Author Topic: Major Deities  (Read 67344 times)

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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)
« Last Edit: September 15, 2018, 01:28:21 PM by Tala »

Mr. Cheez-It

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on: September 28, 2005, 01:04:59 AM

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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on: September 28, 2005, 02:56:45 AM

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.

Mr. Cheez-It

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on: September 29, 2005, 02:38:27 AM

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.

Mr. Cheez-It

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on: September 29, 2005, 02:47:56 AM

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.

Mr. Cheez-It

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on: September 29, 2005, 02:55:11 AM

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."

Mr. Cheez-It

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on: September 29, 2005, 03:00:31 AM

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.

Mr. Cheez-It

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on: September 29, 2005, 03:12:52 AM

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.

Mr. Cheez-It

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on: September 29, 2005, 03:17:49 AM

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.

Mr. Cheez-It

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on: September 29, 2005, 08:13:27 PM

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.

Mr. Cheez-It

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on: September 29, 2005, 08:17:10 PM

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.

Mr. Cheez-It

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on: September 29, 2005, 08:22:24 PM

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.

Mr. Cheez-It

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on: September 29, 2005, 08:27:13 PM

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.


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on: October 01, 2005, 02:33:01 AM

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.

Mr. Cheez-It

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on: October 01, 2005, 02:43:43 AM

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.