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Post by Innovation on Jan 18, 2009 3:12:59 GMT -5
Nobanion
Lord Firemane, King of the Beasts Symbol: Male lion's head on a green shield Home Plane: House of Nature Alignment: Lawful Good Portfolio: Royalty, lions and feline beasts, good beasts Worshipers: Druids, fighters, leaders, paladins, rangers, soldiers, teachers, wemics Favored Weapon: A lion's head (heavy pick)
Cleric Alignments: LG, LN, NG Domains: Animal, Good, Law
History/Relationships: Nobanion is an interloper deity, having only established a presence in Faerun a few centuries ago. He is responsible for driving most of Malar's worshipers out of the Vilhon Reach, and the Black-Blooded Pard has sworn vengeance on Nobanion. The Lion King has long been allied with Lurue, as well as Tyr, Torm, Mielikki, and the other benign nature deities.
Dogma: Hunt only wen hungry and do not gorge without need. Waste nothing and all shall have plenty. The cycle of life links all living things into one being, and that being is life itself. The law of the jungle is that all only the strong survive, but they survive best by being leaders, not tyrants, by protecting the weak, not bullying them. All creatures have their strengths in the assigned roles and should be encouraged to find their niche. From cooperation between beings of differing strengths comes the strength of teamwork and community, the strongest force of all. By demonstrating compassion and tolerance and living within the land, all living creatures may find harmony with nature and one another. By staying true to oneself and one's pride and conducting oneself with dignity and honor, the respect of one's peers may be earned. Only the strong survive. Live and let live unless provoked. Protect the pride and all its members, but if injury or illness bring them down, allow him or her a swift and painless end to suffering.
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Post by Innovation on Jan 18, 2009 3:14:03 GMT -5
Oghma
The Lord of Knowledge, Binder of What is Known Symbol: Blank Scroll Home Plane: House of Knowledge Alignment: Neutral Portfolio: Bards, inspiration, invention, knowledge Worshipers: Artists, bards, cartographers, inventors, loremasters, sages, scholars, scribes, wizards. Favored Weapon: "Mortal Strike" (longsword)
Cleric Alignments: Any Domains: Knowledge, Travel, Trickery, Luck
History/Relationships: Most Oghmanyte myths date to the earliest centuries of human existence. Some claim that Oghma gifted the world with written language, others that the Binder is responsible for all concepts. While such theological pedantry incites endless debate among the scholarly classes of Faerun, nearly everyone agrees that Oghma is ancient and has been widely worshiped since before the dawn of history. Together, Oghma, Denier, Milil, and Gond are known as the Deities of Knowledge and Invention. The Binder has a somewhat patronizing relationship with Deneir and Milil, whom he treats as his servants in the preservation and promulgation of knowledge. He appreciates Gond's enthusiasm and creativity but frowns at the Wonderbringer's constant desire to push technology further and further, putting innovation ahead of introspection. Oghma dislikes Mask, Cyric, and Bane, viewing them as the most credible threats to his beloved balance.
Dogma: Knowledge, particularly the raw knowledge of ideas, is supreme. An idea has no weight, but it can move mountains. The greatest gift of humankind, an idea outweighs anything made by mortal hands. Knowledge is power and must be used with care, but hiding it away from others is never a good thing. Stifle no new ideas, no matter how false and crazed they seem; rather, let them be heard and considered. Never slay a singer, nor stand by as others do so. Spread knowledge wherever it is prudent to do so.
Curb and deny falsehoods, rumor, and deceitful tales whenever you encounter them. Write or copy lore of great value at least once a year and give it away. Sponsor and teach bards, scribes, and record keepers. Spread truth and knowledge so that all folk know more. Never deliver a message falsely or incompletely. Teach reading and writing to those who ask (if your time permits), and charge no fee for the teaching.
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Post by Innovation on Jan 18, 2009 3:15:02 GMT -5
Savras
The All-Seeing, Lord of Divination, He of the Third Eye Symbol: Crystal ball containing many kinds of eyes Home Plane: Dweomerheart Alignment: Lawful neutral Portfolio: Divination, fate, truth Worshipers: Diviners, judges, monks, seekers of truth, spellcasters Favored Weapon: The eye of Savras (dagger)
Cleric Alignments: LE, LG, LN Domains: Knowledge, Law, Magic, Spells
History/Relationships: Savras was a long-ago god of arcane spellcasters in the South who shared much of the same portfolio as Azuth: mages in the service of Mystra. The two contended before the Dawn Cataclysm, and Savras fell, although his church claims he did so deliberately after having foreseen the future. Azuth became the one deity of wizards, and the All-Seeing's essence was imprisoned in a staff of Azuth's construction. Recently, Azuth freed Savras after extracting an oath of fealty, although Savras resents his position. He is largely indifferent to actions of Velsharoon and spends the bulk of his efforts unmasking the lies of Cyric. The All-Seeing seems unsurprised by Shar's actions of late and bitterly opposes her use of the Shadow Weave to disrupt the efficacy of his divination.
Dogma: The blindness of mortals is the origin of all folly. Search for the truth in all things great and small and conceal nothing. Speak only the truth, for lies and misdirection, even for benign motives, are the root of all sorrow. Be not paralyzed be indecision, but take no action without analyzing the implications. Hasty actions and decisions are rarely more beneficial than well thought out strategies that are revised as necessary. Mortals who employ only their two common eyes are essentially blind. Savras provides the third blessed eye, allowing both foresight and hindsight, so that mortals can access the omniscience to help yourself and your church, but caution should be employed in furthering the goals of others, as part of their agenda may be hidden. Seek for the hidden motive before you act, and damage not the whole of the realm in which you live out your mortal life.
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Post by Innovation on Jan 18, 2009 3:15:52 GMT -5
Selune
Our Lady of Silver, the Moonmaiden Symbol: Pair of female eyes surrounded by seven silver stars. Home Plane: Gates of the Moon Alignment: Chaotic Good Portfolio: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers. Worshipers: Female spellcasters, good and neutral lycanthropes, navigators, monks (Sun Soul), sailors Favored Weapon: "The Rod of Four Moons" (heavy mace)
Cleric Alignments: CG, CN, NG Domains: Chaos, Good, Protection, Travel
History/Relationships: According to the oldest myths, Lord Ao created the universe that now holds the world of Toril. Through this act of creation, protoplasmic raw existence took the form of twin deities, Selune and Shar, birthed the heavenly bodies, in the process creating Chauntea as the animating spirit of the world of Toril. Chauntea begged the sisters to grant her world warmth and light that life might flourish upon it. Selune relented, igniting the sun with elemental fire. Shar, who treasured the primordial darkness and resented Chauntea's concept of life, lashed out at her sister, initiating a conflict that has endured to the present day. Enraged, the Lady of Loss snuffed out the lights of Selune, greatly weakening her in magical battle. Finally, the Moonmaiden tore a piece of her magical essence from herself and flung it at Shar. When the blast hit the Dark Deity, it ripped away some of her essence as well. From the meld of light and dark energies came Mystryl, a being of pure magic who went on to shepherd the Weave blanketing all Toril. Mystryl more closely identified with Selune, granting the Moonmaiden a powerful ally -- at terrible cost. Selune's magical onslaught cast Shar into the darkness for centuries and allowed warmth and light to grace Toril, but the assault wounded her to the core. Since then her power as waxed and waned with the passing of Epochs, while Shar, ever waiting to strike from the shadows, retains much of her ancient strength.
Selune's power seems to be on the rise. Prior to the Time of Troubles, her potency had ebbed to the point that she was a servitor to Sune Firehair. In the last decade, however, she has once again branched out on her own, forging new alliances in her eternal battle against her dark sister. Among her strongest allies in this cause is Mystra (the second deity to follow her ancient, long-dead friend as protector of the Weave), especially since Shar created the mysterious Shadow Weave, a force antithetical to Mystran doctrine. Lliira and Eilistraee share Selune's love of moonlit frolics. She respects Lathander's passion and hopes that by working together the two can cast destroying light upon Shar's ever-present darkness. Selune struggles with Umberlee over the fate of ships at sea, and with Mask over the evil he commits in the moonlight's dark shadows.
Dogma: Let all on whom Selune's light falls be welcome if they desire. As the silver moon waxes and wanes, so too does life. Trust in Selune's radiance, and know that all love alive under her light shall know her blessing. Turn to the moon, and she will be your true guide. Promote acceptance and tolerance. See all other beings as equals. Aid fellow Selunites as if they were your dearest friends.
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Post by Innovation on Jan 18, 2009 3:17:04 GMT -5
Shar
Mistress of the Night, Lady of Loss, Dark Goddess Symbol: Black disk with deep purple border Home Plane: Plane of Shadow Alignment: Neutral Evil Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark Worshipers: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadowdancers Favored Weapon: "The Disk of Night" (chakram)
Cleric Alignments: CE, LE, NE Domains: Cavern, Darkness, Evil, Knowledge
History/Relationships: Shar's ceaseless battles against her bright sister have caused the creation and destruction of several deities throughout history. Though Selune strikes openly and forcefully against her twin at every opportunity, Shar prefers subversion, using her mortal worshipers to attack Selune's clergy and those things Selune holds dear, rather than at the deity herself. Still, she occasionally moves directly against minor enemies. During the Time of Troubles, Shar killed Ibrandul, a lesser deity of caverns, dungeons, and the Underdark, as an act of pure opportunism. Shar may attempt to consume Mask as well, for she nurses a cold anger for his dominion over shadow. Shar's love of dark spaces brings her into frequent conflict with deities of light and fire, and her desire to dominate the concept of revenge sets her against the ancient, dwindling power Hoar. Her only frequent ally is Talona, who may eventually serve Shar in return for the Dark Goddess's aid in murdering her hated enemy Loviatar.
Dogma: Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. Quench the light of the moon (agents and items of Selune) whenever you find it, and hide from it when you cannot prevail. The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful of the Dark Deity. Consorting with the faithful of good deities is a sin except in business dealings or to corrupt them from their beliefs. Obey ranking clergy unless it would result in your own death.
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Post by Innovation on Jan 18, 2009 3:18:04 GMT -5
Sharess
The Dancing Lady, Mother of Cats Symbol: Feminine Lips Home Plane: Brightwater Alignment: Chaotic Good Portfolio: Hedonism, sensual fulfillment, festhalls, cats Worshipers: Bards, Hedonists, sensualists Favorite Weapon: A great cat's paw (claw bracer)
Cleric Alignments: CG, CN, NG Domains: Chaos, Good, Travel, Trickery
History/Relationships: Bast was a Mulhorandi deity who served as patroness of cats and Anhur's lieutenant in the eternal struggle against Set. At the height of Mulhorand's second empire, when many beast cults were popular, Bast subsumed the portfolio of Felidae, a beast cult deity of felines, sensual pleasures, and nomads. Struck by wanderlust, Bast traveled across Faerun, leaving numerous cults in her wake, many of which knew her as Sharess.. Sharess eventually began to experiment with the darker side of pleasure and fell under teh sway of Shar. She would have undoubtedly been wholly subsumed by the Dark Goddess if Sune had not freed her during the Time of Troubles. Since that time, Sharess has restored her ties of friendship with Anhur, Hanali Celanil, Liira, Milil, Nobanion, Selune, and Sune. She now works to oppose the evil of Set, Shar, and Loviatar, and Shar has never forgotten that Sharess escaped her clutches.
Dogma: Life is to be lived to its fullest, in decadent sensual fulfillment of yourselves and others. That which is good is pleasurable and that which is pleasurable is good. Pleasure is to be sought out at every opportunity and life is to be lived as one endless revel. Spread the bounty of Sharess so that all may join in the endless revel of life and bring joy to all those in pain. Infinite experiences await those who would explore, so try the new as well as savoring the old.
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Post by Innovation on Jan 18, 2009 3:18:48 GMT -5
Shaundakul
Rider of the Winds, the Helping Hand Symbol: A wind-walking bearded man in traveler's cape and boots Home Plane: Gates of the Moon Alignment: Chaotic Neutral Portfolio: Travel, exploration, portals, miners, caravans Worshipers: Explorers, caravaneers, rangers, portal-walkers, half-elves Favored Weapon: "Sword of Shadows" (greatsword)
Cleric Alignments: CE, CG, CN Domains: Air, Chaos, Portal, Protection, Travel
History/Relationships: Shaundakul is an old deity, once an intermediate deity popular in the Moonsea, whose divine status predates the creation of Beshaba and Tymora from Tyche. Shaundakul's church collapsed and his followers dwindled in the aftermath of the fall of Myth Drannor, and he dwindled in status to the rank of demipower. Beshaba later used his name to promote discord among the nomads of Anauroch, who now curse him as the Treacherous Lurker in the Sands. Since the Time of Troubles, Shaundakul has risen back to the level of lesser power and allied himself with deities such as Akadi, Mielikki and her allies, Selune, Tymora, and the more daring members of the Seldarine. He opposes Shar because he dislikes secrets and enjoys spreading the word of hidden places. He battles with Beshaba for the suffering she has inflicted in his name.
Dogma: Spread the teachings of the Helping Hand by example. Work to promote him among traders, especially trailblazers who seek out new lands and new opportunities. Unearth and resanctify ancient shrines of Shaundakul. Ride the wind, and let it take you wherever it blows. Aid those in need, and trust in the Helping Hand. Seek out the riches of the earth and sea. Journey to distant horizons. Be the first to see the rising sun, the mountain peaks, the lush valleys. Let your footsteps fall where none have tread.
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Post by Innovation on Jan 18, 2009 3:19:32 GMT -5
Shiallia
Dancer in the Glades, Daughter of the High Forest, the Lady of the Woods Symbol: Golden acorn Home Plane: House of Nature Alignment: Neutral good Portfolio: Woodland glades, woodland fertility, growth, the High Forest, Neverwinter Wood Worshipers: Druids, farmers, foresters, gardeners, nuptial couples Favored Weapon: “Forest's Friend” (quarterstaff)
Cleric Alignments: CG, LG, NG Domains: Animal, Good, Plant
History/Relationships: Shiallia is said to be the sister of the Tree Ghost (the collective spirit of the High Forest and one of the beast totems of Uthgar) and the daughter of Tapann the Undying, Lord of the Korreds (satyrlike creatures). She serves Mielikki, along with Lurue and Gwaeron Windstrom, and through her, Silvanus. Shiallia is alos allied with Chauntea and Eldath. She opposes those who seek to destroy the things she protects: Auril, Malar, Talona, and Talos.
Dogma: The only true goal of any living thing is to procreate. Nature dictates the shape of the world, for good or ill, so the only concern of the creatures that inhabit it is survival. Death is not to be feared, for it is part of the natural cycle of life, but life, particularly the birth of new life, is to be encouraged and nurtured whenever and wherever possible.
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Post by Innovation on Jan 18, 2009 3:20:25 GMT -5
Siamorphe
The Divine Right Symbol: Silver chalice with a golden sun on the side Home Plane: House of the Triad Alignment: Lawful Neutral Portfolio: Nobles, rightful rule of nobility, human royalty Worshipers: Leaders, loremasters, nobles, those with inherited wealth or status Favored Weapon: "Noble Might" [scepter] (light mace)
Cleric Alignments: LE, LG, LN Domains: Knowledge, Law
History/Relationships: The current incarnation of Siamorphe in one in a long line of deities, the last of which was male. Siamorphe has no allies among the gods, but opposes the tyranny and corruption of gods such as Bane, Cyric, and Gargauth. This leaves her in a vulnerable position and she must be careful about openly supporting any act against them.
Dogma: Nobles are the rightful rulers of the bulk of humankind provided that they keep fit for the task and responsibilities of rule. Nobles have the moral obligation to rule the people who serve under them even if their obligations conflict with their personal desires.
The descendants of noble bloodlines inherit their charisma and potential for wisdom from their noble ancestors. Their family fortunes provide them enough leisure time to be properly educated as rulers. The regular inheritance of noble titles by strict inheritance rules reduces the potential for power struggles between rival claimants to leadership. A strong noble class that cares for the commoners of Faerun and looks out for their best interests is the most stable, fair form of government.
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Post by Innovation on Jan 18, 2009 3:21:12 GMT -5
Silvanus
Oak Father, the Forest Father, Treefather Symbol: Green living oak leaf Home Plane: House of Nature Alignment: Neutral Portfolio: Wild nature, druids Worshipers: Druids, woodsmen, wood elves Favored Weapon: "The Great Mallet of Silvanus" (maul)
Cleric Alignments: CN, LN, N, NE, NG Domains: Animal, Plant, Protection, Water
History/Relationships: Like Oghma, Silvanus is an old deity with many ties to other planes. He is closely allied with Chauntea, and is served directly and indirectly by Eldath, Mielikki, Gwaeron Windstrom, Lurue, and Shiallia. He is bitterly opposed to the activities of Malar and his church, as the Beastlord is consumed with bloodlust and his followers would hunt every creature in existence to extinction if given leave. Likewise, although Silvanus recognizes the role that both disease and natural acts of destruction play in the Balance, the Oak Father hates both Talos and Talona, for both care nothing for the natural order and seek only to indulge their most destructive impulses.
Dogma: Silvanus sees and balances all, meting out wild water and drought, fire, and ice, life and death. Hold your distance and take in the total situation, rather than latching on to the popular idea of what is best. All is in cycle, deftly and beautifully balanced. It is the duty of the devout to see this cycle and the sacred Balance as clearly as possible. Make others see the Balance and work against those that would disturb it. Watch, anticipate, and quietly manipulate. Resort to violence and open confrontation only when pressured by time or hostile action. Fight against the felling of forests, banish disease wherever you find it, defend the trees, and plant new flora wherever possible. Seek out, serve, and befriend the dryads and learn their names. Kill only when needful, destroy fire and its employers, and beware orcs and others who bring axes into the forest.
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Post by Innovation on Jan 18, 2009 3:22:26 GMT -5
Sune
Firehair, Lady Firehair Symbol: Face of a red-haired, ivory-skinned beautiful woman Home Plane: Brightwater Alignment: Chaotic Good Portfolio: Beauty, Love, Passion Worshipers: Lovers, artists, half-elves, adventurers Favored Weapon: A silken sash (whip)
Cleric Alignments: CG, CN, LG (paladins only), NG Domains: Chaos, Good, Protection
History/Relationships: Sune shares the waters of the Evergold, a sacred pool, with Hanali Celanil, the elven deity of beauty, and Sharess, the lusty feline temptress whom she rescued from Shar's shadow during the Time of Troubles. Sune is also allied with similarly minded deities such as Selune, Milil, and Lathander. Sune is served by Lliira and was once served by Selune, but the Moonmaiden has now once again gone her own way. Sune's nature makes it difficult for any being to be angry with her for long, and so she has no true enemies, although she dislikes Auril, Malar, Talos, Umberlee, Talona, and Tempus, for they are often responsible for the destruction of beautiful things. Tempus finds her dislike not worth reciprocating, since he considers her irrelevant, flighty, and not worth the conflict. Sune earned the enmity of Shar during the Time of Troubles, for the Nightmaiden did not appreciate being denied her conquest of Sharess, and so the Lady Firehair now quietly supports Mystra in her brewing battle with the Mistress of the Night.
Dogma: Beauty is more than skin deep. It issues from the core of one's being and reveals one's true face to the world, fair or foul. Believe in romance, as true love will win over all. Follow your heart to your true destination. Love none more than yourself except Sune, and lose yourself in love of the Lady Firehair. Perform a loving act each day, and seek to awaken love in others. Respond to love at least once in a day. Encourage beauty wherever you find it. Acquire beautiful items of all sorts, and encourage, sponsor, and protect those who create them. Keep your own body as comely as possible and as attractively displayed as situations warrant. Let hairstyle and clothing best suit your personal appearance, striving to stir and delight others who look upon you. Moreover, hide not away, but always seek to present yourself to those around you in a pleasing variety of garbs and activities so as to move them with love and desire. Love those who respond to your appearance, and let warm friendship and admiration flower where love cannot or dares not.
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Post by Innovation on Jan 18, 2009 3:23:56 GMT -5
Talona
Lady of Poison, Mistress of Disease, Mother of All Plagues Symbol: Three amber teardrops on a purple triangle Home Plane: The Barrens of Doom and Despair Alignment: Chaotic evil Portfolio: Disease, poison Worshipers: Assassins, druids, healers, rogues, those suffering from disease and illness Favored Weapon: A scabrous hand (unarmed strike)
Cleric Alignments: CE, CN, NE Domains: Chaos, Destruction, Evil
History/Relationships: Talona is one of the Dark Deities, having served Bhaal alongside Loviatar, whom she hates for her cruel teasing. Since the death of the 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 both lesser goddesses' loyalty. With more than a hint of jealousy and bitterness, Talona loathes such benevolent deities as Chauntea, Mielikki, Silvanus, Suna, Lliira, Kelemvor, Tyr and Shiallia.
Dogma: Let pain be as pleasure, for life and death are in balance, but death is the more powerful and should be paid proper homage and respect. Death is the true power, the great equalizer, and the lesson that waits for all. If it falls to you to drive home the tip of a dagger, so be it. The Mother of All Plagues works upon you from within, and weakness and wasting is her strength. Talona's breath is forever and always with you, whomever you or the rest of the world believes in or serves. Let all living things learn respect from Talona and pay homage to her in goods and in fervent worship. If they do so, intercede for them so that Talona will not claim them - this time. Go and work in Talona's name and let your doings be subtle or spectacular, but make them known as the will of the Mistress of Disease.
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Post by Innovation on Jan 18, 2009 3:25:11 GMT -5
Talos
The Destroyer, the Storm Lord Symbol: An explosive lightning strike Home Plane: Fury's Heart Alignment: Chaotic Evil Portfolio: Storms, destruction, rebellion, conflagration, earthquakes, vortices Worshipers: Those who fear the destructive power of nature, barbarians, fighters, druids, half-orcs Favored Weapon: A lightning bolt (longspear, shortspear, or halfspear)
Cleric Alignments: CE, CN, NE Domains: Chaos, Destruction, Evil, Fire
History/Relationships: Talos was formed from the first battle between Selune and Shar. He is now the leader of the Deities of Fury: Auril, himself, Malar, and Umberlee. Although he has no compunction about usurping her portfolio, Talos has a close and cordial relationship with Auril. His relationship with Umberlee is simultaneously flirtatious and filled with rivalry. However, he only works with the Beastlord grudgingly, and Malar would kill him if he could. Talos has a history of elevating powerful mortals to divinity and then forcing them to deplete themselves in his service, the most recent of which was Velsharoon. Velsharoon has been more successful than most such demipowers elevated by Talos, in that he still survives and wisely shifted his nominal alliance to Mystra and Azuth. Talos tried to assume dominion over wild and destructive magic under the alias of Malyk, but was forestalled by Mystra and has since moved on to other brazen attempts to grab power. He hates deities that promote building, learning, and nature, and particularly hates those that would dare to alter the weather. His list of enemies include Chauntea, Eldath, Lathander, Mystra, Sune, Gond, Helm, Mielikki, Oghma, Shiallia, Silvanus, and Tyr.
Dogma: Life is a combination of random effects and chaos, so grab what you can when you can, because Talos may take you to the afterlife at any moment. Preach the might of Talos, and always warn others of the forces only he can command-- the fury of all Faerun. Walk unafraid in storms, forest fires, earthquakes, and other disasters, for the power of Talos protects you. Do so publicly whenever possible, so that others see that only Talos can protect them. Make others fear Talos by showing the destruction he and his servants can cause. To avoid tasting his fury, pray to him energetically and tell all folk that such observances-- and only such observances-- can protect them from the furies of gales, hailstorms, winds, floods, droughts, blizzards, hurricanes, and other natural dooms. Hurl such forces at one's foes if Talos deems a place or a person worth defending. One cannot afford to ignore Talos, but must bow down and worship him. Proclaim this message to all and show everyone the destruction even the slightest of the servants of Talos can cause.
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Post by Innovation on Jan 18, 2009 3:26:37 GMT -5
Tempus
Lord of Battles, Foehammer Symbol: A blazing silver sword on a blood-red shield Home Plane: Warrior's Rest Alignment: Chaotic Neutral Portfolio: War, battle, warriors Worshipers: Warriors, fighters, barbarians, rangers, half-orcs Favored Weapon: "Battle Prowess" (battleaxe)
Cleric Alignments: CE, CG, CN Domains: Chaos, Protection, Strength, War
History/Relationships: Tempus arose from the first battle between Selune and Shar, one of many such war deities to walk the world. In time, he defeated each and every one of his rivals in battle, the last of which was Garagos the Reaver. Some oracles claim that in years to come Tempus may find himself at war with Anhur as the Faerunian and Mulhorandi pantheons clash and (inevitably) merge. In recent years, Tempus sponsored the divinity of the Red Knight, a relationship akin to that of a fond and protective father to a brilliant daughter who works hard at the family business-- war. The Foehammer is casually friendly with martially inclined deities such as Nobanion, Gond, Valkur, and Uthgar. He considers Eldath, his diametric opposite, to be naive and weak. However, out of respect of her convictions, he punishes those of his faithful who abuse her clergy, shrines, or temples, feeling that war has little meaning without peace to define and highlight it. Sune, who considers him a foe, he regards as irrelevant and flighty and therefore unworthy of active opposition. It is unclear why Tempus tolerates the continued survival of Garagos, although some sages have speculated that Tempus knows that a new challenger is inevitable and he prefers to use the Reaver as a stalking horse to draw out such potential foes. Others claim that Garagos represents that one bit of warfare that Tempus finds personally distasteful, the savage madness of a battle rage, and that he deliberately ceded that aspect of the portfolio of war, though he is still worshiped by many barbarians.
Dogma: Tempus does not win battles, he helps the deserving warrior win battles. War is fair in that it oppresses and aids all equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. It should not be feared, but seen as natural force, a human force, the storm that civilization brings by its very existence. Arm all for whom battle is needful, even foes. Retreat from hopeless fights but never avoid battle. Slay one foe decisively and halt a battle quickly rather then rely upon slow attrition or the senseless dragging on of hostilities. Remember the dead that fell before you. Defend what you believe in, lest it be swept away. Disparage no foe and respect all, for valor blazes in all regardless of age, sex, or race. Tempus looks with favor upon those that acquit themselves honorably in battle without resorting to such craven tricks as destroying homes, family, or livestock when a foe is away or attacking from the rear (except when such an attack is launched by a small band against foes of vastly superior numbers). Consider the consequences of the violence of war, and do not wage war recklessly. The smooth-tongued and fleet of feet that avoid all strife and never defend their beliefs wreak more harm than the most energetic tyrant, raider, or horde leader.
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Post by Innovation on Jan 18, 2009 3:27:53 GMT -5
Tiamat
The Dragon Queen, Nemesis of the Gods, the Dark Lady Symbol: Five-headed dragon Home Plane: Heliopolis Alignment: Lawful evil Portfolio: Evil dragons, evil reptiles, greed, Chessenta Worshipers: Chromatic dragons, Cult of the Dragon, evil dragons, evil reptiles, fighters, sorcerers, thieves, vandals Favored Weapon: A dragon head (heavy pick)
Cleric Alignments: LE, LN, NE Domains: Evil, Law, Reptilian
History/Relationships: Tiamat is an interloper deity, brought to Faerun along with the rest of the Untheric pantheon. Her battles with those deities are legendary in Unther, and the Nemesis of the Gods was blamed for every setback experienced by Unther. As a result, her small cult survived as the surviving Untheric gods became increasingly tyrannical, and eventually she regained sufficient strength to destroy Gilgeam during the Time of Troubles. Her foes include Bane and Ilmater, and she has no known allies.
Dogma: Rival deities of all creeds and from every pantheon are inherently tyrannical. They seek only power, at any cost, despite their honeyed words. The Dragon Queen is the only being powerful enough to defy the gods and overthrow their despotic rule, as demonstrated by her overthrow of the other Untheric deities. Work tirelessly toward the day when Tiamat will banish the gods from Faerun and unite the world under her rule. Toward this goal, follow her commands unquestioningly and be willing to sacrifice yourself in her service. To overthrow the gods requires power, and power is acquired through the accumulation of wealth and magic. Power demands respect. Chromatic dragons everywhere are to be venerated as the spawn of the Dragon Queen and paid homage. When Tiamat assumes her throne, her draconic children shall serve her as dukes, and her clergy as their mortal vassals.
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