Campaign

 

Avandra -> Tymora
Erathis -> Gond
Kord -> Tempus
Melora -> Silvanus
Pelor -> Amaunator
Raven Queen -> Kelemvor
Sehanine -> Selune
Bahamut, Correllon, and Moradn are unchanged.

Oghma- Ioun

 

 

 

Ilmater

Ilmater is pictured as a man with a mutilated, tortured body and wearing only a breechcloth.[5] When manifesting himself via an avatar, Ilmater's limbs are broken and moving causes him a great deal of pain.[6] He is covered in marks, cuts and scars, with a burly build, a kind face, balding head and a hairy body

Ilmater does not get angry easily, but when he does, he is fearsome. He is angered by cruelty and those who inflict suffering, particularly upon children and young creatures in general. He is quiet with a good sense of humour and likes to hear stories containing humour

Worshipers Edit

Those who are opressed, sick or poor are likely to be worshipers of Ilmater and those who have a dislike of weakness (tyrants, for example) do not understand why anybody would turn to him. A typical follower of Ilmater is generous and sharing, advocating spiritualism over materialism. Worshipers believe that all injustices should be rectified and that a death with meaning is not shameful. Cynicism and dark humour is common. They do not believe in impeding desires of others, even when those desires conflict with their own duty to provide alleviation and healing.

The clergy of Ilmater are known collectively as the Ilmatari. During a war, the Ilmatari will gather supplies in order to treat the dying and wounded. Ilmatari also shelter the homeless and offer moral support to those who need it. They will tour the wealthy areas of towns and cities seeking donations to help cover the costs of the church. The Ilmatari wear grey tunics, trousers, a tabard, or robes, and, unless a novice, wear a skullcap, which is red for senior clergy and otherwise grey. The symbol of Ilmater is worn around the neck or as a pin badge, or can be a simple length of cord wrapped around the cleric's wrist in prayer. Some older clergy have a teardrop tattooed beside one eye.

Monks and clerics in the Ilmatari faith are known as the Adorned. Clerics of Ilmater pray for their divine magic once per day, in the morning, but must ritualistically pray a further six times per day or more. The cleric receives no holidays and celebrates no regular festivities, but may request a Plea of Rest – a tenday during which time he or she is free from the rules laid out by Ilmater's faith. Clerics of Ilmater are duty-bound to convince the dying to pray to Ilmater, and it is likely that they are able to brew their own potions. New initiates are often overcome by the suffering they witness as part of their work, and many develop a cynical attitude towards life, but most persevere nonetheless, even when faced with a hopeless cause

Vows

Many clerics, especially healers will consider taking one or all of the three vows of Ilmater. Purity, Poverty and Peace.

Saints

The faith of Ilmater has more saints than most other faiths. Notable saints include St. Sollars the Twice-Martyred, represented by a yellow rose, and worshiped from the Monastery of the Yellow Rose high in the Earthspur Mountains, and St. Dionysius

Temples

Temples and shrines to Ilmater are often manor houses on travelled routes, named after Ilmatari saints. It is common for these houses to contain an area for treating the sick and injured. There is no single leader of a particular temple; instead, a collection of senior clergy meets on occasion to make decisions. A temple to Ilmater often has an abbey or monestary affiliated with it or contained within it.

Temples found within large cities are often known as Sanctuaries. Healers of Ilmater are often dispatched to such places to found a Santuary in the slums. These temples are usually run-down and poor buildings, funded on material donation only, such as food, clothing, labor, and medical supplies. They accept no gold or valuables so as to discourage crime, as their healers are usually unarmed pacifists. Such temples will have a soup kitchen, infirmary and chapel for worship. Temple grounds are often granted to healers by the city as an inexpensive method of fighting sickness and plague and improving the general health (and therefore production) of the poorest commoners who cannot afford other temples. Even theif guilds and other criminal organizations tend to leave the Ilmateri in peace, or even protect such temples from lone crimnals and zealots as many of their own members find healing with no questions asked inside Ilmater's Sanctuaries.

Ilmater's symbol is now (as of 1372 DR) a pair of white hands bound at the wrist with a red cord,[4] but before the Godswar, it was a blood-stained rack. His newer symbol has increased his popularity. Often, healers of Ilmater will simply use a length of red cord which they wind around their wrist to use as a holy symbol

Bane

(pronounced bain) is the evil and malicious greater deity of fear, hatred and tyranny and ruler of Banehold. Preferring to plot and scheme, Bane rarely appears to act in a direct manner, instead acting through his worshipers and other various agents. His ultimate goal is to eventually control all of Faerûn.When summoned though, he has a dark, rather shadowy appearance with a resemblance of dark armor and his tell-tale jeweled dark gauntlet. He emanates an aura of vast power and cruel intelligence

Among the evil gods, Bane's church is among the most stable and most powerful. While there was a time when the god encouraged sectarianism and violent disputes, that time has long since passed and today the god's Faithful are as likely to solve their disputes through reasonable debate than through show of force. That being said, Bane's church is no less ruthless than that of Cyric or Shar and it obeys a strict hierarchy extending from the god's most powerful worshipers to his weakest ones, with the god himself the lord of everything they do and though worshipers of Bane come from every station in life, they all know to whom they owe their blessings, ready to turn it over to the Black Lord at any time.

Banite customs are often quite spartan in nature and the god's followers celebrate no holidays in honor of their god, instead showing their gratitude to him through service and the ritual torture and sacrifice of sapients offending to the god. Priests of Bane pray for their spells at midnight, pledging their eternal loyalty and service to the Black Hand, knowing full well that the penalty for failure or disloyalty is death.

The church of Bane has increased greatly in recent history due to his return. With this he has gained nearly all the worshipers of Iyachtu Xvim, his half-demon son, as well as some of Cyric. Many of those among the god's worshipers are fighters, monks, blackguards, or wizards

His clerics can be recognized by the black-enameled gauntlet put on one fist. They are able to enact spells against undead, such as a flare of greenish phosphorescence searing smaller undead or an even fiercer radiance searing ghouls and phantoms

Although Bane was worshiped all over Faerûn, its presence was strongest in the Moonsea region, where, as of 1479 DR, the Church of Bane had its headquarters: the House of the Black Lord, in Mulmaster

Moradin

Moradin is the chief deity in the dwarven pantheon in the Dungeons & Dragons game and is a member of the default D&D pantheon. Moradin's domains are Creation, Earth, Good, Law, and Protection. His titles include Soul Forger, Dwarffather, the All-Father, and the Creator. He created the first dwarves out of earthen materials and tutored them in dwarven ways.

Moradin is the head of the dwarven pantheon. He is married to Berronar Truesilver, and counts Gruumsh and Maglubiyet among his most fierce foes[who?]. He is friendly with Pelor.

In many campaign settings, the dwarven pantheon of gods consists of the leader Moradin, as well as Abbathor, Berronar Truesilver, Clanggedin Silverbeard, Dugmaren Brightmantle, Dumathoin, Muamman Duathal, and Vergadain. Other dwarven gods may be present in different campaign settings.

Clergy

Moradin's clerics wear earthy colors, with chain mail and silvered helms. His clerics are usually drawn from family lines, like most dwarven occupations.

Hammers of Moradin

The Hammers of Moradin are an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers serve both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from large groups of orcs to great wyrms to malevolent fiends from the Lower Planes.

The order is dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories. Individual chapters have a great deal of local autonomy but, in times of great crisis, a Grand Council (the reigning monarchs and senior Hammers of the affected region) assemble to plot strategy and divine Moradin's will.

Another elite military order of Moradin is the Order of the Anvil of Light. Its leader is Barock Stormbeard of the Stormbeard clan, who has led this group for ages, it seems. The group's latest information is having to deal with a deity trying to return to the Material Plane.

emples and rituals

Moradin is worshipped at forges and hearths. Melted metals are sacrificed to him monthly.

Holy days

Moradin's holy days fall during the crescent moon.

Gruumsh

Worshippers

As orcs that are not clerics or adepts are forbidden to speak his name, Gruumsh is also known as "One-Eye," "The One-Eyed God," "He-Who-Never-Sleeps," and "He-Who-Watches."

Clergy, temples, and rituals

Gruumsh's priests wear dark red vestments, war helms, and black plate mail. His sacred animal is the giant rat. His holy day is the new moon, and he is worshipped in orcish lairs. A sacrifice of blood is made to him monthly.

Forgotten Realms

Gruumsh once had an alliance with the conniving drow goddess Araushnee, to bring down the gods of the elves once and for all. His plan failed, despite a divine force brought against the elven gods consisting of the Seldarine's enemies in all the goblinoid and elf-hating pantheons, and Araushnee was transformed into Lolth. The two deities have been great foes ever since, though Gruumsh's alliance with another assisting deity, Malar, has not been so badly corrupted.

Elemental Lords (Primordials) Barbarian Deities

There were a few primordials who never fought the gods and chose to remain in Toril when Abeir split away. Five such primordials are elemental lords and now rule over the Elemental Chaos (which until the Spellplague was six different elemental planes), worshiped like gods. All are true neutral in alignment except Bazim-Gorag, who is chaotic evil.

Akadi

Akadi, the Queen of the Air, is the ruler of the air element.Her domain is Sky Home.

Bazim-Gorag

Bazim-Gorag, the Lord of the Pandemonium Stone, is an ascended batrachi who is dedicated to pure chaos. His portfolio is chance, and he is invoked by gamblers and anyone who wants the impossible.

Grumbar

Grumbar, the Lord of the Earth, is the ruler of the earth element. His domain is Root Hold.

Istishia

Istishia, the Lord of Water, is the ruler of the water element. He cares not about Umberlee’s storms or Valkur’s sailors.[3] His domain is Cresting Spires.

Kossuth

Kossuth, the Lord of Fire, is the ruler of the fire element. His domain is the Undying Pyre.

Primal spirit

The primal spirits are powerful incarnations of nature tied to the world, venerated by those who use the primal power source such as druids and barbarians.

Faerûnian Primal SpiritsEdit

The EarthmotherMagnar the BearOuroboros the World SerpentRemnis the EagleQuorlinn the RavenAmarok the WolfNobanion the LionNendawen the Hunter

Stef Larsen