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Faerunian Pantheon

Started by Fox², Sep 17, 2023, 10:12 PM

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Fox²

Milil
Lord of Song, the One True Hand of All-Wise Oghma

Lesser Faerunian Deity
Symbol: Five-stringed harp made of silver leaves
Home Plane: House of Knowledge
Alignment: Neutral Good
Portfolio: Poetry, song, eloquence
Worshipers: Adventurers, bards, entertainers
Domains: Charm, Good, Knowledge, [Nobility]
Nature Deity: No
Cleric Alignments: LG, NG, CG, TN
Favored Weapon: "Sharptongue" (rapier)

Milil (mil-lill) is the ultimate performer, self-confident, inspired, possessed of total recall or anything he sets a mind to remember. He is able to improvise facilely out of desire or necessity; well-educated in general theories of conduct and broad areas of knowledge; and masterful in all sorts of performance technique, especially within his sphere of knowledge--music, poetry, and elegant speech. However, he is also self-centered and egotistical and likes to be the center of attention. If not the center of attention, he bores easily, and his mind wanders or he leaves. He is also given to flirtation with both deities and mortals for his own enjoyment, to the deep annoyance of more sober deities.

The church of Milil is organized, with all churches paying heed (or at least lip service) to the Patriarch of Song in Waterdeep. Most clerics of Milil, known as Sorlyn, spend their time learning lyrics, tunes, and how best to perform them on a slowly expanding repertoire of instruments both in their temples and on the road. They take care to write down both original compositions and those they have learned, using magic to record such works for those as yet unborn. Some Sorlyn also work as tutors to all who profess faith in Milil or who pay for the training, as well as judging many bardic contests and adjudicating bardic disputes between individuals, companies, or colleges. More adventuresome clerics roam the roads of Faerun, rescuing or protecting common minstrels and great bards alike when such individuals fall on hard times or into peril and accompanying adventurers of other faiths on deeds of heroism so that they can compose ballads about what befell. Some embark on adventures of their own to recover music, instruments, and the like from old ruins and tombs, or learn of music long gone by using legend lore spells and similar magics.

Clerics of Milil pray for their spells upon awakening at sunrise, calling out to their deity with the Song of Praise, which is also sung after every victory in battle or great thing that benefits them. Other rituals include the solemn, beautiful polyphonic chord-singing of the Song of Sorrowing, performed at the funeral of any faithful of Milil, and the Song of Welcoming, sung when someone is welcomed into the faith. The calendar-related festivals marked by rituals sacred to Milil are Greengrass, when the Call to the Flowers is sung by all faithful, and Midsummer, when the Grand Revel is held. The Revel involves a feast, dancing, and much roistering, and is marked by parodies and wickedly satirical song. All shared rituals of worship to Milil 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 to the Lord of Song (and the proffering of any offerings), and then a closing song that rises to a thunderous, grand crescendo that typically makes devout listeners or participants weep with joy--and those of other faiths stop and listen in wonder. Most clerics multiclass as bards.

History/Relationships:

Milil and Deneir faithfully serve as the Hands of Oghma, although Milil's relationship with Gond, who also serves the Binder, is somewhat strained. He is on excellent terms with Mystra, Sune, Lliira, and the Seldarine, and considers Finger Wyvernspur to have some promise, although the feeling is not reciprocated. He has earned the enmity of Cyric for his ridiculing ballad about the period of madness the Prince of Lies experienced.

Dogma:

Life is a song, beginning at birth and only silenced with the final chord. Strive always to make the whole song, not just the lyrics and music, more beautiful. Destroy no music or instrument, nor stop a singer before the tune is done. Listen to the world around as well as filling it with your own sound. One singer's music is another's noise, so still no bad music if its making be joyful. Spread the teaching of song and musicianship always. Sing to Milil every day. Music is the most precious thing folk can create--so encourage its training, use, and preservation at all times and in all possible ways. Awaken a love of song in all folk you can, and offer its performance freely around campfire or on the trail. Cease not in your own seeking for new tunes, new techniques, and new instruments to master.
Retired.

Fox²

Mystra
The Lady of Mysteries, the Mother of All Magic

Greater Deity
Symbol: Circle of seven blue-white stars with red mist flowing from the center
Home Plane: Dweomerheart
Alignment: Neutral Good
Portfolio: Magic, spells, the Weave
Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellfire channelers, wizards
Domains: Good, Knowledge, Magic, [Illusion], [Rune], [Spell]
Nature Deity: No
Cleric Alignments: LG, NG, LN, CG, TN, LE
Favored Weapon: Seven whirling stars (quarterstaff or shuriken)

Mystra (miss-trah) provides for and tends to the Weave, of which she is effectively the embodiment. The Weave is the conduit that enables mortal spell casters and magical crafters to safely access the raw force that is magic. Mystra is also the deity of the possibilities that magic can bring about, making her one of the most powerful beings involved in Toril. Although she favors the ethos of good, she has learned that as deity of magic, she must preserve the Balance. While she can prevent the creation of new spells and magic items that her philosophy opposes, she rarely exercises this ability unless they threaten the Weave or magic in general. Mystra appears as a beautiful human woman with dark, flowing hair and radiant skin.

The church of Mystra is very powerful across Faerun and includes many adherents among the populace. Were more wizards and sorcerers devout worshipers of the Lady of Mysteries, the faith would undoubtedly be the most powerful in all Faerun. Mystra's followers have lost a great deal of influence since the Time of Troubles, when magic ran amok and caused great destruction. The deity's actions over the past decade have only driven more worshipers, particularly evil wizards and sorcerers, into the arms of Shar.

Clerics of Mystra pick one time of day or night to consistently pray for spells. They celebrate the 15th day of Marpenoth, the anniversary of the ascension of the current Mystra from her mortal form, but otherwise have few calendar-related rituals, focusing more on a personal style of worship. For some devout arcane spell casters, this never goes beyond a whispered prayer of thanks with each spell they cast, coupled with some thought as to the moral consequences of its use. Two ceremonies of great personal significance are Starflight and Magefire. The former centers on a fly spell that permits flight for as long as the stars are visible in the sky. It is often used as an initiation when an individual joins the church of Mystra or a celebration when two worshipers are wed. During Magefire, great magic power surges through one's body, blazing in flickering blue fire as it spills forth in cleansing and renewal. The Hymn to the Lady is a solemn ritual performed mostly at funerals. While the living clergy intone a plainsong dirge, visions arise of dead mages and Mystran clerics; Mystra often inserts her own guiding scenes. Mystra's clerics usually multiclass as arcane devotees, dweomerkeepers, sorcerers, or wizards.

History/Relationships:

Mystra is the third deity to hold the position of Lady of Mysteries and Mother of All Magic since the rise of Netheril. The first was Mystryl, who died saving the Weave from the arrogance of the Netherese arch wizard Karsus. The second Lady of Mysteries was the first to create the Chosen of Mystra, including Elminster, Khelben, and the Seven Sisters. She died at the hands of Helm during the Time of Troubles while trying to return to the planes. At the end of the Avatar Crisis, a mortal wizard named Midnight assumed the name of her predecessor upon ascension to divinity. Like Cyric and Kelemvor, it took the new Mystra some time to grow into her role as a deity. For a decade, she battled her old enemy Cyric on many occasions, and for a time, withheld the use of magic from deities and mortals alike. However, since then she seems to have learned her role as guardian of the Balance and impartial arbiter of the Weave.

Mystra's customary advisor is Azuth, although the Lord of Spells is less close than he was with the previous Lady of Mysteries. Savras and Velsharoon, who thus indirectly report to Mystra as well, serve Azuth. The Mother of All Magic maintains close alliances with deities of knowledge, such as Oghma, Deneir, and Milil, as well as the deities of magic in other pantheons, including Corellon Larethian, Isis, and Thoth. Although she still hates Cyric with a passion and views the return of Bane with burgeoning hatred, Mystra's chief antagonist is Shar. Shar secretly created the Shadow Weave long ago in response to Selune's creation of Mystryl and the Weave (to which Shar inadvertently contributed as well). Mystra sees Shar's actions as a direct threat to her own portfolio and a grave danger to the integrity of the Weave, and her ties with Selune are strong and growing. It is Mystra's aim to eventually subsume the Shadow Weave into her own portfolio, even if that means sacrificing her last remaining vestiges of humanity and inherent goodness and absorbing more of the darkness that is Shar.

Dogma:

Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.

Clergy and Temples:

Mystran clergy work hard to preserve all magical lore so that magic can flourish in the future regardless of what befalls the thinking races of Faerun or the powers of the planes. They maintain secret libraries, private safe holds, well-guarded research laboratories, and small, hidden stashes. Mystrans also search out beings skilled in spell use and keep watch on the power and behavior of individuals likely to become magic-wielders of importance. The clergy actively seek out sources of old magic, often from tombs, dangerous ruins--even liches. They consider it more crucial to know the precise location of artifacts and items of magical power than to possess them, but wherever possible, they work to wrest control of such things from the aggressively evil, the irresponsible, and the unsound of mind. While some of Mystra's clerics follow the teachings of the older, lawful neutral incarnation of the deity, most have changed alignment in accordance with her current incarnation or have left the faith. All clergy of Mystra are expected to devise their own new magic (whether it be spells or items) upon gaining sufficient experience. In this way, magical study remains a growing, vibrant thing, and magic is not merely seen as a handy tool for rulers and engineers to tame Faerun, but remains a thing of wonder.

Temples of Mystra can be almost any size and style of structure; some shrines are natural caves or grottoes. All are living works of art--or rather, Art--raised with magic and enwrapped in countless spells. Most are filled with magic items, many of which are of an esoteric rather than practical nature. Most include an open central courtyard in which daily services are held and from which one can see the stars at night or a magical representation of them. Lesser rooms house libraries of magical lore or serve as work shops and laboratories for experimentation in the Art. Sites dedicated to the deity are enhanced by the Weave to augment spellcasting power. Any spells cast within by her clerics can benefit from one met magic feat without needing to take up a higher level spell slot; the benefit ends if the recipient leaves the location of the temple.

The ceremonial garb of Mystran clerics consists of simple blue robes, sometimes trimmed with white, accented by a cloak of deep blue in colder climates. Some form of blue headgear is required, though this may range from a plain skullcap for the scholarly orders of the Sword Coast North to wide, ornate hates and helms in southern lands.

Mystra's symbol was a blue-white star before the Time of Troubles, but both old and new symbols are still in use. Mystran clerics are very tolerant of the older worship of Mystra, as they feel that progress comes only by learning about the past. They let established symbols of the old faith stand, but when creating new symbols, they always use the new sigil of their deity.

All wielders of magic and seekers after arcane lore of any race are welcome in the service of Mystra. The hierarchy of the Mystran faith is wide and varied, separating into orders concentrating on one form of magical energy. Relations between the various orders and subgroups of the faith are very good. Both divine and arcane spell casters fill its ranks without regard to experience level or origin. The general rule of the Mystran faith is that talent and ability outweigh social rank or legendary feats.

The church also sponsors a knightly society of paladins, a small order of rangers, and an assembly of bards. The Knights of the Mystic Fire often accompany members of the clergy on quests to locate lost hoards of ancient magic. These paladins also form the cadre of leaders for small groups of armed forces who guard Mystra's larger temples and workshops. The rangers, known as the Order of the Shooting Star, serve as long-range scouts and spies for the church. They also deal with magical threats against the natural order of things, such as unloosed fiends and creatures born of irresponsible arcane experimentation. Bards of the Children of the Starry Quill often work as information gatherers and rumormongers for the church or spend time in libraries unearthing magical knowledge and preserving it for posterity. Some members of the Starry Quill are Harpers.
Retired.

Fox²

Nobanion
Lord Firemane, King of the Beasts

Faerunian Demigod
Symbol: Male lion's head on a green shield
Home Plane: House of Nature
Alignment: Lawful Good
Portfolio: Royalty, lions and feline beasts, good beasts
Worshipers: Druids, fighters, leaders, paladins, rangers, soldiers, teachers, wemics
Domains: Animal, Good, Law, [Nobility]
Nature Deity: Yes
Cleric Alignments: LG, NG, LN
Favored Weapon: A lion's head (heavy pick)

Nobanion (no-ban-yun) radiates both power and gentleness. His roar is deafening, and when he chooses to exert the full force of his charisma, his regal majesty is overwhelming, yet the tiniest creature who approaches him in good faith finds itself comfortable in his presence. Lord Firemane tries to lead his pride to do what is noble and right, but does not force his faithful to pursue that path. He deeply wants those under his rule to willingly choose good over evil, action over inaction, and order over chaos. He does not command from the rear and would never ask someone to do something he would not be willing to do himself, including laying down his life for another.

Worship of Nobanion is scattered throughout the Vilhon Reach, the Dragon Coast, and Shining Plains regions, by Lord Firemane is venerated primarily within the confines of the Gulthmere Forest, in the city of Nathlekh, and among the wemics of the Shining Plains. Aside from his followers in Nathlekh, Nobanion's followers are strictly ordered in rank but not otherwise organized. The Pride of Nobanion fill leadership roles in many communities where he is revered. Many serve as benevolent monarchs, judges, militia, constables, or as guardians against evil. The vanguard of armies loyal to Nobanion is typically filled with clerics and crusaders of the Lion King. Others teach their hunting or martial skills to the young, while passing along moral instruction and important traditions both by word and deed. Among the wemic tribes of the Shining Plains, Nobanion's shamans are typically powerful leaders, second only to the chieftain or king. They are responsible for choosing which creatures to hunt, blessing the kill, and confirming the passage of young members of the pride into adulthood.

Clerics and druids of Nobanion pray for their spells at dusk, prior to the nighttime hunt. The Festival of the Pride normally takes place during the first tenday of Ches. This is a time for frolicking, dancing, courting a mate, lovemaking, and generally celebrating the bounty of life and its potential. Religious belief promises that a child (or cub) conceived this night will go on to become ruler of the church (or pride). The Newborn Celebration always takes place during the third tenday of Kythorn, marked by a great hunt or feast. This ceremony celebrates the birth (or rebirth--church teachings are vague) of Nobanion, the prominence of lions in the Vilhon Reach, and the important of the hunt in the region. Newborns undergo the Rite of the First Blooding where their right paw (or hand) is placed in the blood of prey and blessed by a cleric or druid of Nobanion. Lord Firemane's clerics often multiclass as divine champions, fighters, or paladins. His druids often multiclass as rangers.

History/Relationships:

Nobanion is an interloper deity, having only established a presence in Faerun a few centuries ago. He is responsible for driving most of Malar's worshipers out of the Vilhon Reach, and the Black-Blooded Pard has sworn vengeance on Nobanion. The Lion King has long been allied with Lurue, as well as Tyr, Torm, Mielikki, and the other benign nature deities.

Dogma:

Hunt only when hungry and do not gorge without need. Waste nothing and all shall have plenty. The cycle of life links all living things into one being, and that being is life itself. The law of th ejungles is that only the strong survive, but they survive best be being leaders, not tyrants, by protecting the weak, not bullying them. All creatures have their strengths in their assigned roles and should be encouraged to find their niche. From cooperation between beings of differing strengths comes the strength of teamwork and community, the strongest force of all. By demonstrating compassion and tolerance and living within the land, all living creatures may find harmony with nature and one another. By staying true to oneself and one's pride and conducting oneself with the dignity and honor, the respect of one's peers may be earned.

Wemics reduce this to the following: Only the strong survive. Live and let live unless provoked. Protect the pride and all its members, but if injury or illness bring one of them down, allow him or her a swift and painless end to suffering.
Retired.

Fox²

Oghma
The Lord of Knowledge, Binder of What is Known

Greater Deity
Symbol: Blank scroll
Home Plane: House of Knowledge
Alignment: Neutral
Portfolio: Bards, inspiration, invention, knowledge
Worshipers: Artists, bards, cartographers, inventors, lore masters, sages, scholars, scribes, wizards
Domains: Charm, Knowledge, Luck, Travel, Trickery
Nature Deity: No
Cleric Alignments: Any
Favored Weapon: Longsword

Followers of Oghma (ogg-mah) tell an interesting tale regarding the earliest days of existence. Not long after Shar and Selune created Toril and gave birth to Chauntea, the world's animating spirit, a traveler ventured to the world from a distant realm. He came upon a chaotic landscape of indistinct, shapeless concepts yearning to be given solidity. To each of these concepts he gave a name that would define it in the eons to come. Such was the power of these names that the concepts transcended their elusive existence, bound to physical form in the material world. Thus, did Oghma, the Binder of What is Known, give order to chaos and claim an honored place among Toril's oldest deities.

Oghma's dominion over the realm of ideas continues to this day. The Lord of Knowledge sits in judgment of all ideas, deciding whether they will be allowed to spread, or whether they will die with their originator. In this regard, the Binder exercises a great deal of caution, for the experience of countless ages weighs heavy on his heart. He prefers a doctrine of ideological conservatism, hoping that no new thought disrupts the delicate balance he has nurtured since the beginning of time. Despite this, Oghma exudes an outwardly cheerful demeanor, using his good looks, skillful debate, and peerless charm to sway even the most ardent opponents to his way of thinking. Radical deities such as Lathander and Lliira, who frequently oppose Oghma's rigid adherence to the status quo, view his orations as hidebound and manipulative. Nonetheless, all but the most vile and loveless appreciate the fine lilt of his voice and his delicate, skillful performance on the yarting (a type of guitar). Oghma's legendary musical skill and geniality define mortal impressions of the deity. He is the patron of bards, and most consider him the source of creative inspiration and the protector of accumulated knowledge. Served by sages, wizards, bards, and nay who base their lives on the exchange of knowledge or song, Oghma is honored by members of every race, social class, and creed.

Clerics of Oghma pray for spells in the morning. Every day, they perform two rituals known as the Cornerstones of the Day. The first, the Binding, is a morning ceremony of writing mystic symbols during silent prayer. The second, known as the Covenant, is an evening ritual sharing works of wisdom, song, and new knowledge. Clerics celebrate Midsummer and Shieldmeet as holy days, since these occasions traditionally mark new agreements or pacts, when many written contracts, deeds, and bonds are drawn up. When a child follower of Oghma achieves his or her twelth year (or equivalent for nonhuman worshipers), local clerics perform a private ceremony known as the Naming. They reveal to the youth his or her "True Name," a secret signifier that represents that being's true essence. One's True Name is used only in personal prayer to the Lord of Knowledge and should not be shared with anyone. Oghmanytes believe that knowing one's True Name gives power over the person, and hence do not mention it even to their closest friends or relatives. Oghma's clerics often multiclass as bards and sometimes as wizards or lore masters.

History/Relationships:

Most Oghmanyte myths date to the earliest centuries of human existence. Some claim that Oghma gifted the world with written language, others that the Binder is responsible for all concepts. While such theological pedantry incites endless debate among the scholarly classes of Faerun, nearly everyone agrees that Oghma is ancient and has been widely worshiped since before the dawn of history. Together, Oghma, Denier, Milil and Gond are known as the Deities of Knowledge and Invention. The Binder has a somewhat patronizing relationship with Deneir and Milil, whom he treats as his servants in the preservation and promulgation of knowledge. He appreciates Gond's enthusiasm and creativity but frowns at the Wonderbringer's constant desire to push technology further and further, putting innovation ahead of introspection. Oghma dislikes Mask, Cyric, and bane, viewing them as the most credible threats to his beloved balance.

Dogma:

Knowledge, particularly the raw knowledge of ideas, is supreme. An idea has no weight, but it can move mountains. The greatest gift of humankind, an idea outweighs anything made by mortal hands. Knowledge is power and must be used with care, but hiding it away from others is never a good thing. Stifle no new ideas, no matter how false and crazed they seem; rather, let them be heard and considered. Never slay a singer, nor stand by as others do so. Spread knowledge wherever it is prudent to do so. Curb and deny falsehoods, rumor, and deceitful tales whenever you encounter them. Write or copy lore of great value at least once a year and give it away. Sponsor and teach bards, scribes, and record keepers. Spread truth and knowledge so that all folk know more. Never deliver a message falsely or incompletely. Teach reading and writing to those who ask (if your time permits), and charge no fee for the teaching.

Clergy and Temples:

Clerics of Oghma are known as Namers. The church welcomes members of all races and philosophies, provided prospective clerics swear to the doctrine of the Binder of What is Known and dedicate themselves to acquiring, administering, and protecting knowledge. Members of the church might remain cloistered in temples (usually academics or sages more at home among stacks of books and scrolls than among their fellows) or travel the land, recording their experiences and periodically reporting to the temples they encounter on their travels. Wayfaring clerics and bards within the church tend to be adventuresome and curious, bon vivants who occasionally come into ideological conflict with their academic counterparts. The two branches need each other, however, and such reprobation seldom escalates beyond mild disapproval.

Far more common in cities than the wilderness, temples of Oghma resemble libraries filled with acolytes huddled over desks covered in books, maps, and scrolls. Many support themselves by selling writing implements, services, or maps, often to adventurers. Most temples include extensive binderies to aid cloistered clerics in producing religious tracts and volumes that will form the basis of future temple libraries.

The church is currently experiencing serious factional disagreement along hierarchical lines. Before the time of Troubles, adherents swore by the word of the Grand Patriarch Cullen Kordamant of Procampur, a pontiff recognized as the terrestrial Voice of Oghma. Kordamant vanished from his home amid the chaos of 1358 DR, however, and since then most temples of Oghma have aligned themselves with one of two factions. The Orthodox Church of Oghma, based in Procampur, holds that Kordamant has ascended to a semi divine state and serves Oghma on the planes. Until the Binder tells his followers otherwise, they believe that no new Voice should be named.

Sembia's powerful and deeply conservative Oghmanyte Church claims that the Binder himself recently declared their high cleric Undryl Yannathar to be Great Patriarch, a contention the Orthodox Church intensely refute. The factions refuse to find common ground and press temples throughout Faerun to declare themselves for one side or the other.
Retired.

Fox²

Red Knight
Lady of Strategy, Grandmaster of the Lanceboard

Faerunian Demigod
Symbol: Red knight chess piece with stars for eyes
Home Plane: Warrior's Rest
Alignment: Lawful Neutral
Portfolio: Strategy, planning, tactics
Worshipers: Fighters, gamesters, monks, strategists, tacticians
Domains: Law, War, [Nobility], [Planning]
Nature Deity: No
Cleric Alignments: LG, LN, TN, LE
Favored Weapon: "Checkmate" (longsword)

Calm and logical in demeanor, the Red Knight displays a great wealth of compassion, though she is unafraid to send her worshipers to their deaths when necessary to secure the object of a plan. She rarely raises her voice and is said to love a good joke and have a throaty laugh. She dislikes flighty behavior, and looks unfavorably upon those who switch alliances often or capriciously.

The church of the Red Knight, known as the Red Fellowship, is an offshoot of a monastic order within the hierarchy of the church of Tempus that concentrated on planning and strategy and has only emerged from the shadow of the temple of Tempus since the Time of Troubles. Members of the Red Fellowship serve in armies throughout Faerun, often as high-ranking commanders of elite squads. Others are well-respected instructors in war colleges. A few are quartermasters skilled at obtaining and managing supplies or establishing and maintaining supply lines over hostile territory. Quite a few clerics of the Red Knight have authored tomes on military strategy. When not on duty, clerics of the Red Fellowship are known for their love of gaming. Although they avoid games of chance that require the smile of Lady Luck more than the brilliance of the Red Knight, clerics of the faith strive to constantly improve their skills in abstract games of all sorts to further challenge their development of parallel lines of thought and new stratagems and to sharpen their ability to read an opponent's intentions

Clerics of the Red Knight pray for their spells at night before going to sleep, preparing for the day to come. In addition to observing the holy days and important ceremonies of the church of Tempus, the clergy of the Red Knight honor two important holy days. The Retreat is an annual even held every Midwinter's Day. During this solemn ceremony, the clergy of the Red Knight assemble for a day-long retrospective on the previous years campaigns. Strategies are discussed, battles are analyzed, and the accumulated lore is integrated into the church's teachings. The Queen's Gambit is celebrated on the first day of Tarsakh. During this festival, the clergy of the Red Knights unwind with a day of feasting and gamesmanship. Day-long tournaments of chess (also known as Lanceboard) are held, with the tournament victors receiving recognition, titles of merit, promotions, and, sometimes, a precious gift from the temple armory. Many clerics multiclass as divine champions, fighters, of monks.

History/Relationships:

The Red Knight was elevated to divine status by Temps as a natural counterbalance to Garagos. She loyally serves her patron, whom she regards as a father figure, and seeks to undermine both Garagos and Cyric. She works closely to Torm, who holds a similar disposition, and sees Valkur the Might as her best ally in naval combat, even if he is somewhat unreliable. The Red Knight keeps her true name secret from all but the Lord of Battles, as she realizes that if any being, mortal or divine, were to gain any measure of control over her, they would be privy to all the plots and stratagems of rulers throughout Faerun and the deities throughout the planes.

Dogma:

War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch defeat from the jaws of victory with fortune's aid. Only a master strategist can ensure lasting victory. War is a series of battles. Losing a battle does not necessarily indicate the war is lost. Seek out your opponent's weaknesses and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing one's own strengths on the opponent's vulnerabilities can triumph be ensured. In times of war prepare for peace; in times of peace prepare for war. Seek out your enemy's enemies as allies, and be prepared to compromise. Life is an endless series of skirmishes with occasional outbreaks of war. Be ready---and have a contingency plan.
Retired.

Fox²

Savras
The All-Seeing, Lord of Divination, He of the Third Eye

Faerunian Demigod
Symbol: Crystal ball containing many kinds of eyes
Home Plane: Dweomerheart
Alignment: Lawful Neutral
Portfolio: Divination, Fate, Truth
Worshipers: Diviners, judges, monks, seekers of truth, spellcasters.
Domains: Knowledge, Law, Magic, [Fate], [Spell]
Nature Deity: No
Cleric Alignments: LG, LN, TN, LE
Favored Weapon: The Eye of Savras (dagger)

Savras (sav-ras) speaks in clear, precise statements and rarely says what the listener wants to hear. He always speaks the absolute truth, and, in cases where the truth is a matter of perspective, he reveals all sides of the truth. There is litte compassion or emotion is Savras's actions or demeanor, but sages speculate this seemingly emotionless facade is merely a front for a deity who cares deeply about the fate of Faerun but finds himself relatively helpless to change it's destiny. Savras almost never loses his temper, but when he does his wrath is dreadful. Recently he has become frustrated by events that he did not anticipate, and cannot fathom the meaning of a void in his own divinations of the future.

The church of Savras is small but organized. Many clerics are involved with foretelling the future or studying the past and dealing with the consequences of what they learn. Of necessity, Savras's clergy engage in extended strategy sessions to analyze the implications of future events and plan accordingly. Some followers of the All-Seeing wander Faerun uttering prophecies, while others seek out remote locations to reside and become oracles. A few are employed as truth speakers and serve the legal system of various cities and kingdoms as expert witnesses, magistrates, or judges.

Clerics of Savras begin and end their days with extended periods of peaceful meditation, praying for their spells at night in anticipation of the coming day. The Feast of the Moon is celebrated by the followers of Savras as The Vision. This holy day is observed by every devout follower of Savras with 24 hours of continuous meditation. In some temples the meditation occurs in a sauna or steambath, while in others it occurs amid a haze of incense. Each worshipper who participates in the day long ceremony is rewarded with a vision from the All-Seeing. Beneficiaries of such visions are expected to act in accordance with this prescient knowledge or risk Savras's wrath. Many clerics multi-class as Diviners or Monks.

History/Relationships:

Savras was a long-ago god of arcane spellcasters in the south who shared much of the same portfolio as Azuth: mages in the service of Mystra. The two contended before the Dawn Cataclysm, and Savras fell, although his church claims he did so deliberately after having foreseen the future. Azuth became the one deity of wizards, and the All-Seeing's essence was imprisoned in a staff of Azuth's construction. Recently Azuth freed Savras after extracting an oath of fealty, although Savras resents his position. He is largely indifferent to the actions of Velsharoon, and spends the bulk of his efforts unmasking the lies of Cyric. The All-Seeing seems unsurprised by Shar's actions of late and bitterly opposed her use of the Shadow Weave to disrupt the efficiency of his divinations.

Dogma:

The blindness of mortals is the origin of all folly. Search for the truth in all things great and small and conceal nothing. Speak only the truth, for lies and misdirection, even for benign motives, are the root of all sorrow. Be not paralyzed by indecision, but take no action without analyzing the implications. Hasty actions and decisions are rarely more beneficial than well thought out strategies that are revised as necessary. Mortals who employ only their two common eyes are essentially blind. Savras provides the third blessed eye, allowing both foresight and hindsight, so that mortals can access to omniscience of the gods. It is not wrong to use the knowledge that Savras gives to help yourself and your church, but caution should be used in furthering the goals of others as part of their agenda may be hidden. Seek for the hidden motive before you act, and damage not the whole of the realm in which you live out your mortal life.
Retired.

Fox²

Selune
Our Lady of Silver, the Moonmaiden

Intermediate Deity
Symbol: Pair of female eyes surrounded by seven silver stars
Home Plane: Gates of the Moon
Alignment: Chaotic Good
Portfolio: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers
Worshipers: Female spell casters, good and neutral lycanthropes, navigators, monks (Sun Soul), sailors
Domains: Chaos, Good, Moon, Protection, Travel
Nature Deity: No
Cleric Alignments: NG, CG, CN
Favored Weapon: "The Rod of Four Moons" (heavy mace)

Selune (seh-loon-ay) represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, orders of reproductive cycles, and pulls at the edges of sanity. An incalculably ancient deity, Selune approaches existence with the placid calm of dappled moonlight. Like the moon itself, the quietly mystical Lady of Silver has many faces. At times, she seems distant, cloaked in the sadness of past defeats and tragedies. At others, she dances joyfully, her lithe form glowing with majestic radiance. A chotic being well accustomed to change, Selune can be count on for at least one constant--her ceaseless war against her archnemesis Shar. Together the two created Toril and infused it with life, and ever since, they have battled over the fate of their creation.

Many of Faerun's residents live according to the dictates of the night sky, and hence Selune boasts a highly diverse body of worshipers. Seafarers turn to the star-speckled canopy above their nocturnal voyages to navigate the seaways, often offering prayers to the Moonmaiden to protect them from Umberlee's attentions. Nonevil lycantrhopes honor Selune as the master of their fate, as do astrologers and fortune tellers, albeit for different reasons. The common folk know servants of Selune as mysterious agents of good, enemies of evil were beasts and undead, and caretakers of lunatics and the infirm. Though few understand the intricacies of her ancient religion, most good-hearted Faerunians respect her clergy and pay homage to her when the moon is full.

Clerics of Selune pray for their spells at night, always facing in the direction of the moon when visible. Women heavily outnumber men, and many of the church's rituals honor the woman's role as a teacher and role model in the home and in society at large. Selune's doctrine suggests that the moon exerts a subtle influence upon the natural cycles of a woman's body. A female cleric of Selune believes she is closest to her deity during the full moon, and during that period, she conducts morning ceremonies to open herself to special visions, insights, and intuitions. Milk, as a symbol of motherhood and the sustaining power of the feminine, plays an important role in most Selunite ceremonies. All clerics observe two annual holidays, the Conjuring of the Second Moon and the Mystery of the Night. The Conjuring of the Second Moon, held every Shieldmeet, is a coordinated chant at every Faerunian temple of Selune. This confluence of devotional energy summons the Shards, a cadre of blue-haired female planetars, to do the bidding of Selunes terrestrial clergy for a single night--usually battling the forces of Shar. On the following dawn, the Shards elevate one moral cleric to their order. The Mystery of the Night must be performed once every year by each cleric of Selune. During the ritual, clerics fly high into the air to commune with the Moonmaiden while in a deep trance. Selune's clerics often multiclass as bards, silverstars, or sorcerers.

History/Relationships:

According to the oldest myths, Lord Ao created the universe that now holds the world of Toril. Through this act of creation, protoplasmic raw existence took the form of twin deities, one representing light and one representing darkness. These deities, Selune and Shar, birthed the heavenly bodies, in the process creating Chauntea as the animating spirit of the world of Toril. Chauntea begged the sisters to grant her world warmth and light that life might flourish upon it. Selune relented, igniting the sun with elemental fire. Shar, who treasured the primordial darkness and resented Chauntea's concept of life, lashed out at her sister, initiating a conflict that has endured to the present day. Enraged, the Lady of Loss snuffed out the lights of selune, greatly weakening her in magical battle. Finally, the Moonmaiden tore a piece of her magical essence from herself and flung it at Shar. When the blast hit the Dark Deity, it ripped away some of her essence as well. From the meld of light and dark energies came Mystryl, a being of pure magic who went on to shepherd the Weave blanketing all Toril. Mystryl more closely identified with Selune, granting the Moon maiden a powerful ally--at terrible cost. Selunes magical onslaught cast Shar into the darkness for centuries and allowed warmth and light to grace Toril, but the assault wounded her to the core. Since then her power has waxed and waned with the passing of epochs, while Shar, ever waiting to strike from the shadows, retains much of her ancient strength.

Selune's power seems to be on the rise. Prior to the Time of Troubles, her potency had ebbed to the point that she was a servitor to Sune Firehair. In the last decade, however, she has once again branched out on her own, forging new alliances in her eternal battle against her dark sister. Among her strongest allies in this cause is Mystra (the second deity to follow her ancient, long-dead friend as protector of the Weave), especially since Shar created the mysterious Shadow Weave, a force antithetical to Mystran doctrine. Lliira and Eilistraee share Selune's love of moonlit frolics. She respects Lathander's passion and hopes that by working together the two can cast destroying light upon Shar's ever-present darkness. Selune struggles with Umberlee over the fate of ships at sea, and with Mask over the evil he commits in the moonlight's dark shadows.

Dogma:

Let all on whom Selune's light falls be welcome if they desire. As the silver moon waxes and wanes, so too does life. Trust in Selune's radiance, and know that all love alive under her light shall know her blessing. Turn to the moon, and she will be your true guide. Promote acceptance and tolerance. See all other beings as equals. Aid fellow Selunites as if they were your dearest friends.

Clergy and Temples:

The Moonmaiden's clergy believe that "anywhere the full moon shines is the place for Selune." Her worshipers tend to be patient, accepting all with an understanding ear and a healing hand. Selune's lessons of compassion and guidance through observation of the heavens resonate strongest with sailors, nonevil lycanthropes, and especially female casters. Her church possesses a very chaotic hierarchy, which occasionally shifts with the phase of the moon or other less predictable heavenly phenomena. Clerics of Selune value self-reliance, humility, and practical application of common sense far more than rigid adherence to stodgy ceremonies. Clerics frequently arm themselves with a special kind of mace known as the Moon's Hand, which replaces the standard head of the weapon with a representation of the moon (those of different temples prefer different phases). Moon's Hands come in heavy and light varities, and are in all other ways identical to maces.

The appearance of Selune's temples vary as much as her clerics, from small shrines in the wilderness to huge open-air or skylit buildings the size of great mansions. Reflecting ponds, small gardens, and feminine zymology dominate Selunite architecture.

Itinerant clerics wander Faerun in search of potential worshipers, always keeping an eye out for those afflicted by lycanthropy or madness. Those with the capability to heal sufferers do so; others accompany them to the nearest temple of Selune, where they are cared for by senior clerics. Wanderers of the church also subtly spread an ideology of female empowerment entwined with Selunite homilies, which is growing popular among alewives, laundresses, seamstresses, and servants. Those clerics who remain bound to temples (usually but not always due to age) dispense healing, earn coin for the church by telling fortunes from star charts, and minister to residents of the sanitariums and asylums that frequently abut Selunite temples. Both types of clerics unite when evil lycanthropes threaten the community, doing everything within their power to root out the magical affliction and cure or destroy it.
Retired.

Fox²

Shar
Mistress of the Night, Lady of Loss, Dark Goddess

Greater Deity
Symbol: Black disk with deep purple border
Home Plane: Plane of Shadow
Alignment: Neutral Evil
Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
Worshipers: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadow dancers
Domains:  Darkness, Evil, Knowledge, [Cavern]
Nature Deity: No
Cleric Alignments: TN, LE, NE, CE
Favored Weapon: "The Disk of Night" (wind-fire wheel or kama)

After Lord Ao created the universe, the swirling chaos coalesced to form twin deities: Selune, a being of light and creation, and Shar (shahr), a power of darkness and destruction. Shar's existence, paradoxically, is tied to the shrouded nothingness that existed prior to Ao's act of creation. Shar reflects the primal dark, the flawless void erased at the beginning of time by a distant, unconcerned over deity. Her heart longs for a return to the calm of nonexistence, and she schemes from the shadows to tear down establishments, destroy order, and undermine all creation. Religious art depicts Shar as a black sphere outlined in a magical purple flames or a beautiful human woman with long, raven-black hair dressed in swirling dark garb. In this guise, her haunting purple eyes have coal black pupils that reflect the primeval void.

Since her earliest battles with Selune (which continue to this day), Shar has gained dominion over pain hidden but not forgotten, carefully nurtured bitterness, and quiet revenge for old slights. Deeply twisted, the Lady of Loss favors secrets, underhanded dealings, and subterfuge. She uses her mortal worshipers as pawns in a perverse game against everything that has been, is, and will be. Patron of the Shadow Weave, a corrupting magical force based upon nothingness and mad secrets, the Mistress of the Night bolsters her impressive power with temptation and guile.

Shar's love of secrecy serves her clergy well, and most residents of Faerun know very little about her mysterious cult. All regard her as a dark and vengeful deity, but many seek out her servants in times of grief or bereavement. There is a pervasive belief that her clergy aids those who have been wronged or who have suffered a great loss. Instead of offering release from the pangs of grief, though, Shar's clerics reinforce supplicants' regrets and feelings of betrayal, turning their focus to bitterness and revenge. Good clerics (particularly those of Mystra, Lathander, and of course, Selune) warn of the dangers of seeking such solace, but desperation often gets in the way of better judgment, and the ranks of Shar's clergy swell with each passing year.

Clerics of Shar pray for their spells at night. Because most of her followers keep their devotion a secret, the religion has but one fixed holiday. During the Festival of the Moon, Sharrans celebrate the Rising of the Dark, when the directors of local cults outline the dark plots of the coming year over the quivering body of a live sacrifice. Once a tenday, followers must engage in an act of wickedness, ideally after a nocturnal dancing and feasting ritual known as a Nightfall. Shar's clerics often multiclass as rogues, with her most debased and accomplished servitors becoming nightcloaks. Those clerics associated with the Cult of the Dragon often multiclass as wearers of purple.

History/Relationships:

Shar's ceaseless battles against her bright sister have caused the creation and destruction of several deities throughout history. Though Selune strikes openly and forcefully against her twin at every opportunity, Shar prefers subversion, using her mortal worshipers to attack Selune's clergy and those things Selune holds dear, rather than at the deity herself. Still, she occasionally moves directly against minor enemies. During the Time of Troubles, Shar killed Ibrandul, a lesser deity of caverns, dungeons, and the Underdark, as an act of pure opportunism. She continues to grant spells to clerics in the name of Ibrandul, reveling in the deceit of the entire affair. Shar may attempt to consume Mask as well, for she nurses a cold anger for his dominion over shadow. Shar's love of dark spaces bring her into frequent conflict with deities of light and fire, and her desire to dominate the concept of revenge sets her against the ancient, dwindling power of Hoar. Her only frequent ally is Talona, who may eventually serve Shar in return for the Dark Goddess's aid in murdering her hated enemy Loviatar.

Dogma:

Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. Quench the light of the moon (agents and items of Selune) whenever you find it, and hide from it when you cannot prevail. The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful of the Dark Deity. Consorting with the faithful of good deities is a sin except in business dealings or to corrupt them from their beliefs. Obey ranking clergy unless it would result in your own death.

Clergy and Temples:

Shar's doctrine of vengeful nihilism appeals to those who have suffered great loss or betrayal. Her dominance over darkness and night makes her popular with the blind (especially those accidentally or intentionally blinded due to the actions of others), nocturnal or subterranean humanoids, and creatures who shun the light, including many types of goblinoids. All who favor the dark or who do their business by night (such as cutthroats and thieves) curry her favor, as do many whose deranged world views might be interpreted as insanity. The insane seem to have a natural affinity for Shar's teachings, which may be why so many of Selune's clerics seek out the mad and attempt to cure or imprison them.

The church is made up of independent cells that have strong, authoritarian rulers. Few adherents know the real names of others in the local cult, and almost no one knows the name of the leader of the larger regional organization. In areas where Shar's cult is strong, wars of assassination against Selunites are common. This keeps the church fairly small, since many Sharrans die in these attacks or are put to death by local magistrates shortly afterward. Temples of Shar vary in description but usually double as a place of business or residence. Most feature at least one room bathed in deeper darkness, which is used in religious ceremonies and ritual killings.

Shar's clergy revel in secrets. In civilized lands, they frequently establish exclusive social clubs or false cults to further corrupt the foundations of mannered society. Cultists work to overthrow governments, promote vengeance, organize cabals, and foment unrest through calumny and sedition. Sharrans believe that all that matters is the freedom to live by one's own dictates; the state exists to limit freedoms and is hence an inherently immoral institution that should be crushed. To them everything deserves to perish, and their duty in life is to encourage the process of destruction. The Dark Moon, an elite order of sorcerer-monks, employ the power of the Shadow Weave to further the Dark Goddess's agenda.
Retired.

Fox²

Sharess
The Dancing Lady, Mother of Cats

Faerûnian Demigod
Symbol: Feminine Lips
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Hedonism, sensual fulfillment, festhalls, cats
Worshipers: Bards, hedonists, sensualists
Domains: Chaos, Charm, Good, Travel, Trickery
Nature Deity: No
Cleric Alignments: NG, CG, CN
Favored Weapon: A great cat's paw (unarmed strike or kama)

Sharess (shah-ress) is a radiantly beautiful goddess, rivaled only by Sune. Her voice is said to be a throaty purr and to give the listener the feeling he or she is being brushed by the softest fur or velvet when she speaks. She is a fickle, flight deity, who prevents anyone from getting too close to her true spirit. She has the willful independence and pleasure-seeking nature common to felines and is constantly preening and grooming to maintain her appearance. She is often depicted (especially in Mulhorand, where she is known as Bast) as a voluptuous human female with the head of a cat. Sharess enjoys toying with beautiful mortals and she cannot resist casually flirting with anyone she encounters. However, when her ardor cools and her passion is sated, Sharess is easily distracted and quick to move on to new pleasures. She dislikes snakes intensely.

The church of Sharess is casually organized, although its members often work and play together. The clergy of Sharess often run festhalls in large cities or directly serve decadent rulers. These festfalls cater to all the senses and include fantastic feasts, heavenly baths and massages, and every other pleasure imaginable. Wealthy festhalls often employ one or two mid-level Sharessan, and some Sharessan wander the countryside with Sharess's blessing seeking new pleasing sensations to add to their repertoire.

Clerics of Sharess pray for their spell at dusk, when the lure of the night first beckons. The church of Sharess celebrates more festivals than possible any other faith in Faerûn. They are known collectively as the Endless Revel of Life. The daily rising and setting of the sun, the yearly passage of seasons, the appearance of a full moon, or nearly any other event is cause for celebration and wild revel to which the general populace is always invited. Each such festival has several outlandish titles and new festivals are added all the time as old ones are forgotten. Without comparison, however, Midsummer's Eve is the time of greatest rejoicing among Sharess's faithful and an occasion for the most extreme pursuits of boundless pleasure. Many clerics multiclass as bards.

History/Relationships:

Bast was a Mulhorandi deity who served as patroness of cats and Anhur's lieutenant in the eternal struggle against Set. At the height of Mulhorand's second empire, when many beast cults were popular, Bast subsumed the portfolio of Felidae, a beast cult deity of felines, sensual pleasures, and nomads. Struck by wanderlust, Bast traveled across Faerun, leaving numerous cults in her wake, many of which knew her as Sharess. Sharess eventually began to experiment with the darker side of pleasure and fell under the sway of Shar. She would have undoubtedly been wholly subsumed by the Dark Goddess if Sune had no freed her during the Time of Troubles. Since that time, Sharess has restored her ties of friendship with Anhur, Hanali Celanil, Lliira, Milil, Nobanion, Selune, and Sune. She now works to oppose the evil of Set, Shar, and Loviatar, and Shar has never forgotten that Sharess escaped her clutches.

Dogma:

Life is to be lived to its fullest, in decadent sensual fulfillment of yourselves and others. That which is good is pleasurable and that which is pleasurable is good. Pleasure is to be sought out at every opportunity and life is to be lived as one endless revel. Spread the bounty of Sharess so that all may join in the endless revel of life and bring joy to all those in pain. Infinite experiences await those who would explore, so try the new as well as savoring the old.
Retired.

Fox²

Shaundakul
Rider of the Wings, the Helping Hand

Lesser Deity
Symbol: A wind-walking bearded man in traveler's cape and boots
Home Plane: Gates of the Moon
Alignment: Chaotic Neutral
Portfolio: Travel, exploration, portals, miners, caravans
Worshipers: Explorers, caravaneers, rangers, portal-walkers, half-elves
Domains: Air, Chaos, Protection, Travel, [Portal], [Trade]
Nature Deity: No
Cleric Alignments: CG, TN, CN, CE
Favored Weapon: "Sword of Shadows" (greatsword)

Shaundakul (shawn-da-kul) is a lonely deity of few words who lets his deeds speak for him. He is kind but stern, with a rugged sense of humor that sometimes comes to the fore. His faith is on the upswing in part because of his willingness to personally recruit worshipers while manifesting in the world in physical form. Clad in his dark, swirling cloak, leather armor, and boots that never quite touch the ground, the Rider of the Winds cuts a regal figure with his massive great sword ever at the ready. Tall and handsome, Shaundakul walks in silence but is surrounded by the ever-present keening whistle of the wind.

After falling into obscurity in the wake of the fall of Myth Drannor, the church of Shaundakul has been greatly revitalized since the Time of Troubles. The decade-long absence of Waukeen and near collapse of her church in the wake of the Avatar Crisis caused many merchants, particularly caravaneers, to turn to Shaundakul for a time. Although many merchants have since returned to the church of the Waukeen, others, particularly those infected with wanderlust, have stayed faithful, and the church has continued to grow. Today, the church of Shaundakul attracts many brave adventurers and daring explorers to its ranks, and word of their latest exploits is eagerly awaited in the cities in which they are based.

Clerics of Shaundakul pray for their spells in the morning right after the wind shifts from the changing temperature. Their holy day is the Windride, which is celebrated on the 15th day of Tarsakh. On this day, Shaundakul causes all his clerics to assume gaseous form at dawn, if they cannot wind walk on their own, so that they are carried with the wind. They return to normal (and are lowered safely to the ground) at dusk, usually in some place they have never been before. Shaundakul's clergy members have a few simple ceremonies they practice when appropriate. They are to utter a simple prayer every time the wind changes significantly. Whenever they discover previously uncharted territory (such as an undiscovered valley, lake, or island), they are to create a small throne of rocks marked with Shaundakul's symbol near the location where they first made the discovery. If capable, they are to create a shrine to Shaundakul using stone shape. Shaundakul's clerics commonly multiclass as rangers or windwalkers.

History/Relationships:

Shaundakul is an old deity, once an intermediate deity popular in the Moonsea, whose divine status predates the creation of Beshaba and Tymora from Tyche. Shaundakul's church collapsed and his followers dwindled in the aftermath of the fall of Myth Drannor, and he dwindled in status to the rank of demipower. Beshaba later used his name to promote discord among the nomads of anauroch, who now curse him as the Treacherous Lurker in the Sands. Since the Time of Troubles, Shaundakul has risen back to the level of lesser power and allied himself with deities such as Akadi, Mielikki, and her allies, Selune, Tymora, and the more daring members of the Seldarine. He opposes Shar because he dislikes secrets and enjoys spreading the word of hidden places. He battles with Beshaba for the suffering she has inflicted in his name.

Dogma:

Spread the teachings of the Helping Hand by example. Work to promote him among traders, especially trailblazers who seek out new lands and new opportunities. Unearth and reactively ancient shrines of Shaundakul. Ride the wind, and let it take you wherever it blows. Aid those in need, and trust in the Helping Hand. Seek out the riches of the earth and sea. Journey to distant horizons. Be the first to see the rising sun, the mountain peaks, the lush valleys. Let your footsteps fall where none have tread.

Clergy and Temples:

Members of the clergy are expected to live off the land and work as guides and protectors of travelers, caravans, and mining expeditions. Many serve as guides for adventuring companies or as explorers. A very few are Harpers. All seek to visit the scattered shrines of Shaundakul (particularly the great one in Myth Drannor) as frequently as possible and to construct new ones when they acquire sufficient resources. Ever since Shaundakul added portals to his portfolio, his clerics have been tasked with locating and identifying portals that would be useful for trade and exploration.

Shaundakul prefers to be venerated at shrines, most of which are uninhabited and in remote places. Typically, a shrine to Shaundakul is a stone dais built atop a high place, crowned with a stone seat or throne, and accompanied by one or more stone pillars pierced with holes through which the wind whistles. Many such shrines exist throughout the Moonsea and the Stonelands, some of them over a thousand years old. Shaundakul is not commonly worshiped within cities and he has few formal temples as a result. Because the clergy members love to wander, his few temples constantly have new clerics arrive as others leave.

Shaundakul's clerics wear a dark swirling cloak over a garb appropriate for the trail, and favor dark colors and silver in general. Many wear their holy symbol on the back of their gauntlet (usually leather or chain mail).

Shaundakil's church is loosely organized, and its branches are largely independent. There is little in the way of formal hierarchy, although those who served the Rider of the Winds prior to the Godswar hold positions of great respect in the church. Since the Time of Troubles, several military orders have been founded in the name of Shaundakul. The Fellowship of the Next Mountain is an order of rangers and clerics who typically work alone, blazing trails in the uncharted wilderness areas of the Sword Coast North and Moonsea North. The Knights of the Shadow Sword are an elite order of fighters and rangers based in Shaundakul's Throne and dedicated to cleansing Myth Drannor of the evil that haunts its streets and ruins. Initially, they are fortifying the ancient Myth Drannan temple as a base of operations and sending out scouts to reconnoiter the ruined city. The Riders of the West Wind are an order of clerics and a few rangers who hire themselves out as a mercenary company to guard caravans heading through uncharted wilderness to distant lands.
Retired.

Fox²

Shiallia
Dancer in the Glades, Daughter of the High Forest, the Lady of the Woods

Faerunian Demigod
Symbol: Golden acorn
Home Plane: House of Nature
Alignment: Neutral Good
Portfolio: Woodland glades, woodland fertility, growth, the High Forest, Neverwinter Wood
Worshipers: Druids, farmers, foresters, gardeners, nuptial couples
Domains: Animal, Good, Plant, [Renewal]
Nature Deity: Yes
Cleric Alignments: LG, NG, CG, TN
Favored Weapon: "Forest's Friend" (quarterstaff)

Shiallia (shee-al-lee-ah) is winsome and earthy, delighting in dancing and frolicking in the woods and playing with woodland creatures when she is not tending to their needs. She has a low, throaty voice, and enjoys retorting with clever (and often crudely suggestive) rejoinders when engaged in conversation. At times she seems to behave like a satyr, but she has a more mysterious quality and unexpressed depths that a satyr would find incomprehensible. She is fiercely protective of her charges, but lets matters outside her purview go unchallenged, since they do not directly involve her, unless she is ordered to act by Mielikki or Silvanus.

The church of Shiallia is casually organized, with little in the way of a formal hierarchy. Shiallia's followers are husbands of nature, spending their days planting and nurturing, calling upon the weather, and tending to the ill and injured. They are not purely oriented to forest creatures, though that is their focus, and they extend their philosophy and favors to nonevil humanoids who enter or live within the forest, as well. Shiallia's clergy are sometimes known as the Silent Helpers, and tales tell how they watch over lost children and the foolish who wander through the reaches of the High Forest unaware of the dangers contained within.

Clerics and druids of Shiallia pray for their spells whenever the moon is highest in the sky, for the moon governs the reproductive cycle. Days that mark the passing of seasons are the most important of the year to followers of Shiallia. In particular, Greengrass and Highharvestide are celebrated as holidays of birth and fruition, respectively. On all holy days (including Midwinter, Midsummer, and the Feast of the Moon) the faithful invite all friendly creatures to revel with them in feasting, singing, and dancing. Weddings are welcomed and even solicited upon the change of seasons, and Shiallia's followers always enliven such occasions with as much faerie charm magic and romance as they can muster, creating a fantasy atmosphere under the stars. Therefore, many nonworshipers set their wedding dates on Shiallia's holy days in hopes of receiving her blessings and hospitality. Her clergy do not often multiclass.

History/Relationships:

Shiallia is said to be the sister of Tree Ghost (the collective spirit of the High Forest and one of the beast totems of Uthgar) and the daughter of Tapann the Undying Lord of the Korreds (satyrlike creatures). She serves Mielikki, along with Lurue and Gwaeron Windstrom, and through her, Silvanus. Shiallia is also allied with Chauntea and Eldath. She opposes those who seek to destroy the things she protects: Auril, Malar, Talona, and Talos.

Dogma:

The only true goal of any living thing is to procreate. Nature dictates the shape of the world, for good or ill, so the only concern of the creatures that inhabit it is survival. Death is not to be feared, for it is part of the natural cycle of life, but life, particularly the birth of new life, is to be encouraged and nurtured whenever and wherever possible.
Retired.

Fox²

Siamorphe
The Divine Right

Faerunian Demigod
Symbol: Silver chalice with a golden sun on the side
Home Plane: House of the Triad
Alignment: Lawful Neutral
Portfolio: Nobles, rightful rule of nobility, human royalty
Worshipers: Leaders, lore masters, nobles, those with inherited wealth or status
Domains: Knowledge, Law, [Nobility], [Planning]
Nature Deity: No
Cleric Alignments: LG, LN, TN, LE
Favored Weapon: "Noble Might" (light mace)

Siamorphe (sigh-a-morf) is kind and quiet with individuals, but firm and charismatic when dealing with large groups. Her soft voice is tinged with great wisdom, but she brooks no argument when she gives an order. She likes to think of her duty as one of building a sturdy skeleton of continuity in government through a noble infrastructure so that the body politic can grow and develop properly under the leadership of a royal ruler.

The church of Siamorphe is strictly ordered but small, confined primarily to the nobility of Waterdeep and Tethyr. Siamorphe's clerics are expected to serve as advisers and councilors to noble rulers if not of noble birth and as rulers if of noble birth. When confronted with a ruler of noble birth who does not keep himself or herself fit for the task and responsibilities of rule, a cleric of Siamorphe must either seek to rectify that ruler's shortcomings through counseling and education or engineer the ruler's succession by a more fit ruler of noble lineage.

In practice, many Scions of Siamorphe spend their days presiding over various advisory councils, researching genealogies and histories of noble families, coordinating ceremonies of investiture, and determining who is next in line for various titles. Those Scions of Siamorphe who have truly taken Siamorphe's message of responsibility to the common folk to hear spend their days serving the people, providing advice, arbitrating disputes, giving leaderless folk direction, and preaching the rights and responsibilities of the nobility and the duties and rights of commoners.

Clerics of Siamorphe pray for their spells at noon, when the Chalice of Siamorphe (i.e. the sun) is directly overhead. The church of Siamorphe has lost many of its ancient ceremonies and traditions over time, and clerics of the faith are only slowly rediscovering them, often by exploring ancient castles in which mortal descendants or ancient clergy of Siamorphe or her predecessors served various forgotten rulers. Religious services tend to be simple convocations of nobles discussing the social order and current difficulties in governing the masses. Siamorphe's name is invoked at the beginning and end of such services with a short prayer. Siamorphe's clergy have crafted many unique ceremonies for the various noble families of Waterdeep. All the rage among the nobility, the ceremonial baptism of a newborn heir presided over by a Scion of Siamorphe can cost as much as 10,000 gp. In Waterdeep, Siamorphe has a holy day in Sea Ward and North Ward where the nobles take over Heroes' Walk and Heroes' Garden and the road from skulls Street and all along the Street of Glances to the Street of the Singing Dolphin and hold a huge festival. Known as the Divine Pageantry, this fashionable revel is always held during the summer, but the date varies according to the will of Siamorphe (and, some critics claim, the year's current social calendar). Waterdeep's nobility dress in archaic costumes and wander the area throwing coins (usually copper or silver) to commoners, addressing each other with their full titles and speaking in a highly stylized, stilted speech that has been abandoned for several centuries. Some clerics multiclass as loremasters.

History/Relationships:

The current incarnation of Siamorphe is one in a long line of deities, the last of which was male. Siamorphe has no allies among the gods, but opposes the tyranny and corruption of gods such as Bane, Cyric, and Gargauth. This leaves her in a vulnerable position and she must be careful about openly supporting any act against them.

Dogma:

Nobles are the rightful rulers of the bulk of humankind provided that they keep fit for the task and responsibilities of rule. Nobles have the moral obligation to rule in the best manner possible for the people who serve under them even if their obligations conflict with their personal desires.

The descendants of noble bloodlines inherit their charisma and potential for wisdom from their noble ancestors. Their family fortunes provide them enough leisure time to be properly educated as rulers. The regular inheritance of noble titles by strict inheritance rules reduces the potential for power struggles between rival claimants to leadership. A strong noble class that cares for the commoners of Faerun and looks out for their best interest is the most stable, fair form of government.
Retired.

Fox²

Silvanus
Oak Father, the Forest Father, Treefather

Greater Deity
Symbol: Green living oak leaf
Home Plane: House of Nature
Alignment: Neutral
Portfolio: Wild nature, druids
Worshipers: Druids, woodsmen, wood elves
Domains: Animal, Plant, Protection, Water, [Renewal]
Nature Deity: Yes
Cleric Alignments: NG, LN, TN, CN, NE
Favored Weapon: "The Great Mallet of Silvanus" (maul)

Although wise and beneficent, the paternalistic Silvanus (sihl-vann-us) can be emotionally distant when it comes to the necessity of having a balance in nature and wrathful toward those who threaten wild places. He appears as an old, bearded, incredibly wise human male face floating in midair among trees or sprouting from the trunk of an especially old and large specimen.

The church of Silvanus is spread everywhere across Faerun and is far stronger than many might think. Nevertheless, most outsiders view the church of Chauntea, as patrons of agriculture, as being favorably inclined towards the expansion of civilization, while the church of Silvanus is the implacable foe of those who would settle new lands. Neither impression is correct, yet the church of the Oak Father is often perceived as little different from those faiths that venerate the Deities of Fury.

Clerics and druids of Silvanus prepare spells at sundown or in moonlight. Holy days are Greengrass, Midsummer night, Highharvesttide, and the Night the Forest Walks. This last holiday takes place when the deity grows restless. He then causes trees to move, streams to change course, caves to open or close, forest creatures to stir, and forest magic to strengthen. His clerics always turn undead rather than rebuking them.

Many rituals of worship to the deity take place in a crown stand or tall, ancient trees on a hilltop. The deity must always be worshiped by sacrifice, but never by blood sacrifice. Instead, something made from material taken from a wood must be ceremonially broken and buried--not burned. For example, a cart, wagon, or chair fashioned from the wood of felled trees could become a sacrifice to Silvanus. The simplest prayer to Silvanus is the Call of Oak, Ash, and Thorn, wherein a cleric gathers leaves of the three named sorts of trees, floats them on water, and entreats Silvanus to hear a prayer. For deeper concerns (a conversation with a servant of the deity, or the receipt of godly favors or magical powers) a Vigil is often employed: The worshiper anoints his or her own body with a powder of crushed acorns and mistletoe leaves mixed with rainwater or spring water and lies down on, or in contact with, a growing tree for most of a night. Some part of the bare flesh of the faithful must touch green, growing moss, so moss-covered giant trees are most favored for use in Vigils.

The two most powerful and holy rituals of Silvanites are the Song of the Trees and the Dryad Dance. The former is a haunting repetitive chant that draws woodland creatures to gather and be healed. The latter is a wild revitalizing ritual of piping and dancing that calls dryads out of the woods to wander, even far from their trees, to mate with humans. Sadly, it seems the most often performed ceremony in the Silvanite canon is the Thorncall, a ritual magic that raises thick walls of deadly tearing thorns out of the forest soil. These barriers are permanent and as labyrinthine as the presiding cleric desires, but they can only be called up when a servant of Silvanus (a worshiper or a servitor creature, such as a stag) has been slain or shed much blood in the vicinity. The Thorncall ritual is used to keep our those who would burn or despoil the forest in such a way as to upset the Balance. Many of his clerics multiclass as druids, forest masters, hierophants, or rangers.

History/Relationships:

Like Oghma, Silvanus is an old deity with many ties to other planes. He is closely allied with Chauntea, and is served directly and indirectly by Eldath, Mielikki, Gwaeron Windstrom, Lurue, and Shiallia. He is bitterly opposed to the activities of Malar and his church, as the Beastlord is consumed with bloodlust and his followers would hunt every creature in existence to extinction if given leave. Likewise, although Silvanus recognizes the role that both disease and natural acts of destruction play in the Balance, the Oak Father hates both Talos and Talona, for both care nothing for the natural order and seek only to indulge their most destructive impulses.

Dogma:

Silvanus sees and balances all, meting out wild water and drought, fire, and ice, life and death. Hold your distance and take in the total situation, rather than latching on to the popular idea of what is best. All is in a cycle, deftly and beautifully balanced. It is the duty of the devout to see this cycle and the sacred Balance as clearly as possible. Make others see the Balance and work against those that would disturb it. Watch, anticipate, and quietly manipulate. Resort to violence and open confrontation only when pressured by time or hostile action. Fight against the felling of forests, banish disease wherever you find it, defend the trees, and plant new flora wherever possible. Seek out, serve, and befriend the dryads and learn their names. Kill only when needful, destroy fire and its employers, and beware orcs and others who bring axes into the forest.

Clergy and Temples:

The church of Silvanus endlessly strives to preserve the sacred Balance, despite population pressures that lead to too-heavy hunting or farming. Members of the clergy work to redirect development and control populations through covert sponsorship of brigands, breeding and selective placing of predators, and other means. It is essential that such work be as secretive as possible, so that most folk view the servants of Silvanus as essentially benign lovers of trees. Wildlife breeding, nursing sick animals, and replanting trees and wild shrubs are all work that should be done as publicly as possible to support this perception--and as necessary work to redress the slipping Balance, of course. Silvanite clergy make a lifelong study the intricate workings of the life-cycles of all living creatures in Faerun and learn to take the long-term view so that the manifold implications of every action and combination of actions can be seen clearly well into the future. By planning for the long term, Silvanite clergy hope never to take a serious misstep and worsen any shift of the Balance. Superior patience, natural knowledge, and anticipation are the hallmarks of a worthy servant of Silvanus. They are also the qualities that make any Silvanite cleric a deadly foe. A Silvanite should never be surprised at an unexpected turn of events and always be three or four steps ahead of an opponent, prepared for victories well beyond the battles that an enemy can see.

Silvanus's church largely eschews formal temples and favors small communities over large cities, although clusters of his clerics work in large cities to create gardenlike walled areas of wild forest within the city limits. Most of the faithful worship the Oak Father amidst stands of forest giants, particularly ancient oak trees, or within rings of standing stones set deep within the great forests of Faerun.

The ceremonial dress for both clerics and druids of Silvanus is a suit of armor made of overlapping leaves. For clerics, the leaves are made of metal plates and the suit functions as a set of scale mail. For druids, the leaves are made of green-tined leather and the suit functions as leather armor. Either set is worn with green breeches and shirt. The outfit is topped with a large helm with oak leaf-shaped wings. The church of Silvanus consists of a central hierarchy dominated by druids, but many members, particularly clerics and rangers, stand outside the formal hierarchy. The structure of the church is patterned after the circles of the ancient druids. A highranking druid, called an arch druid, leads most Circles and members are all considered an initiates of varying level. Each arch druid in turn reports to the grand druid of the region, and all the grand druids in turn report to the great druid of the faith. The last is a difficult office that is never held by any one individual for more than a few years. Former officeholders are considered elders of the faith.
Retired.

Fox²

Sune
Firehair, Lady Firehair

Greater Deity
Symbol: Face of a red-haired, ivory-skinned beautiful woman
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Beauty, love, passion
Worshipers: Lovers, artists, half-elves, adventurers
Domains: Chaos, Charm, Good, Protection
Nature Deity: No
Cleric Alignments: NG, CG, CN
Favored Weapon: A silken sash (whip)

Fairest of the deities, Sune (soo-nee) is benevolent and sometimes whimsical. She always appears as a radiantly beautiful red-haired woman of incredible charm. She alternates between deep passions and casual flirtations and has been romantically tied to many of the other Faerunian deities. Sune enjoys attention and sincere flattery, and avoids anyone who is horrific or boorish. Lady Firehair loves and protects her followers, who in turn manifest and protect the beauty of the world.

Aside from those who despise love and beauty as a manifestation of weakness, the church of Sune is widely loved throughout Faerun and has many adherents to its teachings. However, as most Sunites are seen as flighty, vain, and superficial but basically harmless, the church of Sune has less influence than its prominence might otherwise suggest. Sunites have an intense rivalry with the followers of Hanali Celanil, the elven deity of beauty.

Sune's clerics pray in the morning after a refreshing scented bath (or after at least washing their hands). Greengrass and Midsummer Night are both Sunite holy days, celebrated with a great deal of outdoor frolicking and with night-long flirtatious chases through forests and parks. Individual temples celebrate numerous local holy days as well. At least once a month, the church of Sune holds a Grand Revel, a large party with dancing, poetry recitation, and heartrendingly beautiful or soulfully rousing music to which outsiders are invited with the intent to attract converts. A Feast of Love is a more intimate, quiet affair, open only to the faithful, who lie on couches and indulge in liqueurs, appetizers, and sweet pastries while lone dancers perform. These dances are interspersed with readings of romantic verse, prose, and songs of love sung by skilled minstrels. Such rituals always break up into private gatherings, though bards are always on hand to relate tales of courtly love or mysteries of Faerun for those who do not feel like socializing more privately. Sunites also offer personal prayers to Sune by standing in a pool or bath and looking into a mirror lit only by natural light or candles. Sune sends guidance to them by visions visible in the mirror, often by altering the reflection of the worshiper in some way. The influx of adventurers into Sune's clergy in recent years has reduced the huge former gender disparity in the church so that now females only outnumber males four to one. Sunite clerics tend to multiclass as bards, heart warders, or rogues.

History/Relationships:

Sune shares the waters of the Evergold, a sacred pool, with Hanali Celanil, the elven deity of beauty, and Sharess, the lusty feline temptress whom she rescued from Shar's shadow during the Time of Troubles. Sune is also allied with similarly minded deities such as Selune, Milil, and Lathander. Sune is served by Lliira and was once served by Selune, but the Moonmaiden has now once again gone her own way. Sune's nature makes it difficult for any being to be angry with her for long, and so she has no true enemies, although she dislikes Auril, Malar, Talos, Umberlee, Talona, and Tempus, for they are often responsible for the destruction of beautiful things. Tempus finds her dislike not worth reciprocating, since he considers her irrelevant, flighty, and not worth the conflict. Sune earned the enmity of Shar during the Time of Troubles, for the Nightmaiden did not appreciate being denied her conquest of Sharess, and so the Lady Firehair now quietly supports Mystra in her brewing battle with the Mistress of the Night.

Dogma:

Beauty is more than skin deep. It issues from the core of one's being and reveals one's true face to the world, fair or foul. Believe in romance, as true love will win over all. Follow your heart to your true destination. Love none more than yourself except Sune, and lose yourself in love of the Lady Firehair. Perform a loving act each day, and seek to awaken love in others. Respond to love at least once a day. Encourage beauty wherever you find it. Acquire beautiful items of all sorts, and encourage, sponsor, and protect those who create them. Keep your own body as comely as possible and as attractively displayed as situations warrant. Let hairstyle and clothing best suit your personal appearance, striving to stir and delight others who look upon you. Moreover, hide not away, but always seek to present yourself to those around you in a pleasing variety of garbs and activities so as to move them with love and desire. Love those who respond to your appearance, and let warm friendship and admiration flower where love cannot or dares not.

Clergy and Temples:

Sunites are aesthetes and hedonists, who actively seek out pleasure and beauty in all things. The pursuit of aesthetic enjoyment is their life. Sunite clergy buy beautiful items of art, sculpture, and handiwork whenever they find it, sponsoring good artists where necessary and overpaying for such items so as to drive prices up, creature more demand, and so increase the supply of things of beauty. This is to be done as often as funds afford and subtlety permits, and in disguise if need be. Whenever Sunite clergy must perform dirty tasks, the use of disguise is encouraged to protect the body as well as to conceal identity. The devout clerics always hires or supports adventurers and others to destroy things who vandalize beautiful creations. All clergy of Sune also strive to create beauty in a personal way, preferably as a creator of static fine art (blown-glass ornaments, paintings, or tapestries are all fashionable), but as a dancer if one fails at all else. When one of them gains expertise in crafting things of beauty, she or he is obliged to pass on such learning by training others and turning away no one who shows genuine promise. Any money made through such trainings should be given to the church to further the growth of beauty and love everywhere.

Although Sunite clergy can rebuff unwanted advances, they generally strive to build friendships and romantic feelings between themselves and others in general wherever they go so that love may prosper everywhere in Faerun. As the lonely are in most need of such things (and the most likely to join in love of the Lady Firehair), they are sought out by diligent clergy for friendship. Everyone, no matter how homely or disparate in faith from the path of the Lady, should be assisted by gifts and advice to make themselves as beautiful as possible. Sune's clerics sponsor artisans, build friendships and romances with themselves and among others, and destroy those who vandalize things of beauty. Sune has seen the benefits of Tymora's patronage of adventurers and wishes to tap into this source of worshipers, so the church supports gallant knights and explorers who are willing to search for lost jewels and priceless works of art or who are on missions to rescue their true loves.

Sunite temples are either stunningly beautiful edifices of fantastic design or classically elegant structures strategically enhanced by sculptured landscaping constructed with numerous picturesque paths and promenades and surprising and enchanting nooks in which to share moments of love, beauty, and passion. Many Sunite temples sport formal gardens with gorgeous flower beds, trellises and bowers of well-trained vines, and carefully pruned trees and topiaries. Fine sculptures and sumptuous fountains that play with soft, magical lighting provide focal points in most Sunite temple gardens.

Sunites are not bashful about their bodies. The standard ceremonial garb of Sunite clerics is monastic robes for men and habits for women, both cut to show off the figure of the wearer and dyed a deep crimson. Hair is normally worn long and allowed to fall free during rituals. At other times, clerics bind their tresses back with crimson scarves and wear clothing appropriate to the situation but always flattering to the form. While red hair is considered touched by the deity, all shades of hair and skin are welcome, provided they are unmarred and lovely.

The Sunite church's organization is loose and informal, and its leadership changes regularly with the whims of its clergy. The most attractive and charismatic Sunite clergy are usually the high clerics. Little is thought of a cleric dropping everything and going bounding off into the wild, particularly if the goal is some beautiful object or some beautiful individual, and such behavior creatures little scandal in the church.
Retired.

Fox²

Talona
Lady of Poison, Mistress of Disease, Mother of All Plagues

Lesser Faerunian Deity
Symbol: Three amber teardrops on a purple triangle
Home Plane: The Barrens of Doom and Despair
Alignment: Chaotic Evil
Portfolio: Disease, poison
Worshipers: Assassins, druids, healers, rogues, those suffering from disease and illness
Domains: Chaos, Destruction, Evil, Suffering
Nature Deity: Yes
Cleric Alignments: CN, NE, CE
Favored Weapon: A scabrous hand (unarmed strike)

Talona (tah-low-nah) is often depicted as a withered old crone with a scarred, tattooed face in religious texts. Where she walks, misfortune and death follow. She has the personality of a petulant, greedy child trapped in the body of a once-beautiful woman now scarred by horrific disease and ravaged by age. She alternately desires attention at any cost like a small child and becomes aloof like a wounded paramour who has been discarded by her love.

The church of Talona is organized in a strict hierarchy, but riven by factions and sects. Aside from selling poisons, antidotes, and medicines, the Talonites travel Faerun as quietly as possible, constantly seeking out new diseases and afflictions and spreading rumors so as to augment the reputation of Talona. What seems to motivate Talonites in their day-to-day behavior is a quest for respect: respect that is due Talona for her potentially devastating abilities and due them as her representatives in Faerun. Throughout their careers, Talona's clerics work with magic and study to build their personal immunities to various poisons and diseases. Thus protected, they treat the diseased, take employment as food tasters for paranoid rulers, wealthy merchants, and nobles, and bury those who have died from diseases. Whenever a realm or city-state casts out or punishes any Talonites, for any reason, clerics of Talona work to cause a plague in that place to exact "Talona's price" for such insults. Rumors have circulated that certain unscrupulous Talonites have occasionally chosen wealthy folk as targets for disease so that wealth and properties can be seized by the church upon the death of these wealthy owners, with the threat of contracting disease keeping rightful heirs and claimants at bay.

Clerics and druids of Talona pray for their spells in the evening, although they observe thrice-daily prayers to the goddess. Festivals are held every 12 and are open to nondevotees, where such visitors are encouraged to pray and give offerings to Talona to spare themselves or loved ones from death, disease, wasting illnesses, and the like. A long symphony of rolling drums, deep-voiced chanting, and glaur, shaum, and zulkoon music proclaims the power and veneration of Talona throughout the day. Younger members of the church busily sell poisons (for eliminating vermin, of course), antidotes, and medicines during the festival, assisted by senior clergy who diagnose conditions (usually with great accuracy) and prescribe treatments in return for stiff fees. Annually at the festival falling closest to Highharvestide, initiates of the faith are formally inducted into the clergy. Horrifying private ceremonies involving ritual scarring and sacred tattoos mark this ascension. Many clerics and druids multiclass as assassins, divine disciples, or rogues.

History/Relationships:

Talona is one of the Dark Deities, having served Bhaal alongside Loviatar, whom she hates for her cruel teasing. Since the death of the Bhaal during the Time of Troubles, both Loviatar and Talona have slowly fallen under the sway of Shar. However, the return of Bane, who was Bhaal's superior, presages a conflict for both lesser goddesses' loyalty. With more than a hint of jealousy and bitterness, Talona loathes such benevolent deities as Chauntea, Mielikki, Silvanus, Sune, Lliira, Kelemvor, Tyr, and Shiallia.

Dogma:

Let pain be as pleasure, for life and death are in balance, but death is the more powerful and should be paid proper homage and respect. Death is the true power, the great equalizer, and the lesson that waits for all. If it falls to you to drive home the point with the tip of a dagger, so be it. The Mother of All Plagues works upon you from within, and weakness and wasting is her strength. Talona's breath is forever and always with you, whomever you or the rest of the world believes in or serves. Let all living things learn respect from Talona and pay homage to her in goods and in fervent worship. If they do so, intercede for them so that Talona will not claim them--this time. Go and work in Talona's name and let your doings be subtle spectacular, but make them known as the will of the Mistress of Disease.
Retired.