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Religion in the Realms
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Religion is important to everyone, but is neither treated like modern-day religion (with its all-powerful God pervasive through the lives of his followers) nor standard game religions (with their clear-cut division between gods of Good and of Evil). There is no doubt that the gods exist, and they touch on every walk of life, but because there are so many and their influence waxes and wanes with their following, they aren't so all-encompassing in peoples' lives - they exist and must either be placated or prayed to at certain times, but beyond immediate need or associated events, few people think much about them in everyday life (apart from the almost-automatic rote prayer for certain occurrences, such as bad luck or brewing storms).
           
There is one exception to this - almost everyone has a patron god, whether inherited or chosen, whose dogma and customs they more or less try to follow. The reason for this is the afterlife, a belief common to the followers the pantheon as a whole. The dead are said to go to a vast, bleak plain, where they drink from the well of oblivion and are taken away to the realm of their god, whom they then serve for all eternity. There they are rewarded or punished as befits their lives according to the dogma of their faith. Those without a patron god, or who betrayed their faith, are taken by the Lord of the Dead, their bodies used to build the endless wall around the Castle of Bones; they are the Faithless and the False.
           
Every region has some gods they worship over others, but few are seen as 'evil' (at least locally), and their priests (as with most priests of less good-natured gods) are chiefly concerned with placating them... and seeking power through them, of course. The most common faiths are those of (in order) Chauntea, Lathander, Tempus, Bhaal, Helm, Waukeen, Tymora and Beshaba, Myrkul, Gond, Ilmater, Umberlee, Malar and Oghma.
           
Casting divine spells: Priests do not actually cast spells; instead, they pray for miracles from their deities. This is not a thing undertaken lightly, not only because the gods don't approve of mortals using them instead of the other way around, but also because serving as the conduit for divine power takes its toll on mortals, who aren't meant to bear the strain. All priests are channelers, also subject to the rules of conditional magic.
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The Faiths
           
Those with knowledge of religion know that the pantheon of the Realms is a loosely-governed oligarchy known as the Circle of Greater Powers, who meet in the Pavilion of Cynosure. The assembly rarely meets and acts only with great deliberation. There rest the Tablets of Fate, upon which the powers of the gods are inscribed. The gods bicker and scheme (much like the Olympian gods) and generally behave in a human manner.
           
The various deities and religions of the Realms as presented here differ from the ones detailed in the FRC, so please read their entry before choosing one. NOTE: Many religions grant their clerics special powers to compensate for the strict codes the cleric must follow.
           
All priests must have at least one rank of Knowledge:(their religion). They get the first rank free, but have to buy any further ranks, including those pertaining to other faiths than their own / the pantheon as a whole.
           
Other PCs with the skill of Religion (or clerics studying other religions) must specify the focus of the skill as either a pantheon, a subgroup of gods or a specific deity, the latter usually only available to members of the religion or even reserved for the clergy only. Thus the skill would look like this: Religion:The Seldarine, or Religion:The Gods of Fury, or Religion:Moradin. For a better idea of how knowledge of something religious will rank, check out James Beach's article on The Skill of Religion.
           
Choosing a pantheon (The basic human pantheon or the Seldarine, for example) grants the PC some general knowledge of the gods and the basic customs and tenets of each faith. This includes knowing what the various religions hold sacred and how to appease the various gods (or ask for special favor), tasks usually bought from the priesthood. (This doesn't include such simple things as widespread and almost automatic little rituals, such as warding off bad luck; these are things the PCs would know in any case.) The depth of knowledge gained increases with each rank.
           
Choosing a subgroup of gods grants the PC knowledge of their hierarchy, their collective dogma and people's disposition towards them. A second ranks grants some knowledge of the general hierarchy of their churches, and a third rank some knowledge of the general politics of their priesthoods.
           
Choosing a specific deity grants the PC knowledge of the deity's philosophy and the tenets and history of the faith, as well as knowledge of the various saints, holy days and rituals connected with them. This is the kind of knowledge a devout follower would pick up (think of a devout Christian as opposed to one who goes to church every now and then).
The Dark Gods
The Dark Gods are a pantheon in the Moonsea, where they're known instead as Bane and His Hand. The rest of the world uses them to frighten children into behaving; the Mooneyes use them to justify taking over the world.
Bane: Hatred, strife, tyranny
/ In the Moonsea: Power, authority, salvation
Bhaal: Death, especially violent or ritual death, murder
/ In the Moonsea: Death, killing
Loviatar: Pain, suffering, torment, torture
/ In the Moonsea: Pain, suffering, strengthening, marriage, childbirth
Myrkul: The dead, decay, corruption, parasites
/ In the Moonsea: The dead, winter, cold
Shar: Loss, night, secrets, revenge
/ In the Moonsea: Knowledge, secrets, truth, darkness, protection, revenge
Talona: Disease, poison, curses
/ In the Moonsea: Disease, poison, healing, curses, wisdom
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The Gods of Fury
The Gods of Fury are a pantheon x
Auril: Cold, winter (the North)
Malar: Hunting, animals (as prey)
Talos: destruction, natural disasters
Umberlee: The sea
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The Three
The Gods of Fury are a pantheon x
Tyr: justice
Torm: duty, loyalty, obedience
Ilmater: suffering, perserverance, pacifism, martyrdom
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The wildling gods
The wildling gods are worshipped by those who walk the ancient wild places, caring nothing for the world of men.
Akadia: air
Auril: Cold, winter
Chauntea: summer
Eldath: pools, springs, waterfalls, peace, quiet
Grumbar: earth
Gwaeron (the North only): Tracking
Istishia: water
Kossuth: fire
Lathander: Spring
Malar: Hunting, animals (as prey)
Mielikki: The forest
Myrkul: Autumn (Winter in the Moonsea)
Shiallia (the North only): Nature, midwife, nurturer
Silvanus: Wild nature
Talos: storms, forest fires, floods, earthquakes, drought
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Gods of water, the sea and sailors
Auril: ice, snow
Eldath: pools, springs, waterfalls, peace, quiet
Istishia: water, purification
Talos: storms
Umberlee: The sea
Valkur (the Dragon Coast only): sailors
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Gods of light, sun, fire, warmth, life
The Earthmother (the Moonshaes only): nature
Eldath: pools, springs, waterfalls, peace, quiet
Kossuth: fire, purification
Lathander: Dawn, spring
Chauntea: Agriculture
Shiallia (the North only): Nature, midwife, nurturer
Silvanus: Wild nature
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Gods of death, the dead, killing, battle, darkness
Bhaal: murder
Malar: Hunting, animals (as prey)
Myrkul: the dead
Shar: darkness, night
Talos: destruction
Tempus: battle
Uthgar (the Uthgardt of the North only): the Uthgardt barbarians
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The human pantheon
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Major religions
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Minor religions
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Cults
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Beshaba
Bhaal
Chauntea
Deneir
Gond
Helm
Ilmater
Lathander
Lliira
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Malar
Myrkul
Oghma
Tempus
Torm
Tymora
Tyr
Umberlee
Waukeen
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Auril
Azuth
Bane
Leira
Loviatar
Mask
Mielikki
Milil
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Mystra
Selūne
Shar
Silvanus
Sune
Talona
Talos
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Akadia
The Earthmother
Eldath
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Grumbar
Gwaeron
Hoar
Istishia
Kossuth
Sharess
Shiallia
Siamorphe
Uthgar
Valkur
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air, flying, speed - no region
nature - The Moonshae Isles
peace, quiet, pools, springs, waterfalls - no region
earth, tradition, oaths - no region
tracking - the High Forest, the North
revenge - the Dragon Coast
water, purification - no region
fire, purification - no region
hedonism, lust, excess - Sword Coast
nature,midwife,nurturer-High Forest
the nobility - Waterdeep, Cormyr
the Uthgardt barbarians - The North
sailors - the Dragon Coast
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Auril
The Ice Goddess
winter, cold
The Gods of Fury:
Talos served by Auril, Malar and Umberlee
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Auril is the goddess of winter and cold, and hers is a minor religion everywhere except the North. She is one of the Gods of Fury, and is placated more than worshipped. Her mysterious Icepriests only lurk the wilderness of the frozen North.
           
Auril is depicted as a beautiful woman with skin blue from the cold and long white hair flowing free about her. A fine gown of white lawn thickly furred with frost swirls around her.
           
Prayers involve going outside during the night and praying for as long as it takes a lump of ice the size of the priest's hand to melt against their skin, or immersing themselves in the coldest water they can find. Their activities include leading the faithful safely through blizzards if they're lost, warding the worst of the winter storms from them, and carrying food, medicine and messages through the frozen wastes. It's rumored that they also call storms down on those who anger them, or villages and towns that haven't placated Auril sufficiently. New priests are accepted through a harsh ritual known as the Embracing, which not everyone survives, and the most favored clergy are known as Icepriests.
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Holy days/Ceremonies:
Midwinter Night:
This is the most holy night of the year for the clergy, a festival of ice-dancing that lasts all night.
The Coming Storm/
the Last Storm:
Informal but enthusiastically celebrated rituals where the priests gather and call howling ice storms down on a region to mark the onset and end of winter.
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human pantheon
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Azuth
The High One
spellcasters
Azuth serves Mystra, and is served in turn by Velsharoon. He is the foe of Savras the All-Seeing.
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Azuth is the god of spellcasters, wizards in particular. Due to the general attitude towards magic in the Realms, Azuth's is a fairly obscure religion, but one practiced by nearly all spellcasters. His dogma is that of reason: magic should be used wisely, and can be examined and reduced to component parts through study - and one should know when not to use magic. He shows his favor by the presence of pure gray cats and dogs, which Azuthans consider lucky, and gray owls and mice.
           
Azuth is depicted as a white-bearded but vigorous old man dressed in gray silk robes. He carries the Old Staff, a topaz-topped staff half again his own height.
           
Priests of Azuth are expected to preach and practice caution and restraint in the use of magic in addition to searching out and recruiting/watching over new spellcasters. They are also expected to gather the knowledge of as many spells as possible and share of their knowledge freely. They often act as neutral messengers between spellcasters, and organize annual Mage Fairs where they attempt to encourage the creative use of magic, curb overly destructive magic, and settle feuds between spellcasters. The higher clergy are known as magistrati, and new priests are accepted through a harrowing ritual known as the Transforming. In temples and abbeys, every meal is accompanied by readings from the writings of great mages on the ethics, speculations and various philosophies of magic, and sometimes stories of the legendary Favored, archmages granted a second life to serve Azuth. At twilight, the faithful are expected to silently pray for guidance in all their actions.
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Holy days/Ceremonies:
The ascention of a new Magister.
This is cause for a holy revel among the clergy.
Wild Nights:
Occasional celebrations where the clergy and faithful alike let magic loose and dance through it to feel the Weave's power and effects (supposedly the better to understand why caution is necessary).
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human pantheon
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Bane
Outside Moonsea: The Black Lord, The Dark One
Moonsea: The One God, Bane of Evil
hatred, strife and tyranny
The Dark Gods:
Bane served by Bhaal, Loviatar, Myrkul, Shar and Talona.
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One of the Dark Gods, Bane is known outside the Moonsea as the god of hatred, strife and tyranny. Children across the Realms are told that if they're bad, Bane will claim them as one of his own. Everyone knows a ward or placating prayer to him, but his faith is barely more than a cult anywhere but in the Moonsea - not least because Bane demands that his faithful worship no other deities ("false gods") than the Dark Gods, with himself supreme among them. His dogma damns heretics to the Nine Hells, and the only hope of salvation lies in absolute obedience to his divine wisdom, which takes the form of tithing, obedience to the Church, and holy war against all heretics. This makes his faith less than popular among non-believers, and there are few known shrines to Bane outside the Moonsea.
           
Within the Moonsea, the Dark Gods are seen in a different light. Bane is considered the savior of humanity, fighting against the evil false gods who enslave them. He is served by the five deities of his Hand, who temper the Faithful in preparation for the Day of Judgement, when they will reclaim the world that is their birthright. (Read more)
           
Bane has never been depicted, as it's said that he speaks with the mouths of the faithful - though those so blessed go mad from glimpsing His glory and great plan. Canon holds that these saints could kill heretics with but a touch. However, depictions of such disciples in battle show young men with leather helmets charred black, eyes of flame looking out from within and faces twisted with the strain of holding divine power in their mortal frame; they are shown attacking with hands become long talons.
Banites may cast Inflict, but not Cure spells.
Banites must obey their superiors slavishly, and rise in rank mostly through power plays. In return for this total obedience by underlings and the laity, they must devote their lives to furthering Bane's cause; the religion is quite militant because of this, but Bane prefers that his priesthood use manipulation rather than brute force... which isn't to say that force is out of the question. Priests are expected to try to convert others to the One True Faith by any means necessary (for their salvation, of course) in addition to following the dictates of their superiors and enforcing the Holy Laws (which include praying to Bane each day, when entering battle and before eating or drinking, and tithing to the Church once a tenday). They're also expected to destroy those heathens who refuse to recant their ungodly ways, sacrificing them before the Black Altar. They are to conduct themselves with decorum, cold calm, cutting authority and decisive thought, speech and action.
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Holy days/Ceremonies:
Rituals don't correspond to calendar dates, but are led whenever the clergy leading a congregation declare them. However, priests are always available to tend their flock, taking confessions and assigning penance as well as ensuring that doubt in the faith isn't allowed to take root, both counselling and preaching. On the occasions when the priesthood calls a gathering (such as when a heretic is to be sacrificed), the congregation meets outdoors at night before the Black Altar, or if the weather is inclement within the temple.
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human pantheon
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Beshaba
Lady Doom, The Maid of Misfortune
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Beshaba is the mad daughter of Tyche, Tymora's twin sister. Hers is a minor faith, and Beshaba is fiercely jealous of Tymora's far greater following, and the country wisdom goes that it's the luckiest ones who suffer the worst once bad luck finally hits. She is placated more than worshipped, and though her priesthood isn't as great as Tymora's, she's the more often invoked (every commoner knows a little gesture or ritual to ward away her spite, and her name is invoked in all the little things that go wrong every day as well as the greater things, such as breaking a leg or being mauled by a wolf). Beshaba is thought to be petty, spiteful and malicious, and while most people tremble at the thought of her attendance at any event even in spirit, she is almost always invited and welcomed formally in the opening speeches or ceremonies of formal functions (such as marriages and coronations), contests of sport or martial prowess, and at the naming ceremonies of children. This is done in order to prevent her from taking offense and wreaking endless misfortune on those involved. Though her temples are few, her shrines are present somewhere in every village, town and city, and usually full of small offerings.
           
Beshaba is depicted as an impossibly tall and thin, yet voluptuously graceful woman with red-rimmed yellow eyes and her long, snow-white hair unbound. Sometimes her skin is shown as a dead white, sometimes as a shade of mauve. She bears a double-hooked goad in one hand and a barbed scourge in the other, with which she traditionally makes three attacks (giving rise to the saying, "Ill fortune comes in threes"). It's said that her gaze inspires lust and madness.
           
The priesthood is matriarchal, and men tend to be low-ranking. The symbol of her faith is a sharp rack of black antlers on a red triangular field, though in most rural shrines the antlers are just mounted before something red. Her clergy is always marked somewhere with her symbol. The dogma of the faith is that things can always get worse, and priests are charged with collecting her tribute and ensuring there's plenty of it - and converting as many as possible to her faith. They're also expected to inform her of any slight to her, or to curse the offender themselves (if they're of sufficient rank or the offense is great enough). To appease Beshaba one must burn something valuable and make a prayer of praise and entreaty. Priests must make an offering at least once a day by setting fire to brandy, wine or spirits and invoking her name while dipping a black antler tine into it; prayers follow. A second similar prayer must be made outside at night to ask for guidance, and if the priest can't get outside, at least a prayer in the hours of darkness is expected.
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Holy days/Ceremonies:
The Passing:
Devotees of Beshaba hold special ceremonies on the death of important clergy and when a priestess ascends to a new rank. The funeral ceremony is known as the Passing, and is a time of dignity and tender piety among the clergy. The body of the departed is floated down a river amid floating candles.
The Marking:
The ceremony of ascension involves drums, dancing over flames and the permanent marking of the priest with a brand or tattoo without the benefit of anything to dull the pain.
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human pantheon
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Bhaal
Outside Moonsea:
The Lord of Murder,
The Slayer, The Ravager
Moonsea:
The Lord of Death
Death, especially violent or ritual death
The Dark Gods:
Bane served by Bhaal, and served in turn by Loviatar and Talona.
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One of the Dark Gods, Bhaal often serves Bane due to some obscure event unknown to most commoners. While the dead belong to Myrkul, death is the province of Bhaal, and his is a strangely dualistic faith: in civilized areas he is generally hated and feared, but on the vast frontiers, where violent death is no stranger, his faith flourishes as those who are lost or have run into beasts, brigands or monsters pray for him to spare them, or at least grant them a quick and not too painful death. While most city folk shake their head at the respect these frontierfolk give Bhaal, accidents, sickness, age and war claim victims among them as well, and those who linger, or their families, make offerings to Bhaal and plead for their loved ones lives or dignified deaths just the same. The major difference is that on the frontiers, Bhaal's presence is a fact of life and acknowledged each day, whereas city folk tend to ignore him as much as possible and only make offerings at his dark temples or shrines at need.
           
Bhaal is depicted in civilized regions as the Slayer, the corpse of a man with a feral face, ivory skin and deep lacerations that endlessly wept black shadows or ichor that vanished into the air. The Slayer bears an endless number of bone daggers, hidden about his person or conjured out of thin air, that wither anyone wounded by them and make them his for all eternity.
           
On the frontiers (and the entirety of the Moonsea) Bhaal is depicted as the Ravager, a tough-sinewed giant with a flowing beard, a mane of hair and eyes burning with the flames of Gehenna, bearing seven-foot curved horns on his forehead. The Ravager's weapons are his two massive, stone-crushing fists and fearsome horns, which he wields to deadly effect.
           
Priests of Bhaal may cast Inflict, but not Cure spells. Many warriors, assassins, hunters, butchers and doctors are Bhaalists, and while his temples tend to be no more than tended shrines in the cities, on the frontiers his temples are often citadels that offer training to mercenary armies and, some say, assassins. The dogma of the church is simply that all things must die, and Bhaal is the grim reaper of life. Prayers to Bhaal are often informal pleas or oaths (though rituals can be quite arcane and complex), and offerings always take the form of the sacrifice of a life (in the cities, this usually means that the priests are paid to sacrifice an animal). Clergy are expected to make a sacrifice once a tenday at the darkest hour of the night, and when killing always to invoke Bhaal. The faithful are expected to pray for Bhaal to pass them by when setting forth on journeys or into known danger, when tithing, and whenever a violent death occurs nearby or to someone related to them.
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Holy days/Ceremonies:
Every increase in rank is marked by a solemn private ritual in which the priest must leave the temple, returning only after having killed with their bare hands. The events of the killing must be recounted to a senior priest, and if the signs are deemed favorable the new rank is conveyed in a church ritual held in full ceremonial regalia by all the clergy. Needless to say, false reports are dealt with - harshly.
Day's Farewell:
This is a formal ceremony performed by the clergy of a temple en masse before sleeping; priests on their own must still make the prayer.
The Feast of the Moon:
This is the only calendar ritual of the church, in which the dead of the faith are remembered and stories of especially important or impressive slaying are retold; oddly enough for this grim priesthood, this night is a revel more than a wake.
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human pantheon
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Chauntea
The Great Mother
agriculture, farmers, gardeners, summer
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Chauntea's faith is one of nurture and growth. Chauntea has the greatest following in all the Realms, for there are few farmers who don't worship her - during the growing season if not as their patron god. She is wise, quiet and not given to spectacle or pageant, but calls her followers to small acts of devotion. She is called "Our Mother" or "the Mother of All" by her clergy.
           
Chauntea is depicted as a kindly white-haired woman of middle years. She has a lush beauty, tanned skin and a powerful build, and is usually draped in white robes or the finest linen or silk, cinched with a girdle embroidered with all manner of growing plants. Leaves, vines and flowers twine through her hair and about her body, some even seeming to grow from her head. She is said to have turned her foes into the trees of the forests.
           
While she does have large temple-granaries that ensure food is abundant locally, most of her temples consist of small churches or shrines (especially in rural communities), and sometimes services are simply held in seed-storage caves, granaries or open fields. Agricultural sayings and farming parables dot her teachings, and a common thread in the faith is the eternal cycle of growing and reaping. Her priests are charged to plant, nurture and tend plants whenever and whereever possible, see to the earth, and eschew fire. They are also charged to learn and pass on all they can of horticulture, herblore, plant types and diseases, and to encourage replanting, the use of compost and irrigation rather than farming or grazing an area out and moving on. The clergy is also encouraged to make offerings of food to strangers and those in need, sharing the bounty of the land. Every day should begin with thanks to Chauntea for their life, and the day should end with a prayer to the setting sun, from which she sends her power. Prayers must be made whenever anything is planted, or when they're impressed by the beauty of nature. Prayers are best made on freshly tilled ground, farmland, a garden, or at least a well or watering place. Before praying priests must bury wastes or plant seeds. Passing one's wedding night in a freshly-tilled field is held to ensure fertility in marriage. Priests always wear the badge of their god - a lit candle above an eye with a triangular pupil, or at least the candle.
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Holy days/Ceremonies:
Greengrass:
This is a fertility festival where uninhibited behavior and the consumption of food and drink is encouraged.
The High Prayers of the Harvest:
A solemn celebration of the bounty Chauntea has granted a community, held at times that coincide with the harvest of crops rather than precisely on Higharvestide.
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human pantheon
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Deneir
The Lord of Glyphs and Images, The Scribe of Oghma
glyphs, images, literature, art, cartography
Deneir serves Oghma with Gond
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Deneir is the patron god of artists, and he serves Oghma by ensuring that all that is known and true is accurately recorded in the Great Library. His faithful hold as sacred calico cats, white dogs with golden eyes, pinto and piebald horses, and golden or yellow flowers. The faith of Deneir is both common and popular, as they write for and teach the common folk; there are few regions without at least one Deneirrath.
           
Deneir is depicted as a balding old sage with a huge, flared white beard and peculiar blue eyes (depicted in different ways). He is always shown holding a quill and a book, scroll or parchment. He wears voluminous robes covered with glyphs and symbols.
           
Deneirrath have access to the libraries of their temples. Most temples to Deneir are little more than libraries with attached sanctuaries and living quarters, for the preservation of written knowledge is the focus of his faith. Some priests never leave the copying cloiseters. The dogma of the church is that information that isn't recorded is lost, so Deneirrath must write everything down and make copies whenever they have free time. They are to bring copies of every writing they gather to every temple of Deneir they arrive at, or make the copies there. Literacy is an important gift and should be spread. The priests must learn to read and write, and must teach the same to ten others not of the faith. All of the clergy take an oath of charity, by which they can't refuse a request to write letters or scribe information (with the exception of magical writings, which they can't read anyway) - they may charge a fair rate of those who can afford it, but they may take nothing from the needy. Priests must keep the secrets they are exposed to in charitable duty if bound to by oath. If a priest is asked to write something in strictest confidence, the Price of the Silent Scribe can be steep - and "strictest confidence" means that no one outside the faith will learn of it. Deneirrath perform many complex rituals each day, including ceremonies with chants, sung prayers, responsive readings and personal prayers. Deneirrath pray when they undertake a major task, begin to write on a fresh sheet, when starting on an illuminated letter, and again when finishing it.
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Holy days/Ceremonies:
Shieldmeet:
This is the only day of special ceremony in the faith, wherein copies of old contracts are taken out for public viewing and anyone can ask to see a copy of any (nonmagical) writing in the temple. However, such records must be specifically requested (not "every contract written by Duke Teranzan"), and may not violate the vows of confidentiality of the temple.
The Gilding:
Held on Shieldmeet, this is a ceremony where senior Deneirrath bring forth a special manuscript and impress it with a single, large golden letter each, to set forth the Words of Deneir on public display in the days to come (junior Deneirrath are charged with punishing those who try to scrape off the meager gold).
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human pantheon
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Gond
Wonderbringer
artifice, craft, smithing and construction
Gond serves Oghma with Deneir
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Gond is the god of blacksmiths, craftsmen, inventors and engineers. He gives form to Oghma's knowledge (though his relationship with Oghma is not well known outside the church) and inspires mortals to craft new things.
           
Gond is depicted both as a burly, red-hued smith and a short, slight man with straw-blond hair. Both have sharp, bright dark eyes and a forge-scarred face. He wears a scorched smith's smock over leathers or shining armor that hovers about him, and he carries a mighty hammer that he uses at his divine forge.
           
Though the priests act independently in their encouragement of old crafts and new inventions, their religious hierarchy is ordered and obedience to superiors is unquestioning. The beliefs of the Gondar can be summed up as "Actions count." Others can talk - those who serve Gond do. Priests must strive for perfection at their crafts, with elegance and usefulness to measure by. They must also make records of their knowledge so that what they've learned can be taught to other clergy; however, much of their knowledge is kept secret from non-Gondar. Priests must make records of the progress they're making with the Gondar where they live, reporting back to their Master at the main temple. Making a good living doing what they do is encouraged, for what better way to show the rewards of following the Way of Gond? Priests are much in demand as builders in particular. Many places where great inventors or craftsmen once lived are considered holy sites. Priests must pray on rising and retiring, make a longer prayer of thanks during the main meal of the day, and a special prayer of thanks and dedication of their work before commencing any new work (not repairs or maintenance).
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Holy days/Ceremonies:
The Ippensheir:
The Ippensheir is the name of the 12 days immediately following Greengrass, during which the faithful gather to share their knowledge with eachother. It's a time of feasting, drinking and revelry.
The Sacred Unmaking:
If any Gondar sees or makes a new machine or tool, they must make two copies if possible - one to show to other Gondar, and one to smash or burn while making a prayer of offering to Gond, an act called the Sacred Unmaking.
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human pantheon
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Helm
He of The Unsleeping Eyes, The Watcher, The Vigilant
guardians, protectors, protection
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Helm is the god of guardians, utterly (some say obsessively) devoted to his duty at the cost of all else; he is said to be fond of children. The religion is popular throughout the Realms - but doubly so on the outskirts of civilization, where raiders might appear at any time. Helm's faith is especially well-respected in the North. In cities, Helm is more often called on to protect people or property from thieves. At his call his faithful wake and are alert; it's said that consecrated weapons can warn their owner at his will.
           
Helm is depicted as a giant in full plate armor, face hidden by his helm.
           
The faith is militant and highly organized, and the faithful train and excersize to always be as prepared as possible. The Vigilant always obey orders, provided those orders follow the dictates of Helm. "Never betray your trust" is their guiding phrase; they must protect the unpopular, the injured and the young as well as everyone else, and they must never sacrifice them for others. Prayers should be made on waking and before sleep.
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Holy days/Ceremonies:
Shieldmeet:
A Ceremony of Honor to Helm is always held on this day.
The Consecration of a Postulant:
An important and formal consecration of one seeking to join the clergy.
The Consecration of a Glymtul:
An important ceremony dedicating a special item to the service of Helm.
The Purification:
A renewal of faith for those atoning for some shortcoming.
The Holy Vigil:
The night-long ritual that marks the ascension of a priest to a higher rank.
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Ilmater
The Broken God, The Crying God
endurance, suffering, martyrdom, perseverance, pacifism
Ilmater serves Tyr with Torm.
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Ilmater is the willing sufferer who takes the burden and suffering of his faithful on himself. The favored god of those opressed, in pain or in great need, this faith often overshadows the worship of Loviatar for all but the worst suffering (but one must always be careful to offer a token prayer to Loviatar as well, or risk her wrath). Ilmater teaches the virtues of pacifism, though few of the laity live by it. It's said that white doves, donkeys, daisies, white roses, field mice and sparrows carry the sign of his favor.
           
Ilmater is depicted as a short, burly and balding man wearing nothing but a breechcloth, leaving his ravaged body plain to sight. His joints are broken and his hairy body is crisscrossed with scars, open wounds, burns and other signs of torture. He drags himself around with his smashed hands and limbs despite the obvious agony, but his homely face is kind.
           
Ilmatari are the finest physickers and healers in the Realms, and often care for those wounded in battle; because of this, they enjoy an informal status of immunity even above that of bards. The simple gray robes and skullcap of the clergy are known to all, and all priests wear the symbol of their faith (crossed white hands bound at the wrist by a red cord) prominently. Due to the suffering they encounter, priests tend to either be prone to weeping or cynical. They may not leave anyone to suffer; they speak for the opressed even if the cause is hopeless, shoulder what burdens they can, feed the hungry, and give shelter and counsel to the lonely, lost and ruined. They must persevere in the face of pain, heal the sick and wounded, and comfort the dying and the grieving. They are taught to be firm and fearless, and are often killed; unlike most other faiths, the church of Ilmater has a plethora of saints. No titles are commonly used but Brother/Sister. Ilmatari must observe at least six prayers a day.
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Holy days/Ceremonies:
Rest:
A special Plea must be made to Ilmater (via the church) for divine dispensation for a Rest - a tenday vacation from serving the dictates of the faith, usually granted for emotional exhaustion or special Church service.
The Turning:
The most important ritual of the faith and the duty of every priest: they must attempt to convert the dying to the worship of Ilmater - a practice that has caused more than a little friction between priests of Ilmater and Myrkul.
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Lathander
Morninglord
Beginnings, dawn, spring, birth, renewal, creativity, youth, vitality, athletics, self-perfection
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Lathander is a powerful and exuberant god with a faith practiced all over the Realms - at births, when artists need inspiration, when the foundation of a building is laid or at the start of a journey or endeavor, a prayer is sent to Lathander. His name is invoked to seal alliances and start new ventures. His presence is felt at the dawning of each day. Lathander is thought to be eternally optimistic, doggedly perseverant and given to excess and overenthusiasm. He is said to show his favor through robins, sunpeacocks, butterflies and aster blossoms.
           
Lathander is depicted as a proud (and some say slightly vain) golden-skinned young man of incredible beauty, clad in noble robes in the colors of dawn or ornate golden plate armor. In battle he weilds Dawnspeaker, a mace.
           
Wealthy and popular, the faith has many opulent temples which always face east, with an open view to the horizon. The church has no overarching hierarchy or central authority, and most clergy are not raised unless needed to complete a task. Though the faith is widely practiced, actual members of the clergy are not so numerous. Dawnbringers act as midwives, and the church sponsors many noninjurious competitions and athletic events. The dogma of the faith is to "drive back the darkness of the world" by exploring and settling the wilderness, promoting cooperation and new ventures, and punishing evil. Ceremonies are held at dawn, and actions taken or contracts agreed to then are considered blessed - especially marriages. The most important ceremonies are the daily dawn prayer, preferably made outdoors where the dawn can be seen, and twilight devotions; some make an extra prayer at highsun. Prayers must also be made when offerings are made at the altar and when calling on Lathander for guidance or aid. Prayers involve the ritual drinking of well or spring water touched by the dawn. The faithful are expected to make frequent and generous contributions to the church.
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Holy days/Ceremonies:
The Going Down:
Funerals are solemn and involve handing the dead over to Myrkul to judge, then holding a wake until dawn with prayers that the dead be claimed by Lathander.
The Song of Dawn:
A praise to Lathander sung on special occasions and at dawn on Greengrass and the spring and autumn equinox.
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Leira
Lady of the Mists
Deception, misunderstanding, illusion, lies, mystery
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Leira is a goddess without much of a following, at least publicly, though many casual worshippers pay her homage to placate her or ward off her anger before important decisions or judgements are made. Mysterious and private, she is said to have invented the language of magic, and is disliked by Tyr, who seeks justice through truth.
           
Leira is depicted only as swirling gray mist, and her horned altars frame no image. However, recurring accounts through the ages by those who claim she spoke to them in dreams described a very tall, very thin woman, wispy somehow - as though she were not truly there. She was often described as having long, smoke-hued hair and robes that exuded mists, or mists that swallowed her like robes. Her eyes were black, glistening and very large, with a gaze that pierced the soul.
           
There are no known temples, or at least none that are admitted to. The church's organization is a matter of mystery, as no one can be trusted to speak the truth about their rank, duties or anything else - those in the know communicate and organize without obvious means. Leirans are masters of disguise and intrigue, but are not often used as spies because they can't be trusted to report truthfully. They seek to make others question what they accept as fact, and are generally not particularly welcome when revealed for what they are. Every morning and moonlit night, Leirans lie face-down on the ground to pray. Whenever there's fog or mist, they go walking to chant praises to Leira. When assigned to a shrine, they also hold brief ceremonies at the altar to allow non-clergy to make offerings. Formal worship consists of kneeling prayers and standing hymns and chants while facing her altar.
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Holy days/Ceremonies:
The Unmasking:
One of the two most holy rituals, this rite is performed as purification by novices entering the priesthood, and for priests rising in rank or doing penance. The bare-faced supplicant must walk down ranks of priests holding tall lit candles between reflecting pools of water and mirrors.
The Invocation:
The other of the two most holy rituals, this rite is performed when the Lady is called upon directly for guidance; during the ceremony priests swing cencers to make thick smoke She might appear in.
Conclaves:
Unknown to nonclergy, six Conclaves a year are held, at which is spoken only truth. It is at this conclave that priests are allowed to transfer to other areas, share information and determine the course of the faith.
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Lliira
Our Lady of Joy, Mistress of the Revels
Joy, happiness, dance, festivals, freedom
Lliira serves Sune
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Lliira is a laughing, dancing goddess who teaches that life's worries aren't enough to outweigh its joys. She inspires poets, dancers and songwriters among others, and her fun-loving, hedonistic followers and those of Lathander have much in common, and get along well - though some feel that she's merely an aspect of Lathander. Lliira's greatest friend in the pantheon is supposedly Milil. Hers is a popular faith, for obvious reasons. Lliira can't abide violence or ill feeling, and a sword bared (unless in solemn ceremony) is enough to drive her (or her favor) away. If serious vilence breaks out, she leaves, refusing to hurt anyone herself - though she's said to have transformed or transported others elsewhere. She is said to show her favor through unexpectedly turning poor ale into fine wines or liquors and through multicolored butterflies, robins, sparrows, bluebirds, rainbows, kittens, puppies, pinto or piebald horses, gold or white goats, daisies, violets, snapdragons, pansies, wildflowers and jewels.
           
Lliira is depicted as a young, sensuous laughing lady with pure blue eyes and long gold hair (sometimes streaked with colors), dancing on the air. She wears a tight-fitting body suit under a series of gauzy robes, and trails a sparkling wake of winking lights. In 'battle,' she's depicted as transforming into a dragon, a cat-centaur or a serpent-woman with beautiful wings.
           
Priests of Lliira are known as Joybringers. They tend to be folk of whimsy, lightheartedness and constant jokes (but not pranks). They try to make people laugh and spend money like water to bring happiness to others. They have no organized hierarchy, but only the goddess herself is the Mistress of the Revels. They refer to eachother as "Brother" or "Sister." The dogma of the faith is to spread joy wherever and whenever possible, and allow no one to be sad when mirth or comfort could be given to them. The priests are rightfully known to be party animals. All the major holidays of the calendar and all local festivals (and just about anything else) are occasions for a "holy festival" or a "lesser revel," always involving an opening fanfare and songs to the goddess given while tumbling or dancing, then progress to a feast. On all joyous occasions, offerings of food or wealth are "held up to the goddess" and her name is invoked. The offerings are then buried, burned or (if possible) given away to beggars and those not invited to or present at the revel. The most holy personal prayers always involve dancing alone in a meadow, garden or other beautiful setting while whispering or singing the prayers. The appearance of a rainbow during this is seen as a blessing and a powerful good omen.
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Holy days/Ceremonies:
Swords Cast Down:
The most holy ceremonies always begin with this ritual, in which two or more weapons are cast onto the ground amid chanting and covered with fresh flowers.
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Loviatar
Outside Moonsea:
The Maiden of Pain, The Willing Whip, Patroness of Torturers
The Maiden of Mercy, The Lashed Maiden, The Maiden of Pain
Pain, torment, suffering, torture (in Moonsea also marriage, childbirth)
Loviatar serves Bane through Bhaal
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One of the Dark Gods, Loviatar is the Moonsea counterpart to Ilmater. She is thought to make her will known through demons and night-haunts, black rats and poisonous black spiders, ivory, black gemstones, black violets and red or black poppies.
           
Outside the Moonsea she is depicted as a maiden with platinum-blonde hair and a sinister manner, dressed in revealing white silks decorated with silver chains or black leather with outlandish spikes. She enjoys inflicting and receiving pain, and her blood is like thick black syrup. Agressive, vicious, domineering and fearless, Loviatar is thought to be the heated rival of Talona, as Loviatar intends to someday make Talona her subject. Cold and calculating, she is emotionally unreachable - never feeling love, fear or hatred.
           
Within the Moonsea, is depicted as a pale, beautiful woman with straight, thigh-length black hair, dressed in white robes or pleated white scale armor. She carries a bone-white wand, a whip or a scourge. She is thought to bring ease to those who suffer by taking their pain on herself; she is the Lashed Maiden who suffers for the good of her people, and her clergy torment themselves to ease her burden and that of those who suffer, and may also ask that she spare someone from pain. She teaches that suffering is the fire that tempers the soul. She preaches self-sacrifice, taking the wounds of the flock on herself that they may continue their struggles.
           
Priestesses of Loviatar are known as Loviatans. They may cast both Cure and Inflict spells. Their Chosen have the ability to heal the wounded with a ritual known as the Maiden's Mercy, in which the recipient of the healing is pierced with specially treated iron, symbolizing the hard lesson they must learn. They relive the entirety of their pain in a momentary burst; having thus learned what they may, their wounds are closed - some do not survive it. Women dominate the ranks of the priesthood both in number and rank, and always have. The church enforces strict discipline, and junior clergy members are often asked to accomplish tasks in a difficult or painful way to reinforce this iron discipline.
           
Loviatans develop truly awesome self-control, remaining calm in battle even when dying from wounds or missing limbs. They are usually very scarred from self-inflicted injuries. Handfuls of salt and ash are often rubbed in their open wounds, to draw out as much suffering from their flock as possible, and retain the scar to prove their devotion and calling. They do not fear pain or disfiguring wounds, and are vicious in a fight.
           
The church of Ilmater, which teaches that suffering is evil, is particularly hated. The dogma of the faith is that the strong are those who taste pain yet strive on; that true freedom can only be won through mastering pain - life is an agony that only the worthy make it through, to find eternal ease and rest in the afterlife.
           
Morning and evening prayers are spoken kneeling, after having struck oneself once with a whip. Every twelvth night (except when it coincides with a Rite of Pain and Purity), the clergy celebrate Candle Rites, wherein they sing, chant and pray as they dance around lit candles, passing some part of their bodies over or through the flames repeatedly, until the highest-ranking priest extinguishes her candle with consecrated wine.
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Holy days/Ceremonies:
The Rite of Pain and Purity:
All four seasonal festivals are celebrated with this rite: a circle dance of chanting, singing clergy performed on thorns or broken glass, the priests urged to greater efforts by the drumming of lay worshippers and the whips of high-ranking priests.
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Malar
The Beastlord
Hunters, stalking, bloodlust
Malar serves Talos
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Malar is not the patron god of beasts, but their Master - the patron of hunters and blood, god of the savage wild. Hunters and those who suffer the depradations of wild beasts seek his favor. Malar achieves almost sensual fulfillment from the hunt and the kill, reveling in the fear and hungering for the blood of his prey. He is said to lead the souls of his most faithful on an eternal hunt through the Realms. He is thought to show his favor through predators of all kinds, particularly bears, wild hunting cats, leucrotta, owlbears, perytons, wolverines, aurumvorae, wolves - and the Tarrasque.
           
Malar is depicted in two forms: the Beast and the Wild Hunter. As the Beast, he appears as a man-high catlike beast, ebony fur matted with blood and talons and fangs dripping; his bite is said to transform men into beasts. As the Wild Hunter, also known as the Master of the Hunt, he is a black-furred giant with red eyes, a large rack of antlers, and a flesh-draped hole in place of a nose or mouth. The Wild Hunter is accompanied by a pack of giant wolves, and carries a massive spear which always returns to his hand.
           
The church is loosely bound, lacking a central hierarchy. Individual cells are called 'Hunts,' the leader of which is the Huntmaster. Priests are known as Lords of the Hunt or Huntlords, whereas lay followers are "of the Hunt." Survival of the fittest and the winnowing of the weak is their dogma; "may you die an old man" is an insult among them, and a brutal, bloody death is to be preferred. The hunt is the fulcrum of life and death, and Malarites are expected to treat all important tasks as a hunt and remain ever alert and alive. They must walk the wilderness without trepidation and show no fear in the hunt. Often priests seeking Malar's favor chase dangerous quarry barehanded. Malarites tend to stay in the wilds or the edges of rural areas, and tend their flocks by bringing them meat in the winter months in exchange for their fealty. Worship consists of prayers before and during the hunt, and while drinking a toast over the slain quarry (sometimes a toast of its blood). Specific ritual prayers and chants should accompany feasting on any beast slain during a hunt.
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Holy days/Ceremonies:
The Bloodsong:
A droning song intoned over the bodies of all creatures slain during a hunt.
The Feast of the Stags:
Celebrated at Higharvestide, the clergy parade through settled areas bearing the heads of the beasts they have slain during the previous tenday (a frenzy of killing), and lead all who desire to eat to a feast. The beasts hunted by Malarite hands are the main dishes at this two-day-long revel of gluttony, and all folk are invited - even enemies, protected by "the Peace of the Table." At this feast, the clergy publicly undertake to hunt for specific widows, aged folk, infirm individuals and orphans. This day marks the annual high point of regard for the faith in most communities.
The High Hunt:
Every hunt must celebrate at least one High Hunt in each of the four seasons. It's a sporting event attended by all the clergy able to walk. They wear boots and headpieces made from beasts they've personally slain, each wielding only a knife or a set of claws. Their quarry - a sentient, usually a man - is set free in the wilds, ringed by the clergy. He is armed and armored with whatever he desires, and then hunted to death for the glory of Malar. If the prey escapes the boundaries of the hunt within a day and a night, or survives until the sun has cleared the horizon on the morning after the hunt begins, he wins freedom and can never be hunted again, and can ask any boon within the power of the Huntmaster. Victims of the Hunt are wholly burned to ashes to feed Malar.
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Mask
The Lord of Shadows
Thieves, stealing, shadows, hiding, intrigue
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Mask is self-possessed and confident - perhaps overconfident. Calm and sardonic, he is thought to have matchless grace and dexterity, Intrigue and manipulation are his favored pastimes, but he is best known as the god of thieves, and those who seek to protect their possessions from such make offerings to him; courtiers and diplomats have also been known to to invoke his name in hopes of a smooth negotiation. Thieves' guilds always tithe to the church. All that happens within shadow is Mask's purview. He is thought to speak his will through old hags and living shadows, or shadows where none should be; smoke-gray horses, iron-gray or black cats, gray dogs, gloomwing moths, gray goats, smoky quartz, gray chalcedony, gray and banded onyx, crows and gray doves are also thought to signify his favor or displeasure, and to inspire his faithful.
           
Mask is never depicted quite the same way twice (even his gender is in question), but is sometimes shown as a slightly built man in gray leather armor, wearing a black cloak and a black mask tinged with red. He has also been described as a woman with glowing pale skin, white stars for eyes, and dark, floor-length hair; she is said to walk barefoot, always shrouded in gloom. Mask is also said to change form as he wanders the world, meeting mortals; whatever the form, he leaves no trail and his steps make no sound. Mask carries the blade Stealthwhisper, which like himself is not consistently described - sometimes a dagger, others a greatsword.
           
Priests of Mask are known as Maskarran. This is perhaps the wealthiest church in the Realms, after that of Waukeen. There are no calendar-related rituals; dark rituals for the elevation of clergy members are known only to the initiated. The altar is a stone block with a black fur, velvet or giant silk mask laid over it, or with gemstones inlaid in a mosaic of a giant mask behind it. Many priests work within the government as well as beyond it, as strategists, diplomats, advisors and negotiators.
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Holy days/Ceremonies:
The Ritual of the Unseen Presence:
Held at least once a month at every temple; with chanted verse, hymns and offerings of wealth stolen by the clergy and melted down in braziers flnking the stone altar, Masks's all-knowing presence is acknowledged.
Sunset Prayers:
Lay worshippers as well as the clergy participate in this ritual daily. They kneel before the altar, pray and proffer coins to the clergy. Junior priests hand their coins to senior priests, and the highest-ranking priest gives his coin to the lowest-ranking priest in recognition of Mask's wry humor.
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Mielikki
Our Lady of the Forest
Forests, forest creatures, rangers
Mielikki serves Silvanus, and is variously believed to be served by the 'saints' Gwaeron Windstrom (tracking), Shiallia (nature/midwives) and Lurue, Lord of the Unicorns.
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Mielikki is good-humored, confident and quick to smile. She does not grant the consideration lightly, but is fiercely loyal and protective of those she names friends. She finds the injuries of animals hard to bear, and often heals those that Silvanus would leave to the cycle of life and death. Her worshippers believe that her voice is echoed continuously throughout all the forests by the rustling leaves. She is thought to show her favor through dryads, satyrs, hawks, songbirds, sprites, swanmays, treants, unicorns, wolves and other woodland creatures.
           
Mielikki is depicted as a tall, shapely, robust woman clad in leather armor or muted green and brown. She has brown eyes and russet hair, and walks on the air, leaving no tracks. She is also sometimes depicted as the Forest Queen, a young maiden with leaves and golden moss for hair, wearing sheer robes of green and yellow and surrounded by summer songbirds. Finally, she is sometimes described as a glowing white unicorn galloping through the air. She sometimes bears the antlers of a stag. She carries two swords of horn and a bow whose arrows cause woodlands to spring forth where they strike.
           
Priests of Mielikki stress the positive nature of the wild. They are taught to embrace the wild and not fear it, for the wild ways are good ways. They should learn the hidden ways of all life, and not allow trees to be needlessly felled or the forest to be burned. They are not to battle the forest, but to live in it and be a part of it. They are to teach others to live in harmony with the forest as well, and punish those who hunt for sport and who are cruel to wild creatures. Worship involces periods of meditation and introspection every morning and evening, in the forest whenever possible. Groups gather under the stars to sing Mielikki's praises and ask for her guidance. When a worshipper tries to right a desecration of the forest, they offer a special prayer for strength and guidance. One must also pray for her blessing when performing simple tasks such as setting the bones of an animal or following a trail.
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Holy days/Ceremonies:
The Four Feasts:
Best known to outsiders, in these rituals of the solstice and equinox nights (known as the First Feast, the Second Feast, etc.) all the faithful are expected to participate in revels and sing praises to the Lady deep in the forest when possible.
The Dread Prayer:
Every fire lit by the clergy must have this prayer whispered over it. In return, the fire gives off intense heat but almost no smoke, and glows only dimly.
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Milil
The Lord of Song
poetry, song, eloquence
Milil serves Oghma
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Milil is the ultimate performer: charming, confident, inspired, musically knowledgeable, has total recall, and can improvise easily; he is welcome in the elven pantheon because of the beauty of his song. However, he's also self-centered, egotistical and easily bored; he wants to be the center of attention. He also flirts with both deities and mortals, much to the annoyance of more sober gods. He is thought to manifest through angels, songbirds (especially nightingales), white horses and pegasi, calico cats, red or yellow roses, lilies, peonies, perfect gems, peregrine falcons and haunting music, particularly in deep woods.
           
Milil is depicted as a handsome, clean-shaven man with a voice of unearthly beauty. He commonly has shoulder-length brown or blond hair, and dresses as a troubadour, with bright clothing, elegantly patterned cloth, and golden and gem-studded jewelry. He wields the rapier Sharptongue.
           
Priests of Milil are Sorlyn. It's an organized faith, with all churches paying heed to the Patriarch of Song in Waterdeep. Sorlyn adhere to clear rules and answer to the titles of Mute One, Chanter, Chorister, Soloist, Lead Voice, First Voice, Songmaster and Glorian. The faithful should destroy no music or instrument, nor stop a singer before the song is done. They must still no bad music if the making of it is joyful. They should spread the teaching of song and musicianship, and encourage the training, use and preservation of music at all times and in all possible ways. They should seek new tunes, new techniques and new instruments to master, perform freely when on the road, and sing to Milil every day. Sorlyn must write down original compositions and those they've learned, and work as tutors to all who profess faith in Milil or who pay for training. They also judge bardic contests and adjudicate bardic disputes between individuals, companies or colleges. Devout worshippers sing the Song of Praise to Milil at least once a day, and usually also after every victory in battle or great thing tha benefits them. When waking they sing a personal song to Milil, or, when in a temple, they join the quiet chorus of the Sunrise Song. All other rituals than those mentioned involve a sung or played opening call, a prayer and solo song while kneeling before the altar, a unison hymn followed by a sermon or supplication and the proffering of any offerings, and then a beautiful closing song that rises to a thunderous, grand crescendo.
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Holy days/Ceremonies:
The Song of Sorrowing:
Performed at the funeral of the faithful.
The Song of Welcoming:
Performed when someone is welcomed into the faith.
The Call to the Flowers:
Performed on Greengrass by all the faithful.
The Grand Revel:
Performed on Midsummer, involving a feast, dancing and much roistering. It's marked by parodies and wickedly satirical song.
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Myrkul
Lord of the Dead, Lord of Bones, The Reaper
The dead, decay, corruption, parasites, old age, exhaustion, dusk, autumn (in Moonsea also winter)
One of the Dark Gods, serves Bane
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One of the Dark Gods, Myrkul is the keeper and the judge of the dead; his priests are present at every funeral to guide the deceased to his realm. Never surprised, never sleeping, never losing his temper, he is patient as the grave. His faith is widely respected, and widely feared (except in the Moonsea). He is thought to manifest his will through skeletons, bats, black cats, hounds and horses from his dark realm, roses of the deepest red or black (often crumbling to dust at a touch), jet, obsidian, onyx, ravens, vultures, crows - and even the risen dead.
           
Outside the Moonsea, Myrkul is pictured as a cadaverous man with scaly, wrinkled skin covered with knobby lesions. His cracked lips are black, and his coldly gleaming eyes so sunken that his face seems skull-like. His chest and torso are nothing but bare bone, but rather than two arms he has four. Below the waist his bones are covered with wasted flesh and withered sinews, and his feet never touch the ground. It's said that no mortal can abide his cold touch, and he has been described as malignant, coldly amused, and impassive. He can curse those who displeased him to slowly wither and die - and could take the semblance of life from the world around them.
           
Within the Moonsea, Myrkul is depicted as a skeleton clad in a billowing black cowled robe whose scythe can carve away a man's strength and youth. Always impassive, but also merciful, he can call the dead to serve him and grant them peace again. The dead that walk but do not serve him are an abomination in His sight.
           
Priests of Myrkul may turn, rebuke and bolster the undead and dispell turning. It's said that it's death to act against (or in the Heartlands, even touch) a priest of the Lord of Bones, so theirs is a lonely calling outside of the church and temples. Though there is hierarchy within the church, it is reminiscent of a brotherhood, in recognition that death makes all creatures equal. Within their ranks, the priests are very close, and charged with laying the dead to rest and learning the death rites of every race and region to properly honor the dead (and so their Lord). Often they abandon the names they had before (or if they're born to the faith, as many are), taking on titles that describe their duties within the church. Their best-known duty is to send the dead to the Castle of Bone to be judged; in rural regions, if there is no priest nearby, the bodies of the dead are kept until one can arrive to ensure that the spirit of the deceased doesn't return in anger. However, most regions have at least one priest that sees to the parish. The priests also lay the restless dead to rest, arrange funerals and wakes, and tend their faithful and the dying. In addition, they draft wills and act as agents to complete tasks the dying were unable to carry out before death. Prayers are made at dusk, and devout faithful also proffer personal prayers during the hours of darkness.
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Holy days/Ceremonies:
The Dusking:
A ritual involving bones, cremated ashes, and grave dust; it's a remembrance of how mortal the living are, and how close death walks behind everyone. It's centered on a skull on a black, bone-decorated block or table altar. Offerings are accepted at this time from those not among the faithful who wish to appease Myrkul or ask the wisdom of their forebears; they kneel and present their offerings. Deep, echoing bells toll the opening and ending of this ritual, and are struck whenever an offering is made.
The Day the Dead Are Most With Us (The Day of the Dead):
Performed on the Feast of the Moon. Myrkulites believe that the ghosts of the dead are released to rise and drift unseen across the Realms, seeking their living descendants to observe them, or to deliver messages or warnings by writing in dust, sand or ashes, or moving things about (predictably, a lot of pranks are played on this day). The faithful celebrate the dead in chant, prayer and hymns, culminating in the midnight ritual of the Flagons of the Fallen, where cups and bowls of wine and liquor are set alight so the spirits might drink of them.
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human pantheon
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Mystra
The Lady of Mysteries
Magic, spells, the Weave
Mystra is served by Azuth and the Magister
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Mystra is the goddess of magic - therefore arguably the most powerful deity in the world. She's said to have taught the very first spells to mortals, and to have granted the use of magic to the various races. She provides and tends the Weave, the conduit which enables mortals to safely use raw magic. She has a mortal champion known as the Magister, a mortal chosen by victory in one-on-one magical combat with the previous Magister, who serves as the champion of magic. She is thought to manifest through celestial beings, dragons, pseudodragons, selkies, bluejays, sparrowhawks, white cats, dogs, donkeys, horses, pegasi, unicorns and mules (all with blue or mismatched eyes), all sorts of blue and clear gemstones, and small, translucent creatures composed entirely of magic.
           
Mystra is depicted as a prismatic-hued will-o'wisp, though it's agreed that she is a woman. She can refuse the use of magic to her opponents - even the other gods.
           
The Servants of Mystery of Mystra can cause their flesh to glow at will with a soft, blue-white radiance known as weaveglow, which allows them to see their surroundings within 5' (most keep this secret from nonbelievers). Mystra's is not a widespread church, but anyone who seeks to become powerful in magic must at least appease the goddess with sacrifices. All wielders of magic and seekers of arcane lore are welcome in the faith. The hierarchy is wide and varied, separated into orders devoted to various schools. Servants of Mystery who stand in sacred places are heard more clearly by Mystra, and their prayers answered more powerfully. They are charged to love magic for itself rather than what it can do for them, seek to learn and create new magic, and ensure that their magic outlives them, so that they might be those favored to serve the Lady beyond death as beings who have become one with magic and live on in it forever. Worship is a personal thing, maybe a whispered intonation and a thought with every spell.
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Holy days/Ceremonies:
Starflight:
Often used as an initiation ceremony or a celebration when two worshippers are wed, a group of Servants entreat Mystra to grant the chosen ones with the ability to fly as long as the stars are out.
Magefire:
Magefire is great magical power that can cleanse and renew, and can heal the most fell of conditions. It's spectacular, and Mystrans call it the most blissful feeling one can know.
The Hymn to the Lady:
A solemn ritual plainsong dirge performed at funerals and mage-moots.
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Oghma
The Binder of What is Known, The Lord of Knowledge
Knowledge, invention, inspiration, bards
Oghma is served by Deneir and Milil
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Oghma is the keeper of all knowledge, a cheerful and wise god who knows all and easily persuades others to his point of view. He can be solemn and righteous, but is more often quietly humorous and quick to smile. He is thought to manifest through dragons, ghosts, strange beings - and most often, a blue-green radiance accompanied by crawling chords of rising, almost menacing music. Anyone seeking wisdom or information, particularly if it's lost or hidden, asks for his blessing.
           
Oghma is depicted as a handsome, dark-skinned man in bright, grand, stylish clothing, typically including a tabard with projecting ornamented shoulder plates, a cummerbund with a beautiful painted scene on the buckle and meshwork point-toed boots ending in crystal teardrops that dangle down to almost touch the upraised toes. Usually he carries a yarting of white snowwood, but in battle he carries a longsword.
           
Priests are known as Loremasters. The church is organized under "the Voice of Oghma," the Grand Patriarch in Procampur. Acolytes are called Seekers or Senior Seekers. Clergy address eachother as brother or sister regardless of rank. The faithful are charged with keeping true accounts of events and otherwise recording and disseminating knowledge. They must sponsor bards when they can, and never allow one to be slain. They must suppress no ideas and hide no knowledge from others or deliver a message falsely or incompletely (they are favored as messengers). In addition, they must write or copy some lore and give it away at least once a year, and they must teach anyone who asks to read and write without charging a fee. They are expected to publish at least one book, and deliver copies to at least three Oghman temples. Worship is thus an everyday learning, recording and teaching of lore. At abbeys, the day is occupied by readings from great books of lore, philosophy and history at gatherings every two hours or so.
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Holy days/Ceremonies:
Midsummer/Shieldmeet:
The most sacred days of the calendar, as they're occasions when agreements are made and many contracts, bonds etc. are drawn up.
The Binding:
One of two solemn rituals that must be observed every day. This is a morning service where the symbols of Oghma are written in the dirt, in ashes on a stone altar, or if the priest is unable to write for some reason, intoned in the mind, together with a silent prayer of loyalty and praise.
The Covenant:
The second of two solemn rituals that must be observed every day. This is an evening service during which a passage from some work of wisdom is read aloud or recited from memory, a song or poem is offered to Oghma, and some knowledge learned that day is spoken aloud to the god and any clergy present.
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human pantheon
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Selūne
Our Lady of Silver, The Moonmaiden
The moon, stars, navigation, wanderers, seekers
Selūne serves Sune, and is served by the Shards
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Selūne is a changeable goddess, at times joyful and active, others maternal and quiet, and others yet warlike, fierce and merciless. She follows the pattern of ageing and dying as mortals do. Women look to her for courage, strength and guidance. Shar is her eternal foe, and she is often at odds with Umberlee. She is thought to manifest through will'o wisps, owls, skin-changers and the Shards, her angels.
           
Selūne is depicted in many ways by her myriad worshippers: as a female face on a lunar disc; a dusky-skinned woman with long limbs and radiant green eyes, her long ivory hair falling to her knees; a matronly woman with dark, gray-streaked hair; a ghostly woman with dark hair and eyes, clad in white that trail dancing lights. Whatever her form, she is said to glow with the light of the moon. When moved to battle, she wears opalescent silver mail formed of hundreds of tiny moons, and bears either a blade of moonlight or the Wand of Four Moons.
           
Priests are known as Selūnites. The churches vary as much as the goddess, but novices are always known as the Called, and women dominate the ranks of the more powerful clergy. They refer to night as either moonlight or nightgloom, depending on whether or not the moon is out. A large amount of worship is focused around Waterdeep. The demands Selūne places on her followers are few; the ethos is one of acceptance and tolerance. Fellow Selūnites must be aided as though they were close friends. Clergy often act as navigators, and are known to tell fortunes, stand between followers of Malar and the peasantry. They are encouraged to be humble, self-reliant, helpful and friendly to the lonely and decent folk. "May Selūne guide your steps in the night, and bring them to the new dawn" is a common blessing. Worship is made by individual rituals (often called night stalks), the basis of which is open-air dances and prayers in moonlight, with offerings of milk and wine poured on a central altar every full and new moon. When she is pleased, the goddess shines moonlight upon the milk and wine, transforming it to moonfire, an opalescent custard-like fluid that bestows powers as Selūne wills.
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Holy days/Ceremonies:
The Conjuring of the Second Moon:
Performed only on Shieldmeet, the ritual summons the Shards to do battle with the minions of Shar. The Shards always take one mortal priestess with them when they depart.
The Mystery of the Night:
This ritual must be performed at least once a year by every priest. During it, they clergy prepare themselves and lie before the altar; they describe it as flying upward and spiraling around the moon in a trance as Selūne grants them visions. It takes some time to recover from this ritual.
Selūne's Hallowing:
A Waterdhavian temple holiday that occurs yearly, in which the High Priestess carries a replica of the Wand of Four Moons before a parade of worshippers to the harbor at moonrise.
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Shar
Mistress of the Night, The Lady of Loss, Nightsinger (Moonsea only: Truth-seeker)
Dark, night, revenge, loss, forgetfulness, secrets, bitterness, the blind
One of the Dark Gods; serves Bane
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Shar knows all things that hide in darkness, and all that has been lost. She is Selūne's twin and mortal enemy, an ancient battle. She is thought to manifest through shadows where none should be.
           
Shar is depicted as a black sphere burning with purple flames, or a beautiful woman with long black hair, dressed in swirling, dark garb. She smiles coldly (or sadly, if you ask the Mooneyes), and but for her pupils, her eyes are solid purple. She also has two other popular depictions: the Nightsinger and the Dark Dancer. The Nightsinger is a giant masked in feathers of all sorts, trailing away into an increasingly intangible cowled cloak that merges into the darkness. She sings continually, and her song is hauntingly beautiful and tragic; none who hear it remain the same. The Dark Dancer is a lithe, exquisitely beautiful giant who dances gracefully and alluringly, her jet-black body sparkling with stars. Her kiss is said to convert or kill even her staunchest foes.
           
Priests are known as Sharrans. They may cast Inflict, but not Cure spells. The church is highly organized, with every priest answering to a direct superior and the overpriest of their area. Their dogma is that they must only reveal secrets to fellow clergy, and "in the dark all cats are gray." They counsel patience and knowledge before action. The faithful mustn't speak out against the clergy or interrupt their devotional dances for any reason. The laity must obey the clergy and convert at least one person. The lower clergy must obey their superiors in all matters, short of leading to their own death. Clergy tend to act as avengers, and this is a fairly militant order, but there are plenty of lorekeepers and informants as well.
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Holy days/Ceremonies:
The Rising of the Dark:
The only set holy day of the faith, this ritual is performed during the Feast of the Moon. The worshippers gather to witness a blood sacrifice and learn the clergy's wishes of them for the winter ahead.
Nightfall:
Clergy perform this ritual every night. It consists of a brief invocation, a dance, a charge or inspiring instructions by clergy or a black-haired woman of the laity, and a revel with eating, drinking and dancing. The laity must attend at least one Nightfall (or dance to the goddess themselves) and perform one service to the goddess every tenday, and report it to their fellows.
The Kiss of the Lady:
A irregularly scheduled night-long revel of slaying in the name of the Lady, ending with a feast at dawn.
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Silvanus
Oak Father, Old Father Tree
Wild nature
Silvanus is served by Mielikki and Eldath
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Silvanus is the god of the wilds, and though few worship him as such, many attempt to appease him (without much success). Those who anger him are often found at the edge of the forest, torn to pieces by wild animals that can't be tracked. Still, his is more of a cult than a practiced religion. Silvanus hates fire. He is thought to manifest as an oak leaf blown out of nowhere, or through speaking trees, brownies, tree spirits, deer, badgers, satyrs or fairies.
           
Silvanus is depicted as both the Old Father, the Young Srider and the Horned Man: the Old Father is an old tree with a wise, bearded face; all animals and plants obey him. The Young Strider is a long-limbed young man wearing armor of oak leaves and wielding the Great Mallet. He can call down the lightning or vomit forth a wolfhound or a stream. The Horned Man is silent, antlered man with burning white eyes and shaggy, barklike fur.
           
The greenleaf priesthood lives in harmony with the land, and try to attract followers through preaching of the peace and purity of the wilds and dispensing herbs and sweetsap drinks. They tend to view the greater whole of things. The faithful are charged to fight the felling of forests, banish disease wherever they find it, use no fire, and plant new trees whenever possible. They breed wildlife, nurse sick animals and try to manipulate populations into doing the will of Silvanus. They must learn the intricate workings of life and to take the long-term view. They should strive for patience, knowledge and the ability to anticipate events. Silvanus seems to respond best to prayers at sunset and in moonlight. Greengrass, Midsummer Night, Higharvestide and the Night the Forest Walks are holy days. Silvanus must always be worshipped by sacrifice. Many rituals take place in a stand of tall, ancient trees on a hilltop.
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Holy days/Ceremonies:
The Night the Forest Walks:
This can occur at any time of the year. When Silvanus is restless, trees move, streams and ravines change their courses, and caves open and close in the forest. Forest magic is especially strong, and apt to go wild.
The Call of Oak, Ash and Thorn:
The simplest prayer to Silvanus, the priest gathers leaves of the three trees, floats them on water, and prays.
Vigil:
A Vigil is employed when asking a favor of the god: the worshipper anoints his body with powdered acorns and mistletoe leaves mixed with rainwater or spring water, and lies touching a growing tree and moss all night.
The Song of the Trees:
The ceremony is one of the most powerful and holy rituals, a droning, haunting chant that draws forth the creatures of the woods. It heals burned, diseased and scarred trees, and might even regrow those that have fallen.
The Dryad Dance:
This is one of the most powerful and holy rituals, where piping, dancing and carousing calls forth the tree spirits, healing and freeing them.
The Thorncall:
A ritual that calls forth thick walls of thorns; used only when a servant of Silvanus has shed much blood there, or died.
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Sune
Firehair, The Lady of Love
Beauty, love, passion
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Sune is said to be of unearthly beauty, romantically linked with many of the gods in the myths of the Realms. She is said to be benevolent and whimsical, alternating between deep passions and shallow flirtations. She is the friendly rival of the elven goddess Hanali Celanil, and abhors the marring of living beauty. The faith is popular in cities and among the nobility, and artists and lovers venerate her. She is thought to manifest through a surge of excitement in a room, fire doves, flame poppies, rubies, roses or rose petals, chestnut horses, satyrs, nymphs and tree spirits.
           
Sune is said to be the fairest of the powers, depicted with impossibly long red hair that seems to burn and clad in a diaphenous silken gown. Apart from these traits, her appearance is changeable. It's said that her unclad form can slay, that she can enrapture any who gze upon her, and that no man can so much as lift a hand against her.
           
Sunites possess physical beauty and a pleasing manner, and pity or disparage the marred; a priest who is disfigured is expelled from the clergy. Women outnumber men eight to one, and the organisation is loose and informal. The dogma is that beauty radiates from the core of the being, showing one's face to the world. Fated matches, impossible loves and ugly ducklings becoming swans are part of their teachings. Followers are believers in romance, true love winning over all, and following one's heart. They must love none more than themselves, excepting Sune, perform a loving act every day, and try to awaken love in someone new every day. They should encourage beauty, acquire beautiful items, and sponsor artists. They should keep themselves groomed and attractive. The pursuit of aesthetic enjoyment is their life. Whenever the clergy perform dirty tasks, they disguise themselves. They seek to craft beauty, as dancers if nothing else. All people should be helped to make themselves as beautiful as possible. Prayers are personal, made dressed in beautiful ritual garments, standing in a pool or bath, and looking into a mirror lit only by natural light or candles.
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Holy days/Ceremonies:
Greengrass/Midsummer:
Greengrass is celebrated with outdoor frolicking and Midsummer Night with night-long flirtatious chases through forests and parks.
Grand Revel:
A Revel must be held at least once a month. It's a dusk-to-dawn party to which outsiders are invited, dancing and minstrelry dominate, and those of the faith seek to make converts.
Feast of Love:
A Feast must be held at least once a tenday. It's an intimate, quiet affair for the faithful only, who lie on couches, enjoying liquers, bitelets and pastries as lone dancers perform. The dances are interspersed with readings of romantic verse and lays of love sung by skilled minstrels. Such rituals always break up into private gatherings, with bards on hand to relate tales of courtly love for those who don't wish privacy.
Candle Vigil:
A night-long vigil for those seeking guidance in life, entry to the faith or atonement.
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Talona
Outside Moonsea:
Lady of Poison, Mistress of Disease, She of the Deadly Kiss, Mother of All Plagues
Moonsea:
The Good Mother, Grandmother Apple
disease, poison, curses
Talona serves Bane through Bhaal; one of the Dark Gods
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One of the Dark Gods, Talona is known outside the Moonsea as a hag whose alluring dance trails misfortune and death; she is alternately aloof and demanding of attention. She is mostly appeased to prevent sickness and ward away disease.
           
Within the Moonsea, Talona is known as the Good Mother or Grandmother Apple, depicted as a wise and kindly old woman who tends the sick and turns sickness against the wicked. Talona and Loviatar are fierce rivals. She is thought to manifest through foxfire, demons, rats, spiders, snakes, the sudden appearance and growth of a black lily, or poisonous herb or fungus, amber and jasper.
           
Outside the Moonsea Talona is depicted as a tall, withered old hag with a scarred, tattooed face, long, unkempt hair and elongated fingers, her body wracked by hard years, horrific disease and starvation. Within the Moonsea, she is a stout little grandmother hunched with years, her face wrinkled as a winter apple, with scars on her body when it's glimpsed. Her hair is tucked away in a bun, and her long fingers tend all the sick among the Faithful. Anything that touches her rots away, but she can also cure all manner of curses and hurts.
           
Talontar may cast both Cure and Inflict spells. The faithful (Talonites) are often accused of creating plagues, and aren't particularly popular outside the Moonsea (where there's one in every decent-sized village with respect for itself) - but they are feared. Talontar are partial to scarification and facial tattoos. They teach that sickness is the great equalizer that teaches humility and respect for your elders. They mainly diagnose and treat the wounded and diseased; they are also sought out to lift curses or create potions and poisons. The church observes prayers at morning, highsun and evening.
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Holy days/Ceremonies:
Daernuth:
These day-long holy festivals are held every 12 days. They're open to nonworshippers, where they can make offerings to Talona to spare themselves or others from death and disease. The clergy publicly tend lepers and touch diseased or filthy objects to their still-bloody ritual wounds. A long symphony of rolling drums, chanting and music accompanies it. On the annual daernuth closest to Higharvestide, initiates are inducted into the priesthood with rituals involving scarring and sacred tattoos.
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Talos
The Destroyer, The Storm Lord
storms, destruction, rebellion, earthquakes, forest fires, drought, floods
Talos is served by Auril, Malar and Umberlee; one of the Gods of Fury
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Talos is a wrathful and ruthless god, the dark and chaotic side of nature. He is thought to manifest through the elements, hellhounds and devils.
           
Talos is depicted as a broad-shouldered, bearded man with a single good eye, dressed in a half-suit of plate armor over black leather armor and gloves. It's said that he is filled with the rage of the storm, and the gaze of his empty eye spills it forth. He can draw from his empty sleeve three staves of destruction, with which he does battle.
           
Talassan priests are chiefly concerned with warding off his anger, and there are plenty of offerings in areas prone to storms of any kind. They also attempt to predict storms to some extent - and it's said they have the ability to call them up. The clergy fight as berserkers, and are valued in battle. The clergy are expected to herald a storm once every tenday or so, so that people might have warning to make their offerings. They mark all the annual festivals with rituals that ward off storms.
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Holy days/Ceremonies:
Calling Down the Thunder:
The most sacred ritual, involving the slaying of an intelligent being by lightning in return for a special boon.
The Fury:
The ritual that turns the clergy into battle-crazed berserkers.
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Tempus
Lord of Battles, Foehammer
war, battle, warriors
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Tempus is random in his favor; he may be on an army's side one day and against them the next; such is the nature of war. He doesn't win battles - he helps the deserving warrior win battles. He sometimes appears on the battlefield; if he appears to an army riding on Veiros, that army willbe victorious. If he appears on Deiros, they will lose. Most often, he appears with one foot on either horse. Tempus is venerated by all warriors, and is a strong, robust, exuberant god. He loves food, drink and the hunt, but loves battle best. Although mighty and profoundly honorable in battle, he answers to his own warrior's code, and pursues no long-term alliance among the other gods. He has never been known to speak, instead communicating his will through dead warriors. He is thought to manifest through the valiant dead who serve him, eagles, badgers, war horses, war dogs, panthers, tigers, special weapons, the ghosts of dead battle companions, and items made of steel.
           
Tempus is depicted as giant in battered and bloodied plate armor, his gaze a palpable force despite his massive war helm. He bears massive silver-bladed weapons, blackened and battle-worn, and the god's blood is said to burn like acid, while the blood of his mounts grants mortals strength.
           
Priests of Tempus use military ranks. The faithful are charged to arm all who need to do battle, even foes. They should never avoid battle, but should retreat from hopeless fights. It's better to end the conflict with a single blow than to allow it to drag on. They must defend what they believe in, and remember the fallen. Above all, they should disparage no foe and respect all. The clergy are charged to keep war a thing of rules, respected reputation, and professional behavior. Training for battle must be promoted. The crimes of warriors who employ craven and unworthy tactics should be made to atone or perish, and their crimes publicized far and wide. They must preserve the names of the fallen, both on markers, in prayers and in an annual chant at the March of the Dead, and collect and venerate the weapons and armor of famous and respected warriors. One must pray over one's weapon before entering battle. Clergy perform at least two ceremonies a day: the Feast of Heroes at highsun and the Song for the Fallen at sunset.The anniversary of great battles are the holy days of the Church.
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Holy days/Ceremonies:
The March of the Dead:
An annual chant wherein the clergy walk the streets inviting all to the Feast of the Moon they're hosting, where the dead are honored.
The Song of the Sword:
A song sung at least once a tenday, where the worshippers must spill their or a worthy foe's blood. It is also sung after dark for all lay worshippers.
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Torm
The True, The Loyal Fury
duty, loyalty, obedience
Torm serves Tyr
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Torm is the patron of those who face danger for the greater good. In life he was the most faithful of all warriors; now he is the war arm of Tyr. He is unflinching in his duty and judges his faithful accordingly. He is stern, righteous and unyielding, but kind and gentle to the weak, the young and faithful friends. He is thought to manifest through dragons, unicorns, pegasi, ghosts and the Ghost Guard: the souls of the most loyal warriors who ever lived, who live on as angels.
           
Torm is depicted as a giant in ancient, purple-stained plate armor, possessed of an eternal calm. Sometimes he appears as an aging gray-haired warrior with blue eyes, others as a charming blond man with a square jaw, but when in combat he is shown with the head of a lion. He hurls hammers at his foes, and wields a massive two-handed sword called Duty's Bond.
           
Priests are known as Tormtar. The Tormish are organized in a three-level hierarchy: the Tormtar, the knightly orders, and the lay followers. Temples are usually citadels on mountainsides, often built of white granite. The church preaches not blind obedience, but being responsible to a higher authority. Salvation may be found through service; every failure diminishes Torm, and every success adds to his glory. They must strike fast against corruption and betrayers, question unjust laws by offering alternatives. Their fourfold duties are to faith, family, masters, and all good people. Tormish provide training, sanctuary and support to guardians. While Torm and Helm are on good terms, their clergy are rivals. Tormtar must pray at noon, dusk, midnight and dawn. Prayers are a prescribed litany sounding like a rolling chant.
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Holy days/Ceremonies:
Shieldmeet:
These celebrations are rituals expressing loyalty and renewing oaths and pledges. Tormtar prefer to marry and finalize apprenticeship or training agreements on this day.
Torm's Table:
This must be observed at least once every two months. The Tormtar gives a grand meal to a stranger (usually one in need) while they fast, waiting on the table. Within three days, the priest must confess to another Tormtar and report his doings to a superior.
Investiture:
A solemn ceremony in which a novice becomes a priest. It's the duty of every Tormish priest or warrior within a day's ride to attend. If the supplicant passes the Holy Vigil, they are accepted.
The Holy Vigil:
This is done every time a priest rises in rank; if one fails it, one might be cast out of the church.
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Tymora
Lady Luck
good fortune, skill, victory, adventuring, adventurers
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Tymora is one of Tyche's twin daughters, always at odds with her sister Beshaba. Canon holds that the twins are in fact the two halves of Tyche, who split apart at the Dawn Cataclysm. Tymora is fickle but playful, never vengeful or malicious. She likes a good joke and has been known to play pranks on the more straight-laced gods. She likes fun and festive occasions, and some say she occasionally plays at gaming houses in the Realms. Tymora is beloved of those who live or work in danger; she helps those who help themselves. She is thought to manifest through a silver bird or pegasus, angels, faerie dragons, swan-women and unicorns.
           
Tymora is depicted as a crafty-faced brunette tomboy with a musical voice. Her tears can fall to form a silver sword in her hand.
           
Each temple has its own independent operation and clergy, reflecting the tastes of the high priest. Women occupy most or the highest ranks of the clergy. The battle cry of the faith is "Fortune favors the bold." Everyone should chase their goals, and accept their fortune for good or ill. Those who have no goals are at the mercy of Beshaba. Clergy greet each other by touching together their holy coin and embracing. To worshippers who might be laity, they say, "Life is short. Live it as Tymora means it to be lived!" This is answered by, "Dare all, and trust in the Lady." Between friends or known clergy, the watchwords are: "Defy." and "Dare much."
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Holy days/Ceremonies:
Midsummer:
This is the most important festival, where the wandering clergy meet with allied faiths and relatives, and often plan missions.
Starfall:
The most holy festival, held on Marpenoth 22, believed to be the day of Tymora's birth. Clergy who have earned advancement are formally acclaimed and raised.
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Tyr
The Even-Handed, Grimjaws, The Maimed God, The Just God
Justice
Tyr is served by Torm and Ilmater
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Tyr is an ancient god who lost his arm to Kezef the Chaos Hound to prove his resilience and strength of spirit. He stands for justice through benevolent force and armed vigilance. The religion is popular among bureaucrats, judges, merchants and people who see the world in black and white. Tyrrans can be trusted to be honorable, honest, just and righteous. He is thought to manifest as the echoing stroke of a gong, or large, intelligent war dogs.
           
Tyr is depicted as a burly, bearded warrior with a radiant halo. He's missing his right hand, but doesn't disguise the stump. He wears light armor and wields a sword or war hammer. He fears nothing, knows a thief on sight, and cannot be lied to.
           
Tyrrans see the world in clear-cut moral terms; they aren't very tolerant of other world views and don't find parody, mockery or even questions about their faith amusing. The church is highly organized, with a system of fortified temples. The faithful can find shelter and support as well as confession and penance there. They are charged to reveal the truth, punish the guilty, right the wrong, and be always true and just in their actions. They must deliver just vengeance, which isn't to be confused with equality or fairness. Clergy are sworn to uphold the law wherever they go, and punish those who break them. Often they speak for the accused during trials. They must keep complete records of their deeds, rulings and decisions so that lawbreakers can be identified by others and errors can be corrected. They should also anticipate and prevent threats to law and order. The clergy follows a monthly cycle of high rituals with thunderously sung hymns and chanted prayers, beginning with Seeing Justice, then the Maiming. Their daily prayers are a sung invocation, responsive prayers led by a senior priest, a short sermon, and a closing anthem. In temples this occurs every two hours, the most important at dawn (the Awakening), the Hammer at Highsun, High Justice before dinner, and the Remembrance of the Just Fallen before bed.
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Holy days/Ceremonies:
Seeing Justice:
A major ritual on the first of every month.
The Maiming:
A major ritual on the twenty-second of every month.
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Umberlee
The Bitch Queen, Sea Queen, Queen of the Deeps
oceans, currents, waves, sea winds
Umberlee serves Talos; one of the Gods of Fury
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Umberlee is malicious, treacherous and vain. All sailors attempt to appease her with offerings before heading out onto the water. She is thought to manifest as wind or waves, sharks, sea monsters, and those dead on the sea.
           
Umberlee is depicted as a blue-green giant with long talons, pearly white eyes and seaweed in place of hair. She towers above doomed ships, wearing a mauve cape formed from the bodies of a million jellyfish. She can command the fish, winds and waves of the sea, and wields a great trident.
           
Priests are known as Umberlants. The church is organized to collect offerings from sailors, who often leave flowers, candles, small candies, or coins at her altar to appease her. If that doesn't prove sufficient, they might also heave cargo or sacrifices overboard while playing tunes dedicated to the goddess on a mouthpipe. Sometimes the priests will also travel along on a ship to ensure its safe journey. They worship Umberlee daily with offerings, prayer, and anointing their brow, hands and feet with sea water.
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Holy days/Ceremonies:
The Drowning:
A private ritual that only clergy members may witness or take part in; it raises a novice to the rank of priest. Those who fail the test are drowned.
First Tide:
A celebration with a flute and drum parade by the clergy when the harbor ice breaks up. They tie a live animal to a stone and heave it into the water - if it somehow struggles ashore, it becomes a sacred animal and is tended.
Stormcall:
A mass prayer where worshippers call for Umberlee to send a storm, or to turn away a storm. They kneel around pools with candles floating on dry driftwood and throw sacrifices into the water - careful not to extinguish the candles.
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Back to the
human pantheon
|
Waukeen
Merchants' Friend
trade, money, wealth
|
           
Waukeen is a vibrant and vivacious goddess with a will to get things done. She loves wealth for the comforts, conveniences and opportunities it brings her followers. She likes the fast-paced bargaining and give-and-take of the marketplace, and legend holds that she sometimes wanders such places to haggle. She is open to innovation, but stubborn about having her way and very persistent. She is thought to manifest through a shower of golden coins, money where none is expected to be found, palomino horses, golden cats and lions, daffodils, citrines, pyrite, gold nuggets and eagles (especially golden ones).
           
Waukeen is depicted as a young, slim, beautiful woman with long golden hair and golden orbs for eyes. She wears a gown of precious metals studded with precious stones, a cloak of gold coins, a cloth-of-gold sash, and gold-soled boots of linked, laced pearls. She can spew forth a burning river of gold, entombing her foes.
           
Waukeenar must pay a tithe of 25% of the money they make to the church, not including church-bestowed funds. All temples answer to the head of the church, who holds the title of Holycoin. Waukeenar are the only approved moneychangers and the best moneylenders, and their faith is widespread. Waukeen teaches that trade is the best road to enrichment, and increasing the prosperity of all betters life for all people, bringing them closer to the Golden Age that is foretold. The faithful must never destroy trade goods, put restrictions on trade, or propagate malicious rumors that hurt trade - such rumors are to be refuted if possible. They should give money freely to businesses and beggars alike. Clergy should invest in all enterprises that have any reasonable hope of succeeding. Waukeen's altar is a blessed golden bowl on a plain stone or wood block, and if the faithful aren't near the bowl when making their nightly prayers, they should cast a coin into water instead.
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Holy days/Ceremonies:
The Cleaving:
The ritual of nonbelievers entering the faith, novices becoming priests, and priests gaining rank. This ends in a feast.
The Mark of the Lady:
The bestowal of a gold chevron in the shape of a coin of Waukeen, done to reward the faithful who have achieved great distinction. All who attend receive a tiny gold coin.
The High Festivals:
Cold Counting Comfort (Hammer 15), Great Weave (Alturiak 20), the feast of Highcoin (Ches 30), the publicly popular Spheres (Tarsakh 10), Sammardach (Mirtul 12), the parade of Brightbuckle (Kythorn 21), Sornyn (Flamerule 3-5), the planting feast of Huldark (Elesias 17), the pro-magic Spryndalstar (Eleint 7), the retiring warrior's feast of Marthoon (Marpenoth 1), the day-long inventor's fair and feast of Tehennteahan (Uktar 10, the Night of Hammers and Nails), and Orbar (Nightal 25), where those killed by greed are remembered and the public is invited to a Candle Feast.
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Back to the
human pantheon
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Back to top
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Religion in the Moonsea
|
           
Though it isn't as apparent in the most south-westerly corner of the region, the farther north one goes, the more fanatically devoted to their religion the Moonfolk become - and their religion is unlike any other in the Heartlands. The people of the Moonsea worship what the rest of the world calls the Dark Gods - but to these people, their gods are anything but dark. On the contrary, they are the protectors and teachers of mankind, defending them from the corrupt peoples - and gods - of the outside world, who have usurped and driven them from the lands that are rightfully theirs. Native Moonfolk ignore the above Religion entries on the gods, using the ones below instead.
           
Religion is taken very seriously (think Christianity in the Middle Ages), and the best those of another faith or race can expect in the Moonsea is harassment and discrimination, becoming the scapegoat for any wrongdoing. Any subjects that are usually attributed to be the domain of other gods (such as Tymora/Beshaba= luck, Umberlee= the sea, Talos= destruction) are instead the province of either the Dark Gods or, if bad, the devilry of the false foreign gods.
           
Here is the basis of their beliefs:
           
In the beginning, the world was a place of chaos, and mankind was no more than slaves and cattle to the great demons who ruled the world, and nothing at all to their Gods. But one God looked down on them, and had pity, and turned against the demons, sending His chosen prophets among them to demand that they free the race of Man. The demons paid Him no heed; who was He measured against the might of their own heathen pantheons?
           
Among the people word spread of this God who held mercy in His heart for the plight of men, and they spread His word among themselves, and began to pray. His prophets went among them, promising them freedom, but it was a freedom they could only live if they became an army - an army of the One God who fought for them. They must live by His word to learn strength and wisdom, and remain free of their evil masters forever.
           
But His way was hard, for the path to freedom was hard, and not all were dissatisfied with their lot in life under their demon lords; their masters demanded that they serve as they had always served, seducing them with promises of luxury and pleasure. Only those few who were not corrupted by the lies of their masters turned to the One God for deliverance.
           
His Chosen walked among the demons with the message of His wrath, and His people, grown strong even in their servitude, rose up against their masters and cast them down. Even their Gods could not save them, for the One God hunted them down, driving them from the world, and thus became the Bane of Evil.
           
Some Gods saw the Truth and Mercy of Bane, and did join him, while others fled to hide, cowards and tyrants who wished only for a return to their rulership of the world through their demonic lackeys.
           
The cost of victory was high, and so many were the fallen that the sea was filled with their blood; but Bane spoke to them and said, "Let the living not despair, for the souls of the fallen shall find their rest in My home, and Glory be theirs forever." And he appointed Myrkul the Lord of the Dead, to govern and protect even their souls in the afterlife, that they not fear the greedy Demon Gods would take them. And the faithful did not fear death.
           
To those who had fought and lived, but suffered, the One God said, "You must all endure pain, for such is a mortal life, and it shall make you stronger than your enemies, and they shall never rule you through fear. But even the strongest mortal may fall to it, and this must not be." And He appointed Loviatar to be the Lady of Mercy and of Pain, that she might both teach His flock and take what burden they could not bear on Herself. In thanks to the Maiden, the faithful became stoic of nature, to ease Her pain.
           
So many were the dead that a great plague came upon the people, and they cried out to their Lord, the Bane of Evil, for surcease. And so He appointed Talona the Lady of Healing, to keep them safe from the sicknesses that preyed on the unbelievers, and the faithful were made hale.
           
So many had fallen that they were no match for the infidels, who were enraged and frightened by the loss of their masters. The cowardly Demon Gods saw their chance, and called out to the faithless, and promised them the world in exchange for their servitude. Thus did they fall upon the faithful of Bane, and drive them from the freed lands. The One God, weary from his battles, could only hold them back as His faithful fled, and so he appointed Bhaal the Lord of Death, that He might strike against their enemy when the opportunity arose, and teach the ways of the warrior to the faithful, that they might someday retake what was rightfully theirs.
           
The Demon Gods gnashed their teeth and fumed, but were not yet thwarted. They sent their servants to infiltrate the Holy Land where their Bane had led His faithful, and grew stronger in their own lands. So did Bane tell Shar, "Be you the Mistress of the Night, and hide My people from the infidels; cast Thy cloak over the land to protect them from the eyes of the wicked." And Shar cast her dark cloak over the land, hiding the faithful from the eyes of the Demon Gods. "As they seek to creep close and wound us, do you do unto them the same - learn their secrets, weed out their spies, and let no evil done against the Chosen People go unseen and unavenged." Shar swore that vengeance would be the birthright of the faithful for all they had lost.
           
And so the Ages passed, and the survivers remained hidden among the heathens, biding their time even as the power of the usurper Gods and their blasphemous servants grew. But Bane sought out a place for His people, and caused them to be sent north, where they did find a land of their own; a land that would temper them, and prepare them for the struggle ahead. Thus the Moonsea was given unto the Chosen People, for them to grow strong, and someday conquer once more in His name. And to remind them for what they fought, the waters of the cold sea remained tainted as once the waters of the world had been dark with the blood of their ancestors.
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Here are the Gods as they're known in the Moonsea; practitioners of other faiths are rooted out and destroyed - except in the trade wards of the cities. All the gods of the pantheon serve Bane. The Five Servants of Bane compose the Fist that is His symbol.
- Bane: The One God, Bane of Evil, the champion and shepherd of mankind. Bane has never been depicted; it's a sin to do so. Only His Chosen are shown, particularly Dvorish, Malenk, Uylren and Vorskj. Atjets (priests) of Bane advise those destined to rule (ie. great nobles).
- Bhaal: The Lord of Death, the protector and reaper of mankind. Bhaal is depicted as the Ravager. Priests of Bhaal are warrior masters, teaching those who are worthy to learn.
- Loviatar: The Maiden of Mercy, the Maiden of Pain, the temperer of and martyr for mankind. Loviatar is depicted as a pale, beautiful woman in pleated white armor or spiked black leather, weilding a scourge. The Maiden will take unbearable suffering unto herself, and is usually depicted as kneeling, arms outstretched and face compassionate, as blood runs from many wounds. Manakja (priestesses) of Loviatar mortify their flesh to ease the suffering of the people, and teach that through the mastery of pain comes strength and insight. They are versed in the skills of tending the wounded. They are also particularly against the heathen devil-god Ilmater, who corrupts their teachings in order to weaken mankind in preparation for their re-enslavement.
- Myrkul: The Lord of the Dead, Lord of Bones, the guardian and judge of the dead. He and Bhaal are said to be present at every death. Myrkul is depicted as an ascetic, a cowled, scythe-wielding skeleton. Atjets of Myrkul are must be present at every funeral, accepting the dead into Myrkul's realm from a priest of Bhaal. The priests must prepare the bodies for burial and bury them in a sanctified churchyard. If this doesn't occur, the soul of the dead one must wander beyond the protection and comfort of Bane's holy light.
- Shar: Mistress of the Night, the Lady of Loss, the Seeker of Truth. Shar is depicted as a beautiful woman with long, dark hair and dark, swirling clothes, whose eyes pierce past all deceit. Atjets of Shar are the Questioners who seek out the unfaithful spies among the Faithful, and locate those able to control magic, bringing them into Bane's service, as well as being elite spymasters and assassins. They are also the keepers of lore, responsible for educating the nobles and merchants - unlike other places in the Realms, most peasants are illiterate.
- Talona: The Good Mother, Grandmother Apple, tender of the sick and injured. Talona is depicted as an old, motherly woman worn down from years of hardship, stern but gentle. Manakja of Talona are healers, taking in the diseased that no one else will touch as well as the sick and injured. They are versed in the skills of tending the wounded. Many homilies are attributed to Talona, as in, "As Talona has said,..."
           
Moonsea clerics worship Bane and His Hand as a pantheon, which means they pray to whichever god is concerned with the activity they're attempting. However, clerics must choose two of their patron's domains, which determine their granted powers and domain spells.
           
Only clerics of Myrkul may command undead.
           
Clerics of Loviatar and Talona may cast both cure and inflict spells.
Domains
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Bane
Rulership and judgement
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Destruction
(PRPG beta.178)
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Evil
(PRPG beta.179)
|
Hatred
(FRC pg.63)
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Law
(PRPG beta.180)
|
Tyranny
(FRC pg.66)
|
1. Destructive smite
2. Inflict light wounds
4. Shatter
8. Aura of destruction
12. Inflict critical wounds
16. Disintegrate
20. Implosion
|
1. Touch of evil
2. Protection from good
4. Align weapon
8. Scythe of evil
12. Unholy blight
16. Blasphemy
20. Summon monster IX
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1. Touch of hate: profane +2 att, AC, saves vs. 1 foe 1/day, lasts 1 min
2. Doom
4. Inflict moderate wounds
8. Bestow curse
12. Slay living
16. Unholy aura
20. Implosion
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1. Touch of law
2. Protection from chaos
4. Align weapon
8. Staff of order
12. Order's wrath
16. Dictum
20. Summon monster IX
|
1. Iron hand: +2 DC of any compulsion spell you cast
2. Command
4. Enthrall
8. Discern lies
12. Symbol of persuasion
16. Repulsion
20. Soul bind
|
|
Minor holy vows:
Attend any ceremonies being held
Basic clothing must be black
Carry rod of office, marked with rank
Eat fresh meat at every meal
Must bless/curse any non-clergy touched with hands (not spell)
Must bless Moonsea homes entered (not spell)
Must marry by the age of 30 (for children)
Obey all Church edicts
Obey higher-ranking clergy instantly
Pray on knees, eyes downcast + arms behind back
Preach obedience and hard work
Tithe 50% of any earnings to church
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Sacred holy vows:
Aid all faithful
Convert/strike down unfaithful
Defend faith and Church
Enforce Banite supremacy
Preach against mingling with outsiders
Work for Church to take over world
Mortal holy vows:
Destroy churches of enemy faiths
Don't suffer disobedience
Do not serve the weak
|
|
Bhaal
Death and killing
|
Chaos
(PRPG beta.177)
|
Death
(PRPG beta.178)
|
Destruction
(PRPG beta.178)
|
Strength
(PRPG beta.183)
|
War
(PRPG beta.184)
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1. Touch of chaos
2. Protection from law
4. Align weapon
8. Chaos blade
12. Chaos hammer
16. Word of chaos
20. Summon monster IX
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1. Bleeding touch
2. Cause fear
4. Death knell
8. Call undead
12. Slay living
16. Create undead
20. Wail of the banshee
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1. Destructive smite
2. Inflict light wounds
4. Shatter
8. Aura of destruction
12. Inflict critical wounds
16. Disintegrate
20. Implosion
|
1. Strength surge
2. Enlarge person
4. Bull's strength
8. Might of the gods
12. Righteous might
16. Mass bull's strength
20. Crushing hand
|
1. Battle smite
2. Magic weapon
4. Spiritual weapon
8. Weapon master
12. Flame strike
16. Blade barrier
20. Power word kill
|
|
Minor holy vows:
Attend ceremonies: Rising in rank (when at temple), The Feast of the Moon
Invoke Bhaal when killing (not necessarily verbally)
Pray Day's Farewell before sleep
Pray before starting journey/entering danger
Pray when tithing (usually life)
Pray when violent death occurs nearby/to someone related
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Sacrifice in Bhaal's name once a tenday at darkest hour of night
Sacred holy vows:
Show no fear
Show no mercy
|
|
Loviatar
Pain; also marriage and childbirth
|
Destruction
(PRPG beta.178)
|
Evil
(PRPG beta.179)
|
Law
(PRPG beta.180)
|
Strength
(PRPG beta.183)
|
Suffering
(FRC pg.65)
|
1. Destructive smite
2. Inflict light wounds
4. Shatter
8. Aura of destruction
12. Inflict critical wounds
16. Disintegrate
20. Implosion
|
1. Touch of evil
2. Protection from good
4. Align weapon
8. Scythe of evil
12. Unholy blight
16. Blasphemy
20. Summon monster IX
|
1. Touch of law
2. Protection from chaos
4. Align weapon
8. Staff of order
12. Order's wrath
16. Dictum
20. Summon monster IX
|
1. Strength surge
2. Enlarge person
4. Bull's strength
8. Might of the gods
12. Righteous might
16. Mass bull's strength
20. Crushing hand
|
1. Pain touch: 1/day make a melee att vs a living creature, bestowing a -2 enhancement penalty to Str and Dex for 1 min on a successful att. Does not affect creatures immune to critical hits. (Sp)
2. Bane
4. Endurance: as feat
8. Life force transfer (RR.88)
12. Harm
16. Symbol of insanity
20. Energy drain
|
|
Minor holy vows:
Attend ceremony: The Rite of Pain and Purity
Attend childbirths and marriages
Basic clothes are white
Carry scourge, marked with rank
Celebrate Candle Rites every 12 days
Must bear children by the age of 30
Obey Banite and Bhaalite Churches
Obey all Church edicts
Obey higher-ranking clergy
Pray morning and evening, kneeling
Pray via self-flaggelation
Preach against mingling with outsiders
Preach 'pain is the forge'
Tithe 50% of any earnings to church
|
Sacred holy vows:
Aid all faithful
Convert/strike down unfaithful
Defend faith and Church
Defend faithful from outsiders
If easing pain of others, must take it onto self
Make examples of the wicked
Never avoid pain, only damage
Never ease own pain
Teach through pain
Mortal holy vows:
Destroy churches of enemy faiths, esp. Ilmatari
Never ease own pain
Never remove pain completely
|
|
Myrkul
The dead and the afterlife
|
Death
(PRPG beta.178)
|
Evil
(PRPG beta.179)
|
Law
(PRPG beta.180)
|
Repose
(PRPG beta.182)
|
Undeath
(FRC pg.66)
|
1. Bleeding touch
2. Cause fear
4. Death knell
8. Call undead
12. Slay living
16. Create undead
20. Wail of the banshee
|
1. Touch of evil
2. Protection from good
4. Align weapon
8. Scythe of evil
12. Unholy blight
16. Blasphemy
20. Summon monster IX
|
1. Touch of law
2. Protection from chaos
4. Align weapon
8. Staff of order
12. Order's wrath
16. Dictum
20. Summon monster IX
|
1. Gentle rest
2. Deathwatch
4. Gentle repose
8. Ward against death
12. Undeath to death
16. Destruction
20. Wail of the banshee
|
1. Extra turning: feat
2. Detect undead
4. Desecrate
8. Animate dead
12. Antilife shell
16. Create greater undead
20. Energy drain
|
|
Minor holy vows:
Abandon old name
Aid all faithful
Attend burials and when possible, deaths
Attend ceremonies: The Dusking, The Day of the Dead
May not marry
Move quietly; cause no undue disturbance
Perform ablution before entering holy place
Pray at dusk, personal prayers in hours of darkness
|
Pray in silence
Tend the dead and dying
Upkeep of tombs/graveyards
Wear gray robes, black rope belts with knots of rank
Sacred holy vows:
Suffer no undead but those that serve Myrkul
Mortal holy vows:
Honor the dead
|
|
Shar
Darkness, secrets and vengeance
|
Darkness
(PRPG beta.178)
|
Destruction
(PRPG beta.178)
|
Evil
(PRPG beta.179)
|
Knowledge
(PRPG beta.180)
|
Retribution
(PRPG.forum)
|
1. Touch of darkness
2. Obscuring mist
4. Blindness
8. Aura of shadows
12. Shadow walk
16. Power word blind
20. Imprisonment
|
1. Destructive smite
2. Inflict light wounds
4. Shatter
8. Aura of destruction
12. Inflict critical wounds
16. Disintegrate
20. Implosion
|
1. Touch of evil
2. Protection from good
4. Align weapon
8. Scythe of evil
12. Unholy blight
16. Blasphemy
20. Summon monster IX
|
1. Lore keeper
2. Comprehend languages
4. Detect thoughts
8. Remote viewing
12. True seeing
16. Legend lore
20. Foresight
|
1. Retributive Attack (Ex): If you use a weapon to attack a creature that struck you for damage since your previous action, your next successful attack does maximum damage. (Missing this attack does not mean your next round's attacks are automatically maximized, unless the targeted creature strikes you again for damage.)
2. Shield of Faith 1/day/2 cleric levels
4. Bear's Endurance 1/day
8. Retributive Spell (Su): Once per day you can cast a spell that does maximum damage (or half maximum if the target saves) to a creature that struck you for damage since your last action. This maximization of damage only applies to the creature that struck you, other creatures that may be affected by the spell take rolled damage as normal.
12. Mark of Justice 1/day
16. Spell Turning 1/day
20. Storm of Vengeance 1/day
|
|
Minor holy vows:
Attend ceremonies: The Rising of the Dark, The Kiss of the Lady
Obey all Church edicts
Obey Banite Church
Obey higher-ranking clergy
Perform Nightfall ritual every night
Preach in darkness, preferably night
Sacred holy vows:
Destroy enemy churches, esp. Lathander's
|
Judge the wicked
Only reveal secrets to fellow clergy
Pray only in darkness
Seek out hidden knowledge
Tend the blinded and grieving
Mortal holy vows:
Act in darkness
Avenge all wrongs
|
|
Talona
Healing and women's affairs, fecundity
|
Community
(PRPG beta.177)
|
Destruction
(PRPG beta.178)
|
Evil
(PRPG beta.179)
|
Pestilence
(CDiv pg.141)
|
Weather
(PRPG beta.184)
|
1. Calming touch
2. Bless
4. Status
8. Aura of prayer
12. Heroes' feast
16. Refuge
20. Mass heal
|
1. Destructive smite
2. Inflict light wounds
4. Shatter
8. Aura of destruction
12. Inflict critical wounds
16. Disintegrate
20. Implosion
|
1. Touch of evil
2. Protection from good
4. Align weapon
8. Scythe of evil
12. Unholy blight
16. Blasphemy
20. Summon monster IX
|
1. Vector: Immune to all diseases; may still be a carrier
2. Doom
4. Delay poison
8. Contagion
12. Insect plague
16. Symbol of weakness
20. Energy drain
|
1. Storm burst
2. Obscuring mist
4. Fog cloud
8. Lightning lord
12. Control winds
16. Control weather
20. Storm of vengeance
|
|
Minor holy vows:
Attend Daernuth
Basic clothing must be simple
Bless/curse any non-clergy touched with hands (not spell)
Bless Moonsea homes entered (not spell)
Must have children by the age of 30
Obey all Church edicts
Obey Banite and Bhaalite Church
Obey higher-ranking clergy
Only use tools/weapons blessed by the Church
Pray at morning, highsun and evening
Tithe 50% of any earnings to Church
Wear sash indicative of specialty (curses + teaching gray/diseases + healing green/poisons + medicine purple)
Sacred holy vows:
Aid all faithful
|
Convert/strike down unfaithful
Defend faith and Church
Don't aid the unfaithful
Pass on knowledge of new healing/disease/curses/poisons to other clergy
Perform ablutions before tending patients
Prayers are tattooed/scarred onto skin in code
Preach against mingling with outsiders
Preach fecundity
Tend the ill and wounded
Mortal holy vows:
Destroy churches of enemy faiths, esp. Lathander
Try only to kill others by curse, disease or poison
Spread disease to immunize faithful/destroy foreigners (outside Moonsea)
|
|
|
Church Ranks
|
Orthodox Church of Bane
Underpriests:
Sluga/Sluzanka (acolyte, commonly called 'slave')
Atjets/Manakja (ordained priest)
Servus
Dastavjarny Servus
The Hooded (proselytizer)
The Blackbonded
Striking Hand
Upperpriests:
Holy Masters
The Masked
The Dark Ones
The Higher Ones
Inner Ring:
Bishop
Archbishop
Imperceptor
High Imperceptor (Szchulan Darkoon in Mulmaster, equivalent to the Pope)
|
Reformed Church of Bane
Zhentil Keep
Underpriests:
Sluga/Sluzanka (acolyte)
Atjets/Manakja (ordained priest)
Servus
Dastavjarny Servus
The Hooded (proselytizer)
The Blackbonded
Striking Hand
Fzoul Chembryl
|
Both are served by:
Monastic Order of Bhaal
Abbot/Abbess
The First (1 lieutenant)
The Cowled (9)
The Dedicated (specific branches)
The Brethren of the Keen Strike (aka the Deathdealers)
|
The Ready Hand
|
- Master of Battle
- Demonbane (specialty: demons
- this rank is optional and rare; oft paired w. librarians)
- Beastbane (specialty: animals, knots 1-7)
- flying
- pack animals
- solitary predators
- herdbeasts
- vermin
- water creatures
- reptiles
- Swordbane (specialty: unarmed)
- Paganbane (knots 1-5)
- vs. sorcery
- vs. navy
- vs. artillery
- vs. cavalry
- vs. infantry
|
- Armorer (vestments, armor and weapons)
- Mercyman (sawbones and mercy killers)
- Cellarer (quartermaster)
- Refectorian (prepare and serve food)
- Librarian (research and development)
|
Atjets/Manakja (ordained priest, squire)
   
(Master of Seekers)
Seeker (page)
|
Church of Shar
- Grand Inquisitor
- Inquisitor (bishop in charge of domestic intelligence)
- Nightseer (bishop in charge of foreign intelligence)
- Darklord/Darklady
- Vigilant (experienced priests who ride herd on other priests on special missions (such as the Holy Masters))
- Watcher (least senior ordained priest)
- Adept of the Night (novice)
|
Church of Loviatar
- Truescar
- Branded of the Goddess
(the ranks above for clergy who have served as head of a temple, abbey or monastery, or who have personally distinguished themselves)
- Holy Mistress/Master
- Temperor
- Whiplass/Whiplar
- Caressor
- Supremar
- Suffrant (deals with marriages, births)
- Adept in Pain (priests who take on the suffering of the people (through mortifying the flesh) to ease the Maiden's burden)
- Taystren
- Cantor (choirmaster)
- Kneeling One (novice)
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(Myrkul does not serve Shar)
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Church of Talona
- Malagent (Wisdom)
- Babushka/Djedushka (researcher)
- Master Chirurgeon (major wounds/surgery)
- Senior Chirurgeon (minor wounds/surgery)
- Junior Chirurgeon (burns, aka butchers)
- Master Physicker (poison)
- Senior Physicker
- Junior Physicker (illness)
- Young (herb lore)
- Childe
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Church of Myrkul
- Speaker for the Dead
- Speakers of Winter (control the necromancers)
- Speakers of Autumn (study/kill the undead)
- Ritual Consecrator
- Undertaker (study the dead and funeral traditions, see the dead to their grave, stand vigil)
- Embalmer (prepare the dead)
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- Mason (optional, prepares grave/crypt/etc.)
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- Novice
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The Morndinsamman
           
Some deluded scholars (nondwarves, naturally) claim the dwarves migrated to the Realms from somewhere else ages ago, but dwarves know that they sprang from the heart of the earth itself. The All-Father secretly fashioned dwarves of iron and mithral in the Soul Forge, hammering them into shape and breathing on them to cool them and grant them souls. While Morndinsamman refers to all acknowledged dwarven gods, Moradin determines the formal membership. Hae has ruled that dwarves must hold no other race above them; no animal or dwarf is ever used as part of a symbol.
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Moradin
The Soul Forger, Dwarffather, the All-Father
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dwarves, creation, smithing, craftsmanship, war, protection, stonework, engineering, protection
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Abbathor
The Avaricious, Trove Lord
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greed
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Gorm Gulthyn
Fire Eyes, Lord of the Bronze Mask
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guardian and protector of dwarves, guards, defense, vigilance, duty
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Berronar Truesilver
The Revered Mother, the Mother Goddess
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safety, truth, home, healing, home life, records, traditional clan life, marriage, familial love, loyalty, honesty, obligations, oaths, family, protector of dwarven children
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Haela Brightaxe
The Hard
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luck in battle, joy of battle, monster kills, adventuring warriors
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Clangeddin Silverbeard
The Father of Battle, Lord of the Twin Axes, Giantkiller
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battle, war, bravery, honor in battle
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Marthammor Duin
The Wanderer, the Finder
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guide and protector to adventurers, explorers, expatriates, travelers and wanderers, lightning
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Dugmaren Brightmantle
The Wandering Tinker
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scholarship, invention, discovery
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Sharindlar
The Merciful
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healing, mercy, romantic love, fertility, dancing, courtship
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Dumathoin
Keeper of Secrets Under the Mountain, the Silent Keeper, the Mountain Shield
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keeper of buried wealth, the earth's riches, ores, gems, minerals, exploration, dwarves, guardian of the dead
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Vergadain
The Trickster, the Merchant King, the Short Father
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wealth, luck, chance, thieves, entreprenurial skills such as suspicion, trickery, negotiation, sly cleverness
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The Seldarine
           
This is a complex term that roughly means "the fellowship of brothers and sisters of the wood." These gods are independent, but drawn together by various events. Some legends hold that they're all siblings, others that Corellon created the others. Corellon Larethian is their acknowledged ruler, sometimes joined by his consort Sehanine Moonbow; they determine the formal membership of the Seldarine. Except for Fenmarel, they all dwell in Arvandor, a term that means 'high forest' in Espruar. They are all tolerant of eachother and religions of closely allied nature, as well as other sylvan beings. Most of the faiths emphasize unity with life and nature; it's said elves have spirits rather than souls, and will be reincarnated in the natural world. Elves are creatures of the Weave.
           
Elven mythology holds that the Fair Folk were born of the blood that Corellon shed in battles with Gruumsh, and bathed in the tears of Sehanine. Some legends claim that the first elves appeared fully formed, shaped in Corellon's image, woven by magic from sunbeams, moonbeams, forests, clouds, seas and shadows. Other myths claim that the elves migrated to the Realms from Faerie.
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Corellon Larethian
First of the Seldarine, Coronel of Arvandor, Ruler of All Elves
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magic, elven magic, music, arts, crafts, war, elves, poets, poetry, bards, warriors, gold elves
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Aerdrie Faenya
Lady of Air and Wind
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air, weather, avians, rain, fertility
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Labelas Enoreth
The Lifegiver, Lord of the Continuum, the Philosopher, the One-Eyed God
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time, longevity, the moment of choice, history
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Deep Sashelas
Lord of the Undersea, the Dolphin Prince
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oceans, creation, knowledge, underwater beauty, water magic
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Rillifane Rallathil
The Leaflord, the Wild One
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woodlands, nature, wild elves
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Erevan Ilesere
The Trickster, the Fey Jester, the Green Changeling
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mischief, change, rogues
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Sehanine Moonbow
Lady of Dreams, Daughter of the Night Skies
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mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves
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Fenmarel Mestarine
The Lone Wolf
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feral elves, outcasts, scapegoats, isolation, isolationists
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Shevarash
The Black Archer, the Night Hunter
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hatred of drow, loss, vengeance, military crusades
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Hanali Celanil
Archer of Love, Lady Goldheart
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love, romance, beauty, fine art, artists
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Solonor Thelandira
Keen-Eye, the Great Archer
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archery, hunting, wilderness survival
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The Second Cycle
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