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General Pantheon of Haven
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Darkrob13
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Joined: Sep 22, 2003
Posts: 6304
Location: Nova Scotia, Canada

PostPosted: Tue Jul 26, 2005 8:46 pm    Post subject: Reply with quote

Selune

Intermediate Deity
Our Lady of Silver, 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
Cleric Alignments: CG, CN, NG
Domains: Good, Protection, Travel
Favored Weapon: "The Rod of Four Moons" (heavy mace)

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

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

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

History/Relationships: According to the oldest myths, Lord Ao created the universe that now holds the world of Toril. Through this act of creation, protoplasmic raw existence took the form of twin deities, 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 War of Ages, 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). 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.
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Darkrob13
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PostPosted: Tue Jul 26, 2005 8:46 pm    Post subject: Reply with quote

Shar

Mistress of the Night, Lady of Loss, Dark Goddess
Greater Deity
Symbol: Black disk with deep purple border
Home Plane: Plane of Shadow
Alignment: Neutral Evil
Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
Worshipers: Anarchists, assassins, avengers, monks (Dark Moon),nihilists, rogues, shadowdancers
Cleric Alignments: CE, LE, NE
Domains: Earth, Evil, Knowledge, Trickery
Favored Weapon: "The Disk of Night" (chakram)

After Lord IO created the universe, the swirling chaos coalesced to form twin deities, Selune, a being of light and creation, and Shar (shahr), a power of darkness and destruction. Shar's existence, paradoxically, is tied to the shrouded nothingness that existed prior to Ao's act of creation. Shar reflects the primal dark, the flawless void erased at the beginning of time by a distant, unconcerned overdeity. Her heart longs for a return to the calm of nonexistence, and she schemes from the shadows to tear down establishments, destroy order, and undermine all creation. Religious art depicts Shar as a black sphere outlined in magical purple flames or a beautiful human woman with long, raven-black hair dressed in swirling dark garb. In this guise, her haunting purple eyes have coal black pupils that reflect the primeval void.
Since her earliest battles with Selune (which continue to this day), Shar has gained dominion over pain hidden but not forgotten, carefully nurtured bitterness, and quiet revenge for old slights. Deeply twisted, the Lady of Loss favors secrets, underhanded dealings, and subterfuge. She uses her mortal worshipers as pawns in a perverse game against everything that has been, is, and will be.
Shar's love of secrecy serves her clergy well, and most residents of Haven know very little about her mysterious cult. All regard her as a dark and vengeful deity, but many seek out her servants in times of grief or bereavement. There is a pervasive belief that her clergy aids those who have been wronged or who have suffered a great loss. Instead of offering release from the pangs of grief, though, Shar's clerics reinforce supplicants' regrets and feelings of betrayal, turning their focus to bitterness and revenge. Good clerics (particularly those of Mystra, Lathander, and of course, Selune) warn of the dangers of seeking such solace, but desperation often gets in the way of better judgment, and the ranks of Shar's clergy swell with each passing year.
Clerics of Shar pray for their spells at night. Because most of her followers keep their devotion a secret, the religion has but one fixed holiday. During the Festival of the Moon, Sharrans celebrate the Rising of the Dark, when the directors of local cults outline the dark plots of the coming year over the quivering body of a live sacrifice. Once a tenday, followers must engage in an act of wickedness, ideally after a nocturnal dancing and feasting ritual known as a Nightfall.

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 War of Ages, Shar killed Ibrandul, a lesser deity of caverns, dungeons, and the Underdark, as an act of pure opportunism. She continues to grant spells to clerics in the name of Ibrandul, reveling in the deceit of the entire affair. Shar may attempt to consume Mask as well, for she nurses a cold anger for his dominion over shadow. Shar's love of dark spaces 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.
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Darkrob13
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PostPosted: Tue Jul 26, 2005 8:47 pm    Post subject: Reply with quote

Shaundakul

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

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

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

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

History/Relationships:
Shaundakul is an old deity, once an intermediate deity popular in the Moonsea, whose divine status predates the creation of Beshaba and Tymora from Tyche. Shaundakul's church collapsed and his followers dwindled in the aftermath of the fall of a now-forgotten city, and he dwindled in status to the rank of demipower. Beshaba later used his name to promote discord among the nomads of Trikalla, who now curse him as the Treacherous Lurker in the Sands. Since the War of Ages, 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.
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PostPosted: Tue Jul 26, 2005 8:48 pm    Post subject: Reply with quote

Silvanus

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

Although wise and beneficent, the paternalistic Silvanus (sihl-vann-us) can be emotionally distant when it comes to the necessity of having a balance in nature and wrathful toward those who threaten wild places. He appears as an old, bearded, incredibly wise human male face floating in midair among trees or sprouting from the trunk of an especially old and large specimen.
The church of Silvanus is spread everywhere across Haven and is far stronger than many might think. Nevertheless, most outsiders view the church of Chauntea, as patrons of agriculture, as being favorably inclined toward the expansion of civilization, while the church of Silvanus is the implacable foe of those who would settle new lands. Neither impression is correct, yet the church of the Oak Father is often perceived as little different from those faiths that venerate the Deities of Fury.
Clerics and druids of Silvanus prepare spells at sundown or in moonlight. Holy days are Greengrass, Midsummers night, Highharvestide, and the Night the Forest Walks. The last holiday takes place when the deity grows restless. He then causes trees to move, streams to change course, caves to open or close, forest creatures to stir, and forest magic to strengthen. His clerics always turn undead rather than rebuking them.
Many rituals of worship to the deity take place in a crown stand of tall, ancient trees on a hilltop. The deity must always be worshiped by sacrifice, but never by blood sacrifice. Instead, something made from material taken from a wood must be ceremonially broken and buried-- not burned. For example, a cart, wagon, or chair fashioned from the wood of felled trees could become a sacrifice to Silvanus. The simplest prayer to Silvanus is the Call of Oak, Ash, and Thorn, wherein a cleric gathers leaves of the three named sorts of trees, floats them on water, and entreats Silvanus to hear a prayer. For deeper concerns (a conversation with a servant of the deity, or the receipt of godly favors or magical powers) a Vigil is often employed. The worshiper anoints his or her own body with a powder of crushed acorns and mistletoe leaves mixed with rainwater or spring water and lies down on, or in contact with, a growing tree for most of a night. Some part of the bare flesh of the faithful must touch green, growing moss, so moss-covered giant trees are most favored for use in Vigils.
The two most powerful and holy rituals of Silvanites are the Song of the Trees and the Dryad Dance. The former is a haunting repetitive chant that draws woodland creatures to gather and be healed. The latter is a wild revitalizing ritual of piping and dancing that calls dryads out of the woods to wander, even far from their trees, to mate with humans. Sadly, it seems the most often performed ceremony in the Silvanite canon is the Thorncall, a ritual magic that raises thick walls of deadly tearing thorns out of the forest soil. These barriers are permanent and as labyrinthine as the presiding cleric desires, but they can only be called up when a servant of Silvanus ( a worshiper or a servitor creature, such as a stag) has been slain or shed much blood in the vicinity. The Thorncall ritual is used to keep out those who would burn or despoil the forest in such a way as to upset the Balance.

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.
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Darkrob13
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PostPosted: Tue Jul 26, 2005 8:48 pm    Post subject: Reply with quote

Sune

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

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

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 War of Ages. 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 War of Ages, 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.

Holy Days/Important Ceremonies:
Sune's clerics pray in the morning after a refreshing scented bath (or after at least washing their hands). Greengrass and Midsummer Night are both Sunite holy days, celebrated with a great deal of outdoor frolicking and with night-long flirtatious chases through forests and parks. Individual temples celebrate numerous local holy days as well. At least once a month, the church of Sune holds a Grand Revel, a large party with dancing, poetry recitation, and heartrendingly beautiful or soulfully rousing music to which outsiders are invited with the intent to attract converts. A Feast of Love is a more intimate, quiet affair, open only to the faithful, who lie on couches and indulge in liqueurs, appetizers, and sweet pastries while lone dancers perform. These dances are interspersed with readings of romantic verse, prose, and songs of love sung by skilled minstrels. Such rituals always break up into private gatherings, though bards are always on hand to relate tales of courtly love or mysteries of Haven for those who do not feel like socializing more privately. Sunites also offer personal prayers to Sune by standing in a pool or bath and looking into a mirror lit only by natural light or candles. Sune sends guidance to them by visions visible in the mirror, often by altering the reflection of the worshiper in some way. The influx of adventurers into Sune's clergy in recent years has reduced the huge former gender disparity in the church so that now females only outnumber males four to one.
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PostPosted: Tue Jul 26, 2005 8:49 pm    Post subject: Reply with quote

Talos

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

Talos (taahl-ose) is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Often petty and vengeful, the Storm Lord is a powerful bully and is often motivated by rage and the desire never to appear weak or compromising in any way to his followers. Known as Bhaelros among Trikallans and Kozah in Kharne, Talos appears as a one-eyed, broad-shouldered, and bearded man clad in half plate armor and black leather gloves. His empty eye socket is filled with whirling stars and covered by a dark patch.

The church of Talos is relatively small for a greater deity and almost universally despised, for his followers bring nothing but destruction and leave only ruin in their wake. They are fanatical in their love of destruction and are unafraid to call storms upon ships, towns, or cities in the name of their crazed deity. However, many fear and propitiate the Storm Lord, ensuring that he remains one of the most powerful deities of the Haven pantheon.

Talassans pray for their spells at different times of day over the course of a year, with the time varying with Talos' whim (he rarely has them stick with the same time of day for more than a tenday). Clerics of Talos celebrate his annual festivals (Greengrass, Midsummer, and so on) with great ceremonies that call down lightning and summon storms. Their most sacred ritual is Calling Down the Thunder, in which they slay an intelligent being by lightning. The most frequently seen ritual is the Fury, in which a cleric prays, then makes berserk attacks on people and items in an effort to visit considerable destruction on a place or encampment within a short time by hurling spells and burning torches while howling Talos's name, followed by praying again (if the cleric survives). It is considered most holy when performed by a lone Talassan cleric, but against formidable foes, clergy of Talos usually attack together or draw off defenders to destroy them singly.

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.
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PostPosted: Tue Jul 26, 2005 8:50 pm    Post subject: Reply with quote

Tempus

Lord of Battles, Foehammer
Greater Deity
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
Cleric Alignments: CE, CG, CN
Domains: Chaos, Protection, Strength, War
Favored Weapon: "Battle Prowess" (battleaxe)

From astride his twin steeds-- Veiros the white mare and Deiros the black stallion-- Tempus (tem-pus) governs the tide of war and dispenses his favors at random, his chaotic nature favoring all sides equally in time. The deity of war is liable to back one army one day and another one the next. Soldiers of all alignments pray to him for help in coming battles. Mighty and honorable in battle and a strong and robust deity, Tempus answers only to his own warrior's code and pursues no long-lasting alliances. He is known to love food, drink, and the hunt, though he loves battle best. He always appears as a human giant in battered and bloodied plate armor with his face hidden by a massive war helm. He bears a great battle axe or a black sword notched and stained from much use in his gauntleted hands.

The church of Tempus is perhaps the most widely known in battle-stricken Haven. Countless centuries of warfare have unfolded on the battlefields of the world, and followers of the Foehammer have fought ably and honorably for all sides in nearly every such conflict. The independence of the Lord of Battles and his followers has ensured that his church is widely respected by members of all faiths, and none doubt that they too might prevail in the next battle if only the Foehammer's fickle nature smiles their way again. Nearly every combatant has fought alongside a cleric of Tempus at some point or the other, and just as many have also fought against a cleric of Tempus. Only the church of Eldath truly wishes there were another way.

Tempus's clerics pray for spells just before highsun. The eves and anniversaries of great battles are the holy days of the church of Tempus, and as such vary from place to place. The Feast of the Moon, honoring the dead, is the most important fixed date in the religious calendar. Each temple holds a Feast of Heroes at highsun and a Song of the Fallen at sunset, and most also have a Song of the Sword ceremony after dark for layfolk. It is also expected that at least once a tenday worshipers of Tempus spill a few drops of blood (preferably their own or a worthy foe's) and sign the Song of Sword in Tempus's honor. The ritual performed by most of the faithful is a prayer for valiant performance and survival in the fray ahead, made to the war deity over the weapon the praying being most often fights with. If a new weapon comes into the believer's possession before a battle-- particularly in the form of hard-won booty-- it is taken as a sign of Tempus's favor, and this weapon is the one used in worship.

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. 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 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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PostPosted: Tue Jul 26, 2005 8:50 pm    Post subject: Reply with quote

Torm

The True, the True Deity, the Loyal Fury
Lesser Deity
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, guardians, knights, loyal courtiers
Cleric Alignments: LG, LN, NG
Domains: Good, Healing, Protection
Favored Weapon: "Duty's Bond" (greatsword)

Torm (torm) the True, patron of paladins and unswerving enemy of corruption and evil, serves the people of Haven by exemplifying the chivalric ideal. Torm eschews the pretense of his fellow deities, instead adopting a humble position that he exists to serve the common good and the rule of law as established by honorable mortal rulers. Though a true deity with awesome power at his disposal, the Loyal Fury is all too familiar with the failings of mortal men, having fallen victim to hubris, gullibility and ignorance when confined to a mortal shell during the War of Ages. During that seminal event, Torm allowed himself to be controlled by his own corrupt, oppressive clerics for a short time, an occurrence that gave him perspective on his own flaws and enhanced his sense of humility. Stern, righteous, and unyielding in the face of evil, Torm's spirit lifts when dealing with his friends, the weak, the defenseless, and the young.
When it was learned that Torm battled and destroyed Bane during the War of Ages, he became a hero to good-hearted people throughout the world. This adoration extended to Torm's church, which experienced a renaissance and philosophical blooming as its numbers swelled and new thinkers and adherents joined the congregation. In the years following that time clerics of Torm have enjoyed popularity unparalleled in Haven.

History/Relationships:
Torm serves Tyr as war leader and champion, as he once did for a mortal monarch in ancient days. Scholars disagree on where Torm's kingdom was located or even what is was called. 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 faithful 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 War of Ages, Torm served Tyr as a loyal demipowers. Since that epic event, the Maimed Deity has elevated him to lesser deity status, and greatly enhanced his duties, granting him control of several armies of celestial warriors to use in 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 of 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 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 his victory over Bane, Torm turned most of his attention to Cyric, working with Mystra, Oghma, and even Mask in dethroning the Black Sun from his briefly held position as the Lord of the Dead. He deeply regrets not destroying Cyric in that instance, and has vowed to remedy that should the two deities meet again. Torm found his 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 intrigues of Bane.

The Church:
The followers of Torm organize themselves into a three-level hierarchy of worshipers. Length and quality of service and rank are of particular importance.
The top level is comprised of the Tormtar, who are arranged in their own strict hierarchy. The hierarchy among Torm's disciples ascends from the Unproven (novices), to the Andurans (confirmed priests of lower ranks), Faithblades, Wardens, Vigilants, Watchful Venturers, Loyans, Enforcers, Guardians, Knights, Vanguardiers, and Champions. These ranks are separate from duty-titles such as (in ascending order): Patrol Captain, Reverend Messenger, Doorwarden, Seneschal, Templemaster, High Priest, and Priest Inquisitor (the teachers and internal disciplinarians of the faith).
The second level of the hierarchy is comprised of the knightly orders dedicated to Torm (see Affiliated Orders below). Members of these groups serve as the adventuring and warrior branches of Torm's clergy and go on many quests in the service of Torm. The members of this tier are known as the Swords of Torm. This tier is allied with the clergy, but not all of them are technically under their direct command. Enough orders are, however, that this tier is considered a part of the hierarchy.
The third tier comprises the lay followers of Torm. Torm's faithful include many warriors and government officials, among others.
Torm's followers are expected to make yearly tithes to the local temple of Torm as they are able. In addition, they must follow the general religious tenets of Torm as espoused by his clergy.

Priestly Vestments:
Priests of Torm wear clean, bright, smooth-polished plate armor (or robes, a breastplate, and bracers), ornate helms, and gauntlets inscribed with the Penance of Duty. The hue of the armor (or robes) denotes the rank of the wearer: Unadorned metal is for the Unproven, dark crimson is for Andurans, rose red is for Faithblades, deep amber is for Wardens, sunrise orange for Vigilants, harvest yellow is for Watchful Venturers, pale green is for Loyans, dragon green is for Enforcers, sky blue is for Guardians, twilight blue is for Knights, amethyst is for Vanguardiers, and dusky purple is for Champions, the most holy priests of the faith, and the greatest heroes of Torm.

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 ever 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 Haven.

Holy Days/Important Ceremonies:
The Tormish church has two major holidays. The first, called the Divine Death, is the defeat of Bane and the second, celebrated every four years, is Shieldmeet.
The Divine Death is a solemn ceremony of remembrance for all the fallen who died for just causes, while guarding others, or in the holy service of Torm. After prayers and a huge feast, faithful go at dusk to the graves or battle sites where departed ones dear to them fell or now lie, light special candles, and pray throughout the night, recounting deeds of the fallen to Torm so that none who fell may truly be forgotten.
Shieldmeet celebrations are rituals expressing loyalty and renewing oaths and pledges. Tormish faithful prefer to marry, perform marriages, and finalize apprenticeship or training agreements on this day.
Faithful of Torm are expected to pray to the True God at least four times per day; noon, dusk, midnight and dawn. Prayers to Torm are uttered in a prescribed litany, which sounds like a rolling chant, and ask for guidance from the Lord of Duty.
Tormtar are required to perfom only three special rituals: Torm's Table, Investiture, and Holy Vigil. Torm's Table must be observed at least once every two months. To perform this ritual, a Tormtar purchases or prepares a grand meal and then turns it over to a stranger (usually someone in need) to consume while they fast, waiting on the table. Within three days after the feast is done, the priest must confess any personal sins, failings, or shortcomings to another Tormtar priest and report on his doings to a superior.
Investiture is the solemn ceremony wherein a novice becomes a priest or priestess. It is the duty of every Tormish priest or holy warrior within a day's ride of the announced place of ritual to attend. The supplicant (only one priest is invested at each ceremony) prepares beforehand by rolling in mud or dust and then donning the oldest, filthiest clothes they can find or beg for. Thus attired, he or she fasts for a day and then in the evening is brought to the temple and washed clean with water by the visiting Tormtar. The supplicant is formally introduced to the presiding priest and accepted into the service of Torm-provided he or she passes the Holy Vigil. All the clergy then join in a hymn of hope, and withdraw, leaving the supplicant locked in the temple sanctuary alone to complete the Holy Vigil.
The Holy Vigil is repeated every time an individual advances in rank within the priesthood. Before departing, the presiding priest solemnly raises a naked bastard sword from the altar and casts it up into the air. By the grace of Torm (and a secret spell cast beforehand), the blade rises up and moves to hang a man's height above the supplicant's head, point downward. The more the supplicant gives in to fear or slumber or dwells on any doubts about his or her faith in Torm, the lower the sword slips. The magic is broken if the sword draws blood, and the shame of being found with a fallen sword the next morning is extreme. If a Vigil is thus failed, the presiding priest prays to Torm for guidance. The Vigil may be repeated on the next night, or the failed one may be cast out of the church or charged with a penance or quest.

Affiliated Orders:
Following Bane's death, the church founded a new order of Paladins, known as the Order of the Golden Lion. These holy warriors are dedicated to actively serving the Penance of Duty; some guard the temples of good faiths, while others quest for lost relics of goodly gods. Knights of the Order of the Golden Lion cannot advance in level without serving in some fashion that helps alleviate one of the debts in the Penance of Duty. The Knights polish their armor a bright gold.
Additionally, rumors have begun to circulate that a new order of righteous folk has been initiated in Tethyr, though details are unclear at this point.
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PostPosted: Tue Jul 26, 2005 8:51 pm    Post subject: Reply with quote

Tymora

Lady Luck, the Lady Who Smiles, Our Smiling Lady
Intermediate Deity
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
Cleric Alignments: CG, CN, NG
Domains: Good,Protection, Travel, Trickery
Favored Weapon: A spinning coin (shuriken)

Tymora (tie-more-ah), the friendly, graceful, and kind deity of good fortune, owes her impressive popularity to two factors. Firstly, her dominance over narrow escapes and lucky discoveries makes her the patron of choice to Faeruns burgeoning adventurer population, who propitiate her in hopes of prolonged survival and spectacular takes. The greatest boon to her church came during the War of Ages, however, when Tymora appeared to followers in Lokearen and set up shop in the temple known as the Lady's House. As the entire continent quaked with magic gone wild, Tymora offered all-too-absent stability and the reassurances that some deity still cared about their human subjects. The ability to actually meet a deity (in exchange for a reasonable donation to the church, of course) bolstered faith in desperate times, and the ranks of her clergy and followers swelled accordingly.

Those commoners who fail to take themselves too seriously see the servants of Tymora as energetic advocates of fun and adventure. The clerics preach a doctrine that urges their followers to take chances and do something, rather than sitting around and daring nothing. Accordingly, those who choose Tymora as patron tend to possess a zest for life and a calm assurance that the Lady Who Smiles will ensure they live a long and fruitful life. Halflings consider Tymora to be one of Yondolla's Children, and consider her widespread worship in human lands as simply the greatest of Lady Luck's numerous humorous cons.

Clerics of Tymora often called luckbringers, pray for their spells in the morning. The faithful typically greet each other by touching holy symbols, often embracing to do so. The clergy officially recognizes no set rituals, with religious observances varying wildly according to the dictates of each temple.

History/Relationships:
Before recorded history, 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 a deific squabble, initiated by Lathander. 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 from 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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PostPosted: Tue Jul 26, 2005 8:52 pm    Post subject: Reply with quote

Tyr

The Even-Handed, the Maimed-God, the Just God
Greater Deity
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
Cleric Alignments: LG, LN, NG
Domains: Good, Knowledge, Protection, War
Favored Weapon: "Justicar" (longsword)

Before every criminal trial in civilized lands, good-hearted magistrates whisper prayers to Tyr (teer) the Even-Handed, asking that he guide their judgments with temperance and resolve. Tyr sees himself as a father figure working to craft a perfect society among the people of Haven, whom he views as his wayward children. The pain of knowing that his mortal charges cannot hope to initiate and protect a flawless, completely just orderly existence tinges Tyr's philosophy with an undercurrent of resigned sadness.
Religious iconography depicts Tyr as an aging one-handed warrior.. The so-called Maimed God lost his right hand in battle with the ravenous entity known as Kezef the Chaos Hound.
Commoners view Tyr and his clerics as stern arbiters of justice, often missing the paternal philosophical nuances of Tyrran doctrine for its more obvious black-and-white teachings on the nature of morality. They tend to view Tyr as something of a divine constant-they know that Tyr expects fairness, good judgment, and kindness toward the innocent from his followers, and hence afford Tyr's clerics a great deal of trust.

History/Relationships:
Tyr came to Haven in ancient days in an event known as the Procession of Justice. Bursting from a gate whose location is lost to time, he led a force of over 200 celestial warriors across the ancient landscape to help quell the remains of a forgotten empire, who had fallen to lawlessness and brigandage following their destruction at the hands of its elven enemies. In the ensuing battle, it's said, Tyr's army slew Valigan Thirdborn, a lesser deity of anarchy whose rise led to the fall of that empire.
Tyr's actions and sacrifices of that nine year war attracted the attention of the previously obscure Ilmater. Years later, long after the Procession had ended with most of Tyr's servants banished or killed and the deity himself taking interest in Haven at large, 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.
Tyr's time on Haven 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.

The Church:
The Tyrran faith appeals to those who seek to bring order to the disorderly, to punish the wicked, and to ensure that civilization prospers through a careful, fair system of justice. Theirs is a doctrine of justice through benevolent force and armed vigilance, a philosophy that makes the faith attractive to paladins. Most adherents don't fight in the field, however, instead seeing to important battles in the courts as bureaucrats, judges, bailiffs, and merchants.
Clerics of Tyr bring law to lawless lands, often serving as judge, jury, and executioner. Without a civilized legal code with which to guide their judgments, they often default to a doctrine roughly equivalent to "an eye for an eye, a tooth for a tooth." However, Tyrrans prefer to err on the side of mercy, and frequently commute otherwise harsh sentences for cases in which the offender was ignorant of any wrongdoing. Such criminals often find their names recorded in the cleric's Book of Lawgiving , which is then shared with the nearest temples to prevent that perpetrator repeating the offense and getting off lightly.
In civilized lands, Tyrrans (inevitably called "tyrants" by their legion detractors) tend to become legal experts, advising rulers, judges, or powerful merchants on the intricacies of the law and arguing cases before magistrates. They view the latter as charity, donating their (sometimes lavish) "speaking fees" to the church.
Regardless of their setting, Tyrrans never enforce a law that can be shown to be unjust-defined by the church as out of compliance with the principles and definitions adhered to by other laws in the body of legal doctrine of which it is part. This sometimes forces Tyrrans to support very unfair laws that are, nonetheless, just. In many such cases, Tyrrans attempt to change the laws by working within the system. Those who break even unfair laws as a form of defiance or political dissent are nonetheless guilty, in their view, and deserve to be punished to the fullest extent the law allows.

Priestly Vestments:
The vestments of Tyr are blue and purple robes with a white sash. A white glove or gauntlet is worn on the left hand and a black one on the right to symbolize the loss of the god's right hand.

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.

Holy Days/Important Ceremonies:
The priesthood of Tyr follows a lunar cycle of high rituals, beginning with the Seeing Justice on the first day of each month, the Maiming on the thirteenth, and the Blinding on the twenty-second. These major rituals involve chanted prayers, thunderously sung hymns, and conjured illusions: a gigantic war hammer that glows blinding white hanging hanging over the heads of the congregation at Seeing Justice; at the Maiming, a gigantic right hand surrounded by a nimbus of burning blood tumbles away into darkness and fades from view; and two eyes that burst into fountains of fiery tears until they have entirely spilled away and are gone at the Blinding. Early in the ceremony of the Blinding, symbolic blindfolds of diaphanous silk are bound over the eyes of the celebrants by clergy.
In addition to the high rituals, Tyrrans celebrate daily rituals of prayer to the god, which take the form of a sung invocation, a series of responsive prayers, a short sermon or reading of wisdom from the Sacred Judgments of Tyr, and a rousing closing anthem. Such services are repeated every two hours, around the clock. The dawn ritual, The Awakening, is a gentle, uplifting renewal of faith. The noonday ritual, the Hammer at Highsun, is a stirring, exultant expression of the church's vigilance and martial might. The evenfeast ritual, High Justice, is a proud, stern celebration of Tyr's commandments and the church's purpose. The evening ritual, the Remembrance of the Just Fallen, is a haunting, softly chanted reverence for those who have laid down their lives for justice, both inside and outside the faith-a ritual of quiet dignity and respect that always leaves many witnesses, even those who do not follow Tyr, in tears.

Affiliated Orders:
The church of Tyr has many affiliated knightly orders. Individual temples often have special orders or companies attached to them. Two church-sponsored orders of paladins are the Knights of the Holy Judgment and the Knights of the Merciful Sword. The first order tends to attract those who emphasize the "lawful" in their alignment, and the second the "good." Knights from either order have the opportunity to join an elite order of paladins known as the Hammers of Grimjaws.
To join the Hammers, a paladin must be nominated by a member of the Hammers, and his or her nomination must be seconded by a senior priest of Tyr. If both these requirements are met, she or he must stand vigil in the holy sanctuary of a temple of Tyr all night. If the paladin is judged worthy by Tyr, Tyr sends the paladin a vision of his war hammer. If no vision appears, the paladin is deemed yet too inexperienced, but not a failure, and may be nominated again after some time has passed. If Tyr sends a vision of his sword, the paladin has knowingly or unknowingly failed Tyr in some way and must immediately complete a quest to atone. If the quest is completed, Tyr is pleased and forgives, and the knight is admitted into the Hammers. There is no quitting a quest under these conditions; either the paladin succeeds or dies trying.
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PostPosted: Tue Jul 26, 2005 8:52 pm    Post subject: Reply with quote

Umberlee

The Bitch Queen, Queen of the Depths
Intermediate Deity
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
Cleric Alignments: CE, CN, NE
Domain: Chaos, Destruction, Evil, Ocean, Storm, Water
Favored Weapon: "Drowning Death" (trident) or jellyfish (trident)

Malicious, mean, and evil, Umberlee (uhm-ber-lee) is the terror of sailors and coastal dwellers across the world. She breaks agreements on a whim and takes great pleasure in watching others die by drowning or in the jaws of sea predators. Vain and desirous of flattery, she is excessively greedy for power and revels in exercising it. Weresharks are her creations, and theirs is one of the few races that worship her out of admiration rather than fear. The Bitch Queen is always depicted as a female blue-green torso garbed in shells and a mauve cape made from jellyfish rising out of the waves with taloned hands, elbow fins, eyes of pale pearly death, and hair of help. Like the church of Talos, the church of Umberlee is almost universally despised and propitiated only out of fear. Nevertheless, despite the promise offered by the relatively weak church of Valkur, nearly every sailor makes an offering to the Bitch Queen before heading into her domain and Umberlant clerics can walk unmolested in dockside wards in most ports. They are even welcomed aboard most ships, in hopes that their presence will help appease the Bitch Queen.

Umberlant clerics pray for spells at high tide (in the morning or evening), making offerings and self-anointing on the brow, hands, and feet with sea water. The drowning is a private ritual and only clergy members may witness it or take part. In the Drowning, a supplicant lies before an altar and is surrounded by candles lit to the deity, each placed with an intoned prayer by a different Umberlant cleric. The attending clergy then withdraw and release a wave of sea water to flood the room in a huge breaking wave and then flow away. Supplicants who survive are confirmed in the service of Umberlee and warned that if they should ever betray the Queen of the Deeps, drowning is the fate that awaits them. They were spared during the Drowning and so can be taken by the Sea Queen at any time to come. (Clergy whom the Sea Queen feels have failed her go to sleep one night never to awaken, dying during the night of drowning, their lungs mysteriously filled with sea water.) The two public rituals of the Umberlant faith are the First Tide and the Stormcall. The former is celebrated when the ice breaks up in a harbor and involves a parade through town with a caged animal, which is then tied to a rock and hurled into the sea. If it reaches shore alive, it is treated as a sacred animal for the rest of its days. Stormcall is a mass prayer to send a storm to devastate a specific harbor or ship or to turn away an approaching storm or one that has already broken upon the worshipers. Its participants pray around pools upon which float candles on driftwood planks, and throw sacrifices into the pools. A doused candle is a sure sign of the Bitch Queen's anger.

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.

Clergy/Temples:
Umberlant clergy are charged to spread respect for Umberlee by preaching of the doom she has wrought in the past and the storms to come in all coastal cities and settlements. Along the way, they seek to build up favor enough to be washed ashore by the deity if they are ever in danger on the seas and to enrich themselves by accepting offerings, selling the safety of their own presence on shipboard, or by casting certain spells.

Temples of Umberlee are always located along the coast or underwater. Many lie within sea caves, while free-standing structures are usually constructed from flotsam, surf-pounded rocks, and the shells of great sea beasts. Umberlant temples are mainly vehicles for sailors and merchants to make offerings of candles, flowers, candies, or coins to appease the Bitch Queen's wrath.

The ceremonial garb of the Umberlant clerics consist of a skintight blue or green body stocking worn with voluminous cape of blue or green trimmed with white fur (to represent foaming breakers). A tall collar, similarly trimmed, rises from the back of the cape's neck. A popular badge of rank is the skeletal hand of a drowning victim.

The church of Umberlee is disorganized and run differently in different locales. The only organized hierarchy is that imposed by a particularly favored and powerful cleric, and such regimes are inevitably washed away in time by the ever-fickle Bitch Queen. Clerics of the faith are even given to dueling each other to settle disputes of rank or ability, although such combats are rarely fatal. Instead, the loser is usually thrown aboard the next ship to leave port, regardless of the destination.
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PostPosted: Tue Jul 26, 2005 8:53 pm    Post subject: Reply with quote

Uthgar


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Darkrob13
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PostPosted: Tue Jul 26, 2005 8:54 pm    Post subject: Reply with quote

Velsharoon

The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt
Lesser God
Symbol: A crowned laughing lich skull on a solid black hexagon
Home Plane: Dweomerheart
Alignment: Neutral Evil
Portfolio: Necromancy, necromancers, evil liches, undeath.
Worshipers: Liches, necromancers, seekers of immortality through undeath, Cult of the Dragon
Cleric Alignments:CN, LN, NE
Domains: Death, Evil, Magic
Favored Weapon: "Skull Staff of the Necromancer" (quarterstaff)

Velsharoon (vel-shah-roon) is a vain, selfish, petty, but very canny deity consumed with vengeance, obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. In many ways he continues to act like the mortal he recently was, albeit with far greater power at his disposal than before.

The church of Velsharoon is a new one, and what hierarchy exists is found within individual temples. Many clerics of Velsharoon spend their days in necromantic research, seeking to understand and expand the faith's collective knowledge of life, death, and undeath. Most have created hundreds of undead servitors, some of them unique. When an undead creation has served its purpose, these self-involved researchers often brand the symbol of their deity on its chest and then order it to wander randomly across Haven. Other clerics of Velsharoon are involved in "support" activities of the faith-- grave robbing, embalming, or teaching. A few of the more congenial low-level clerics sometimes cure the minor ills of the populace to bring in funding or worldly supplies for the church and to more easily gather information about its enemies.

Clerics of Velsharoon pray for their spells at midnight, when the secrets of the night are best unearthed. For a relatively young faith, the clergy of Velsharoon have quickly established a large number of holy days and rituals. The faith has yet to coalesce into a homogeneous creed, however, and widely varying rituals are found not only in different temples but within individual temples as well. Two rituals have become fairly widespread. The Binding of the Crypt and the Pact of the Everlasting are two rituals performed by powerful clerics, allowing them to return as an undead creature or be raised from the dead automatically if they are slain. Both rituals involve numerous other horrible incantations and the foul sacrifice of numerous good aligned sentients. Prominent theologians of the faith claim that these rituals are merely the two of seven to be revealed by Velsharoon along a path to achieving immortality.

History/Relationships
As a mortal, Velsharoon was a powerful Necromancer of the wicked empire of Kharne. He discovered a method laid forth by Talos for a mortal to achieve divinity, but quickly realized that the Storm Lord would simply exploit him until he was destroyed. Velsharoon then shifted his allegiance to Azuth, who, with Mystra's help, blocked Talos from seeking vengeance. Velsharoon has since secretly renewed his alliance with Talos and has begun flirting with Shar, although he still nominally serves Azuth. Velsharoon loathes Cyric, Jergal, and Kelemvor, for all three routinely upset his plans. Since the rise of the Kaarkosan Empire, and the surge in his popularity there, Velsharoon has risen from Demigod to Lesser Deity status.

Dogma
Life and death are the twin faces of eternal existence. To surrender to either one is to resign oneself to obscurity. True power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form-- even mortal life itself-- knowledge of the world and its infinite complexity are extended. Let no one interfere with the pursuit of such research, for the end result will more than justify the necessary sacrifices along the path. Knowledge is power, and knowledge of life and death brings power over all beings, living and unliving.
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PostPosted: Tue Jul 26, 2005 8:55 pm    Post subject: Reply with quote

Waukeen

Merchant's Friend
Lesser Deity
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)
Cleric Alignments: CN, LN, N, NE, NG
Domains: Knowledge, Protection, Travel
Favored Weapon: Cloud of coins (nunchaku)

Vibrant and vivacious, Waukeen (wah-keen) is a relatively young, hardworking deity who loves wealth not for itself but for what can be done and acquired with it. She enjoys bargaining and the hustle and bustle of the marketplace. She rules over deals done above and below the table-- legitimate as well as black-market commerce. She is interested in innovation, but can also be stubborn and persistent, which sometimes gets her into trouble. The Merchant's Friend appears as a slim, beautiful woman with golden eyes and long, luxuriant hair the hue of spun gold. Her gowns are woven of gleaming, gem-studded strips of precious metals and her gold-soled boots made from links of laced pearls. Widely admired and envied before the War of Ages, the Merchant's Friend's church suffered greatly during the Interdeium of Waukeen, a span of several years in which she was missing and presumed dead. Although Waukeen has begun revitalizing the faith of her worshipers, the opinion of the outside world may take far longer to recover. All sorts of rumors about Waukeen's disappearance and return are still being banded about, with allegations that she is really dead or that she consorted with fiends being the most damaging and persistent tales told.
Clerics of Waukeen pray for spells just before sundown and must initiate their prayers by throwing a coin into a ceremonial bowl or a body of water. The church celebrates a dozen high festivals spaced over the course of the year that honor accounting (Gold Counting Comfort), textiles (Great Wave), wealth (High Coin), generosity (Spheres), benefactors (Sammardach), finery (Brightbuckle), deal-making (Sornyn), bounty (Huldark), magic (Spryndalstar), guards (Marthoon), craft (Tehennteahan), and the dark side of wealth (a solemn remembrance of the evils of excess) (Orbar).

History/Relationships:
At the War of Ages 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 War of Ages 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.
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