18, 2009 2:40:48 GMT -5
Azuth
The High One, Patron of Mages, Lord of Spells Symbol: Human left hand pointing upward outlined in blue fire Home Plane: Dweomerheart Alignment: Lawful Neutral Portfolio: Wizards, mages, spellcasters in general, monks (Shining Hand) Worshipers: Philosophers, sages, sorcerers, wizards Favored Weapon: “The Old Staff” (quarterstaff) Cleric Alignments: LE, LG, LN Domains: Knowledge, Magic, Illusion, Law, Spell Domain IG: Knowledge, Magic, Fire
History/Relationships: As a mortal, Azuth coveted power, researching the arcane lore of a dozen fallen empires in an effort to further his magical study. His dedication eventually led to his being installed as the first Magister, a position created specifically by Mystra to recognize her most promising mortal pupil. Azuth then sought to carve a piece of the deity Savras's divinity and bind it to himself – an experiment that ultimately failed. This led to a series of battles with Savras, ending with that deity's imprisonment in a staff. With the help of Mystra, who had beome his lover, Azuth finally ascended to divine status. Savras (now freed from his imprisonment) grudgingly serves Azuth, as does the generally untrustworthy Velsharoon.
Dogma: Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain calm and caution in your spellcasting and magic use to avoid making mistake that even magic cannot undo. Use the Art wisely, and always be mindful of when it is best not to use magic. Teach the wielding of magic and dispense learning throughout Faerun that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you discover and make a copy for the temple library. Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times.
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Post by Innovation on Jan 18, 2009 2:43:07 GMT -5
Bane The Black Lord, the Black Hand, the Lord of Darkness Symbol: Green rays squeezed forth from a black fist Home Plane: The Barrens of Doom and Despair Alignment: Lawful Evil Portfolio: Strife, hatred, tyranny, fear Worshipers: Conquerors, evil fighters and monks, tyrants, wizards Favored Weapon: “The Black Hand of Bane” (morningstar) Cleric Alignments: LN, LE, NE Domains: Destruction, Evil, Hatred, Law Domains IG: Destruction, Evil, WarHistory/Relationships: Even as a human, Bane wanted nothing more than to become the most feared, respected tyrant the world had ever known. However, doing so would require an infusion of arcane power greater than that usually accorded to mortals. Hence, the calculating despot joined forces with the similarly driven humans Bhaal and Myrkul in a pact of mutual assistance that would end in the apotheosis of the entire trio. The three villains adventured across the breadth of Faerun, defeated countless foes, slew one of the Seven Lost Gods, and traveled throughout the Lower Planes before achieving that goal. They benefited from the generosity (or, as some suggest, indifference) of the dispassionate Jergal, who had become bored with his role as patron of strife, death, and the dead. Each gained one-third of Jergal's portfolio and dominated their area of concern for centuries. However, even complete control over strife was not enough for Bane, whose desire for supremacy led him, in 1358 DR, to once again team with Myrkul. The pair stole the Tablets of Fate, inscribed by Lord Ao to outline the roles of the deities of Toril. This precipitated the calamitous Time of Troubles, during which Bane was slain by Torm the True in a furious battle in the harbor of Tantras. It seemed the Black Lord's ceaseless ambition had at last led to his destruction. Bane's church fragmented, with most of the faithful defecting to the clergies of Cyric, who inherited Bane's portfolios, and Iyachtu Xvim, the progeny of Bane's coupling with a powerful demon. Agents of weal and freedom breathed easier in those days, knowing the Toril was rid of perhaps its greatest menace. Those who let down their guard, however, did so rashly, and far too soon. On midwinter night of 1372 DR, Xvim burst in a conflagration of diabolical green light. From the smoking husk of his remains emerged a newly reinvigorated Bane, his right hand ablaze with green fire. Xvim, it appeared, had been little more than a sentient cocoon, a shell in which grew a festering larva that would, in time, become Bane. Within days, the Xvimlar clergy had converted to the worship of Bane, and a great evil once again cast its calculating stare over the lands of Faerun. Bane hates virtually the entire Faerunian pantheon but holds special antipathy for Torm, Cyric, Mystra, Tempus, Helm, Lathander, Oghma, and Ilmater, in that order. He has established a working relationship with Loviatar, Mask, and Talona, but as these deities desperately fear him, the alliances are not strong. Dogma: Serve no one but Bane. Fear him always and make others fear him even more than you do. The Black Hand always strikes down those who stand against it in the end. Defy Bane and die - or in death find loyalty to him, for he shall compel it. Submit to the word of Bane as uttered by his ranking clergy, since true power can only be gained through service to him. Spread the dark fear of Bane. It is the doom of those who do not follow him to let power slip through their hands. Those who cross the Black Hand meet their dooms earlier and more harshly than those who worship other deities.
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Post by Innovation on Jan 18, 2009 2:46:08 GMT -5
Beshaba
The Maid of Misfortune, Lady Doom Symbol: Black antlers on a red field Home Plane: The Barrens of Doom and Despair Alignment: Chaotic Evil Portfolio: Random mischief, misfortune, bad luck, accidents Worshipers: Assassins, auspicians, capricious individuals, gamblers, rogues, sadists Favored Weapon: "Ill Fortune" (barbed scourge) [scourge]
Cleric Alignments: CE, CN, NE Domains: Chaos, Evil, Luck, Trickery Domains IG: Evil, Travel, Trickery
History/Relationships: Beshaba was formed when Tyche, the former goddess of luck, split in twain during the Dawn Cataclysm to form her two "daughters" Beshaba, and Tymora. It is said that Beshaba got all the looks and Tymora all the love, as men who have met the gaze of the Maid of Misfortune and either been consumed with lust or driven to carry out her every reckless whim can attest. In women, Beshaba's gaze inspires mania reflective of Lady Doom. Beshaba has spurned Talos's recent overtures, seeing them as an attempt to subsume her portfolio. She has no real allies, but is wholly dedicated to the destruction of Lady Luck. She also enjoys toying with Shaundakul, and masquerades under his name in Anauroch while performing malicious and mischievous tricks (such as causing oases to dry out, blinding people, and causing travelers to get lost).
Dogma: Bad things happen to everyone, and only by following Beshaba may a person perhaps be spared the worst of her effects. Too much good luck is a bad thing, and to even it out, the wise should plan to undermine the fortunate. Whatever happens, it can only get worse. Fear the Maid of Misfortune and revere her. Spread the message across Faerun to obey Beshaba and make offerings to appease her. If she is not appeased, all will taste firsthand the curse that is spreading throughout Faerun: "Beshaba provides!" (misery and misfortune). Make others worship Beshaba and then advise any being in how to worship Beshaba, or pay the price of being cast out and cursed with misfortune all their days.
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Post by Innovation on Jan 18, 2009 2:47:26 GMT -5
Chauntea
The Great Mother, the Grain Goddess, Earthmother Symbol: Blooming rose on a sunburst wreath of golden grain Home Plane: House of Nature Alignment: Neutral Good Portfolio: Agriculture, plants cultivated by humans, farmers, gardeners, summer Worshipers: Peasants and indentured servants, druids, farmers, gardeners Favored Weapon: A shock of grain (scythe)
Cleric Alignments: CG, LG, N, NG Domains: Animal, Earth, Good, Protection, Plant Domains IG: Animal, Earth, Good, Plant, Protection
History/Relationships: Chauntea is on of the oldest Faerunian deities. Shar and Selune predate her, having given her life when they created the world of Toril. In the ensuing millennia, Chauntea has forged passionate relationships with several deities, many of whom no longer exist in any meaningful form. So too has she battled (and even destroyed) deities who schemed to befoul Chauntea's world. Some of her worshipers claim that Chauntea is the progenitor of all the mortal races, that the creatures who populate the world first emerged from her womb in the days when the air was quiet and the earth was still. In those early centuries, Chauntea was known as Jannath the Earthmother, a wild deity who ran with animal packs and rejoiced in the unhindered growth of wilderness. Though the people of the Moonshae Isles continue to worship this aspect of the Great Mother, the deity herself has moved on, changing as the world changes.
In the last several hundred years, Chauntea has become enamored with the inhabitants of her world (particularly humans) to the point oat which she now focuses her attentions completely on helping them live off the land. She preaches a reverence for nature and urges the folk of civilized lands to repair what they have damaged, but she long ago ceded the wildlands to other deities. This development has led to a cooling of relations with Silvanus -- some of his more militant druidic worshipers believe that the Great Mother has betrayed herself and sold out the world to the all-too-rapid encroachment of civilization. Her ties to other deities, particularly Shiallia, Mielikki, Lurue, and Eldath, remain strong. She shares a fondness for Lathander that has at times become intimate, and the two deities currently spend a great deal of time together. Chauntea opposes Auril, Malar, Talos, and Umberlee, and she views the return of Bane as a dark omen. Talona, Lady of Poison, is the Great Mother's most hated foe, as her propensity to bring blight, poison and disease to the natural world fills Chauntea with great fury.
Dogma: Growing and reaping are part of the eternal cycle of the most natural part of life. Destruction for its own sake and leveling without rebuilding are anathema. Let no day pass in which you have not helped a living thing flourish. Nurture, tend, and plant wherever possible. Protect trees and plants, and save their seeds so that what is destroyed can be replaced. See to the fertility of the earth but let the human womb see to its own. Eschew fire. Plant a seed or a small plant at least once a tenday.
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Post by Innovation on Jan 18, 2009 2:52:57 GMT -5
Cyric
Prince of Lies, the Dark Sun, the Black Sun Symbol: White jawless skull on black or purple sunburst Home Plane: The Supreme Throne Alignment: Chaotic Evil Portfolio: Murder, lies, intrigue, deception, illusion Worshipers: Former worshipers of Bane, Bhaal, and Myrkul, power-hungry (primarily young) humans Favored Weapon: "Razor's Edge" (longsword)
Cleric Alignments: CE, CN, NE Domains: Destruction, Evil, Trickery, Chaos, Illusion Domains IG: Death, Evil, Trickery
History/Relationships: Once mortal, Cyric was elevated to divine status by Ao at the conclusion of the Time of Troubles in 1358 DR, as was Midnight (Mystra). Upon his ascension, Cyric claimed the portfolios of Bane, Myrkul, and Bhaal, largely subsuming their churches into his faith as well. The Dark Sun then slew Leira, Lady of the Mists, with the aid of Mask in the form of the sword "Godsbane."
A decade later, in 1368 DR, Cyric created the Cyrinishad, a tome of great power that proclaimed him the One True Deity. Cyric unwisely read his own book, a mistake that cost him his sanity and led to the loss of Myrkul's former portfolio to Kelemvor, a mortal with whom Cyric had once adventured. Moreover, Oghma and Mask conspired to create another tome entitled "The True Life of Cyric", and with it the Dark Sun's plot was foiled -- although not before the destruction of much of Zhentil Keep. However, caught in the web of his own plots, Mask read the Cyrinishad as well, enabling Cyric to steal the portfolio of intrigue from him, along with some of the divine power of the Master of All Thieves.
A year later, in 1369 DR, Cyric was accused of innocence by reason of insanity, thereby failing in his divine duty to spread strife and discord. Cyric's Chosen, a former Calinutse merchant name Malik, arranged for his patron to read "The True Life of Cyric" and thus regain his sanity. A tribunal of greater deities then found the Dark Sun guilty of his crimes and allowed him to keep his divine status.
Now Cyric continues his murderous intrigues with renewed fervor, ever striving to undermine his fellow deities and destroy all that they hold precious in the mortal realm. He has no allies, although from time to time he pretends to work with various deities in order to ensure their eventual downfall. The Prince of Lies particularly hates Mystra and her former lover, Kelemvor. He exacted a small measure of vengeance against them by engineering the rift that forever sundered their mortal bond of love. However, Cyric now views Bane as the greatest threat to his power, and the brewing war between these two lords of evil may eventually consume Faerun in a great Holocaust.
Dogma: Death to all who oppose Cyric. Bow down before his supreme power, and yield to him the book of those that do not believe in his supremacy. Fear and obey those in authority, but slay those that are weak, of good persuasion, or false prophets. Battle against all clergy of other faiths, for they are false prophets and forces who oppose the One True Way. Bring death to those that oppose Cyric's church or make peace, order, and laws, for only Cyric is the true authority and all other authority must be subverted. Break not into open rebellion, for marching armies move the false deities to action. Fell one foe at a time and keep all folk afraid, uneasy, and in constant strife. Any method or means is justified if it brings about the desired end.
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Post by Innovation on Jan 18, 2009 2:54:13 GMT -5
Deneir
Lord of All Glyphs and Images, the Scribe of Oghma Symbol: Lit candle above purple eye with triangular pupil Home Plane: House of Knowledge Alignment: Neutral Good Portfolio: Glyphs, images, literature, scribes, cartography Worshipers: Historians, loremasters, sages, scholars, scribes, seekers of enlightment, students Favored Weapon: A whirling glyph (dagger)
Cleric Alignments: CG, LG, NG Domains: Good, Knowledge, Protection Domains IG: Good, Knowledge, Protection
History/Relationships: Whereas Oghma represents the spark of creativity, his scribe concerns himself with recording the epiphanies of mankind. Thus the two share a symbolic relationship; the Binder appreciates Deneir's dedication to truth and study. He knows little of the obscure Metatext, suspecting that his servant chases shadows of the mind, following the half-imagined ramblings of a thousand mad scholars. Deneir displays few of the characteristics associated with madness; his stodgy, studious outlook on life (not to mention his interest in magical matter) makes him popular among the deities of magic such as Mystra, Azuth, and especially Savras. Lliira fancies she can scare some fun into Deneir, and gains endless enjoyment from making him uncomfortable. Those who hide knowledge, such as Cyric, Shar, and Mask, or those who destroy it, such as the Deities of Fury, fill the usually calm Deneir with rage.
Dogma: Information that is not recorded and saved for later use is information that is lost. Punish those who deface or destroy a book in proportion to the value of the information lost. Literacy is an important gift from Deneir; spread it wherever you travel, that it might touch the hearts and minds of all in Faerun. Fill idle hours with the copying of written work, for in such a manner do you propagate knowledge and aid the pursuit of the Metatext. Information should be free to all and all should be able to read it so that lying tongues cannot distort things out of proportion.
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Post by Innovation on Jan 18, 2009 2:55:07 GMT -5
Eldath
Goddess of Singing Waters, Mother Guardian of Groves, the Green Goddess Symbol: Waterfall plunging into a still pool Home Plane: House of Nature Alignment: Neutral Good Portfolio: Quiet places, springs, pools, peace, waterfalls Worshipers: Druids, pacifists, rangers Favored Weapon: Net (net or net that does damage as unarmed strike)
Cleric Alignments: CG, CN, NG Domains: Good, Plant, Protection, Water Domains IG: Good, Plant, Protection, Water
History/Relationships: Eldath is a quiet, enigmatic figure who is rarely remembered in the pages of Faerûnian history. She servers Silvanus alongside Mielikki, but finds the Oakfather's robustness intimidating. Mielikki and Eldath consider each other sisters. She also maintains close relations with Chauntea, Selûne, and Lathander, for they share common interests. While Eldath opposes all that Tempus stands for, she does not consider him a personal foe. He in turn considers her naive, but respects her convictions and generally ignores her.
Dogma: Peace can only come from within and cannot be taught or imposed. Seek stillness and thereby find peace. Plant trees and green-leafed things and tend such things when they need it, wherever they may be. Nurture and aid, and do not restrict or punish. Work violence only to defend, and slay no thing of the forest except to prevent it from slating themselves or another under their protection. Swear to take no thinking life except in direst need. Share with all beings the beneficial things that grow in or come from running water that all may know of and praise Eldath.
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Post by Innovation on Jan 18, 2009 2:55:56 GMT -5
Garagos The Reaver, Master of All Weapons, Lord of War Symbol: A pinwheel of five snaky arms clutching swords Home Plane: Warrior's Rest Alignment: Chaotic Neutral Portfolio: War, skill-at-arms, destruction, plunder Worshipers: Barbarians, fighters, rangers, soldiers, spies, warriors Favored Weapon: "The Tentacus" (longsword)
Cleric Alignments: CE, CG, CN Domains: Chaos, Destruction, Strength, War Domains IG: Destruction, Strength, WarHistory/Relationships: Though chaotic neutral, the debased, insane Garagos stands on the brink of evil. A nearly elemental force of destruction, the Reaver has no allies in the pantheons of Abeir-Toril—the other gods deal with Garagos simply by staying the hell away from him. Despite his vacant mind, Garagos still harbors deep resentment against Tempus and his catspaw, the Red Knight. Should these deities meet in the field of combat, there's little doubt that the Reaver would come out the worse of it. Eventually, however, Garagos's destructive capabilities might transcend his tactical weaknesses, and on such a day, the followers of Tempus are sure to know true despair. Dogma: Peace is for weak fools. War makes all participants strong, and only in head-to-head conflict is honor satisfied. Only cowards avoid battle. Any who strike down a foe from ambush or from behind demonstrates cowardice. Retreat is never an option, even in the face of a greater foe, for if a warrior's heart is focused on Garagos, the deity will provide enough to conquer any enemy.
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Post by Innovation on Jan 18, 2009 2:56:42 GMT -5
Gargauth
The Tenth Lord of Nine, the Lost Lord of the Pit, the Hidden Lord Symbol: Broken animal horn Home Plane: Material Alignment: Lawful evil Portfolio: Betrayal, cruelty, political corruption, powerbrokers Worshipers: Corrupt leaders and politicians, sorcerers, traitors Favored Weapon: "Corruptor" (dagger or throwing dagger)
Cleric Alignments: LE, LN, NE Domains: Evil, Law, Trickery Domaina IG: Destruction, Evil, Trickery
History/Relationships: Gargauth is former arch-devil whose foul nature was too much even for others of his ilk. Exiled from the Nine Hells, Gargauth took to wandering the planes, returning time and again to Toril. His cult blossomed during the war between the Harpers and the malaugryms. In addition to the Dark Deities, Gargauth is also opposed to evil deities such as Cyric and Shar. He poses a particular threat to Siamorphe, given his interest in corrupting those who she holds up as shining paragons of virtue.
Dogma: Life is all about accumulation of power. Civilization is a thin veneer over the base desires that make up the core of every living being. Those who wish to survive and prosper must recognize this truth and concentrate all their resources on the pursuit of power. To achieve power one should use one's charms and honeyed words or a barbed and bloody dagger as appropriate the situation. It is more important to rule than to sit on the throne. Keep to the letter any agreement and the rules established by those more powerful, but be prepared to twist any contract or stricture so as to maximize the benefit you receive.
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Post by Innovation on Jan 18, 2009 2:57:37 GMT -5
Gond
Wonderbringer, Lord of All Smiths Symbol: A toothed metal, bone, or wood cog with four spokes Home Plane: House of Knowledge Alignment: Neutral Portfolio: Artifice, craft, construction, smithwork Worshipers: Blacksmiths, crafters, engineers, gnomes, inventors, Lantanese, woodworkers Favored Weapon: "Craftmaster" (Warhammer)
Cleric Alignments: Any Domains: Earth, Fire, Knowledge, Metal Domains IG: Earth, Fire, Knowledge
History/Relationships: Gond is an enigmatic deity. He serves Oghma in the thirst for knowledge, but is so independent of his superior that many forget their relationship. He is friendly with Lathander, Waukeen, and Tempus, for his inventions relate to creativity, profit and war, respectively. His only true foe is Talos, whose unhindered destruction threatens not only Gond's inventions but also his dominion over devices of destruction.
Dogma: Actions count. Intentions are one thing, but it is the result that is most important. Talk is for others, while those who serve Gond do. Make new things that work. Become skilled at forging or some craft, and practice making things and various means of joining and fastening until you can create devices to suit any situation or space. Question and challenge the unknown with new devices. New inventions should be elegant and useful. Practice experimentation and innovation in the making of tools and the implementation of processes, and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. Keep records of your strivings, ideas, and sample devices so that others may follow your work and improve on what you leave behind and encourage others, such as farmers and hunters, to think of new tools, improved ways of crafting and using their existing gear, and new ways of doing things. Observe, acquire, and store safely the makings of others and spread such knowledge among the consecrated of Gond. Discuss ideas and spread them so that all may see the divine light that is the Wonderbringer.
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Post by Innovation on Jan 18, 2009 2:58:32 GMT -5
Grumbar
Earthlord, King of the Land Below the Roots Symbol: Mountains on purple Home Plane: Elemental Plane of Earth Alignment: Neutral Portfolio: Elemental archons (earth), solidity, changelessness, oaths Worshipers: Elemental archons (earth), fighters, monks, rangers Favored Weapon: A stony fist (warhammer)
Cleric Alignments: CN, LN, N, NE, NG Domains: Cavern, Earth, Metal
History/Relationships: Grumbar is one of the four elemental lords who seem to stand apart from history, unchanged by the passage of time. He has ties to other gods concerned with the element of earth, including Geb, Garl Glittergold, Dumathoin, Laduguer, and Urogalan, but no strong relationships. He opposes flighty, inconsistent Akadi at every opportunity.
Dogma: The eternal Grumbar is perfect and unchanging. Strive to be more like the eternal one, not to change or allow change to happen. One's given word is the bedrock upon which a stable society is built. To break an oath is to cause a crack in the foundation of civilization. Go forth and spread the word of Grumbar and show through your works the stability and safety he brings.
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Post by Innovation on Jan 18, 2009 2:59:17 GMT -5
Gwaeron Windstrom
Master of Tracking, the Tracker Who Never Goes Away Symbol: White star and brown paw print Home Plane: House of Nature Alignment: Neutral good Portfolio: Tracking, rangers of the North Worshipers: Druids, rangers, troll hunters Favored Weapon: “Flameheart” (greatsword)
Cleric Alignments: CG, LG, NG Domains: Animal, Good, Knowledge, Plant, Travel
History/Relationships: Gwaeron roamed the North as a mortal ranger many centuries ago and is said to sleep in a stand of trees just to the west of the town of Triboar, known as Gwaeron's Slumber. Along with Lurue and Shiallia, the Master of Tracking serves Mielikki by teaching her rangers the way to read forest signs. He reports indirectly to Silvanus. He has forged alliances with the deities of the elven, gnome, and halfling pantheons whose portfolios most closely match those of Mielikki, Silvanus, and his own. He opposes Malar the Beastlord. Given that his following is so small and so similar to that of Mielikki, he may be accidently subsumed as an aspect of the Forest Queen or fall prey to Malar if he is not careful.
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 needlessly burned. 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 3:00:08 GMT -5
Helm
The Watcher, the Vigilant One Symbol: Staring eye with blue pupil on a upright war gauntlet Home Plane: House of the Triad Alignment: Lawful Neutral Portfolio: Guardians, protectors, protection Worshipers: Explorers, fighters, guards, mercenaries, paladins Favored Weapon: "Ever Watchful" (bastard sword)
Cleric Alignments: LE, LG, LN Domains: Law, Protection, Strength
History/Relationships: Helm has always borne a heavy load, symbolized by his omnipresent suit of armor. As the eternal sentry, he knows that the end of the world will inevitably come on his watch. Nevertheless, he serves without complaint, willing to make any sacrifice to protect his charge. Thus, Helm is implacable opposed to the machinations of Bane, Cyric, and Shar, whose insidious plots eternally threaten Faerun. He also fights the unbridled fury and destructive impulses of Garagos and Talos at every turn. Helm is not amused by Masks thievery or his jests, viewing the Lord of Shadows as simply another threat to be defeated. Of the good-aligned deities, only Torm truly understands Helm's unbending commitment to his charge. Relations between the Loyal Fury and the Vigilant One are strong, enough so that the two churches have grudgingly begun to heal the rift between them, at the command of their respective deities.
Dogma: Never betray your trust. Be vigilant. Stand, wait, and watch carefully. Be fair and diligent in the conduct of your orders. Protect the weak, poor, injured, and young, and do not sacrifice them for others or yourself. Anticipate attacks and be ready. Know your foes. Care for your weapons so they may perform their duties when called upon. Careful planning always defeats rushed actions in the end. Always obey orders, providing those orders follow the dictates of Helm. Demonstrate excellence and purity of loyalty in your role as a guardian and protector.
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