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Previous Chapters => Realmslore => Faiths of Faerun => Topic started by: Caster13 on September 28, 2005, 01:03:23 AM

Title: Major Deities
Post by: Caster13 on September 28, 2005, 01:03:23 AM
The following deities are major deities of Faerun:

Azuth, Bane, Chauntea, Cyric, Eilistraee† , Gond† , Helm, Ilmater, Kelemvor† , Kossuth, Lathander† , Lolth† , Malar† , Mask, Mielikkiâ†, Mystra† , Oghma, Selune, Shar, Shaundakul, Silvanus, Sune†, Talos†, Tempus, Torm†, Tymora†, Tyr, Umberlee, Uthgar†, Waukeen

† Unresponsive (does not grant spells)
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Post by: Mr. Cheez-It on September 28, 2005, 01:04:59 AM
Azuth

(http://i62.tinypic.com/14muwzb.jpg)

The High One, Patron of Mages, Lord of Spells
Symbol:  Human left hand pointing upward outlined in blue fire
Home Plane:  Dweomerheart
Alignment:  Lawful Neutral
Portfolio:  Wizards, mages, spellcasters in general, monks (Shining Hand)
Worshipers:  Philosophers, sages, sorcerers, wizards
Favored Weapon:  “The Old Staff” (quarterstaff)

Cleric Alignments:  LE, LG, LN
NwN Domains:  Knowledge, Magic, Illusion, Law, Spell

History/Relationships:  As a mortal, Azuth coveted power, researching the arcane lore of a dozen fallen empires in an effort to further his magical study.  His dedication eventually led to his being installed as the first Magister, a position created specifically by Mystra to recognize her most promising mortal pupil.  Azuth then sought to carve a piece of the deity Savras's divinity and bind it to himself – an experiment that ultimately failed.  This led to a series of battles with Savras, ending with that deity's imprisonment in a staff.  With the help of Mystra, who had beome his lover, Azuth finally ascended to divine status.  Savras (now freed from his imprisonment) grudgingly serves Azuth, as does the generally untrustworthy Velsharoon.

Dogma:  Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation.  Maintain calm and caution in your spellcasting and magic use to avoid making mistake that even magic cannot undo.  Use the Art wisely, and always be mindful of when it is best not to use magic.  Teach the wielding of magic and dispense learning throughout Faerun that the use and knowledge of magic may spread.  Live and teach the idea that with magical power comes grave responsibility.  Learn every new spell you discover and make a copy for the temple library.  Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times.
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Post by: Mr. Cheez-It on September 28, 2005, 02:56:45 AM
Bane

(http://i61.tinypic.com/2h4xd2s.jpg)

The Black Lord, the Black Hand, the Lord of Darkness
Symbol:  Green rays squeezed forth from a black fist
Home Plane:  The Barrens of Doom and Despair
Alignment:  Lawful Evil
Portfolio:  Strife, hatred, tyranny, fear
Worshipers:  Conquerors, evil fighters and monks, tyrants, wizards
Favored Weapon:  “The Black Hand of Bane” [a black gauntlet] (morningstar)

Cleric Alignments:  LN, LE, NE
NwN Domains:  Destruction, Evil, Hatred, Law

History/Relationships: Even as a human, Bane wanted nothing more than to become the most feared, respected tyrant the world had ever known. However, doing so would require an infusion of arcane power greater than that usually accorded to mortals. Hence, the calculating despot joined forces with the similarly driven humans Bhaal and Myrkul in a pact of mutual assistance that would end in the apotheosis of the entire trio. The three villains adventured across the breadth of Faerun, defeated countless foes, slew one of the Seven Lost Gods, and traveled throughout the Lower Planes before achieving that goal. They benefited from the generosity (or, as some suggest, indifference) of the dispassionate Jergal, who had become bored with his role as patron of strife, death, and the dead. Each gained one-third of Jergal's portfolio and dominated their area of concern for centuries.

However, even complete control over strife was not enough for Bane, whose desire for supremacy led him, in 1358 DR, to once again team with Myrkul. The pair stole the Tablets of Fate, inscribed by Lord Ao to outline the roles of the deities of Toril. This precipitated the calamitous Time of Troubles, during which Bane was slain by Torm the True in a furious battle in the harbor of Tantras. It seemed the Black Lord's ceaseless ambition had at last led to his destruction. Bane's church fragmented, with most of the faithful defecting to the clergies of Cyric, who inherited Bane's portfolios, and Iyachtu Xvim, the progeny of Bane's coupling with a powerful demon. Agents of weal and freedom breathed easier in those days, knowing the Toril was rid of perhaps its greatest menace.

Those who let down their guard, however, did so rashly, and far too soon. On midwinter night of 1372 DR, Xvim burst in a conflagration of diabolical green light. From the smoking husk of his remains emerged a newly reinvigorated Bane, his right hand ablaze with green fire. Xvim, it appeared, had been little more than a sentient cocoon, a shell in which grew a festering larva that would, in time, become Bane. Within days, the Xvimlar clergy had converted to the worship of Bane, and a great evil once again cast its calculating stare over the lands of Faerun.

Bane hates virtually the entire Faerunian pantheon but holds special antipathy for Torm, Cyric, Mystra, Tempus, Helm, Lathander, Oghma, and Ilmater, in that order. He has established a working relationship with Loviatar, Mask, and Talona, but as these deities desperately fear him, the alliances are not strong.

Dogma: Serve no one but Bane. Fear him always and make others fear him even more than you do. The Black Hand always strikes down those who stand against it in the end. Defy Bane and die - or in death find loyalty to him, for he shall compel it. Submit to the word of Bane as uttered by his ranking clergy, since true power can only be gained through service to him. Spread the dark fear of Bane. It is the doom of those who do not follow him to let power slip through their hands. Those who cross the Black Hand meet their dooms earlier and more harshly than those who worship other deities.
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Post by: Mr. Cheez-It on September 29, 2005, 02:38:27 AM
Chauntea

(http://img276.imageshack.us/img276/8811/chaunteasymbolpost5ro.jpg) (http://img145.imageshack.us/img145/1916/tnchaunteap19jpg9tr.jpg)
(http://images3.wikia.nocookie.net/forgottenrealms/images/thumb/2/21/Chauntea_symbol_-_Mike_Schely.jpg/120px-Chauntea_symbol_-_Mike_Schely.jpg)

The Great Mother, the Grain Goddess, Earthmother
Symbol: Blooming rose on a sunburst wreath of golden grain
Home Plane: House of Nature
Alignment: Neutral Good
Portfolio: Agriculture, plants cultivated by humans, farmers, gardeners, summer
Worshipers: Peasants and indentured servants, druids, farmers, gardeners
Favored Weapon: A shock of grain (scythe)

Cleric Alignments: CG, LG, N, NG
NwN Domains:  Animal, Earth, Good, Protection, Plant


History/Relationships: Chauntea is on of the oldest Faerunian deities. Shar and Selune predate her, having given her life when they created the world of Toril. In the ensuing millennia, Chauntea has forged passionate relationships with several deities, many of whom no longer exist in any meaningful form. So too has she battled (and even destroyed) deities who schemed to befoul Chauntea's world. Some of her worshipers claim that Chauntea is the progenitor of all the mortal races, that the creatures who populate the world first emerged from her womb in the days when the air was quiet and the earth was still. In those early centuries, Chauntea was known as Jannath the Earthmother, a wild deity who ran with animal packs and rejoiced in the unhindered growth of wilderness. Though the people of the Moonshae Isles continue to worship this aspect of the Great Mother, the deity herself has moved on, changing as the world changes.

In the last several hundred years, Chauntea has become enamored with the inhabitants of her world (particularly humans) to the point oat which she now focuses her attentions completely on helping them live off the land. She preaches a reverence for nature and urges the folk of civilized lands to repair what they have damaged, but she long ago ceded the wildlands to other deities. This development has led to a cooling of relations with Silvanus -- some of his more militant druidic worshipers believe that the Great Mother has betrayed herself and sold out the world to the all-too-rapid encroachment of civilization. Her ties to other deities, particularly Shiallia, Mielikki, Lurue, and Eldath, remain strong. She shares a fondness for Lathander that has at times become intimate, and the two deities currently spend a great deal of time together. Chauntea opposes Auril, Malar, Talos, and Umberlee, and she views the return of Bane as a dark omen. Talona, Lady of Poison, is the Great Mother's most hated foe, as her propensity to bring blight, poison and disease to the natural world fills Chauntea with great fury.

Dogma: Growing and reaping are part of the eternal cycle of the most natural part of life. Destruction for its own sake and leveling without rebuilding are anathema. Let no day pass in which you have not helped a living thing flourish. Nurture, tend, and plant wherever possible. Protect trees and plants, and save their seeds so that what is destroyed can be replaced. See to the fertility of the earth but let the human womb see to its own. Eschew fire. Plant a seed or a small plant at least once a tenday.
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Post by: Mr. Cheez-It on September 29, 2005, 02:47:56 AM
Cyric

(http://i57.tinypic.com/fvxrex.jpg)

Prince of Lies, the Dark Sun, the Black Sun

Symbol: White jawless skull on black or purple sunburst
Home Plane: The Supreme Throne
Alignment: Chaotic Evil
Portfolio: Murder, lies, intrigue, deception, illusion, disorganized storage chests
Worshipers: Former worshipers of Bane, Bhaal, and Myrkul, power-hungry (primarily young) humans
Favored Weapon: "Razor's Edge" (longsword)

Cleric Alignments: CE, CN, NE
NwN Domains: Destruction, Evil, Trickery, Chaos, Illusion

History/Relationships: Once mortal, Cyric was elevated to divine status by Ao at the conclusion of the Time of Troubles in 1358 DR, as was Midnight (Mystra). Upon his ascension, Cyric claimed the portfolios of Bane, Myrkul, and Bhaal, largely subsuming their churches into his faith as well. The Dark Sun then slew Leira, Lady of the Mists, with the aid of Mask in the form of the sword "Godsbane."

A decade later, in 1368 DR, Cyric created the Cyrinishad, a tome of great power that proclaimed him the One True Deity. Cyric unwisely read his own book, a mistake that cost him his sanity and led to the loss of Myrkul's former portfolio to Kelemvor, a mortal with whom Cyric had once adventured. Moreover, Oghma and Mask conspired to create another tome entitled "The True Life of Cyric", and with it the Dark Sun's plot was foiled -- although not before the destruction of much of Zhentil Keep. However, caught in the web of his own plots, Mask read the Cyrinishad as well, enabling Cyric to steal the portfolio of intrigue from him, along with some of the divine power of the Master of All Thieves.

A year later, in 1369 DR, Cyric was accused of innocence by reason of insanity, thereby failing in his divine duty to spread strife and discord. Cyric's Chosen, a former Calishite merchant name Malik, arranged for his patron to read "The True Life of Cyric" and thus regain his sanity. A tribunal of greater deities then found the Dark Sun guilty of his crimes and allowed him to keep his divine status.

Now Cyric continues his murderous intrigues with renewed fervor, ever striving to undermine his fellow deities and destroy all that they hold precious in the mortal realm. He has no allies, although from time to time he pretends to work with various deities in order to ensure their eventual downfall. The Prince of Lies particularly hates Mystra and her former lover, Kelemvor. He exacted a small measure of vengeance against them by engineering the rift that forever sundered their mortal bond of love. However, Cyric now views Bane as the greatest threat to his power, and the brewing war between these two lords of evil may eventually consume Faerun in a great Holocaust.

Dogma: Death to all who oppose Cyric. Bow down before his supreme power, and yield to him the book of those that do not believe in his supremacy. Fear and obey those in authority, but slay those that are weak, of good persuasion, or false prophets. Battle against all clergy of other faiths, for they are false prophets and forces who oppose the One True Way. Bring death to those that oppose Cyric's church or make peace, order, and laws, for only Cyric is the true authority and all other authority must be subverted. Break not into open rebellion, for marching armies move the false deities to action. Fell one foe at a time and keep all folk afraid, uneasy, and in constant strife. Any method or means is justified if it brings about the desired end.
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Post by: Mr. Cheez-It on September 29, 2005, 02:55:11 AM
Eilistraee
†Unresponsive

(http://img228.imageshack.us/img228/3549/eilistraeesymbolpost5ke.jpg) (http://img145.imageshack.us/img145/907/tneilistraeep24jpg7au.jpg)

The Dark Maiden, Lady of the Dance
Symbol: Nude long-haired female drow dancing with a silver bastard sword in front of a full moon
Home Plane: Arvandor (also the Demonweb Pits)
Alignment: Chaotic Good
Portfolio: Song, beauty, dance, swordwork, hunting, moonlight
Worshipers: Good-aligned drow, hunters, surface-dwelling elves
Favored Weapon: "The Moonsword" (bastard sword)

Cleric Alignments: CG, CN, NG
NwN Domains: Good, Chaos, Drow, Elf, Portal, Charm

History/Relationships: The daughter of Corellon Larethian and Araushnee (who later became Loth), and the sister of Vhaeraun, Eilistraee was banished along with the other drow deities for her (inadvertent) role in the war against the Seldarine. Despite being absolved of any crime, Eilistraee insisted upon this punishment from her reluctant father, because she foresaw that the dark elves would need a beacon of good within their reach. Her allies are the Seldarine, Mystra, Selune, and the good deities of the Underdark races; her enemies are the evil deities of the Underdark, especially the rest of the drow pantheon.

Dogma: Be always kind, except in battle with evil. Encourage happiness everywhere. Learn and teach new songs, dance and the flowing dance of skilled swordwork. Promote harmony between the races. Befriend strangers, shelter those without homes, and feed the hungry. Repay rudeness with kindness. Repay violence with swift violence so that those who cause it are quickly dealt with. Aid drow in distress and give them the Lady's message: "A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace and live beneath the sun again where trees and flowers grow."
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Post by: Mr. Cheez-It on September 29, 2005, 03:00:31 AM
Gond
†Unresponsive

(http://img228.imageshack.us/img228/4148/gondsymbolpost8xk.jpg) (http://img145.imageshack.us/img145/9352/tngondp27jpg4ud.jpg)

Wonderbringer, Lord of All Smiths
Symbol: A toothed metal, bone, or wood cog with four spokes
Home Plane: House of Knowledge
Alignment: Neutral
Portfolio: Artifice, craft, construction, smithwork
Worshipers: Blacksmiths, crafters, engineers, gnomes, inventors, Lantanese, woodworkers
Favored Weapon: "Craftmaster" (Warhammer)

Cleric Alignments: Any
NwN Domains: Earth, Fire, Knowledge, Metal, Planning

History/Relationships: Gond is an enigmatic deity. He serves Oghma in the thirst for knowledge, but is so independent of his superior that many forget their relationship. He is friendly with Lathander, Waukeen, and Tempus, for his inventions relate to creativity, profit and war, respectively. His only true foe is Talos, whose unhindered destruction threatens not only Gond's inventions but also his dominion over devices of destruction.

Dogma: Actions count. Intentions are one thing, but it is the result that is most important. Talk is for others, while those who serve Gond do. Make new things that work. Become skilled at forging or some craft, and practice making things and various means of joining and fastening until you can create devices to suit any situation or space. Question and challenge the unknown with new devices. New inventions should be elegant and useful. Practice experimentation and innovation in the making of tools and the implementation of processes, and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. Keep records of your strivings, ideas, and sample devices so that others may follow your work and improve on what you leave behind and encourage others, such as farmers and hunters, to think of new tools, improved ways of crafting and using their existing gear, and new ways of doing things. Observe, acquire, and store safely the makings of others and spread such knowledge among the consecrated of Gond. Discuss ideas and spread them so that all may see the divine light that is the Wonderbringer.
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Post by: Mr. Cheez-It on September 29, 2005, 03:12:52 AM
Helm

(http://i58.tinypic.com/m9rr4g.jpg)

The Watcher, the Vigilant One
Symbol: Staring eye with blue pupil on a upright war gauntlet
Home Plane: House of the Triad
Alignment: Lawful Neutral
Portfolio: Guardians, protectors, protection
Worshipers: Explorers, fighters, guards, mercenaries, paladins
Favored Weapon: "Ever Watchful" (bastard sword)

Cleric Alignments: LE, LG, LN
NwN Domains: Protection, Strength, Law, Planning

History/Relationships: Helm has always borne a heavy load, symbolized by his omnipresent suit of armor. As the eternal sentry, he knows that the end of the world will inevitably come on his watch. Nevertheless, he serves without complaint, willing to make any sacrifice to protect his charge. Thus, Helm is implacable opposed to the machinations of Bane, Cyric, and Shar, whose insidious plots eternally threaten Faerun. He also fights the unbridled fury and destructive impulses of Garagos and Talos at every turn. Helm is not amused by Masks thievery or his jests, viewing the Lord of Shadows as simply another threat to be defeated. Of the good-aligned deities, only Torm truly understands Helm's unbending commitment to his charge. Relations between the Loyal Fury and the Vigilant One are strong, enough so that the two churches have grudgingly begun to heal the rift between them, at the command of their respective deities.

Dogma: Never betray your trust. Be vigilant. Stand, wait, and watch carefully. Be fair and diligent in the conduct of your orders. Protect the weak, poor, injured, and young, and do not sacrifice them for others or yourself. Anticipate attacks and be ready. Know your foes. Care for your weapons so they may perform their duties when called upon. Careful planning always defeats rushed actions in the end. Always obey orders, providing those orders follow the dictates of Helm. Demonstrate excellence and purity of loyalty in your role as a guardian and protector.
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Post by: Mr. Cheez-It on September 29, 2005, 03:17:49 AM
Ilmater

(http://img179.imageshack.us/img179/3771/ilmatersymbolpost5hb.jpg) (http://img145.imageshack.us/img145/3049/tnilmaterp32jpg7qi.jpg)

The Crying God, The Broken God
Symbol: Pair of white hands bound at the wrist with a red cord
Home Plane: House of the Triad
Alignment: Lawful Good
Portfolio: Endurance, suffering, martyrdom, perseverance
Worshipers: The lame, the oppressed, the poor, monks, paladins, serfs, slaves
Favored Weapon: An open hand (unarmed strike)

Cleric Alignments: LG, LN, NG
NwN Domains: Good, Healing, Strength, Law, Suffering

History/Relationships: Ilmater is an older deity who has long been associated with Tyr (his superior) and Torm, who together are known as the Triad. The Triad work together closely, for in union they are stronger than as individuals. Ilmater is also allied with Lathander. He opposes deities who enjoy destruction and causing pain and hardship for others, particularly Loviatar and Talona, whose natures are diametrically opposed to his own. Other foes include Bane, Garagos, Malar, Shar, and Talos.

Dogma: Help all who hurt, no matter who they are. The truly holy take on the suffering of others. If you suffer in his name, Ilmater is there to support you. Stick to your cause if it is right, whatever the pain or peril. There is no shame in a meaningful death. Stand up to all tyrants, and allow no injustice to go unchallenged. Emphasize the spiritual nature of life over the existence of the material body.
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Post by: Mr. Cheez-It on September 29, 2005, 08:13:27 PM
Kelemvor

(http://i57.tinypic.com/35d5d6s.jpg)

Lord of the Dead, Judge of the Damned
Symbol: Upright skeletal arm holding the golden scales of justice
Home Plane: The Fugue Plane
Alignment: Lawful Neutral
Portfolio: Death, the dead
Worshipers: The dying, families of the dying, gravediggers, hunters of the undead, morticians, mourners
Favored Weapon: "Fatal Touch" (bastard sword)

Cleric Alignments: LE, LG, LN
NwN Domains: Protection, Sun, Travel, Death, Law, Fate, Repose
[SIZE="1"]The Sun and Death domains were added to give Kelemvor powers against/related to undead/death in place of Repose. Now that Repose has been added, those domains will be stricken. [/SIZE]

History/Relationships: If not for the Time of Troubles, the mortal warrior known as Kelemvor Lyonsbane likely would of died on some battlefield, alone and unmourned. He was the victim of a bewildering ancestral curse that forced him to assume the form of a violent magical panther whenever he performed a rare act of kindness. However, he fell in with a band of adventurers that included Cyric of Zhentil Keep and a young arcane spellcaster called Midnight. By the end of the Godswar, all three had become deities, through cunning plots and betrayal or purest happenstance.

As deities, the three former companions still retain what might be called a relationship. Cyric despises both Kelemvor and Midnight (who became Mystra), blaming them for his frequent setbacks. Cyric plots endlessly to regain dominion over death, a portfolio he held briefly, and instructs his mortal followers to oppose those of Kelemvor by disturbing the rest of the dead, mutilating corpses to prevent identification, and supporting all kinds of necromantic activity. As mortals, Mystra and Kelemvor were lovers, though it remains uncertain if their relationship survived the events of the past fourteen years. Mystra aids Kelemvor from time to time, but the demands of her station prevent frequent contact. Kelemvor hates Velsharoon for his support of necromancy and Talona for her poisons and diseases, which send many souls to the Fugue Plane prematurely. Kelemvor spends a great deal of time in the company of Jergal, with whom he lives in the Crystal Spire of the Fugue Plane and from whom he learns the responsibilities and requirements of his station. The Forgotten One's stark pragmatism and almost chilling lack of pity disturb Kelemvor, however, and though he respects Jergal, it is a stretch to say that he trusts the elder deity.

Dogma: Recognize that death is part of life. It is not an ending but a beginning, not a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Faerun to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all Faerun die a natural death without one of Kelemvor's clerics at her side.
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Post by: Mr. Cheez-It on September 29, 2005, 08:17:10 PM
Kossuth

(http://img51.imageshack.us/img51/1374/kossuthsymbolpost7yt.jpg) (http://img145.imageshack.us/img145/572/tnkossuthp36jpg3zq.jpg)

The Lord of Flames, the Firelord
Symbol: A twining red flame
Home Plane: Elemental Plane of Fire
Alignment: Neutral
Portfolio: Elemental fire, purification through fire
Worshipers: Druids, elemental archons, fire creatures, Thayns
Favored Weapon: Tendril of flame (spiked chain)

Clerical Alignments: CN, LE, LG, LN, N, NE, NG
NwN Domains: Destruction, Fire, Renewal, Suffering

History/Relationships: A supremely powerful elemental being known as Kossuth has lorded over fire since the earliest moments of the multiverse, though whether or not the contemporary Kossuth is the same primordial being or on in a long line of similarly named successors is a matter of much conjecture. The Lord of Flames rarely intervenes in affairs of the mortal world. spending most of his time embroiled in the intrigues of the Inner Planes. In -150 DR, powerful Raumatharan wizards managed to summon Kossuth from his elemental home and instructed him to destroy a besieging army from hated Narfell. This he did, but he soon turned against the wizards, incinerating their city for their arrogance. The resulting conflagration consumed much of the northern coast of the Alamber Sea and the fires of Kossuth's anger burned strong for more than a decade after his withdrawal from Toril. He appears to have paid little attention to the world since, though his faithful in Thay credit him with intervening in the disastrous Salamander War of 1357 DR and preventing that from becoming an even greater debacle. Kossuth's name is not among the deities spotted in Faerun during the Time of Troubles, which suggests either that he somehow escaped Ao's wrath or simply kept quiet as the world fell apart around him.

Kossuth's doctrine of elemental supremacy virtually ensures conflict with the other elemental lords, and the Lord of Flames harbors especial hatred for Istishia, whom he views as pathetic and weak. In response, the King of the Water Elementals instructs his followers to work against the plans of Kossuth at every turn. Open warfare between the two clergies is rampant. The Firelord interacts very little with the other deities of Faerun. Moradin and Flandal Steelskin honor him for the heat of the forge, but he rarely responds. The return of Bane pleases Kossuth, however; the two deities seem to agree on the importance of a strong religious hierarchy and have a common intolerance for the ephemeral and unpredictable nature of chaos

Dogma: Those fit to succeed will do so. Kossuth's faith is innately superior to all other faiths, particularly that of Istishia. Fire and purity are the same. Smoke is produced by air in its jealousy. The reward of successful ambition is power. Reaching a higher state is inevitably accomplished by difficulty and personal pain of some sort. Kossuth sends his pure fire to cleanse us all and temper our souls so that we can achieve a pure state. Expect to be tested, and rise to the challenge, no matter what difficulty and pain it brings. Those above you have proven their worth and deserve your service. Guide others to Kossuth's pure light so that he may reforge all life into its essential form.
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Post by: Mr. Cheez-It on September 29, 2005, 08:22:24 PM
Lathander
†Unresponsive

(http://img51.imageshack.us/img51/6408/lathandersymbolpost2zv.jpg) (http://img145.imageshack.us/img145/361/tnlathanderp39jpg1sv.jpg)

The Morninglord
Symbol: Sunrise made of rose, red, and yellow gems
Home Plane: House of Nature
Alignment: Neutral Good
Portfolio: Athletics, birth, creativity, dawn, renewal, self-perfection, spring, vitality, youth
Worshipers: Aristocrats, artists, athletes, merchants,  monks (Sun Soul), the young
Favored Weapon: "Dawnspeaker" (light or heavy mace)

Cleric Alignments: CG, LG, NG
NwN Domains: Good, Protection, Strength, Sun, Nobility, Renewal


History/Relationships: Lathander's friendly demeanor makes him almost as popular among other deities as he is among the mortals of Toril. The deities, however, tend to have longer memories then their followers; many appreciate Lathander's calls to action and altruistic rants but try to keep him from doing too much damage to the status quo. He gets on well with other idealistic deities such as Eldath and Llura, or with those, such as Lurue and Siamorphe, who prefer to focus on the pleasurable and good things in life. The Morninglord's command over creativity brings him into friendly contact with Oghma, Milil, and Gond, and his unflinching hatred of the undead has made him a fast ally of Kelemvor. Chauntea seems to appreciate his exuberance more than any other member of the Faerunian pantheon, perhaps because it brightens her ancient soul. She and Lathander believe that their fates are intertwined, and while their romance has faded and flared intermittently over the centuries, they always seem to return to each other.

Lathander somewhat naively holds evil deities such as Bane, Cyric, Loviatar, and Talos personally responsible for the majority of Toril's ills. He particularly dislikes Shar, whom he views as an eternally corrupting force, the foul cancer at the heart of every shadowy intrigue against him and his church. Lathander believes that the Dawn Cataclysm occurred because spies of the Lady of Loss secretly corrupted his efforts, and he is hatching plans to ensure that does not happen again.

Helm harbors ill feeling toward the Morninglord that date back to the Dawn Cataclysm, when Lathander indirectly caused the destruction of Helm's lover Murdane, a lesser deity of reason and pragmatism. No doubt the Vigilant One would be chagrined to learn that Lathander has, since the Time of Troubles, been working on some of the incantations and machinations that brought about that catastrophe so long ago. Oghma, Chauntea, and Lliira know of Lathander's plans, but so far, each has remained silent. With the return of Bane, many progressive deities believe that direct action must be taken to destroy evil once and for all, and that no unintended consequences of Lathander's plans could be as threatening to the world as simply standing by and doing nothing.

Dogma: Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies. It is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Perfect yourself, and be fertile in the mind and body. Wherever you go, plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Watch each sunrise. Consider the consequences of your actions so that your least effort may bring the greatest and best reward. Avoid negativity, for from death comes life, and there is always another morning to turn a setback into a success. Place more importance in activities that help others than on strict adherence to rules, rituals, and the dictates of your seniors.
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Post by: Mr. Cheez-It on September 29, 2005, 08:27:13 PM
Lolth

(http://i58.tinypic.com/flagls.jpg)

Queen of Spiders, Queen of the Demonweb Pits
Symbol: Black spider with female drow head hanging from a spider web
Home Plane: Demonweb Pits
Alignment: Chaotic Evil
Portfolio: Assassins, Chaos, Darkness, Drow, Evil, Spiders
Worshipers: Drow and depraved elves, sentient spiders
Favored Weapon: A spider (dagger)

Cleric Alignments: CE, CN, NE
NwN Domains: Chaos, Darkness, Destruction, Drow, Evil,  Trickery, Spider

History/Relationships: Lolth was once Araushnee, the consort of Corellon Larethian, patron of artisans, the deity of elven destiny, and -- later, by Corellon's decree -- the keeper of those elves who shared her darkly beautiful features. The Weaver of Destiny bore her lover two children, Eilistraee and Vhaeraun, before she betrayed him and tried to invade Arvandor, along with Ghaunadaur, Malar, and many other fell deities. For her crimes, Araushnee was banished to the Abyss in the form of a spider demon, where she took the name Lolth. As the original patron of the dark elves, the Queen of Spiders established herself as the unchallenged ruler of the drow pantheon. Lolth finds it convenient to ally herself on occasion with Loviatar and Malar, and since the Time of Troubles, to masquerade as Moander, an ancient deity of rot, corruption, and decay. Lolth's foes include the Seldarine (the elven pantheon) Ghaunadaur, Eilistraee, nondrow Underdark deities, and Gruumsh.

Dogma: Fear is as strong as steel, while love and respect are soft and useless. Convert or destroy nonbeliever drow. Weed out the weak and the rebellious. Destroy impugners of the faith. Sacrifice males, slaves, and those of other races who ignore the commands of Lolth or her clerics. Raise children to praise and fear Lolth; each family should produce at least one cleric to serve her. Questioning Lolth's motives or wisdom is a sin, as is aiding nondrow against the drow, or ignoring Lolth's commands for the sake of a lover. Revere arachnids of all kinds; those who kill or mistreat a spider must die.
Title:
Post by: Caster13 on October 01, 2005, 02:33:01 AM
Malar
†Unresponsive

The Beastlord, the Black-Blooded Pard
Symbol: Bestial claw with brown fur and curving bloody talons
Home Plane: Fury's Heart
Alignment: Chaotic Evil
Portfolio: Bloodlust, Evil Lycanthropes, hunters, marauding beasts and monsters, stalking
Worshipers: Hunters, Evil Lycanthropes, sentient carnivores, rangers, druids
Favored Weapon: A beast's claw (claw bracer)

Cleric Alignments: CE, CN, NE
NwN Domains: Animal, Chaos, Evil, Strength

History/Relationships: Malar is an ancient deity who dates back to the days when the first beasts stalked the land. He has always hated the Fair Folk and maintains a long-standing alliance with Lolth against the Seldarine. Over the centuries, he has tried to usurp power from other deities with varying degrees of success. He is one of the Deities of Fury, along with Talos (his superior), Auril, and Umberlee, and he is allied with dark deities such as Bane and Loviatar. The Beastlord fights against the deities of peace, civilization, and nature, but harbors a particular loathing for Nobanion since that deity defeated him in a fierce conflict, known as the Roar of Shadows, during the Time of Troubles.

Dogma: Survival of the fittest and the winnowing of the weak are Malar's Legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear in the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 02:43:43 AM
Mask

(http://img329.imageshack.us/img329/9890/masksymbolpost4lg.jpg) (http://img3.imageshack.us/img3/9773/tnmaskp47jpg7xc.jpg)

Master of All Thieves, Lord of Shadows
Symbol: Black velvet mask tinged with red
Home Plane: Plane of Shadow
Alignment: Neutral Evil
Portfolio: Shadows, thievery, thieves
Worshipers: Assassins, beggars, criminals, rogues, shades, shadowdancers
Favored Weapon: "Stealthwhisper" (longsword)

Cleric Alignments: CE, LE, NE
NwN Domains: Darkness, Evil, Trickery, Luck

History/Relationships: Mask's penchant for intrigues and larceny has cost him not only potential allies but, of late, a great deal of power as well. During the Time of Troubles, the Lord of Shadows assumed the guise of Godsbane, the sword the mortal Cyric wielded to slay Bhaal, Lord of Murder. After the Avatar Crisis, he betrayed Leira to Cyric, enabling the Dark Sun to seize the portfolio of illusion. Mask's multilayered plots ultimately resulted in his reading of the Cyrinishad, a mistake that nearly destroyed him, cost him much of his divine power, and allowed Cyric to seize the portfolio of intrigue. To make matters worse, the Lord of Shadows earned the enmity of Kezef the Chaos Hound, a powerful extraplanar entity. Mask finally got Kezef off his trail after acquiring Houndsbane, a powerful magic sword crafted by the Lady of Mysteries. Should Mask ever lose that weapon, however, Kezef will renew his pursuit immediately.

Mask has made overtures to Bane since his return regarding a possible alliance, but the Black Lord is well aware of the true nature of the Master of All Thieves. Mask hates Cyric for stealing part of his portfolio and endlessly schemes to regain that which he considers rightfully his. Ironically, Shar, who wishes to steal the portfolio of shadows from him, is now watching him. By Nature, Mask is opposed to Waukeen and Helm, although deities such as Deneir, Oghma, Torm, Tyr and Selune work to thwart his plots as well.

Dogma: All that occurs within shadows is in the purview of Mask. Ownership is nine-tenths of what is right, and ownership is defined as possession. The world belongs to the quick, the smooth-tongued, and the light-fingered. Stealth and wariness are virtues, as are glibness and the skill to say one thing and mean another, twisting a situation to your advantage. Wealth rightfully belongs to those who can acquire it. Strive to end each day with more wealth than you began it, but steal what is most vital, not everything at hand. Honesty is for fools, but apparent honesty is valuable. Make every truth seem plausible, and never lie when you can tell the truth but leave a mistaken impression. Subtlety is everything. Manipulation is better than force, especially when you can make people think they have done something on their own initiative. Never do the obvious except to conceal something else. Trust in the shadows, for the bright way makes you an easy target.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 02:48:09 AM
Mielikki
†Unresponsive

(http://img329.imageshack.us/img329/1763/mielikkisymbolpost6we.jpg) (http://img3.imageshack.us/img3/1567/tnmielikkip49jpg3zn.jpg)

Our Lady of the Forest, the Forest Queen
Symbol: Gold-horned, blue-eyed unicorn's head facing left
Home Plane: House of Nature
Alignment: Neutral Good
Portfolio: Autumn, dryads, forest creatures, forests, rangers
Worshipers: Druids, fey creatures, foresters, rangers
Favored Weapon: The Hornblade (scimitar)

Cleric Alignments: CG, LG, NG
NwN Domains: Animal, Good, Plant, Travel

History/Relationships: Mielikki is the daughter of Silvanus and sister of Eldath. Gwaeron Windstrom and Shiallia serve her, and Lurue the Unicorn is her mount when she rides into battle. Mielikki is friendly with Shaundakul and Lathander and opposes evil-aligned deities, particularly Malar, Talos, Talona.

Dogma: Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Embrace the wild and fear it not, because the wild ways are the good ways. Keep the Balance and learn the hidden ways of life, but stress the positive and outreaching nature of the wild. Do not allow trees to be needlessly felled or the forest burned. Live in the forest and be a part of the forest, but do not dwell in endless battle against the forest. Protect forest life, defend every tree, plant anew where death fells a tree, and restore the natural harmony that fire-users and woodcutters often disrupt. Live as one with the woods, teach others to do so, and punish and curtail those that hunt for sport or practice cruelties on wild creatures.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 02:53:20 AM
Mystra

(http://img145.imageshack.us/img145/4656/mystrasymbolpost5on.jpg) (http://img3.imageshack.us/img3/7071/tnmystrap51jpg1ca.jpg)

The Lady of Mysteries, the Mother of All Magic
Symbol: Circle of seven blue-white stars with red mist flowing from the center.
Home Plane: Dweomerheart
Alignment: Neutral Good
Portfolio: Magic, Spells, the Weave
Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellfire channelers, wizards.
Favored Weapon: Seven whirling stars (shuriken)

Cleric Alignments: CG, LE, LG, LN, NG
NwN Domains: Good, Illusion, Knowledge, Magic, Spell, Rune

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

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

Dogma: Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outsripes its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 02:45:34 PM
Oghma

(http://img314.imageshack.us/img314/2259/oghmasymbolpost0jw.jpg) (http://img314.imageshack.us/img314/9258/tnoghmap53jpg2wg.jpg)

The Lord of Knowledge, Binder of What is Known
Symbol: Blank Scroll
Home Plane: House of Knowledge
Alignment: Neutral
Portfolio: Bards, inspiration, invention, knowledge
Worshipers: Artists, bards, cartographers, inventors, loremasters, sages, scholars, scribes, wizards.
Favored Weapon: "Mortal Strike" (longsword)

Cleric Alignments: Any
NwN Domains: Knowledge, Travel, Trickery, Luck, Charm

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.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 02:50:30 PM
Selune

(http://img314.imageshack.us/img314/9920/selunesymbolpost7yw.jpg) (http://img314.imageshack.us/img314/4446/tnselunep57jpg8dz.jpg)

Our Lady of Silver, the Moonmaiden
Symbol: Pair of female eyes surrounded by seven silver stars.
Home Plane: Gates of the Moon
Alignment: Chaotic Good
Portfolio: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers.
Worshipers: Female spellcasters, good and neutral lycanthropes, navigators, monks (Sun Soul), sailors
Favored Weapon: "The Rod of Four Moons" (heavy mace)

Cleric Alignments: CG, CN, NG
NwN Domains: Chaos, Good, Protection, Travel

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

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

Dogma: Let all on whom Selune's light falls be welcome if they desire. As the silver moon waxes and wanes, so too does life. Trust in Selune's radiance, and know that all love alive under her light shall know her blessing. Turn to the moon, and she will be your true guide. Promote acceptance and tolerance. See all other beings as equals. Aid fellow Selunites as if they were your dearest friends.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 02:56:55 PM
Shar[/u]

(http://img314.imageshack.us/img314/4097/sharsymbolpost9hp.jpg) (http://img314.imageshack.us/img314/5821/tnsharp59jpg5tj.jpg)

Mistress of the Night, Lady of Loss, Dark Goddess
Symbol: Black disk with deep purple border
Home Plane: Plane of Shadow
Alignment: Neutral Evil
Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
Worshipers: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadowdancers
Favored Weapon: "The Disk of Night" (chakram)

Cleric Alignments: CE, LE, NE
NwN Domains: Cavern, Darkness, Evil, Knowledge

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

Dogma: Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. Quench the light of the moon (agents and items of Selune) whenever you find it, and hide from it when you cannot prevail. The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful of the Dark Deity. Consorting with the faithful of good deities is a sin except in business dealings or to corrupt them from their beliefs. Obey ranking clergy unless it would result in your own death.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 03:01:31 PM
Shaundakul

(http://img51.imageshack.us/img51/5343/shaundakulsymbolpost2yg.jpg) (http://img51.imageshack.us/img51/9935/tnshaundakulp62jpg6ib.jpg)

Rider of the Winds, the Helping Hand
Symbol: A wind-walking bearded man in traveler's cape and boots
Home Plane: Gates of the Moon
Alignment: Chaotic Neutral
Portfolio: Travel, exploration, portals, miners, caravans
Worshipers: Explorers, caravaneers, rangers, portal-walkers, half-elves
Favored Weapon: "Sword of Shadows" (greatsword)

Cleric Alignments: CE, CG, CN
NwN Domains: Air, Chaos, Portal, Protection, Travel, Trade

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

Dogma: Spread the teachings of the Helping Hand by example. Work to promote him among traders, especially trailblazers who seek out new lands and new opportunities. Unearth and resanctify ancient shrines of Shaundakul. Ride the wind, and let it take you wherever it blows. Aid those in need, and trust in the Helping Hand. Seek out the riches of the earth and sea. Journey to distant horizons. Be the first to see the rising sun, the mountain peaks, the lush valleys. Let your footsteps fall where none have tread.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 03:06:18 PM
Silvanus

(http://img51.imageshack.us/img51/5361/silvanussymbolpost1ta.jpg) (http://img51.imageshack.us/img51/9715/tnsilvanusp63jpg2ju.jpg)

Oak Father, the Forest Father, Treefather
Symbol: Green living oak leaf
Home Plane: House of Nature
Alignment: Neutral
Portfolio: Wild nature, druids
Worshipers: Druids, woodsmen, wood elves
Favored Weapon: "The Great Mallet of Silvanus" (maul)

Cleric Alignments: CN, LN, N, NE, NG
NwN Domains: Animal, Plant, Protection, Water, Renewal

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

Dogma: Silvanus sees and balances all, meting out wild water and drought, fire, and ice, life and death. Hold your distance and take in the total situation, rather than latching on to the popular idea of what is best. All is in cycle, deftly and beautifully balanced. It is the duty of the devout to see this cycle and the sacred Balance as clearly as possible. Make others see the Balance and work against those that would disturb it. Watch, anticipate, and quietly manipulate. Resort to violence and open confrontation only when pressured by time or hostile action. Fight against the felling of forests, banish disease wherever you find it, defend the trees, and plant new flora wherever possible. Seek out, serve, and befriend the dryads and learn their names. Kill only when needful, destroy fire and its employers, and beware orcs and others who bring axes into the forest.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 03:10:10 PM
Sune
†Unresponsive

(http://img51.imageshack.us/img51/6340/sunesymbolpost3pa.jpg) (http://img51.imageshack.us/img51/1269/tnsunep67jpg9od.jpg)

Firehair, Lady Firehair
Symbol: Face of a red-haired, ivory-skinned beautiful woman
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Beauty, Love, Passion
Worshipers: Lovers, artists, half-elves, adventurers
Favored Weapon: A silken sash (whip)

Cleric Alignments: CG, CN, NG
Has Paladins: Yes
NwN Domains: Chaos, Good, Protection, Charm

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

Dogma: Beauty is more than skin deep. It issues from the core of one's being and reveals one's true face to the world, fair or foul. Believe in romance, as true love will win over all. Follow your heart to your true destination. Love none more than yourself except Sune, and lose yourself in love of the Lady Firehair. Perform a loving act each day, and seek to awaken love in others. Respond to love at least once in a day. Encourage beauty wherever you find it. Acquire beautiful items of all sorts, and encourage, sponsor, and protect those who create them. Keep your own body as comely as possible and as attractively displayed as situations warrant. Let hairstyle and clothing best suit your personal appearance, striving to stir and delight others who look upon you. Moreover, hide not away, but always seek to present yourself to those around you in a pleasing variety of garbs and activities so as to move them with love and desire. Love those who respond to your appearance, and let warm friendship and admiration flower where love cannot or dares not.
Title:
Post by: Mr. Cheez-It on October 01, 2005, 03:14:23 PM
Talos
†Unresponsive

(http://img51.imageshack.us/img51/9688/talossymbolpost4bv.jpg) (http://img51.imageshack.us/img51/6299/tntalosp69jpg7cb.jpg)

The Destroyer, the Storm Lord
Symbol: An explosive lightning strike
Home Plane: Fury's Heart
Alignment: Chaotic Evil
Portfolio: Storms, destruction, rebellion, conflagration, earthquakes, vortices
Worshipers: Those who fear the destructive power of nature, barbarians, fighters, druids, half-orcs
Favored Weapon: A lightning bolt (longspear, shortspear, or halfspear)

Cleric Alignments: CE, CN, NE
NwN Domains: Chaos, Destruction, Evil, Fire, Storm

History/Relationships: Talos was formed from the first battle between Selune and Shar. He is now the leader of the Deities of Fury: Auril, himself, Malar, and Umberlee. Although he has no compunction about usurping her portfolio, Talos has a close and cordial relationship with Auril. His relationship with Umberlee is simultaneously flirtatious and filled with rivalry. However, he only works with the Beastlord grudgingly, and Malar would kill him if he could. Talos has a history of elevating powerful mortals to divinity and then forcing them to deplete themselves in his service, the most recent of which was Velsharoon. Velsharoon has been more successful than most such demipowers elevated by Talos, in that he still survives and wisely shifted his nominal alliance to Mystra and Azuth. Talos tried to assume dominion over wild and destructive magic under the alias of Malyk, but was forestalled by Mystra and has since moved on to other brazen attempts to grab power. He hates deities that promote building, learning, and nature, and particularly hates those that would dare to alter the weather. His list of enemies include Chauntea, Eldath, Lathander, Mystra, Sune, Gond, Helm, Mielikki, Oghma, Shiallia, Silvanus, and Tyr.

Dogma: Life is a combination of random effects and chaos, so grab what you can when you can, because Talos may take you to the afterlife at any moment. Preach the might of Talos, and always warn others of the forces only he can command-- the fury of all Faerun. Walk unafraid in storms, forest fires, earthquakes, and other disasters, for the power of Talos protects you. Do so publicly whenever possible, so that others see that only Talos can protect them. Make others fear Talos by showing the destruction he and his servants can cause. To avoid tasting his fury, pray to him energetically and tell all folk that such observances-- and only such observances-- can protect them from the furies of gales, hailstorms, winds, floods, droughts, blizzards, hurricanes, and other natural dooms. Hurl such forces at one's foes if Talos deems a place or a person worth defending. One cannot afford to ignore Talos, but must bow down and worship him. Proclaim this message to all and show everyone the destruction even the slightest of the servants of Talos can cause.
Title: Tempus
Post by: Mr. Cheez-It on October 01, 2005, 03:18:14 PM
Tempus
(http://img51.imageshack.us/img51/9958/tempussymbolpost8eo.jpg) (http://img51.imageshack.us/img51/7947/tntempusp72jpg7za.jpg)†Unresponsive (See Targus)

Lord of Battles, Foehammer
Symbol: A blazing silver sword on a blood-red shield
Home Plane: Warrior's Rest
Alignment: Chaotic Neutral
Portfolio: War, battle, warriors
Worshipers: Warriors, fighters, barbarians, rangers, half-orcs
Favored Weapon: "Battle Prowess" (battleaxe)

Cleric Alignments: CE, CG, CN
NwN Domains: Chaos, Protection, Strength, War

History/Relationships: Tempus arose from the first battle between Selune and Shar, one of many such war deities to walk the world. In time, he defeated each and every one of his rivals in battle, the last of which was Garagos the Reaver. Some oracles claim that in years to come Tempus may find himself at war with Anhur as the Faerunian and Mulhorandi pantheons clash and (inevitably) merge. In recent years, Tempus sponsored the divinity of the Red Knight, a relationship akin to that of a fond and protective father to a brilliant daughter who works hard at the family business-- war. The Foehammer is casually friendly with martially inclined deities such as Nobanion, Gond, Valkur, and Uthgar. He considers Eldath, his diametric opposite, to be naive and weak. However, out of respect of her convictions, he punishes those of his faithful who abuse her clergy, shrines, or temples, feeling that war has little meaning without peace to define and highlight it. Sune, who considers him a foe, he regards as irrelevant and flighty and therefore unworthy of active opposition. It is unclear why Tempus tolerates the continued survival of Garagos, although some sages have speculated that Tempus knows that a new challenger is inevitable and he prefers to use the Reaver as a stalking horse to draw out such potential foes. Others claim that Garagos represents that one bit of warfare that Tempus finds personally distasteful, the savage madness of a battle rage, and that he deliberately ceded that aspect of the portfolio of war, though he is still worshiped by many barbarians.

Dogma: Tempus does not win battles, he helps the deserving warrior win battles. War is fair in that it oppresses and aids all equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. It should not be feared, but seen as natural force, a human force, the storm that civilization brings by its very existence. Arm all for whom battle is needful, even foes. Retreat from hopeless fights but never avoid battle. Slay one foe decisively and halt a battle quickly rather then rely upon slow attrition or the senseless dragging on of hostilities. Remember the dead that fell before you. Defend what you believe in, lest it be swept away. Disparage no foe and respect all, for valor blazes in all regardless of age, sex, or race. Tempus looks with favor upon those that acquit themselves honorably in battle without resorting to such craven tricks as destroying homes, family, or livestock when a foe is away or attacking from the rear (except when such an attack is launched by a small band against foes of vastly superior numbers). Consider the consequences of the violence of war, and do not wage war recklessly. The smooth-tongued and fleet of feet that avoid all strife and never defend their beliefs wreak more harm than the most energetic tyrant, raider, or horde leader.
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Post by: Mr. Cheez-It on October 01, 2005, 03:22:02 PM
Torm
†Unresponsive

(http://img12.imageshack.us/img12/9071/tormsymbolpost8ev.jpg) (http://img12.imageshack.us/img12/9582/tntormp75jpg3qx.jpg)

The True, the True Deity, the Loyal Fury
Symbol: Right-hand gauntlet held upright with palm forward
Home Plane: House of the Triad
Alignment: Lawful Good
Portfolio: Duty, loyalty, obedience, paladins
Worshipers: Paladins, heroes, good fighters and warriors, guardians, knights, loyal courtiers
Favored Weapon: "Duty's Bond" (greatsword)

Cleric Alignments: LG, LN, NG
NwN Domains: Good, Healing, Law, Protection, Strength

History/Relationships: Torm serves Tyr as war leader and champion, as he once did for a mortal monarch in the days immediately following the Fall of Netheril. Scholars disagree on where Torm's kingdom was located, or even what it was called, but the most believable theories place it somewhere south of the Lake of Steam, in the area now known as the Border Kingdoms. Whole knightly orders in service to Torm's church seek the location of this kingdom, which the clerics refer to as the High Seat, or Chalsembyr. They hope that discovering the location might give them more insight into Torm's life as a mortal, one of the few subjects about which he absolutely refuses to enlighten his followers. Some interpret his reticence as a game, as if Torm keeps Chalsembyr's location a secret in order to test his faithful, who routinely go on quests to locate it. Lore of the faith holds that he who discovers the whereabouts of the Loyal Fury's mortal home will be raised up to the celestial planes as Torm's divine servant.

Prior to the Time of Troubles, Torm served Tyr as a loyal demipower. After his resurrection at the hands of Ao, the maimed deity elevated him to lesser deity status, and greatly enhanced his duties, granting him control of several armies of celestial warriors to use in outer planar conflicts. Torm, Tyr and Ilmater work together frequently, and are known as the Triad. At Tyr's insistence, Torm has of late befriended the Red Knight in an attempt to temper her lust for war with an appreciation for justice. His kinship for Helm dates back several centuries, though the clergies of the Loyal Fury and the Watcher currently find themselves at odds on several important ideological and political issues. As a pro-active enemy of evil, Torm finds that his ideals and philosophies often square with those of Lathander, whom he greatly respects.

After destroying Bane, Torm turned most of his attentions to Cyric, working with Mystra, Oghma, and Mask in dethroning the Black Sun from his position as Lord of the Dead. He deeply regrets not destroying Cyric in that instance, and has vowed to remedy that regret should the two deities meet again. Torm found the alliance with Mask distasteful, and hopes to force the Lord of Shadows to reform himself by thwarting his plans as often as possible. Since the return of the Black Hand, however, the bulk of Torm's ambition and planning has gone toward defeating the dark intrigues of Bane.

Dogma: Salvation may be found through service. Every failure of duty diminishes Torm and every success adds to his luster. Strive to maintain law and order. Obey your masters with alert judgment and anticipation. Stand every alert against corruption. Strike quickly and forcefully against rot in the hearts of mortals. Bring painful, quick death to traitors. Question unjust laws by suggesting improvement or alternatives, not additional laws. Your fourfold duties are to faith, family, masters, and all good beings of Faerun.
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Post by: Mr. Cheez-It on October 01, 2005, 03:26:38 PM
Tymora
†Unresponsive (see Tyche (//%22http://www.efupw.com/forums/showpost.php?p=344394&postcount=2%22))

(http://img12.imageshack.us/img12/821/tymorasymbolpost4oj.jpg) (http://img12.imageshack.us/img12/6039/tntymorap78jpg8gv.jpg)

Lady Luck, the Lady Who Smiles, Our Smiling Lady
Symbol: Silver coin featuring Tymora's face surrounded by shamrocks
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Good, fortune, skill, victory, adventurers
Worshipers: Rogues, gamblers, adventurers, Harpers, lightfoot halflings
Favored Weapon: A spinning coin (shuriken)

Cleric Alignments: CG, CN, NG
NwN Domains: Chaos, Good, Protection, Travel, Luck

History/Relationships: Prior to the Dawn Cataclysm, a single deity, Tyche, controlled both good and bad luck. A fickle deity whose attention just as often brought calamity as calm, Tyche wandered through her existence controlled only by her whims, seldom concerning herself with anything or anyone for more than a moment. As luck would have it, the amorous deity found herself embroiled in the war between deities initiated by Lathander, who attempted to restructure the Faerunian pantheon according to his own sense of propriety. Deciding quickly that her paramour had become altogether too serious, Tyche kissed the Morninglord with misfortune and left him to his fate.

During her travels, she came upon a beautiful rose, which she attempted to pluck from the earth. Curiously, the flower would not budge, so she cursed it with bad luck, whereupon its stem broke and it fell to the ground. Thinking little of the incident, she placed the rose in her hair and continued her roaming, oblivious to a dangerous corruption on her very person. The rose had been an aspect of Moander, deity of rot and decay. In short order, Moander worked its corruption into Tyche's ear, eagerly draining the deity's lifeforce and withering her form within. When she finally returned home, the oblivious Tyche came upon her friends Lathander and Selune, as well as Azuth, who had been warned of Moander's attack through consultation with the Pale Tesseract. Before the disgusting creature that had once been Tyche could greet her former companions, Selune lashed out with a bolt of purifying light. Tyche's form split right down the middle, and from the husk emerged a completely new deity.

A bright, somewhat smaller version of Tyche arose first, looking upon the three deities with a bemused expression of confused recognition, as if she had known these figures in dreams even if they had never met. Bold, beautiful Beshaba was second to arise.

After a brief battle in which the good and evil aspects of the fallen Tyche nearly destroyed each other if not for the combined effort of Azuth, Lathander, and Selune, Beshaba cursed the four deities, decrying them as murderers and luckless villains unworthy of both her presence and her good will. Swearing to bedevil their followers with ill fortune for eternity, the Maid of Misfortune left the assembly in a torrent of acrid smoke and foul language. The newly born deity, Tymora, simply shrugged, a small frown her only display of emotion.

Since that day, Tymora and Beshaba have continued their struggle. For Beshaba, their battle is one of wholehearted destruction. Tymora, for her part, seeks to stave off the Maid of Misfortune's depredations, occasionally punishing her cruel ambition with a particularly choice humiliation.

Though it would not be fair to call Tymora cruel, she does delight in practical jokes, often attempting to bring good humor to stern deities such as Helm and Tyr through the careful application of gentle teasing and playful trickery. Though she inherited all the good qualities of her progenitor, she also retains much of Tyche's fickleness-- she's seduced dozens of deities and countless mortals, seldom staying with a single paramour for more than a year or two. She shares a somewhat casual, long-running romance with the halfling deity Brandobaris, whose passion for daring-do and ribald shenanigans rivals her own.

Dogma: One should be bold, for to be bold is to live. A brave heart and a willingness to take risks beat out a carefully wrought plan nine times out of ten. Place yourself in the hands of fate and trust to your own luck. Bear and conduct yourselves as your own masters, showing your good or bad fortune as confidence in the lady. Chase your own unique goals, and the Lady aids the chase. Without direction or goals, you soon know the embrace of Beshaba, for those on no set course are at the mercy of misfortune, which has no mercy at all.
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Post by: Mr. Cheez-It on October 01, 2005, 03:30:51 PM
Tyr

(http://img12.imageshack.us/img12/608/tyrsymbolpost9pe.jpg) (http://img12.imageshack.us/img12/717/tntyrp81jpg4xw.jpg)

The Even-Handed, the Maimed God, the Just God
Symbol: Balanced scales resting on a warhammer
Home Plane: House of the Triad
Alignment: Lawful Good
Portfolio: Justice
Worshipers: Paladins, judges, magistrates, lawyers, police, the oppressed
Favored Weapon: "Justicar" (longsword)

Cleric Alignments: LG, LN, NG
NwN Domains: Good, Knowledge, Law, War, Retribution

History/Relationships: Tyr came to Toril in -247 DR in an event known as the Procession of Justice. Bursting from a gate near modern-day Alaghon in Turmish, he led a force of 200 archons across the Vilhon Reach in an effort to pacify the remnants of ancient Jhaamdath, which had fallen to lawlessness and brigandage following the empire's destruction at the hands of its elven enemies. In the ensuing battle, Tyr's host slew Valigan Thirdborn, a lesser deity of anarchy whose rise in -269 DR directly coincided with the ascendance of the bloodthirsty Exarch Thelasand IV, who spurred the Emperor into greater conflict with the elves.

Tyr's actions and sacrifices during the Procession (which lasted until -238 DR) attracted the attention of the previously obscure Ilmater, who joined forces with Tyr in -243 DR. Years later, long after the Procession had ended with most of Tyr's servants banished or killed and the deity himself taking interest in Toril at large at the expense of his initial, highly targeted campaign, Torm joined up as the Just God's war leader. Together with Ilmater, the deities became known as the Triad, by which they are still referred to this day.

Over the more than 1,600 years since his arrival, Tyr has expanded his dominance over the whole of Faerun-- few are those who do not know his name or the enthusiastic ideals he represents. His is a civilizing voice, urging the construction of moral and legal codes and the administration of fair justice for sentient creatures in every land. In this regard he is both progressive and regressive, representing a force for cultural development in lands with corrupt or no legal systems and representing a stern defense of the status quo in nations with well-established codes of law.

Tyr's relatively short time on Toril has gained him a host of enemies. He fiercely opposes deities dedicated to tyranny, evil, or lawlessness, and bears particular enmity toward, Bane, Cyric, Mask, Talona, and Talos.

Dogma: Reveal the truth, punish the guilty, right the wrong, and always be true and just in your actions. Uphold the law wherever you go and punish those who do wrong under the law. Keep a record of your own rulings, deeds, and decisions, for through this your errors can be corrected, your grasp on the laws of all lands will flourish, and your ability to identify lawbreakers will expand. Be vigilant in your observations and anticipations so you may detect those who plan injustices before their actions threaten law and order. Deliver vengeance to the guilty for those who cannot do it themselves.
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Post by: Mr. Cheez-It on October 01, 2005, 03:34:23 PM
Umberlee

(http://img12.imageshack.us/img12/2725/umberleesymbolpost5lq.jpg) (http://img12.imageshack.us/img12/3899/tnumberleep83jpg7da.jpg)

The Bitch Queen, Queen of the Depths
Symbol: Blue-green wave curling left and right
Home Plane: Fury's Heart
Alignment: Chaotic Evil
Portfolio: Oceans, currents, waves, sea winds
Worshipers: Sailors, weresharks, sentient sea creatures, coastal dwellers
Favored Weapon: "Drowning Death" (trident) or jellyfish (trident)

Cleric Alignments: CE, CN, NE
NwN Domains: Chaos, Destruction, Evil, Water, Sea Caves, Storm

History/Relationships: Umberlee is one of the Gods of Fury. She serves Talos, along with Auril and Malar. Talos has been encroaching upon her portfolio, and since she lacks the strength to fight him, Umberlee has been trying to distract him with romantic intrigues. She fights Selune and Valkur (to whom sailors pray to bring them home safely), Chauntea (for her dominion over land), and Sune (whose beauty she envies).

Dogma: The sea is a savage place, and those that travel it had best be willing to pay the price of challenging Umberlee's domain. All should know the Bitch Queen and fear her, for the wind and the wave can reach everywhere if sufficiently angered. Fair offerings bring fair winds to sea travelers, but those that do not pay their respects will find that the sea is as cold as Umberlee's heart. Spread the word of the might of Umberlee, and let no service be done in her name without a price. Make folk hear the wind and wave unless a cleric of Umberlee is there to protect them. Slay those who ascribe sea and shore storms to Talos.
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Post by: Mr. Cheez-It on October 01, 2005, 03:40:02 PM
Uthgar

(http://img13.imageshack.us/img13/6724/uthgarbeasttotemspost1od.jpg) (http://img13.imageshack.us/img13/9103/tnuthgarp86jpg8tc.jpg)

Father of the Uthgardt, Battle Father
Symbol: That of the individual beast totem spirit
Home Plane: Warrior's Rest
Alignment: Chaotic Neutral
Portfolio: Uthgardt barbarian tribes, physical strength
Worshipers: The Uthgardt tribes, barbarians
Favored Weapon: Appropriate beast totem spirit (battleaxe)

Cleric Alignments: CE, CG, CN, N, NG
NwN Domains: Animal, Chaos, Strength, War, Retribution

History/Relationships: Uthgar was once a mortal Northlander from Ruathym named Uther Gardolfsson, brother to Morgred (the "Morgur" of Morgur's Mound), who gained fame by invading the fabled realm of Illusk before moving into the northern interior. There, his followers united with Netherese refuges who had reverted to a primitive way of life to form a dynasty of barbarians, the Uthgardt. As he lay dying of wounds received in battle with Gurt, Lord of the Frost Giants, Uthgar was raised up as a demipower by Tempus, who admired his fighting spirit. Uthgar counts only the Lord of Battles as an ally. The Father of the Uthgardt dislikes Helm, Ilmater, Torm, and Tyr, for they have stolen away the devotion of all but one cleric of the Black Lion tribe. He holds Malar responsible for the destruction of the Blue Bear tribe (a fragment of which survives as the new Tree Ghost tribe), and he hates Auril for turning the Elk tribe away from his worship. Other than enmities stemming from encroachment upon his followers, Uthgar holds himself aloof, unconcerned with divine politics and struggles.

Dogma: The dogma of the Uthgardt religion varies slightly from tribe to tribe as each beast cult emphasizes different "barbarian" virtues. In general, shamans are charged as follows when they are initiated into the Uthgardt faith: Strength is everything. Civilization is weakness. Men should fight, hunt, and raid from the weak to provide for their wives and families. Family is sacred, and its bonds are not cast aside lightly. Arcane magic is effete, self-indulgent, and ultimately leads to weakness. Reliance upon arcane magic is an evil and false path that leads to death and ruin. Revere Uthgar, your ancestors, and your tribe's spirit. Study the beast so that you know its virtues and its weaknesses; claim its virtues as your own and weed its weaknesses from your spirit. The beast holds wisdom and raw power that you can make your own. Make the others of your tribe fear and respect your power and knowledge so they heed the wise words of your ancestors speak through you to them.
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Post by: Mr. Cheez-It on October 18, 2005, 09:37:19 PM
Waukeen

(http://img13.imageshack.us/img13/7513/waukeensymbolpost6zp.jpg) (http://img13.imageshack.us/img13/857/tnwaukeenp88jpg4tv.jpg)

Merchant's Friend
Symbol: Gold coin with Waukeen's profile facing left
Home Plane: Brightwater
Alignment: Neutral
Portfolio: Trade, Money, Wealth
Worshipers: Merchants, traders, the wealthy, rogues (those who learn the thiefly art in order to fight thieves)
Favored Weapon: Cloud of coins (nunchaku)

Cleric Alignments: CN, LN, N, NE, NG
NwN Domains: Knowledge, Protection, Travel, Trade

History/Relationships: At the Time of Troubles Waukeen was still a relatively young deity with few enemies other than Mask, whose portfolio was naturally opposed to hers. As such, it was quite unexpected that Waukeen was never seen during the Time of Troubles and never reclaimed her mantle following its conclusion. The truth behind her disappearance is that she conspired with Lliira to leave her divine mantle behind and escape to the Astral Plane with the aid of a deity from another world. Once on the Astral Plane, she intended to make her way back to her realm via the Abyss through the purchased aid of the demon lord Graz'zt. However, Graz'zt betrayed her, making her his prisoner, and it was not until she was rescued by daring adventurers in 1371 DR that she regained her divinity. Waukeen has since revitalized and reassured her worshipers of her existence and her restored divine power. She is very closely allied with Lliira (who held her portfolio in trust while she was imprisoned), Gond (whose inventions she appreciates), and Shaundakul (whose portfolio complements hers). Aside from Mask, her only true enemy is Graz'zt, against whom she has sworn her eventual revenge.

Dogma: Mercantile trade is the best road to enrichment. Increasing the general prosperity buys ever greater civilization and happiness for intelligent folk worldwide, bringing people closer to the golden age that lies ahead. Destroy no trade goods, raise no restrictions to trade, and propagate no malicious rumors that could harm someone's commerce. Challenge and refute unproven rumors that could negatively impact trade when heard. Give money freely to beggars and businesses, for the more coin everyone has, the greater the urge to spend and trade rather then hoard. To worship Waukeen is to know wealth. To guard your funds is to venerate her, and to share them well seeds your future success. Call on her in trade, and she will guide you in wise commerce. The bold find gold, the careful keep it, and the timid yield it up.