Ideoligions
Overview
Insert Rules here.
TO DO
-FR List
-FR Descs
-Krynn List
-Krynn Descs
-Racial Lists
-Racial Descs
-Fiend List
-Fiend Descs
-Greyhawk List
-Greyhawk Descs
Supported Ideoligions
Native Ravenloft
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
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Ancestral Choir Placeholder | |||||
Divinity of Mankind Placeholder | |||||
Erlin | |||||
Eternal Order | |||||
Ezra | |||||
Hala | |||||
Lakoi Spiritualism | |||||
Law | |||||
Morninglord | |||||
Raz | |||||
Sea of Sorrows Placeholder | |||||
The Beast God |
Forgotten Realms
Major Gods
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol | Name of Worshipers |
---|---|---|---|---|---|---|
Akadi | TN | Air, Illusion, Travel, Trickery | Flail | White Cloud on Blue Background | Whispers | |
Auril | NE | Air, Evil, Water | Battleaxe | White Snowflake on Gray Diamond | ||
Azuth | LN | Illusion, Knowledge Magic, Law, Weave | Quarterstaff | Left Hand Pointing Up | Magistrati | |
Bane | LE | Evil, Destruction, Law, Hate/Tyrranny | Morningstar | Black Fist | ||
Beshaba | CE | Chaos, Evil, Fate, Luck, Trickery | Whip | Black Antlers on Red | ||
Chauntea | NG | Animal, Earth, Good, Nature, Protection | Scythe | Blooming Rose on Golden Grain | Pastorals / True Shapers | |
Cyric | CE | Chaos, Destruction, Evil, Trickery | Longsword | Jawless Skull on Purple Sun | ||
Deneir | NG | Good, Knowledge, Protection, Magic, Weave | Dagger | Lit Candle Above Purple Eye with Triangle Pupil | Glyphscribes | |
Eldath | NG | Good, Nature, Protection, Water | Unarmed | Waterfall into a Pool | ||
Garagos | CN | Chaos, Destruction, Strength, War | Longsword | Pinwheel of Five Arms with Swords | Bloodreavers | |
Gond | TN | Earth, Fire, Knowledge, Destruction | Warhammer | Toothed Cog | ||
Grumbar | TN | Earth, Darkness | Warhammer | Mountains on Purple | ||
Gwaeron | NG | Animal, Good, Knowledge, Nature, Travel | Greatsword | White Star on Brown Pawprint | Stalkers of the Silent Path | |
Helm | LN | Law, Protection, Strength | Bastard Sword | Eye on War Gauntlet | ||
Hoar | LN | Law, Fate, Revenge, Travel | Javelin | Black-Gloved Hand Holding a Coin with Two-Faced Head | ||
Ilmater | LG | Good, Healing, Law, Strength, | Unarmed | White Hands Bound by Red Cord | Adorned | |
Istishia | TN | Destruction, Water, Travel | Warhammer | Cresting Wave | ||
Jergal | LN | Fate, Law, Healing | Scythe | Jawless Skull and Writing Quill on Scroll | Scriveners of Doom | |
Kelemvor | LN | Fate, Law, Protection, Healing, Travel | Bastard Sword | Skeletal Arm Holding Golden Scales | ||
Kossuth | TN | Destruction, Fire | Spiked Chain | Twining Red Flame | Tendrils | |
Lathander | NG | Good, Protection, Strength, Sun, Healing | Mace | Sunrise of Gems | Dawnbringers | |
Lliira | CG | Chaos, Good, Travel | Shuriken | A Triangle of Three Six-Pointed Stars | Joybringers | |
Loviatar | LE | Evil, Law, Revenge, Strength | Whip | Nine-Tailed Barbed Whip | ||
Lurue | CG | Animal, Chaos, Good, Healing | Shortspear | Silver-Horned Unicorn Head on Crescent Moon | ||
Malar | CE | Animal, Chaos, Evil, Moon, Strength | Claw Bracer | Bestial Claw with Bloody Talons | Huntmasters | |
Mask | NE | Darkness, Evil, Luck, Trickery | Longsword | Black Velvet Mask | ||
Mielikki | NG | Animal, Good, Nature, Travel | Scimitar | Unicorn | Heartwoods | |
Milil | NG | Good, Knowledge | Rapier | Five-String Harp of Leaves | Sorlyn | |
Mystra | NG | Good, Knowledge, Magic, Weave | Shuriken | Seven Stars around a Red Mist | ||
Nobanion | LG | Animal, Good, Law | Pick | Male Lion's Head on Green Shield | ||
Oghma | TN | Knowledge, Luck, Travel, Trickery | Longsword | Blank Scroll | Namers | |
Red Knight | LN | Law, War | Longsword | Red Knight Chess Piece | Red Fellowship | |
Savras | LN | Fate, Knowledge, Law, Magic, Weave | Dagger | Crystal Ball Full of Eyes | ||
Selune | CG | Chaos, Good, Moon, Protection, Travel | Mace | Female Eyes inside Seven Silver Stars | ||
Shar | NE | Darkness, Evil, Knowledge | Chakram | Black Disk Bordered by Purple | ||
Shaundakul | CN | Air, Chaos, Protection, Trade, Travel | Greatsword | Wind-Walking Man | ||
Siamorphe | LN | Knowledge, Law | Mace | Silver Chalice with a Golden Sun | Scions | |
Silvanus | TN | Animal, Nature, Protection, Water | Maul | Green Oak Leaf | ||
Sune | CG | Chaos, Good, Protection | Whip | Redheaded, Beautiful Woman | ||
Talos | CE | Chaos, Destruction, Evil, Fire, Storm | Spear | Explosive Lightning Strike | ||
Tempus | CN | Chaos, Protection, Strength, War | Battleaxe | Blazing Sword on Shield | ||
Torm | LG | Good, Healing, Law, Protection, Strength | Greatsword | Gauntlet | ||
Tymora | CG | Chaos, Good, Luck, Protection, Travel | Shuriken | Silver Coin with a Face and Shamrocks | ||
Tyr | LG | Good, Knowledge, Law, War, Revenge | Longsword | Balanced Scales on a Warhammer | ||
Umberlee | CE | Chaos, Destruction, Evil, Water | Trident | Blue-Green Wave | ||
Uthgar | CN | Animal, Chaos, Revenge, Strength, War | Battleaxe | Beast Totem Spirit | Shamans | |
Valkur | CG | Air, Chaos, Good, Protection, Water | Cutlass | Cloud with Three Lightning Bolts | ||
Velsharoon | NE | Death, Evil, Magic, Weave | Quarterstaff | A Crowned Lich Skull | ||
Waukeen | TN | Knowledge, Protection, Travel, Wealth | Nunchaku | Gold Coin with Waukeen's Profile |
Akadi
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.
Auril
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold.
Azuth
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth's dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it.
Bane
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.
Beshaba
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently "invite" Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her.
Chauntea
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting.
Cyric
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric's followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy.
Deneir
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god.
Eldath
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing.
Garagos
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy's blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option.
Gond
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond's followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god.
Grumbar
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization.
Gwaeron
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods.
Helm
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm's followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves.
Hoar
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar's intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge.
Ilmater
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices.
Istishia
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable.
Jergal
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit's eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.
Kelemvor
One of the gods of Death, Kelemvor's approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace.
Kossuth
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them.
Lathander
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success.
Lliira
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands.
Loviatar
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone's heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind.
Lurue
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.
Malar
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations.
Mask
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue's guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power.
Mielikki
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic.
Milil
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else.
Mystra
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra's church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon.
Nobanion
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.
Oghma
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information.
Red Knight
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.
Savras
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first.
Selune
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full.
Shar
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.
Shaundakul
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.
Siamorphe
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.
Silvanus
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary.
Sune
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one's true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.
Talos
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos' vision.
Tempus
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.
Torm
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word.
Tymora
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.
Tyr
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.
Umberlee
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.
Uthgar
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors.
Valkur
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.
Velsharoon
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith's collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death.
Waukeen
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.
Fiends
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Dwarven Pantheon
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Abbathor | NE | Evil, Luck, Wealth, Trickery | Dagger | Jeweled Dagger | |
Berronar Truesilver | LG | Good, Healing, Law, Protection | Mace | Two Interlocked Silver Rings | |
Clangeddin Silverbeard | LG | Good, Law, Strength, War | Battleaxe | Two Crossed Battleaxes | |
Dugmaren Brightmantle | CG | Chaos, Good, Knowledge | Shortsword | Open Book | |
Dumathoin | TN | Knowledge, Darkness, Earth, Protection | Maul | Faceted Gem Inside a Mountain | |
Gorm Gulthyn | LG | Good, Law, Protection | Battleaxe | Shining Bronze Mask with Flames | |
Haela Brightaxe | CG | Chaos, Good, Luck, War | Greatsword | Unsheathed Sword Wrapped in Spirals of Flame | |
Marthammor Duin | NG | Good, Protection, Travel | Mace | Upright Mace in front of Fur-Trimmed Boot | |
Moradin | LG | Earth, Good, Law, Protection | Warhammer | Hammer and Anvil | |
Sharindlar | CG | Chaos, Good, Healing, Moon | Whip | Flame Ring Rising from Steel Needle | |
Thard Harr | CG | Animal, Chaos, Good, Nature | Clawed Gauntlet | Two Crossed Clawed Gauntlets of Silver | |
Vergadain | TN | Luck, Wealth, Trickery | Longsword | Gold Piece |
Abbathor
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor's dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions.
Berronar Truesilver
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin's bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother.
Clangeddin Silverbeard
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality.
Dugmaren Brightmantle
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive.
Dumathoin
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves' mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners' safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining's sake. Dumathoin also serves as the dwarves' god of the dead, and his Talhund oversee burial and spiritual services.
Gorm Gulthyn
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others.
Haela Brightaxe
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings.
Marthammor Duin
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers.
Moradin
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young.
Sharindlar
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry.
Thard Harr
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society.
Vergadain
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant's living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves.
Elven Pantheon
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Aerdrie Faenya | CG | Air, Animal, Chaos, Good | Quarterstaff | Cloud with Bird | |
Angharradh | CG | Chaos, Good, Knowledge, Nature | Spear | Three Interconnecting Rings on a Triangle Pointing Down | |
Corellon Larethian | CG | Chaos, Good, Magic, Protection, War | Longsword | Crescent Moon | |
Deep Sashelas | CG | Chaos, Good, Knowledge, Water | Trident | Dolphin | |
Erevan Ilesere | CN | Chaos, Luck, Trickery | Shortsword | Starburst with Asymmetrical Rays | |
Fenmarel Mestarine | CN | Animal, Chaos, Nature, Travel | Dagger | Pair of Elven Eyes in Darkness | |
Hanali Celanil | CG | Chaos, Good, Magic, Protection | Dagger | Gold Heart | |
Labelas Enoreth | CG | Chaos, Good, Knowledge, Constellation | Quarterstaff | Setting Sun | |
Rillifane Rallathil | CG | Chaos, Good, Nature, Protection | Quarterstaff | Oak Tree | |
Sehanine Moonbow | CG | Chaos, Good, Illusion, Knowledge, Moon, Travel | Quarterstaff | Misty Crescent over a Full Moon | |
Shevarash | CN | Chaos, Revenge, War | Longbow | Broken Arrow above Teardrop | |
Solonor Thelandira | CG | Chaos, Good, Nature, War | Longbow | Silver Arrow with Green Fletching |
Aerdrie Faenya
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves.
Angharradh
Corellon Larethian
Deep Sashelas
Erevan Ilesere
Fenmarel Mestarine
Hanali Celanil
Labelas Enoreth
Rillifane Rallathil
Sehanine Moonbow
Shevarash
Solonor Thelandira
Halfling Pantheon
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Arvoreen | LG | Good, Law, Protection, War | Shortsword | Two Crossed Short Swords | |
Brandobaris | TN | Luck, Travel, Trickery | Dagger | Halfling's Footprint | |
Cyrrollalee | LG | Good, Law | Quarterstaff | Open Door | |
Sheela Peryroyl | TN | Air, Nature | Sickle | Daisy | |
Urogalan | LN | Earth, Law, Protection, Healing | Flail | Dog's Head | |
Yondalla | LG | Good, Law, Protection | Shortsword | Cornucopia |
Arvoreen
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats.
Brandobaris
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content's of a man's purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers.
Cyrrollalee
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race.
Sheela Peryroyl
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities.
Urogalan
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies.
Yondalla
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling's soceity and their day to day lives. Her most prominent clerics are usually community leaders.
Krynn
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|
Branchala | CG | Chaos, Good, Luck, Trickery, Travel | Law, Evil Slaughter, Destruction | Rapier | Harp |
Chemosh | NE | Death, Evil, Trickery, Darkness | Good, Light, Sun | Sickle | Yellow Skull |
Chislev | TN | Air, Animal, Earth, Nature | Evil, Good, Law, Chaos | Shortspear | Brown Feather |
Gilean | TN | Knowledge, Protection, Magic | Evil, Good, Law, Chaos, Darkness | Staff | Open Book |
Habbakuk | NG | Animal, Good, Water | Evil, Slaughter, Destruction, | Scimitar | Blue Phoenix |
Hiddukel | CE | Wealth, Evil, Retribution, Trickery | Good, Law, Protection | Dagger | Broken Scales |
Kiri-Jolith | LG | Good, Strength, War | Evil, Trickery, Chaos | Longsword | Bison Horn |
Lunitari | TN | N/A | N/A | N/A | Red Moon |
Majere | LG | Good, Law, Fate, Healing | Evil, Trickery, Chaos, Slaughter, Destruction, Revenge | Unarmed | Copper Rose |
Mishakal | NG | Good, Healing, Protection, Light | Evil, Darkness, Slaughter, Destruction, Disease, Revenge | Quarterstaff | Blue Infinity |
Morgion | NE | Destruction, Disease, Evil | Good, Light, Protection | Flail | Hood with Red Eyes |
Nuitari | LE | N/A | N/A | N/A | Black Moon |
Paladine | LG | Law, Good, Light, Protection, Sun | Evil, Darkness, Slaughter, Destruction, Revenge, Chaos | Longsword | Platinum Dragon |
Reorx | TN | Earth, Fire, Wealth, Destruction | Evil, Good, Law, Chaos | Warhammer | Forge Hammer |
Sargonnas | LE | Evil, Law, War, Strength | Good, Chaos | Axe | Red Condor |
Shinare | LN | Wealth, Law, Luck, Travel | Evil, Good, Chaos, Trickery | Mace | Griffin's Wing |
Sirrion | CN | Fire, Strength, Sun, Chaos | Evil, Good, Law, Moon, Water, Darkness | Flail | Multicolored Fire |
Solinari | LG | N/A | N/A | N/A | White Moon |
Takhisis | LE | Law, Evil, Darkness, Destruction, Strength | Good, Light, Sun | Mace | Five-Headed, Five-Colored Dragon |
Zeboim | CE | Chaos, Evil, Water, Slaughter | Good, Law, Fire | Trident | Spiked Turtle Shell |
Zivilyn | TN | Knowledge, Constellation, Fate | Evil, Good, Law, Chaos, Trickery, Revenge | Quarterstaff | Great Tree |
Branchala
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala's symphony... ETC.
Chemosh
Chislev
Gilean
Habbakuk
Hiddukel
Kiri-Jolith
Lunitari
Majere
Mishakal
Morgion
Nuitari
Paladine
Reorx
Sargonnas
Shinare
Sirrion
Solinari
Takhisis
Zeboim
Zivilyn
Greyhawk
Name | Alignment | Domains | Anathemas | Favored Weapons | Symbol |
---|---|---|---|---|---|