The Gods of the Realms

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The Gods of the Realms

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The following is a list of the Gods as they will appear in the Game. If it looks strange to it is because these are the Gods as they were prior to the Time of Troubles.

SCROLL DOWN TO THE BOTTOM POST FOR THE SERVER-APPROPRIATE CLERIC DOMAINS FOR EACH GOD!


AZUTH (AH-Zooth)
High One
Patron of Magic Users LN
Demipower Arcadia

Symbol: A Human Hand, forefinger pointing upward, outlined in a nimbus of blue fire.

NOTES: Azuth is portrayed as a powerful old man, unbent by age, wielding a staff. Azuth is venerated as the most powerful of mages, and has the powers of a 30th level magic-user and a 20th
level cleric. In addition, Azuth may be able to discern the abilities of those weapons he is confronted with, and on touch may negate the effects of an item as a rod of cancellation.


BANE (BAIN)
Lord Bane, The Black Lord
God of Strife, Hatred, Tyranny LE
Greater Power Acheron

Symbol: A black hand, open, with thumb and fingers aligned together (sometimes on a red field.

NOTES: Lord Bane is never seen, although there are tales of a freezing black-taloned hand and eyes of blazing fire. This being has both a powerful church in the Realms, and in addition has the support of the mages of Zhentil Keep (q.v.).


BHAAL (Beh-HAHL)
Lord of Murder God of Death LE
Lesser Power Gehenna

Symbol: A circle of red blood-tears, falling counterclockwise, about a white skull.

NOTES: Bhaal strikes unerringly, his dagger causing the area wounded to wither He rarely appears to worshippers or others, but is depicted by priests as a bloody, mutilated corpse with a feral face and silent movements. It is said that every murder done strengthens Bhaal. While Myrkul recognized as lord of the dead, Bhaal is lord of death itself, the act of killing.


CHAUNTEA (Chawn-TEE-ah)
Great Mother
Goddess of Agriculture NG
Greater Power Elysium

Symbol: A budding flower encircled by the sun, or a sheaf of golden wheat.

NOTES: The Great Mother is the patron of the farmers and gardeners, and her hand is on every place where men seek to grow. Chauntea is not a goddess given to spectacle or pagent, but rather to small acts of devotion, and her temples are often small caverns and modest chambers filled with greenery. Chauntea is always at war with Auril and Talos. The Earth Mother of Moonshae may be a guise or aspect of Chauntea.


DENEIR (Deh-NEER)
Lord of All Glyphs & Images
God of Literature, Art NG
Demi-Power Beastlands

Symbol: A single lit candle, often with a eye beneath.

NOTES: Deneir is allied with Oghma, and is popularly depicted as an old, balding sage with flaming white beard. His priests tend to be scholarly in nature, and ascribe most of the magical tomes or hooks (Tome of Understanding, Manual of Clear Thought, etc.) to
him.


GOND (Gond)
Wonderbringer
God of Blacksmiths, Artificers, crafts
and construction N
Lesser Power Concordant Opposition

Symbol: A toothed wheel of brass, bronze, iron, or bone.

NOTES: Gond appears as a burly redhued smith with a mighty hammer, and has at his disposal a forge and anvil with which he may hammer out the stuff of stars. Those who venerate him are primarily tinkers, alchemists, and builders, but the island of Lantan (q.v.) considers worship of Gond the state religion, and nowhere else is the mania for invention (or the success of such
inventions) so strong.


HELM (Hehlm)
He of the Unsleeping Eyes
God of Guardians LN
Lesser God Nirvana

Symbol: An open, staring eye, often painted on a metal gauntlet.

NOTES: Helm is always vigilant, and watchful. He is never surprised, and anticipates most events by intelligence
and observation. He can never be borne off his feet, rarely can he be tricked, and he will never betray or neglect that which he guards. In short, he is the ideal of guardians, and is worshipped so that some of his qualities will come to, or be borne out in, the worshipper. Temples of Helm tend to be located where some evil
or potential danger is afoot, such as in Hluthvar, at the foot of Darkhold.


ILMATER (Ihl-MAY-ter)
God of Endurance, Suffering,
Martyrdom, Perseverance LG
Lesser Power Twin Paradises

Symbol: the Bloodstained Rack or crossed hands bound at the wrist.

NOTES: This god appears as a broken man, his hands smashed but still useful. Ilmater is willing sufferer, the one who takes the place of another. He has the power to manifest himself in creatures being tortured, relieving their pain, but only if such creatures are of good alignment and have not done anything to
deserve such treatment.


LATHANDER (Lah-THAN-der)
Morninglord
God of Spring, Dawn, Conception
Vitality, Eternal Youth, Renewal,
Self-Perfection, Beginnings NG
Greater Power Elysium

Symbol: A wooden disk of rosy pink hue.

NOTES: Lathander Lord of Morning is commander of creativity. Offerings are made to him by those who worship other powers upon the occasion of beginning a new venture or forming an alliance or company. Lathander's presentation is either as a rosy radiance or mist, or, in earlier renditions, of a golden-skinned
male youth of great beauty. Its priests where robes of pink or scarlet, the higher ranks having them trimmed with ornate
ribbons of gold.


LOVIATAR (Low-vee-A-tar)
Maiden of Pain
Goddess of Pain, Hurt, Patron of Torturers LE
Demipower Gehenna

Symbol: A black whip of nine strands with barbed tips.

NOTES: Loviatar is the being of the Finnish Pantheon in Legends & Lore, and she appears in these realms as a pale maiden
dressed in white pleated armor, and her dagger of ice is represented here as a slender wand. Her abilities and attitudes are as for the Finnish goddess of hurt.


MALAR (MAY-larr)
The Beastlord, The Stalker
God of Wild, Marauding Beasts,
Bloodlust, and Hunting CE
Demipower Tarterus

Symbol: A taloned, bestial claw

NOTES: Malar is related to Silvanus and the other “nature” gods, and is said to 12 be a black beast, covered with wet dripping blood, and having the fangs and clawed forelimbs of a great cat. Hunters (both for game and in sport) make offerings to him before setting forth in the chase, and he is said to manifest himself in berserkers, enraged beasts, and in that type of frenzied human killer that men deem mad. Bhaal is overlord to those who view killing as an art to be coldly perfected; Malar is the patron of those who exult in it endlessly, sensually; and is preferred by adventurers over professional warriors.


MASK (MAHSK)
Lord of Shadows
God of Thieves, Intrigue NE
Lesser Power Hades

Symbol: A black velvet mask

NOTES: Mask is the lord of shadows and those actions which take place in those shadows; he is the patron of the
thief and cutpurse, the sneak, the spy, and the alleyway mugger. He appears as a handsome youth dressed in colorful jerkin and breeches, wearing a grey cloak. The cloak allows Mask to fly,
become invisible, and when the hood is placed up, appear as any other being in an impervious illusion. The worshippers of Mask tend to hold their services in dimly lit vaults, and the worshippers
and priests all wear heavy garb and masks.


MIELIKKI (My-LEE-kee)
Lady of the Forest
Goddess of Forests, Dryads, Patron
of Rangers NG
Lesser Power Prime Material

Symbol: The unicorn (or the white star on a green leaf)

NOTES: Mielikki is allied with Silvanus, and is the Finnish Power described in the Legends & Lore book. In the Realms, she appears as a young maiden with leaves and moss of hair, garbed in green and yellow.


MYRKUL (MERR-kool)
Lord of Bones, Old Lord Skull
God of the Dead, Wasting, Decay,
Corruption, Parasites, Old Age,
Dusk, Fall, Exhaustion NE
Greater Power Hades (Fugue Plane)

Symbol: A skull or skeletal hand

NOTES: This god usually appears as a cloaked, animated corpse, skeletal at its head, becoming fleshed toward its feet, which are gangrenous and rotting. Myrkul is said to have a cold, malignant
intelligence and to speak in a high whisper His supernatural servants are known as Deaths (such as that which appears as part of the deck of many things). He can animate and command the dead, but has no power over undead above the level of
zombies and skeletons. Myrkul lives in the Castle of Bones, located in a moonless Land of Always Night (Hades).


MYSTRA (MISS-trah)
The Lady of Mysteries
Goddess of Magic LN
Greater Power Nirvana

Symbol: A blue-white star

NOTES: The goddess of magic is a manifestation of the Cosmic Balance. which appears to right great inequalities or going-awry in the magical balance of things. She appears as a source of light
akin to a prismatic will-o-the-wisp, andmay use all spells at maximum level, one defensive spell per round and one offensive spell per round (only one spell total per round if the spell used is wish, time stop, gate, or alter reality). Mystra is constantly shape changing as far as an observer on any Prime Material plane is concerned. She is said to have given the first teachings that unlocked the forces termed magic to the races of the Prime Material plane (and, some say, has forever after regretted the
deed.) Mystra was made lawful neutral on the premise that magic is inherently neutral and exhibits internal order and
laws. Many mages believe that Mystra determines success in the creation of new spells, potions, and magical items.


OGHMA (OGG-mah)
The Binder
God of Knowledge, Invention,
Patron of Bards N
Greater Power Concordant

Symbol: A partially unrolled scroll

NOTES: Oghma of the Forgotten Realms is the same beings as the Oghma of the Celtic mythos in L&L, save for the lack in the Forgotten Realms of true names other than those provided
for in the spell of the same name. Oghma appears in the realms as an old burly man with a black beard streaked with white, and carries a yarting of white snowwood on a thong across his back.


SELUNE (Seh-LOON-eh)
Our Lady of Silver
Goddess of the Moon, Stars,
Navigation CG
Lesser Power Gladsheim

Symbol: Circle of seven stars around
two feminine eyes.

NOTES: Revered by female spell-casters, (and worshipped by few)
and by all who navigate or must work at night Selune is continually either growing to full glory or dying. Selune is linked to Mystra; children born under a full moon often exhibit magical ability. Lycanthropes who enjoy their condition (rare though they
may be) usually come to worship Selune, for she governs their powers. Selune has been said to aid devouut worshippers of her Mystery of the Night by sending aid to those lost by
trails of “moondust” (small motes of light similar to dancing lights or will-o’-the-wisps,) which produce moonlight where none would otherwise be. The “night-stalk,” or solitary moonlit walk, is
the occasion and ritual of worship to, and communion with, Selune. Clerics of Selune seek and prize “drops fallen from the moon,” the offerings of the goddess, for with this precious substance they can make many potions and unguents. These are considered to come from the “tears of Selune,” the shards that follow the Realm’s major satellite in its path. Whether the moon
is named for the goddess or vice-versa is unknown. Selune appears as a duskyhued maiden with wide, radiant eyes and a long-tressed mane of white.


SHAR (Shahr)
Mistress of the Night, the Lady of Loss
Goddess of Darkness, Night, Loss,
Forgetfulness NE
Greater Power Hades

Symbol: Circle of black with a border
of deep purple.

NOTES: This goddess is said to be darkly beautiful. She is often worshipped by those made bitter by loss of a loved one,
for in her dark embrace all forget, and although they forever feel loss, they become used to such pain until they consider it the usual and natural state of existence. Shar battles continually
with Selune, slaying her often (i.e. every new moon), and is worshipped (or paid lip service by) all surface-dwelling beings who dislike light. Those who make or take disguises worship Leira, but those who seek only to hide or bury someything pay homage to Shar. Shar appears as a raven-haired beauty dressed in black.



SILVANUS (Sihl-VANN-us)
Oak-Father, The Forest Father, Treefather.
God of Nature, Patron of Druids
Greater Power, alignment - N.

Symbol: Green living oak leaf.

NOTES: Although wise and beneficent, the paternalistic Silvanus can be emotionally distant when it comes to the necessity of having a balance in nature and wrathful towards 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.


SUNE (SOO-nee)

Firehair, Lady Firehair

Greater Power, alignment - CG

Symbol: Face of a red-haired, ivory-skinned beautiful woman.

NOTES: Fairest of the deities, Sune is benevolent and sometimes whimsical. She always appears as radiantly beautiful red-haired woman of incredible charms. 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.


TALOS (TAH-los)

The Destroyer; The Raging One
God of Storms, Destruction CE
Greater Power Pandemonium

Symbol: Three lightning bolts radiating
outward.

NOTES: Talos is a most fickle and vengeful god, like the forces that he is entrusted with beneath his pantheon. He is rendered as a broad-shouldered, bearded young man with a single good
eye, carrying a bundle across his back. In this bundle Talos carries staves made of the first iron forged in the Realms, of
the first silver smelted, of the first tree planted and grown by man, and others. With these staves he raises the winds, cleaves the earth, rends the sky, an wrecks his havoc. His followers are as vulnerable as any others in his path, but they hope that by their supplication, his fury may pass over them and strike someone else, in particular followers of Chauntea. In the southern lands, Talos is known as Bhaelros, and his symbol is
a white bolt erupting on a field of crimson.


TEMPUS (TEM-pos)
The Lord of Battles, Foehammer
God of War CN
Greater Power Limbo

Symbol: Blazing sword on blood-red field.

NOTES: The Lord of Battles is venerated by all alignments and all causes in conflict. He appears as a 12-foot-tall human giant in battered and bloodied armor, his face hidden by a massive war helm. His shoulders and legs are bare and crossed with wounds, and he is always bleeding, though never tiring. Tempus is called upon before the evening of battle, to enhance the skills of one side and curse another. Tempus has been known to manifest to one side or the other in battle to indicate his favor. Most often he is seen standing with one foot on a white mare, Veiros, and the
other on a black stallion, Deiros. If seen riding the mare, favor in battle is indicated, while riding the stallion foretells defeat. The priests of Tempus wear battered armor, but in larger temple complexes wear skull caps made of steel.


TORM (torm)
Torm The True, The Foolish, or The
Brave
God of Duty, Loyalty, Obedience,
Those who face danger to
further the cause of good LG
Demigod Prime Material

Symbol: A metal gauntlet

NOTES: Torm is the god of those who have served most faithfully, and sought to protect others. Torm was the most faithful of warriors, renowned for obeying all the commands of his king
regardless of personal danger. He remains a great fighter, serving as the war-arm of Tyr. Many cavaliers, paladins,
and other groups dedicated to a code of arms or protection cite Torm.


TYMORA (Tie-MORE-ah)
Lady Luck
Goddess of Good Fortune, Luck,
Victory, Skill, Patron of
Adventurers and Warriors CG
Lesser Power Arvandor

Symbol: Featureless disk of silver

NOTES: Lady Luck is fickle, and not great in power; she helps those who help themselves. She appears as a shorthaired,
boyish woman with a crafty look, and areas with large halfling populations, as a halfling. Tymora may best an opponent in any single contest per day, and in addition will always make her saving throw. Her clerics often wear her symbol (the silver disk), and often find her favor bestowed upon them in times of great need. Skill and innovation are rewarded by her with good luck, wherefore many adventurers pay her homage.


TYR (teer)
Grimjaws, the Even-Handed
God of Justice LG
Greater God Seven Heavens

Symbol: Set of balanced scales, resting
on the head of a war hammer.

NOTES: Tyr's is a new faith, appearing in the Forgotten Realms within the past thousand years. His title as the evenhanded refers to his position as a god of justice, and is a grim joke considering that the appearances of Tyr show him as missing his right hand. Tyr is likely the being of the same name found in the
Norse Mythos. Though no other Powers of that realm are present, and Tyr is portrayed as a god of justice only and not war.


UMBERLEE (Um-ber-LEE)
The Bitch Queen
Goddess of Oceans, Waves and
Winds at Sea, Currents CE
Lesser Power Abyss

Symbol: A forked, blue-green wave, curling in breakers to both left and right, painted on a black background streaked with white.

NOTES: This goddess contests the fate of ships at sea eternally with Selune, causing the wicked currents that imperil shipping on the Sword Coasts. Umberlee commands the wind over the open sea, but prefers to use the waves as her weapons, striking opponents with 60 feet waves, drowning the unprotected. She is rarely seen, preferring to set currents and winds in motion for afar, or send forth great sharks to engulf swimmers to shipwrecked sailors. Her title has been bestowed upon her by the pirates, voyagers, and traders who have suffered under her rule, but tends to be used most often when these individuals are
on dry land, and then in hushed voices.


WAUKEEN (Wau-KEEN)
Libertys Maiden, Merchantsfriend
Goddess of Trade, Money N
Lesser Power Concordant

Symbol: A womans full face or profile within a circle of gold.

NOTES: A relatively recent goddess, no older in her worship than that of Tyr, but quite favorite with the merchantclass and traders, who rever her, if not in hopes of her kindness, than in hopes they will be elsewhere when be brings financial ruin upon the unwary. She is portrayed as a richly garbed blonde woman with a pair of large golden lions sat her feet.


Major Non-Human Gods

DWARVES

Moradin (Soulforger, Ruler of Dwarven Gods)
Clanggedin (Father of Battle)
Dumathoin (Keeper of Secrets Under the Mountain)
Abbathor (Master of Greed)
Vergadain (God of Wealth and Luck)
Berronar (Mother of Safety, Truth, and Home)

ELVES

Corellon Larethian (Ruler of All Elves)
Rillifane Rallathil (Chief God of Wild Elves)
Aerdrie Faenya (Goddess of Air and Weather)
Erevan Ilesere (God of Mischief and Change)
Solonar Thelandira (God of Archery and Hunting)
Hannali Celanil (Goddess of Romantic Love and Beauty)
Labelas Enoreth (God of Longevity)

HALFLINGS

Yondalla (Provider and Protector)
Sheela Peryroyal (The Wise)
Arvoreen (The Defender)
Cyrrollalee (The Faithful)
Bandobaris (The Master of Stealth)

GNOMES

Garl Glittergold (Leader of the Gods)
Baervan Wildwanderer (The Forest Gnome)
Urdlen (The Crawler Below)
Segojan Earthcaller (God of Earth and Nature)
Flandal Steelskin (The Forger)

ORCS (and some other goblinoids)

Gruumsh (He-who-never-sleeps)
Bahgtru (Son of Gruumsh)
Shargaas (Night Lord)
Ilneval (Gruumsh’s Lieutenant)
Yurtrus (The White-Handed)
Luthic (Cave Mother)
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Re: The Gods of the Realms

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The Gods not yet in Existence

To clarify and elaborate somewhat, the following deities are either not yet in existence as of the time of server start, or are inappropriate choices for other reasons. Keep in mind, however, that while the progress I recount here is the official word, things can definitely play out differently on our server... ;)

- Cyric ascends as the god taking up the portfolios of both Bhaal, Bane and Myrkul immediately after the Time of Troubles ends. As he assumes the power of three gods, he is briefly the most powerful deity of all. Upon Kelemvor's ascension and Bane's return, however (which both happen roughly a decade after the Time of Troubles), he loses much of this power - which, of course, he doesn't like at all. In the end, he retains the portfolio of murder taken from Bhaal, as well as illusion and deception taken from Leira.
At the time of server start, Cyric is a petty and sadistic mercenary.
- Iyachtu Xvim is Bane's half-demonic son. At Bane's death, he takes up part of his portfolio but loses it again when Bane returns. He is but a feeble image of his fearsome father, which is much the reason that the former Banites split between him and Cyric (as well as fighting each other). Almost fifteen years after Bane's death, Iyachtu is consumed in green fire and Bane emerges from the husk, resurrected.
- Kelemvor ascends to become the god of death ten years after the Time of Troubles with the (covert) help of Mask. He then attempts to dampen the dark image of death that Jergal and Myrkul have created over their many centuries as gods of death.
At the time of server start, Kelemvor is a sullen mortal adventurer.
- Savras is currently imprisoned in Azuth's sceptre and has been all but forgotten over many centuries. A rare few might remember him, but he's essentially a vegetable that can't grant spells so worshipping him is currently pointless. He is freed by Azuth at the end of the Time of Troubles, in return for swearing fealty to him.
- Finder Wyvernspur absorbed and adapted the portfolio of Moander, a god of decay, after having slain him.
At the time of server start Finder Wyvernspur, too, is a mortal.
- Velsharoon ascends ten years after the Time of Troubles, with Talos' aid, and is as such not a deity at server start. At present, he is a Thayan necromancer and a rival of Szass Tam.

The Gods who Aren't yet Dead

- Bane is destroyed in battle against the demigod Torm. This causes his faithful to fall into complete disarray and split between Iyachtu and Cyric, but Bane is nothing if not clever and eventually manages to return and reclaim much of his power. His absence costs him dearly, however, and in Cyric he gains a new arch nemesis.
- Bhaal is, as you well know by now, very much alive at the time of server start. As I expect that many of you were drawn here by the same nostalgia that I was, his subsequent plan to return is probably no great secret either. ;)
- Ibrandul is a lesser deity of caverns and the Underdark. He/she is slain by Shar, who after the Time of Troubles masquerades as the dead deity. As such, Ibrandul's death goes unknown to all but a few select Sharran priests as well as Lolth (who is very upset about it as she wanted Ibrandul's portfolio for herself). As such, it's conceivable that Lolthian clerics might know of it, too, and actively work against Sharrans wherever they find them.
- Leira is a goddess of illusions and deception. Two years after the Time of Troubles she is slain by Cyric who assumes her portfolio.
- Myrkul is also alive and has been the god of death for a very long time at the time of server start. While he is killed during the Time of Troubles, his essence remains hidden in a special, semi-sentient artifact. It's assumed that the presence that remains is thenceforth plotting Myrkul's full return.
- Mystra technically dies as well, but is replaced by a mortal named Midnight at the end of the Time of Troubles. Mystra as she appears in the server's present time is actually lawful neutral in alignment. Her change to neutral good comes along with Midnight taking over. Midnight, however, takes the name Mystra for herself and all is well and the status quo is (almost) preserved. :P
- Torm similarly has a brief brush with death after he barely manages to destroy Bane, but is resurrected by Ao as he died in service of his portfolio. He is also elevated from demigod (which he is at the time of server start) to a lesser deity.
- Moander is slain by Finder Wyvernspur during the Time of Troubles, however Lolth, being the fiendish and cunning deity she is, is subsequently granting spells to his former followers in the guise of Moander to increase her own power.
- Zinzerena is a drow goddess of illusions and assassination, who is slain by Lolth during the Time of Troubles. At the time of server start, her faith is small and secretive.

There were several other deaths (but no other true ascensions; Waukeen's merely reclaimed what she lost), but they were deities that nobody really cares about anyway. For those that do care, a full recount can be found here.

Other Notes on Deities

- Ao is very much in existence, however that existence is virtually unknown on Faerûn before the Time of Troubles. As a guideline, your character doesn't know of Ao no matter their Lore score. The credible way to know of him is if a DM hands you the knowledge of his existence.

- I have noticed lately that drow who are put on the surface will often attempt to claim being followers of Eilistraee to avoid persecution. Sadly for them, the faith of Eilistraee is little known on the surface, and even those who know of it are more likely to think it's a drow trick rather than sincere people who want peace - after all, the drow are cunning and very apt at deception.
To sum it up: think of other ways to avoid attack. That excuse doesn't generally work. The average response would and should be:
"Eili-who? Die, drow!"
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Re: The Gods of the Realms

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We took the liberty of making a list of the deities currently available along with the domains they can credibly have. The domains were taken from the Forgotten Realms Wiki.

Given that we don't have all PnP domains available in the game, I took some liberties to alter and add domains to ensure that each god has at least four believable domains available to them. These alterations are marked with a star, and followed by brief justification or explanation.

Please PM the DMs with any thoughts or suggested changes you think are appropriate.

THIS THREAD IS NOT FOR DISCUSSING THE DOMAINS. AGAIN, PM THE DMS WITH SUGGESTED CHANGES OR OTHER THOUGHTS, DO NOT POST THEM HERE.

Domains are enforced on BG:TSCC, so you should ensure that you pick the appropriate domains for your deity.

NOTE: There may be minor gods and powers I haven't added to this list. Just like suggestions for changes, if you ask the DMs (nicely ;)) to add one, we will do so to the best of our ability, including the four-domain "rule."

GENERAL DEITIES

Akadi
Domains: Air, Chaos, Magic, Travel, Trickery

Azuth
Domains: Knowledge, Law, Magic, Protection

Auril
Domains: Air, Cold, Evil, Water

Bane
Domains: Destruction, Evil, Law, War

Beshaba:
Domains: Chaos, Evil, Luck, Trickery

Bhaal
Domains: Death, Destruction, Evil, Trickery

Chauntea
Domains: Animal, Earth, Good, Plant, Protection

Deneir
Domains: Good, Knowledge, Luck, Protection

Eldath
Domains: Good, Plant, Protection, Water

Garagos:
Domains: Chaos, Destruction, Strenght, War

Gargauth:
Domains: Evil, Law, Luck, Trickery

Gond
Domains: Earth, Fire, Knowledge, Luck

Grumbar
Domains: Darkness, Earth, Law, Luck

Gwaeron Windstrom
Domains: Animal, Good, Knowledge, Plant, Travel

Helm
Domains: Law, Protection, Strength, War

Hoar:
Domains: Destruction, Law, Luck, War, Travel

Ilmater
Domains: Good, Healing, Law, Strength

Istishia
Domains: Air, Destruction, Chaos, Water, Travel

Jergal
Domains: Death, Law, Luck, Protection

Kossuth
Domains: Destruction, Fire, Fury, Healing

Lathander
Domains: Good, Protection, Strength, Sun

Leira:
Domains: Trickery, Magic, Darkness, Air

Lliira:
Domains: Chaos, Good, Magic, Trickery, Travel

Loviatar
Domains: Evil, Fury, Law, Strength

Lurue
Domains: Animal, Chaos, Good, Healing

Malar
Domains: Animal, Chaos, Evil, Moon, Strength

Mask
Domains: Darkness, Evil, Luck, Trickery

Mielikki
Domains: Animal, Good, Luck, Plant, Travel

Milil
Domains: Good, Knowledge, Luck, Trickery

Myrkul
Domains: Darkness, Death, Evil, War, Travel

Mystra
Domains: Knowledge, Law, Magic, Protection

Oghma
Domains: Chaos, Knowledge, Luck, Trickery, Travel

Red Knight (a very minor power in our timeline)
Domains: Knowledge, Law, Luck, War

Selune
Domains: Chaos, Darkness, Good, Moon, Protection, Travel

Shar
Domains: Darkness, Evil, Knowledge, Trickery

Sharess
Domains: Chaos, Good, Trickery, Travel

Shaundakul
Domains: Air, Chaos, Luck, Protection, Travel

Shiallia
Domains: Animal, Good, Healing, Plant

Siamorphe
Domains: Knowledge, Law, Luck, Magic

Silvanus
Domains: Animal, Plant, Healing, Protection, Water

Sune
Domains: Chaos, Good, Protection, Luck

Talona
Domains: Chaos, Death, Destruction, Evil

Talos
Domains: Air, Chaos, Evil, Destruction, Fury

Tempus
Domains: Chaos, Protection, Strength, War

Torm
Domains: Good, Healing, Law, Protection, Strength

Tymora
Domains: Chaos, Good, Luck, Protection, Travel

Tyr
Domains: Good, Knowledge, Law, War

Ubtao
Domains: Animal, Knowledge, Plant, Protection

Umberlee
Domains: Chaos, Destruction, Evil, Water

Valkur
Domains: Air, Chaos, Good, Protection

Waukeen
Domains: Knowledge, Luck, Protection, Trickery, Travel


DWARVEN GODS

Abbathor
Domains: Evil, Fury, Luck, Trickery

Berronar
Domains: Good, Healing, Law, Protection

Clangeddin
Domains: Good, Law, Strength, War

Deep Duerra
Domains: Earth, Evil, Law, War

Dugmaren Brightmantel
Domains: Chaos, Good, Knowledge, Protection

Dumathoin
Domains: Earth, Good, Law, Protection

Gorm Gulthyn
Domains: Good, Law, Protection, War

Haela Brightaxe
Domains: Chaos, Good, Luck, War

Laduguer
Domains: Evil, Law, Magic, Protection

Marthammor Duin
Domains: Earth, Good, Luck, Protection, Travel

Moradin
Domains: Earth, Good, Law, Protection

Sharindlar
Domains: Chaos, Good, Healing, Moon, Trickery

Thard Harr
Domains: Animal, Chaos, Good, Plant

Vergadain
Domains: Earth, Luck, Knowledge, Trickery


ELVEN GODS

Aerdrie Faenya
Domains: Air, Animal, Chaos, Good

Angharradh
Domains: Chaos, Good, Healing, Knowledge, Plant, Protection

Corellon Larethian
Domains: Chaos, Good, Protection, War

Erevan Ilesere
Domains: Chaos, Darkness, Luck, Trickery

Fenmarel Mestarine
Domains: Animal, Chaos, Luck, Plant

Hanali Celanil
Domains: Chaos, Good, Magic, Protection

Labelas Enoreth
Domains: Chaos, Good, Luck, Knowledge

Rillifane Rallathil
Domains: Chaos, Good, Plant, Protection

Sehanine Moonbow
Domains: Chaos, Good, Knowledge, Magic, Moon, Travel

Shevarash
Domains: Chaos, Fury, Strength, War

Solonor Thelandira
Domains: Chaos, Good, Plant, War


HALFLING GODS

Arvoreen
Domains: Good, Law, Protection, War

Brandobaris
Domains: Darkness, Luck, Magic, Trickery, Travel

Cyrrollalee
Domains: Good, Law, Luck, Protection

Sheela Peryroyl
Domains: Air, Earth, Luck, Plant

Urogalan
Domains: Death, Earth, Law, Protection

Yondalla
Domains: Good, Law, Luck, Protection


GNOME GODS (And Callarduran Smoothands)

Baervan Wildwanderer
Domains: Animal, Good, Plant, Protection, Travel

Baravar Cloakshadow
Good, Magic, Protection, Trickery

Callarduran Smoothhands
Domains: Earth, Luck, Protection, Trickery

Flandal Steelskin
Domains: Earth, Fire, Luck, Good

Gaerdal Ironhand
Good, Law, Protection, War

Garl Glittergold
Domains: Law, Good, Protection, Trickery

Segojan Earthcaller
Domains: Animal, Earth, Good, Magic

Urdlen
Domains: Chaos, Evil, Earth, Fury


ORC GODS

Bahgtru
Domains: Chaos, Evil, Fury, Strength

Gruumsh
Domains: Chaos, Evil, Fury, Strength, War

Ilneval
Domains: Destruction, Evil, Fury, War

Luthic
Domains: Darkness, Earth, Evil, Healing

Shargaas
Domains: Chaos, Darkness, Evil, Trickery

Yurtrus
Domains: Death, Destruction, Evil, Fury


DROW GODS

Eilistraee
Domains: Chaos, Good, Luck, Moon, Protection

Ghaundaur
Domains: Chaos, Darkness, Evil, Fury

Kiaransalee
Domains: Chaos, Evil, Magic, Undeath

Lolth
Domains: Chaos, Darkness, Destruction, Evil, Spider, Trickery

Selvetarm
Domains: Chaos, Evil, Protection, Spider, War

Vhaeraun
Domains: Chaos, Darkness, Evil, Trickery, Travel

Zinzerena
Domains: Chaos, Death, Evil, Trickery
User avatar
Charraj
Posts: 2741
Joined: Thu Sep 02, 2010 5:38 pm
Location: EST

Re: The Gods of the Realms

Unread post by Charraj »

Hey all!

The previous post in this thread was made in April 2009.
It contains the following language:
Administrator wrote:. . . there is a chance that in the future a similar domain list might actually be enforced or even coded into the module. No guarantees one way or the other.
On January 23 of this year, about seven months ago, Cleric domains were added to the server rules, and domains indeed began to be enforced.

The staff feels that by this time, both old and new players have had ample notice that cleric domains are being enforced on this server.

Therefore! Clerics found with incorrect domains will now be handled in one of two ways:

1. If the character was a cleric at level 1, he must take a half-XP rebuild to correct his domains. This rebuild will ONLY be to correct his domains. All other things, such as classes, feats, and skills, will remain the same.

2. If he took his cleric levels later than level 1, he can opt to get deleveled to a pre-cleric level, OR take a half-XP rebuild (as per the first option).

Thanks!
DM Carebear
Posts: 804
Joined: Sun Jul 31, 2011 1:24 am

Re: The Gods of the Realms

Unread post by DM Carebear »

Travel domain added to following Deities:
  • Baervan Wildwanderer
  • Brandobaris
  • Gwaeron Windstrom
  • Hoar
  • Lliira
  • Marthammor Duin
  • Mielikki
  • Myrkul
  • Oghma
  • Sehanine Moonbow
  • Selûne
  • Sharess
  • Shaundakul
  • Tymora
  • Vhaeraun
  • Waukeen
((ty Gott))
DM Fugue wrote:My body/race is human but I have the soul of Elvis.
User avatar
Maecius
Retired Admin
Posts: 11640
Joined: Sat May 16, 2009 4:24 pm

Re: The Gods of the Realms

Unread post by Maecius »

Moon domain added to the following deities:

Eilistrae
Malar
Sehanine Moonbow
Selûne
Sharindlar


Spider domain added to the following deities:

Llolth
Selvetarm

(( <3 at Gottmoerder for doing the research ))
User avatar
Maecius
Retired Admin
Posts: 11640
Joined: Sat May 16, 2009 4:24 pm

Re: The Gods of the Realms

Unread post by Maecius »

Travel domain added to the following deities:

Akadi
Istishia

(( Thanks to player ShortRedandLoud for pointing out that they were missing this domain. ))
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