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  Uthgar
Inviato da: DM Artemis - 10-08-2017, 23:41 - Forum: Divinità - Nessuna risposta

Father of the Uthgardt, Battle Father

Alignment: CN
Worshipers: Totem Alignment
Clerics: Totem Alignment
Symbol: that of the individual beast totem spirit Domains: Animal, Chaos, Retribution, Strength, War, Wrath
Psionic Mantles: Conflict, Justice, Natural World, Physical Power
Portfolio: the Uthgardt barbarian tribes, physical strength
Favored weapon: Appropriate beast totem spirit (battleaxe)
Specifically Opposed Deities: Auril, Helm, Ilmater, Malar, Torm, Tyr
Festivals:

* Holy Day of the Beast Totem (19 Ches)
* Holy Day of the Beast Totem (20 Kythorn)
* Runemeet (21 Eleint)
* Holy Day of the Beast Totem (20 Nightal)

Popular Regions
* Uthgardt Tribesfolk (Human)
Father of the Uthgardt barbarians of the Savage Frontier, Uthgar (uhth-gar) is a proud, fierce, and independent warrior. According to some legends he is the son of Beorunna (a Netherese warrior hero whose followers became the barbarian tribes of the North), while others claim he is the divine offspring of mighty Tempus. The Battle Father has few friends and has remained relatively uninvolved in divine politics. Uthgar's full and hearty laugh rings out whenever he hears a good joke. He enjoys sensual pleasures of the flesh, even in his divine state, and likes to hunt, eat, drink, and be merry in his feast halls with the warrior spirits he has called to serve him. Although he is a tireless and methodical tactician, his battle strategies are not terribly inspired. He is driven to win in the long run, however, especially if the Uthgardt barbarians (his people) are threatened. Uthgar has many faces, in his guises as the various beast totems, but in his hall he is always depicted as a tall, burly bearded, blond-haired warrior with eyes of piercing blue dressed only in a battle harness, leather breechcloth, and furred boots.
Little known outside the harsh realm of the North, the church of Uthgar does not exist per se outside the collected ranks of those who venerate the various beast cult shamans. Although generally seen as savage and frightening by other inhabitants of the Savage Frontier, in truth the character of the church of Uthgar varies greatly from tribe to tribe. In recent years, Uthgar's people have worked to remove the stain on their reputation caused by the cruel actions of the now-defunct Blue Bear Tribe (whose totem was defeated and absorbed by Malar the Beastlord), and that fact has increased acceptance of Uthgar outside the barbarian tribes. Religious fervor within the tribes has increased because several infants in each tribe have been born with a beast-totem birthmark, which has been taken as a sign of great favor. These two factors have caused Uthgar to rise to the level of a lesser deity.
Clerics of Uthgar pray at dawn or sunset. They are almost exclusively male, and each worships the beast totem spirit of his tribe. The spring equinox and both solstices are holy days, and all tribes converge upon their ancestral mound (or Beorunna's Well, the holiest of the ancestral mounds) during the autumn equinox to perform ceremonies, make agreements, and commune with ancestral spirits. During the Runemeet, Uthgardt youths desiring to be adults (and warriors of all ages) participate in the ritual of the Runehunt, in which those involved seek victory over one of the tribe's ritual enemies-- usually orcs. When youths complete a Runehunt successfully, Uthgar's clerics hold a ceremony, known as the Telhut, to initiate them into manhood. Uthgardt clerics of Chauntea initiate Uthgardt girls into womanhood at this time as well.
Rather than follow the one step rule, clerics of Uthgar (and those who take him as a patron deity) must abide by the somewhat broader alignment guidelines of the beast totems who mediate between Uthgar and his people. Any alignment that fits the guideline for a beast totem is suitable for a cleric of Uthgar of that totem. The names and alignment guidelines of the totems are: Black Lion (CG), Black Raven (CE), Blue Bear (CE), Elk (CN), Gray Wolf (CN), Great Worm (CG), Griffon (N), Red Tiger (CN), Sky Pony (CN), Tree Ghost (NG) and Thunderbeast (CN). Uthgar's clerics often multiclass as barbarians, druids, or rangers.
HISTORY/RELATIONSHIPS: Uthgar was once a mortal Northlander from Ruathym named Uther Gardolfsson, brother to Morgred (the "Morgur" of Morgur's Mound), who gained fame by invading the fabled realm of Illusk before moving into the northern interior. There, his followers united with Netherese refuges who had reverted to a primitive way of life to form a dynasty of barbarians, the Uthgardt. As he lay dying of wounds received in battle with Gurt, Lord of the Frost Giants, Uthgar was raised up as a demipower by Tempus, who admired his fighting spirit. Uthgar counts only the Lord of Battles as an ally. The Father of the Uthgardt dislikes Helm, Ilmater, Torm, and Tyr, for they have stolen away the devotion of all but one cleric of the Black Lion tribe. He holds Malar responsible for the destruction of the Blue Bear tribe (a fragment of which survives as the new Tree Ghost tribe), and he hates Auril for turning the Elk tribe away from his worship. Other than enmities stemming from encroachment upon his followers, Uthgar holds himself aloof, unconcerned with divine politics and struggles.
DOGMA: The dogma of the Uthgardt religion varies slightly from tribe to tribe as each beast cult emphasizes different "barbarian" virtues. In general, shamans are charged as follows when they are initiated into the Uthgardt faith: Strength is everything. Civilization is weakness. Men should fight, hunt, and raid from the weak to provide for their wives and families. Family is sacred, and its bonds are not cast aside lightly. Arcane magic is effete, self-indulgent, and ultimately leads to weakness. Reliance upon arcane magic is an evil and false path that leads to death and ruin. Revere Uthgar, your ancestors, and your tribe's spirit. Study the beast so that you know its virtues and its weaknesses; claim its virtues as your own and weed its weaknesses from your spirit. The beast holds wisdom and raw power that you can make your own. Make the others of your tribe fear and respect your power and knowledge so they heed the wise words of your ancestors speak through you to them.
CLERGY AND TEMPLES: The church of Uthgar is divided among the eleven beast totem spirits that serve Uthgar as intermediaries to the Uthgardt tribes of the Savage Frontier. Uthgar is not worshiped directly, but each tribe venerates one of these servant spirits as the divine embodiment of the spirit of their tribe--the symbol of its vitality, wisdom, mystical ability, endurance, speed, and moral nature. Uthgardt shamans tend to the respective needs of their tribes, teaching tribal history and customs passed down by heroic tales and lineage chants in an oral tradition spanning centuries. They provide healing for their tribes, initiate youths into manhood after they complete their tribal quests (often missions against a tribe's ritual enemy), and provide counsel to the tribe's chieftain and elders. When the tribe faces a new situation or a quandary, shamans consult with the ancestral spirits and totem animal great spirit to find guidance. All Uthgardt shamans believe that personal strength can demonstrate purity of purpose, and so arguments are often settled by a test of strength or a battle of first blood, to surrender, or to the death-if the matter is serious enough. At Runemeet, shamans officiate over the tribal rites of passage. Uthgar has neither temples nor shrines, and his clerics can perform necessary ceremonies in any location, though their tribes' ancestral mounds are their most holy sites. (Each tribe and its beast totem are tied to a particular ancestral mound.) These huge earthwork mounds, often shaped like the totem beasts of the tribes that gather at them, are sacred burial grounds where only the greatest shamans and chiefs are interred. Most tribes believe their tribal founders are buried in the ancestor mound. Although there are many lesser burial mounds and shrines revered by smaller clans within the tribes, it is to the large mounds devoted to their most ancient and holy ancestors that the Uthgardt tribes return each fall to spend their winters near the protection of their ancestors. The ancestor mounds are all roughly similar. Two mound rings called cairn rings surround a large central altar mound. The ancestor mounds of large tribes may also be surrounded by smaller, nondescript burial mounds. Usually all mounds are formed of turf-covered earth. The Uthgardt correctly believe that the spirits of dead ancestors protect the graves from harm.

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  Ulutiu
Inviato da: DM Artemis - 10-08-2017, 23:40 - Forum: Divinità - Nessuna risposta

The Lord in the Ice, The Eternal Sleeper, Father of Giants' Kin

Slumbering Demigod of the Astral Plane
LN

Portfolio: Glaciers, polar environments, arctic dwellers
ALIASES: None
DOMAIN NAME: Astral Plane
SUPERIOR: None
ALLIES: None
FOES: Annam
Symbol: Necklace of blue and white crystals
WORSHIPPERS ALIGNMENT: LG, LN, LE

Ulutiu (oo-loo-tee-oo), the slumbering god of glaciers, the polar environment, and arctic dwellers, is lawful neutral. His titles include the Lord of the Ice and the Eternal Sleeper. Long ages ago, Annam, the head of the giant pantheon, discovered that Ulutiu was having an affair with his wife. To save her from Annam’s wrath, Ulutiu voluntarily went into exile, sinking himself deep into the cold sea to the north of Faerûn. His enchanted necklace froze the water in an everexpanding mass of ice, forming the Great Glacier. Although he has all but withdrawn from the world, the peoples of the Great Glacier and other arctic lands still worship him. They are often the leaders of their tribes and pass down the accumulated lore of their peoples from generation to generation. The domains associated with Ulutiu are Animal, Law, Ocean, Protection, and Strength.
The Church
CLERGY: Specialty Priests, Shamans
CLERGY'S ALIGNMENT: LG, LN, LE
TURN UNDEAD: Specialty Priest: No, Shaman: No
COMMAND UNDEAD: Specialty Priest: No, Shaman: No

All clerics and speciality priests of Tymora receive religion (Faerûnian) as a bonus non-weapon proficiency
The Ice Hunters are a people who wandered off across Abeir-Toril's polar ice cap to the North above the Spine of the World from the peoples of the Great Glacier over a millennia ago. They bear the closest resemblance in conduct and philosophy to the Nakulutiuns of the Great Glacier. (See FR14, The Great Glacier, for more information on the Nakulutiun people.) The Ice Hunters worship Ulutiu and the beast totem great spirits, including Clever Oomio the Gray Seal, Grandfather Walrus, Great White Bear, and Pindalpau-pau the Reindeer Mother.
In many ways, the Ice Hunters' regard for Ulutiu and their totem animals parallels the regard of the Uthgardt barbarian tribes for Uthgar and the Uthgardt beast totems. Ulutiu and the Ice Hunter beast totems are served by Ice Hunter specialty priests of Ulutiu, known as iceguardians, and shamans. The iceguardians are able to cast all wizard spells with a cold (not a life-draining) effect as mages, but only function as mages of half their actual shaman level. This gives the most ancient iceguardians limited use of powerful ice, snow, and cold magic.
Dogma: No person is the superior of another, with the exception of Ulutiu’s clerics, who are his representatives in this world and who are set in positions of leadership to pass on his wisdom to his people. Because animals share the same emotions, thoughts, and mortals as people (but express them differently) they should be respected on pain of Ulutiu’s wrath. The villagers of the Great Glacier also believe that magic from any source is blasphemous and those that practice it should be shunned and driven away.

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  Tyr
Inviato da: DM Artemis - 10-08-2017, 23:40 - Forum: Divinità - Nessuna risposta

The Even-Handed, Grimjaws, the Maimed God, the Blind Overlord, the Wounded One, the Just God

Greater Power of the Seven Heavens and Gladsheim, LG
PORTFOLIO: Justice
ALIASES: Anachtyr (Calimshan)
DOMAIN NAME: Lunia/The Court and Ysgard/Asgard
SUPERIOR: None
ALLIES: Ilmater, Torm, Lathander
FOES: Mask, Talos, Bane (now dead), Bhaal (now dead), Cyric, Talona
SYMBOL: A balanced set of scales set upon the head of an upright war hammer
WOR. ALIGN.: LG, NG, LN

When he is depicted in religious art, Tyr (TEER) appears as a noble warrior missing his right hand, lost to Kezef the Chaos Hound in proving his resilience and strength of spirit. In recent years, he has been shown blinded as well, a fatality of the wrath of Ao during the Time of Troubles. Tyr's symbol shows his nature: justice through benevolent force and armed vigilance. He opposes all beings who deal in trickery, rule-breaking, and unjust destruction or misdeeds. He is said to be a latecomer among the powers of Faerûn, appearing over a millennium ago but after most other Realms powers had established themselves. His faith is popular, as everyone knows exactly what Tyr expects his faithful to do and everyone can trust Tyrrans to be honorable, honest, just, and righteous.
Tyr is rather enigmatic to those outside his faith. He represents such stern justice that it is difficult to see the more subtle qualities of the god. He is a courageous father figure to his faithful and struggles continually to achieve for his follows a paradisiacal state of affairs in Faerûn that he knows will never come in an imperfect world. In his more affectionate moods, he sometimes refers to his abode in Lunia as the Just House, and one senses from him at times an odd sort of longing to want to be able to deal with troubles as one could among a perfect family: with love, courage, and the knowledge that everyone will try their best and not betray their fellows because of a special bond that all share. Unfortunately, he also knows that this will never happen, and so emits a undercurrent of stern sadness for what can never be. He is terribly protective of his priesthood, and because of this, he is more likely to manifest in some form to aid them than many other powers.
Torm and Ilmater serve Tyr, and the three deities are sometimes called the Triad.
Other Manifestations
To denote his favor or the occurrence of important deeds, decisions, or utterances, Tyr frequently manifests as the echoing stroke of a gong, accompanied by an exultant wordless chord sung by unseen male voices. Tyr also shows his will through the image of an upright, glowing war hammer accompanied by telekinesis effects that demonstrate the god's intent and feelings. The hammer may also move, point, strike, or emit spells to further the will of Tyr. In addition, Tyr sometimes acts through extremely obedient, intelligent, large, and well-groomed war dogs that appear out of nowhere.
The Church
CLERGY: Specialty priests
CLERGY'S ALIGN.: LG
TURN UNDEAD: SP: Yes
CMND. UNDEAD: SP: No

All specialty priests of Tyr receive religion (Faerûnian) as a bonus nonweapon proficiency.
While some paladins preferring a straight black-and-white choice revere Tyr, he is most popular with the bureaucrats, judges, and merchants who make the entire system move efficiently. Worshipers of Tyr see the world in clear-cut moral terms; they like to see Faerûn firmly cleansed and ordered by laws that are evenly and diligently applied. They are not very tolerant of other world views and do not find parody, mockery, or even questions about their faith amusing. Tyr survives very well in the civilized world, and most of his temples are in larger cities. He is also worshiped on the Rock of Bral, rumored to be one of the Tears of Selûne.
Tyr had no specialty priests for over 10 yeras after the Time of Troubles. Sages theorize that he wished to favor none of his clergy members over the others. Recently, all clerics of Tyr received a stern vision from their god in which he stated that he had seen that other faiths were mocking the hard way of justice with their divinely granted special favors and that the Tyrran church had served nobly and struggled valiantly against the weight of such odds. In reward for their perseverance under such conditions, Tyr declared that henceforth all clergy of Tyr would have special powers to aid them in their enforcement of justice. All priests of Tyr are therefore specialty priests after the Feast of the Moon in 1369 DR.
The Church of Tyr is a highly organized, formal priesthood that maintains internal rules and a system of fortified temples. At Tyrran temples, the faithful can find lodging, fresh mounts, healing, spell aid, weapons, gear, and holy advice. If a worshiper or priest knows that she or he has stinted in service to the Just One, confession and penance are also available. Level titles used by the clergy in recent years, in order of ascending rank, are: Acolyte of Laws, Solemn Brother/Sister, Lawkeeper, Sword of Tyr, Hammer of Tyr, Vigilant Watcher, Just Captain, Avenger, Master Avenger, Abbot, High Lord Abbot, High Avenger, Knight Commander, Hammer Lord, Defender of Justice, and Keeper of the Balance. Maverick titles are few indeed, as this is a closely regulated priesthood.
Dogma: Novices of Tyr are charged to "Reveal the truth, punish the guilty, right the wrong, and be always true and just in your actions." Tyr and his followers are devoted to the cause of justice, to the righting of wrongs and the deliverance of just vengeance. This is not necessarily equality or fairness, as some make the maimed god out to represent, but rather the discovery of truth and the punishment of the guilty. Tyrrans tend to be stiff-necked about theology and to see matters in black and white terms.
Clergy of Tyr are sworn to uphold the law wherever they go, and to punish those wronged under the law. They are to keep complete records of their own rulings, deeds, and decisions. Through these records, a priest's errors can be corrected, his or her grasp of the laws of all lands can grow and flourish, and lawbreakers can be identified by others. No known injustice done by a Tyrran priest must go unbalanced. Priests of Tyr should also always be vigilant in their observations and anticipations, seeking to see what forces and which beings intend or will cause injustices and threaten law and order in the future. They should then act to prevent such challenges in justice in coming to pass. In short: Abide by the laws, and let no others break them. Mete out punishment where lawbreaking occurs.
Day-to-Day Activities: Priests of Tyr serve as judge, jury, and executioner in wilderness areas where there is no law but that of the sword. When doing so, their code cleaves fairly close to "an eye for an eye, a tooth for a tooth," but does adhere to common trade custom leavened by "the mercy of ignorance." This last means that if a being is truly ignorant of the proper behavior, minor transgressions can be forgiven once with a warning, an explanation of the proper law—and a record of the warning being written down in the priest's Book of Lawgiving for later distribution to other Tyrrans so that the particular being will not be forgiven a second time.
In civilized areas, Tyrrans (inevitably called "tyrants" behind their backs by nonbelievers) become legal experts and serve as the lawyers of Faerûn by dispensing advice and "speaking for" accused persons in trials. The fees they charge go to the Church of Tyr.
Tyrrans often go about lecturing others on their shortcomings as to following laws, rules, and regulations, but they also serve to fearlessly take complaints about such formalities to the authorities who make such rules. No Tyrran will enforce a law that contradicts other laws or can be shown to be unjust. Note the concern is not that it is unfair, but unjust—defined in the Tyrran 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 a part. Priests of Tyr also have the duty of delivering just vengeance as punishment on the part of those who cannot do it themselves. Tyrrans undertake formal missions to do this, making promises to those to be avenged and forcing open confrontations with those the vengeance is to be visited upon, rather than working behind the scenes or employing intrigue.
Holy Days/Important Ceremonies: The priesthood of Tyr follows a monthly cycle of high rituals, beginning with Seeing Justice on the first day of each month, the Maiming on the thirteenth day of the month, and the Blinding on the twenty-second day of each month. These major rituals involve chanted prayers, thunderously sung hymns to the god, and conjured illusions: a gigantic war hammer that glows blinding white hanging over the heads of the congregation at Seeing Justice; at the Maiming, a gigantic right hand that bursts into view above the congregation surrounded by a nimbus of burning blood, then tumbles away into darkness and fades from view; and two eyes that burst into fountains of flaming tears until they have entirely spilled away and are gone at the Blinding. Early in the ceremony of the Blinding, symbolic blindfolds of diaphanous damask are bound over the eyes of the celebrants by clergy to remind the worshipers of Tyr's blindness.
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 led by a senior cleric, a short sermon of instruction or reading of wisdom from the Sacred Judgments of Tyr, and a rousing closing anthem. In temples and abbeys dedicated to the god, such rituals are celebrated every two hours around the clock, with the most important offices taking place at dawn, highsun (noon), the equivalent of six o'clock, and the equivalent of none o'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 stern, proud 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.
Major Centers of Worship: The Fortress Faithful in Tethyr, south of Zazesspur, is probably the most important temple of Tyr at the moment, as clergy of the Just God are converging on it to help restore law and order to war-torn Tethyr. They work in large, well-armed patrols sent out of the castle-abbey.
More holy, older, and supreme in the well-ordered hierarchy of the church of Tyr, however, is the House of Tyr's Hand in Milvarune, in Thesk. The House is the home of the Just Knights, heavy cavalry whose gleaming armor and lowered lances are the last sights many an invading warrior of Thay has seen. Some sages have called this superb army "the Simbul's least likely yet staunchest allies" because of their efficiency in hurling back Thayan armies over the years.
Also of note is the one known Tyrran temple in Realmspace not on the surface of Abeir-Toril. The Tyrran church on Bral (one of the Tears of Selûne) is known as the Pantheist Temple of Tyr. Its clergy and ceremonies conform to the standards of the Torilian faith, but its priests worship Tyr as a warrior god as well as one of justice. They consider Tyr the patron of all good warriors. Pantheistic priests of Tyr recognize any lawful good deity of justice or war as an avatar of their deity and often gain access to spells in many crystal spheres that do not know Tyr by that name. As a deity of justice, Tyr is not very popular in Bral, which is known as a pirate haven. The priests of the temple feel obligated to take on crime and injustice wherever they find it, and this as led to several small, crusading wars. Priests of Tyr and lawful good warriors from any crystal sphere find a warm welcome at the Pantheistic Temple of Tyr, although they may have a hard time adjusting to the idea promoted here that Tyr goes by different names in different places.
Affiliated Orders: The church of Tyr has many affiliated knightly orders. Individual temples often have special orders or companies attached to them or supported by them, such as the Just Knights of the House of Tyr's Hand in Milvarune, mentioned above. Two church-sponsored orders of paladins are the Knights of 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 may join an elite order of paladins (of 7th or greater experience level) 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.
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.
Adventuring Garb: For everyday use, most priests of Tyr wear armor or practical clothing adorned on the shoulders and back with the symbol of the hammer and scales of Tyr.

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  Tymora
Inviato da: DM Artemis - 10-08-2017, 23:39 - Forum: Divinità - Nessuna risposta

Lady Luck, the Lady Who Smiles, Our Shining Lady, Tyche's Fair-Haired Daughter

Intermediate Power of Olympus, CG
PORTFOLIO: Good fortune, skill, victory, adventurers and adventuring
ALIASES: None
DOMAIN NAME: Olympus/Brightwater
SUPERIOR: None
ALLIES: Baravar Cloakshadow, Dugmaren Brightmantle, Erevan Illesere, Finder Wyvernspur, Garl Glittergold, Haela Brightaxe, Hanali Celanil, Lathander, Marthammor Duin, Selûne, Shaundakul, Vergadain
FOES: Beshaba, Bane (now dead), Moander (now dead)
Symbol: A shining, featureless disk of silver
WOR. ALIGN.: Any

Tymora (Tie-MORE-ah) is sometimes called Tyche's fair-haired or fair-tressed daughter or Beshaba's bright sister, but these are more poetic titles than designations of her maternal lineage or her hair colour. In actuality, Tymora is half of the deity once known as Tyche, with Beshaba being the other half. Tymora inherited Tyche's grace and kindness when that goddess split into two beings in the Dawn Cataclysm, a war among the gods that preceded the Time of Troubles and is said to have heralded the fall of Myth Drannor. Besheba garnered more of Tyche's wanton, willful nature, sensual side, and restless energy.
Tymora's faith is one of the most common in the Faerûn, in particular since it caters most heavily to a highly mobile, relatively wealthy, and intrinsically powerful group who live by their wits and by their luck: adventurers. Tymora is fickle and playful and never vengeful or malicious. She likes a good joke and has been known to play an occasional practical joke on some of the more straight-faced Facuinian deities such as Helm and Tyr. She is reputed by sages to have had short-lived romances with several of the good male deities of Faerûn, but these ended amicably on both sides after a short while. She likes merriment and festive occasions and rumours abound at gaming houses throughout Faerûn of people who spotted her at the tables during one holiday or another, laughing and having a good time with all.
Other Manifestations
When manifesting on Faerûn, Tymora often takes the form of a silver bird or a silver pegasus. She also sends servant creatures to aid mortals in these shapes, as well as those of einheriar, faerie dragons, foo lions, swanmays, and unicorns. When showing her favour for a particularly blessed gambler, she has sometimes been known to manifest as a silver glow about a gambler that is evident only to that person and not those around him or her. When this happens, something favourable will happen in regard to the wager, whether it is the wagerer being more likely to win or even the bets being forced to be called off, in cases where the bet was rigged by the opposition.
The Church
CLERGY: Clerics, Specialty Priests, Mystics
CLERGY'S ALIGN.: N, CN, NG, CG
TURN UNDEAD: C: Yes, SP: Yes, Mys: No
CMND. UNDEAD: C: No, SP: No, Mys: No

All clerics and speciality priests of Tymora receive religion (Faerûnian) as a bonus non-weapon proficiency
Tymora is an extremely popular goddess among adventurers, and her temples may he found wherever there is a strong adventuring population. Lady Luck is beloved by those who live and work in danger, for she rewards the faithful and others who live in the manner she deems proper—daring all and trusting to chance—with her favor: good luck. The Lady's ways may seem fickle to the uninitiated or nonbelievers, for by her very nature the support she gives is uncertain in all particulars. "The joy of the doubt and the danger," also known as the Lady's Joy and the Lady's Way, is that which is most dear to her true followers. Many pay her lop service in times of needl her answers then seem truly random, for the Lady helps those who help themselves.
Tymora's priests are the first choice of a badly wounded adventuring party dragging itself into town, and as a result, the church is relatively wealthy. With that wealth comes a strong independent streak among the different churches of Tymora. Each Tymoran temple is its own independent operation with it's own clergy, and each temple reflects the tastes of its high priestess or priest. A large network of shrines and temples to Lady Luck has spread throughout the heartlands of Faerûn. While the shining, featureless disk that is Tymora's symbol most often marks these houses of worship as belonging to the Lady Who Smiles, in some temples, Tymora's symbol is represented as a floating, randomly and slowly turning sphere of everbright silver.
In the face of the independent tradition of the organised Tymoran faith has come an attempt in the recent past to unify the church under a grand patriarch in the manner of the oid faith of Oghma. Leading this suggestion is Dramos Lauthyr, High Priest of the Lady's House in Arabel. It was in Lauthyr's temple where Tymora manifested during the Time of Troubles, and she remained there. protecting the city with her power, during the worst of that time. The other churches have been extremely resistant to proclaiming the Arabellan church the centre of Tymoran faith.
Both sexes and all races are equal in the eyes of Tymora and her clergy, though in practice human women occupy most of the more exalted ranks of the priesthood. Of the nonhuman races, a few elves and half-elves have decided to become Tymoran clergy even in the face of the chilly reception such a calling receives in elven society. Mystics of Tymora serve both within temple ranks and as itinerant servants of the goddess who report to none but her (though Daramos would like to change this).
The Fateful Coin
Old tales tell that Luck plays a crucial role in each person's life. When each new-born baby enters into the Realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the air - the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge on - and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves.
Among the followers of Tymora titles are used and changed with ease and informality, but "Lord Priest" and "Lady Priestess" are respectful titles of address that apply to all, and "High" is added in front of this for clergy senior in years or in demonstrated power, who are referred to as "the High." A "favored of Tymora" is a being chosen by the goddess to enter her clergy. A "fallen of Tymora" is one who has left her service and spurned chances for atonement and forgiveness. An "Atalara" is a priestess of Tymora whose body has at some time or other been directly possessed by the goddess so as to act and speak for her, which usually changes all body hair to a deep blue, and the pupils of the eyes to bright silver.
Dogma: Tymora's faith teaches that one should be bold, for to dare is to live. The battle cry of the followers of Tymora is "Fortune favour the bold." A brave heart and willingness to take risks beat out a carefully wrought plan nine times out of ten. One must place oneself in the hands of fate (meaning in the hands of Tymora) and trust to one's own luck.
Tymoran clergy are told that the Lady's own luck never fails. If she appears to mortals as a victim of mischance or misfortune, she is doubtless causing this state of affairs as a deliberate test. Clergy members should know this, but not speak of it to those not in the Lady's service. Priests of Tymora should bear and conduct themselves as their own masters, showing their good fortune - and acceptance of bad fortune - as a confidence in the Lady and in themselves. Lady Luck bids that each mortal chase his or her own unique goals, and it is in this chase that the Lady aids. Those who have no direction or goals soon know the embrace of the Lady's dark sister, Beshaba' for those on no set course are at the capricious mercy of misfortune, which is no mercy at all.
Day to Day Activities: The clergy of the Lady go throughout Faerûn urging folk to take chances and pursue their dreams, and not spend all their days planning and daring nothing. (They do not, as some folk say, encourage folk to indulge in reckless whims and frivolity.) Having offered such counsel, Tymoran clergy are duty bound to aid those who have dared with healing spells and other magical aid (sometimes surreptitiously) so as to reinforce the message of the good fortune one can win by trusting in Tymora.
Holy Days/lmportant Ceremonies: The church of Tymora has no set rituals, and cermoanies and duties vary widely from temple to temple - but the clergy headed by Daramos Lalithyr of Arabel seem to be steadily organising and imposing order on the previously freewheeling priesthood of the goddess.
Whatever their differences throughout the years' the clergy ot Tymora have always adhered to rituals of greeting, touching their silver disks (the holy symbols of Tymora) to each other (and often embracing to do so) after watchwords of recognition have been exchanged. To unknown persons and beings they know to be worshipers of Tymora, but possibly laity, they say: "Life is short. Live it as Tymora means it to be lived!" This is answered by: "Dare all, and trust in the Lady." The watchwords between friends, or when both parties know each other to be clergy of Tymora, are simpler: "Defy" answered by "Dare much.''
Midsummer is the most important festival of Tymora - a wild, nightlong revel of reckless, mischievous derring-do .and romantic trysts. It is a time for the wandering clergy to gather and meet with Harpers, thosc of allied faiths and relatives. Many missions and plans are laid at such times.
The most holy festival of Tymora is Starfall, which occurs on the 22nd day of Marpenoth which is believed by the followers of Tymora - though not by the rival clergy of Beshaba - to be the date of Tyche's destruction and Tymora's birth. On this date, clergy who have earned advancement are formally acclaimed and presented with tokens and vestments appropriate to their new station.
Major Centers of Worship: During the Time of Troubles, Tymora's earthly avatar appeared in Arabel (after her furious, drawn battle with Beshaba) and stayed in her temple there, which created a great sensation in Cormyr. The fact that Arabel was spared most of the destruction visited on Waterdeep, Tantras, and other cities during the Godswar was taken as a boon from the goddess herself. With the end of the Godswar a thick fog covered Arabel, and when it lifted, the goddess had gone with it.
High Priest Daramos Lauthyr now leads a growing Assembly of the faithful at the Lady's House, the templye of Tymora in Arabel. Daramos is attempting to codify and record a set of rules for the clergu, using his influence as the head of the temple Tymora dwelt in during the Time of Troubles. The rest of the Tymoran clergy are strongly resisting any such restrictive regimen. Most agree to the wisdom and preeminent rank of Daramos, but not to a written set of laws. The are also strongly resisting Daramis's claims that the seat of the Tymoran faith ought to be the Lady's House and it's leader should head the church.
Affiliated Orders: The church of Tymora has a continuing relationship with the Harpers, a secret society working for good through Faerûn and involving members of many races, classes and other faiths. The church sponsors some adventurning companies, and countless adventuring groups have independantly dedicated themselves to Lady Luck after she has smiled on them in a sticky sityation. A special fellowship of clergy within the church itself, the Fellows of Free Fate (or Triffs, as they are colloquially known), have dedicated themselves to countering the efforts of Beshaba, and especially of the Black Fingers, her assassins. Any clergy member may join who shows experience, dedication to the cause, and is vouched for by a senior fellow.
Priestly Vestments: The standard clerical dress varies from temple to temple, ranging from full habits and headpieces in Arabel to simple robes in Shadowdale. Blue and silver are colours often seen. Personal taste of the matriarch or patriarch influences the dress code, as does climate (natural and political) and availability of fine clothing. The common item worn by all clergy is the disk of Tymora, usually carried on a small chain.
Adventuring Garb: All adventurering or traveling clergyy members wear whatever garments they please, though the colours blue and silver are still predominant. High boots also seem favourite fashion elements. All priests continue to wear Tymora's silver disk next to theur skin, usually as a medallion around the neck, however, many clergy also wear smaller holy symbols as anklets, bracelets, or at their hips, under their clothing.

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  Torm
Inviato da: DM Artemis - 10-08-2017, 23:39 - Forum: Divinità - Nessuna risposta

The True, the True God, the Brave, the Foolish, the Loyal Fury

Lesser Power of the Seven Heavens, LG
PORTFOLIO: Duty, loyalty, obedience, paladins
ALIASES: None
DOMAIN NAME: Mercuria/Trueheart
SUPERIOR: Tyr
ALLIES: Tyr, Helm, Ilmater, Red Knight, Lathander, Clangeddin Silverbeard, Moradin, Gaerdal Ironhand, Arvoreen, Cyrrollalee, Yondalla
FOES: Bane (now dead), Bhaal (now dead), Cyric, Mask
SYMBOL: A right hand metal gauntlet held upright, palm open and toward the viewer, or a silver or gray metal shield bearing the open-handed gauntlet device with three black arrows embedded in the shield
WOR. ALIGN.: LG, NG, CG, LN

Torm (TORM) is the patron of paladins and those who face danger for a greater good. In life, Torm was the most faithful of warriors, obeying all the commands of his king regardless of personal danger. Today he is the war arm and champion of Tyr, Lord of Justice, delivering justice to those who are evil, deceitful, and destructive, and acting to keep law, order, and loyalty everywhere. The Loyal Fury is unflinching in his duty and judges his faithful accordingly. He is stern, righteous, and unyielding, yet his heart is filled first and foremost with goodness, and he can be a kind and gentle power when dealing with the young, the weak, and faithful friends of all sorts.
Together, Ilmater, Torm, and Tyr are sometimes called the Triad. Torm and Ilmater see themselves serving opposite sides of the same coin and are close allies and friends. Torm and Helm have always been allies, although their followers are often rivals. At Tyr's urging, Torm has begun to cultivate a close relationship with the Red Knight in the hope of drawing her into the fold of justice and away from war for its own sake.
Torm figured significantly in the struggle over the Tablets of Fate during the Time of Troubles. Prior to his battle with Bane, Lord of Strife, Torm discovered a great evil being done in his name by his then-current high priest (named Tenwealth). The followers of Torm had always dominated the religious and political activity of Tantras, but during the time of Torm's Coming, they began to actively persecute all "unbelievers" (in other words, followers of other gods). With the aid of the fallen cleric of Sune named Adon, Torm implicated the chief conspirators and accused them of their crimes.
When the avatar of Bane marched across the Dragonreach to seize the Tablet of Fate hidden in Torm's temple (without the Lord of Duty's knowledge), Torm absorbed the souls of many of his true worshipers, including the heretical leaders of his clergy, and assumed the form of a monstrous lion-headed man. He then battled Bane in a battle of mutual destruction, in the process destroying the besieging Zhentarim navy and creating many dead magic areas.
Because Torm died in service to his own ethos (following orders) and Torm's native plane was the Prime Material itself, he was reinstated by Lord Ao. Soon after, Tyr rewarded his faithful paladin with elevation to lesser power status. In the Year of the Sword, the Lonely Citadel, an isolated tower of massive size that crowned a rocky spire in the remote Ice Mountains north of Citadel Adbar, vanished in a burst of divine radiance and reappeared on the flanks of Mt. Celestia as Torm ascended to the Outer Planes. It now forms the heart of his realm, Trueheart, on the layer of Mercuria.
Torm was also active in the battle against Cyric 10 years after the Time of Troubles. The Lord of Duty assisted Mystra, Oghma, and Mask in dethroning Cyric as Lord of the Dead, although Cyric was not destroyed. Torm's actions have earned him and his followers the undying hatred of Cyric, Prince of Lies.
Torm still frequently stalks the Realms in avatar form, as he did when he was a demipower, battling legendary monsters and evil incarnate. In the liturgy of the Tormish church, it is said that Torm will perish in the final battle of the gods, saving the Realms once and for all from Cyric's madness by his self-sacrifice.
Other Manifestations
Torm often appears as a floating, flying metal gauntlet of gigantic size (up to 12 feet in length) that glows with a white aura and is surrounded from time to time with arcs of lightning. It can point, speak with Torm's voice, carry beings or even quite tiny, fragile items, and smite walls, doors, or creatures (at AC -1, 75 hp, MV 15, the same magic resistance and saving throws as Torm's avatar, and THAC0 1, dealing 5d12 points of damage at a blow plus 4d8 points of electrical damage if Torm desires). Torm also occasionally manifests as an animated weapon (usually a two-handed sword) or a shield that aids Torm's faithful or causes.
Torm is served by gold and silver dragons, ki-rins, lammasus, pegasi, shedus, watchghosts, xavers, and the Ghost Guard: the souls of the most loyal warriors who ever lived, who live on as einheriar or similar beings who ride pegasi across the sky into battle at Torm's direction. He occasionally manifests his favor as a blinding white diamond set into a door or stone wall, the image of a gauntlet, shield, or sword burned into fabric, or as a pure white rose growing in a castle gate or narrow mountain path.
The Church
CLERGY: Clerics, Specialty Priests, Paladins, Crusaders
CLERGY'S ALIGN.: LG, NG, CG
TURN UNDEAD: C: Yes, SP: Yes, Pal: Yes, Cru: No
CMND. UNDEAD: C: No, SP: Yes, Pal: No, Cru: No


All clerics, specialty priests, and crusaders of Torm receive religion as a bonus nonweapon proficiency.
Torm's popularity is increasing, particularly in the wake of the events of the Time of Troubles. He benefits from an enthusiastic following of worshipers who appreciate his unswering devotion to serving mortals—unusual for a deity—and a number of fighting orders and paladins who have devoted themselves to the True God. Priests and lay worshipers of Torm together (that is, anyone of his faith) are known as the Tormish. The members of the priesthood are known as Tormtar. Most Tormtar are human males, but both sexes are welcome within the faith—and as the numbers of the elf and dwarf peoples dwindle and they increasingly see the vital need for law and order among human communities to ensure their own survival, people of the Fair Folk and the Stout Folk are embracing the True Faith and the Unbending Way of Torm in ever-greater numbers.
The followers of Torm organize themselves into a three-level hierarchy of worshipers. Length and quality of service and rank are of particular importance to the followers of Torm and form the basis of the hierarchy. Specialty priests, called holy champions, make up 40% of the priesthood and often serve as the leaders of the faith. Clerics, crusaders, and paladins make up 30%, 20%, and 10% of the remaining clergy members, respectively.
The top level of the hierarchy in Torm's faith 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 rank), 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, Revered Messenger, Doorwarden, Seneschal, Templemaster, High Priest, and Priest Inquisitor (the teachers and internal disciplinarians of the faith).
The second level of the hierarchy of the faith is comprised of the knightly orders dedicated to Torm. 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, and most (if not all) of the Swords are crusaders and paladins in various knightly orders, such as the Order of the Golden Lion, that are allied with the clergy members but not under their direct command.
The third tier of the hierarchy of the faith comprises the lay followers of Torm. Torm's faithful include many warriors and government officials, among others. Following the Time of Troubles, many have made pilgrimates from all over the Realms to the Temple of Torm's Coming in northern Tantras. 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.
Temples of Torm are typically citadels of righteousness and are constructed as impregnable fortresses, often high up on a mountain's flanks where they command an impressive view of the surrounding terrain. Such castles are often built of white granite and radiate a continuous, pure light. Statues of lions and armored knights line the halls, and the badges of knights who fell in the line of duty decorate the walls.
Dogma: Torm's is one of the most ethically pure of all faiths in that it is devoted to loyalty and obedience. This is not a blind obedience, and a servant working for an evil master is responsible to a higher authority in his loyalty. The Tormish believe that salvation may be found through service, that every failure diminishes the Lord of Duty, and that every success adds to his luster. They strive to maintain law and order and to obey their masters to their utmost power with alert judgment and anticipation. The Tormish stand ever alert against corruption and are expected to strike quickly and hard against any rot in the hearts of mortals. As the sword arm of justice, the Tormish are expected to bring painful, quick deaths to betrayers. They are to question unjust laws by suggesting improvement or alternatives, not additions. Their fourfold duties are to faith, family, masters, and all good fellow beings of Faerûn.
Following the Time of Troubles, the religious hierarchy of Torm's faithful was completely overhauled. Incensed by his followers' persecution of other goodly religions under Tenwealth's misguided direction, Torm has dictated a series of responsibilities and obligations for his followers to atone for their collective failings. These "debts" are collectively referred to as the Penance of Duty, detailed below. Tormtar are required to actively implement and coordinate efforts and actions dictated by the Penance of Duty in addition to following the normal tenets of their faith. Tormtar are required to follow the Penance of Duty without fail, and, at least once every other level, serve in some fashion that helps alleviate one of the debts mentioned in the Penance of Duty. The Penance of Duty is as follows:
Debt of Persecution: To repay their persecution of other religions, the truly faithful must aid other goodly religions in reestablishing themselves.
Debt of Dereliction: To atone for their abdication of duty to guard against strife, the Tormish must expend all possible effort to eliminate any surviving cults of Bane, as well as to oppose all efforts of Cyricists, Xvimists, and the Zhentarim.
Debt of Destruction: Followers of Torm are obliged to relieve the destruction to the magic weave incurred during the Time of Troubles. All dead magic areas are to be reported and repaired. In addition, all permanent results of the magical chaos of the Time of Troubles are to be similarly undone and all wild magic areas reported and eradicated.
Day-to-Day Activities: Tormish provide training for, give sanctuary to, and lend support (moneys, gear, mounts, armor, and weaponry) to guardians, orders of paladins and loyal knights, and loyal courtiers across Faerûn-and send forth agents to ferret out corruption in such groups and in all courts and organizations, particularly those who set themselves up as righteous or having a sort of superiority or moral authority. They also watch for impending trouble (from orc hordes and warlike realms, for instance) and young folk who could be recruited into the service of Torm or into positions as loyal warriors or bodyguards. On rare occasions, they act militarily against forces of evil, disloyal citizens readying coup attempts, and thieving or outlaw organizations.
A few adventuring Tormtar are permitted more leeway in their personal deeds than other clergy of the faith, but in return for this personal discretion as to their activities, they are pledges to tithe heavily (60% or more, plus payment for magical aid) to the church and to observe and report back on all they can of regions, beasts, and concerns their brethren seldom see so that the church of Torm can know Faerûn as well as possible (despite the static demands of guardianship). Torm himself often speaks to his clergy members to provide guidance and to reassure doubtful priests that a fellow Tormtar who is an adventurer is allowed to act thus and so in Torm's full favor (or that Torm is displeased and the following penance should be placed on the individual).
While the gods Helm and Torm may be on good terms, their priesthoods are not. The two faiths have long been engaged in a rivalry, and its friendliness has been waning over the years, particularly since the Time of Troubles. Tormtar now keep a close eye on all faithful of Helm they encounter, anticipating betrayal at any time.
Holy Days/Important Ceremonies: During the year, the Tormish celebrate two great festivals (and on some years, three): the Divine Death on the 13th of Eleasias (commemorating Torm's death in battle just north of Tantras during the Time of Troubles, when he and Bane destroyed each other), the True Resurrection on the 15th of Marpenoth (when Torm returned to his powers, at the end of the Godswar), and the 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, Tormtar go at dusk to the graves or battle sites where departed ones dear to them fell or now lie, light special candles, and pray through the night, recounting the deeds of the fallen to Torm so that none who fell may truly be forgotten. Torm often sends comforting dream visions to Tormtar on this night-but it is said among the faithful that if one sees Torm's death in a vision, it means that person's death in his service in the coming year.
The True Resurrection celebrates Torm's rise anew to power and is a joyous feast and revel where laws are set aside just for this one day and night so that Tormtar can stray from their principles of law and order once a year. Most use this opportunity merely to shock others by speaking freely or by enjoying sensual pleasures with their fellow Tormtar-but a few every year employ it to bring vengeance down on someone. (For example, a noble protected against all physical punishment by the laws of a realm but who ordered others mutilated might himself be mutilated on the night of the Resurrection.) Torm traditionally sends inspiring visions into the dreams of all his faithful in the sleep that follows this festival-and grants the Loyal Boon to a few, as a mark of his appreciation for their outstanding service: A new prayer is placed in their minds, granting them once chance to cast a new spell they would otherwise not be able to cast until they rose in experience by another level.
Shieldmeet celebrations are rituals expressing loyalty and renewing oaths and pledges. Tormtar prefer to marry, perform marriages, and finalize apprenticeship or training agreements on this day.
Throughout the year, faithful of Torm are expected to pray to the True God at least four times per day: at 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, Loyalty, and Obedience. Since the Time of Troubles, the Penance of Duty has been included as part of the litany. To these rituals and prayers are added special prayers said when a follower of Torm needs extra inner strength to follow orders, to do a necessary but unpleasant task, or to support an ally or friend.
The faithful of Torm need practice 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 a beggar or citizen 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 anothe 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, she or he fasts for a day and then in the evening (after the gathered priests have feasted) is brought in 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 she or he 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 hand 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. Though such swords move slowly enough that they rarely seriously injure when they touch the priest below them, 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 and follows the True God's dictates: 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.
Major Centers of Worship: The Temple of Torm's Coming in Tantras, where Torm appeared during the Time of Troubles, is a scarred and severe battle-fortress frowning down over its white granite walls (and extensive granary cellars below the ground) on the city below. The temple stands hard against the inside of the north wall of the city atop the city's highest hill. Here High Priest Barriltar Bhandraddon leads a wealthy and ever-growing group of clergy members and congregation in the worship of Torm. Barriltar's temple sponsors knightly orders Faerûnwide and spreads the values of obedience and loyalty to all who will listen-and in crowded urban areas, such folk who dream of freedom from lawlessness, thievery, and rowdiness are many.
Temples of Torm may also be found in Eagle Peak (the Citadel of the Rampant Eagle) and Procampur (the House of the Hand) and within temples of Tyr (such as the Halls of Justice in both Neverwinter and Sundabar), among other places. Shrines to Torm are located in Hillsfar, Ravens Bluff, Scornubel, and Urmlaspyr, among other cities.
Affiliated Orders: Following Torm's rebirth, the church founded a new order of paladins, known as the Order of the Golden Lion, to serve as holy warriors of Torm. Led by First Champion of Torm Sir Dylan Lionshand, these holy warriors are especially dedicated to actively serving the Penance of Duty, and they wander the Realms in Torm's service. (For example, the Champion Reborn, Sir Gwydion the Quick, serves Torm by escorting Rinda the scribe who bears the Cyrinishad.) Many members of the Order of the Golden Lion are found guarding the temples of a wide variety of peaceful faiths, while others embark on quests to recover lost relics of various goodly gods. Failure to actively serve the letter and the spirit of the Penance of Duty by any member of this order results in the loss of paladinhood, reclaimable only through the casting of an atonement spell and the completion of a difficult quest in the service of Torm set according to the goals of the Penance of Duty.
Knights of the Order of the Golden Lion cannot advance in level without serving in some fashion that helps alleviate one of the debts mentioned in the Penance of Duty. Torm rewards this faithful devotion from time to time by bequeathing a minor quest spell known as the lion's roar, equivalent in effect to a great shout (as the 8th-level wizard spell with all the attendant penalties). The ceremonial costume of the Order of the Golden Lion is the same in the field as in the temple-a full suit of well-polished battle armor with an ornate helm. The armor polish used is a bright golden color.
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 is for Vigilants, harvest yellow is for Watchful Venturers, pale green is for Loyans, dragon green (bottle green) is for Enforcers, sky blue is for Guardians, and dusky purple is for Champions, the most holy priests of the faith, as well as the greatest heroes of Torm.
Adventuring Garb: In potential combat situations, Tormtar always wear their best armor and weaponry. They are expected to keep their armor clean and brightly polished even in the worst conditions, except where such activities would interfere with the execution of their duty.

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  Tempus
Inviato da: DM Artemis - 10-08-2017, 23:38 - Forum: Divinità - Nessuna risposta

Lord of Battles, Foehammer

Greater Power of Limbo
CN

PORTFOLIO: War, battle, warriors
ALIASES: Tempos (among the barbarians of Icewind Dale)
DOMAIN NAME: Limbo/Knight's Res
SUPERIOR: None
ALLIES: Clangedding Silverbeard, Gond, Haela Brightaxe, Nobanion, the Red Knight, Uthgar, Valkur
FOES: Garagos
SYMBOL: A blazing silver sword on a blood-red field
WORSHIPPER ALIGNMENT: Any

Tempus (TEM-pus) is random in his favours, yet his chaotic nature favours all sides equally. Lord Tempus may be on an army's side on one day, and against them the next; such is the nature of war. Tempus is prayed to the most of all on the night before battles and regularly venerated by all warriors, regardless of their alignment. As a result, he is a strong, exuberant, and robust god - a warrior's God. Tempus sometimes appears at huge battles an important combats - and on rare occasions to individuals who are in a position to cause great strife by the decisions.
Although mighty and profoundly honourable in battle, Tempus answers to his own warriors code. His is quiet and solitary in relationships to others for Faerûnian deities, pursuing no long-lasting alliances or brief flirtations.
He is known to love food, drink, and the hunt, though he loves battle best. In recent years, he has sponsored the Red night and godhood. His relationship with her is one of a fond protective father to a brilliant daughter who works hard and successfully in the family business - war.
His diametric opposite him portfolio, Eldath, he considers naive and weak. However, out of respect for her convictions, he punishes those of his faithfull who abuse her priests, shrines, or temples. Perhaps he feels 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 being his foe.
Manifestations
Tempus sometimes manifests before battles, appearing to one side or the other. If he rides Veiros upon one side, then that army will succeed in his battle. If he writes Deiros, then defeat is in the offing. Most often he appears riding with one foot on each horse as they gallop across the battlefield, indicating the chaotic nature of battle.
Priests praying to Tempus for spells or guidance may see visions of a god himself, or his mounts, or a famous dead warrior and must interpret what they see is an indication of the god's intent and favour. Only the images of dead warrior's in visions sent to mortals will ever speak the will of the war god directly. Tempus himself only snarls in battle fury or keeps silent. (in fact, he has been never been known to speak while in Faerûn.) lay worshippers praying to the war god usually see Veiros or Deiros. To those requesting aid in battle or self defence, the favour of Tempus may manifest as a weapon appearing beside them when they are weaponless.
The Church
CLERGY: Clerics, Specialty Priests, Crusaders, Shamans
CLERGY'S ALIGNMENT: LG, NG, CG, LN, CN, LE, NE, CE
TURN UNDEAD: Cleric: Yes, Specialty Priest: Yes, Crusader: No, Shaman: Yes (if good)
CMND. UNDEAD: Cleric: No, Specialty Priest: No, Crusader: No, Shaman: Yes (if neutral or evil)


All clerics, speciality priests, Crusaders, and shamans of Tempus receive religion (Faerûnian) as a bonus non- weapon proficiency. Tempus is worshipped by those of every alignment and lineage who wage war for all clauses. The Tempurian clergy may be found on both sides of a conflict, as no one can ever truly know whom the war-god will favour. Priests of Tempus tend to be human, male, and have the temperament that enjoys battle, though the clergy is open to all beings who have prayed privately to Tempus and received the blessing of a spell, a manifestation, or direct aid of some sort. In some societies, such as that of the Northmen of the Moonshae Islands and the Barbarians of Icewind Dale, Tempus is served by shamans. Temples of Tempus are usually what are more commonly known as walled military compounds than what most people picture as temples.
Military ranks within the faith are common. Ranks typical of many temples of Tempus are War Priest, Slung Sword, Terrible Sword, Lance of the Lord, Shield of the God, Battlelady/Battlelord, Swordmaster/Swordmistress, and Lady/Lord of the Field - but these are often superseded by titles that go with a position, such as Battle Chaplain of a shrine or Trusted Sword of the Temple. Ranks are assigned by those in authority in the Church in light of service, needs, and situation, and temporary commands are common in desperate situations. Special leaders of a temple or crusade are entitled to wear their heavy battle gauntlet of rank.
Dogma:
Tempus does not win battles - Tempus helps the deserving warrior win battles. War is fair in that it oppresses all sides equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. War should not be feared, but seen as a natural force, a human force, the storm that civilisation brings by its very existence.
A faithful of Tempus are charged to arm all for whom battle is needful, even foes. They should retreat from hopeless fights, but never avoid battle, and slay one foe decisively and bring battle to halt rather than hacking down many overtime and dragging on hostilities. They are to defend what they believe in, lest it be swept away, and remember the dead who fell fighting before them. Above all, they should disparage no foe and respect all, for valour blazes in all, regardless of age, gender, or-race.
Tempus looks favourably upon those who acquit themselves honourably and tirelessly in battle, smiting mightily when facing a foe, but avoiding such craven tricks is 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). Tempus believes that warrior's should responsibly consider the consequences of the violence they do beforehand and try not to hot headedly rush off to wage war recklessly. On the other hand, Tempus teaches that people with smooth tongues or fleet feet who avoid all strife and have defend their beliefs wreak more harm than the most energetic tyrant raider or horde leader.
Day-to-day activities:
Priests of the war got are charged to keep warfare a thing of rules, respected reputation, and professional behaviour, minimising uncontrolled bloodshed and working to eradicate feuding that extends beyond a single dispute or set of foes. At the same time, training and readiness for battle must be promoted if civilised human holdings are to survive in Faerûn in the face of monster raids and orc hordes - and the power of Tempus to aid those he favours in battle must also be promoted. Warriors - especially mercenaries - who employ poison or taint wells, sow fields with salt, kill non-combatants, indulge in torture or wanton destruction of innocents, when they are not at war, or commit similar sins against fair battle are to be denied the favourite of the god, their crimes are to be publicised far and wide, and they are to be made to atone for their deeds or perish.
Where priests must preserve the name of the honoured battle fallen, both on gravestones and other such memorials, in their prayers to Tempus, and in an annual chant at the March of the Dead, wherein priests of the war god go through the streets to call all folk, worshippers and non-believers alike, to the local feast of the Moon hosted by their temple. Priests are also charged to collect and venerate the weapons and armour of famous and respected warriors, even of these are broken or have deteriorated, for they retain something of the battlelust apart would happen and ate at have a higher up and energy associated but the deeds they participated in.
Holy Days / Important Ceremonies:
The ritual performed by most of the faithful is a prayer for valiant performance and survival in the fray ahead, made to the war god over the weapon the praying being most often fights with. If a new weapon comes into the believers possession before a battle - particularly in the form of hard won booty - it is taken as a sign of Tempus's favour, and this weapon is the one that used in worship.
The eves and anniversaries a great battles of a holy days of the Church of Tempus, and as such vary from place to place. The Feast of the Moon, honouring the dead, is the most important fixed date in the religious calendar. It is also expected that at least once a ten-day worshippers of Tempus bills a few drops of blood (preferably their own or a worthy foe's) and sing the Song of the Sword in Tempus's honour. Regardless of battle anniversaries, clergy perform at least two ceremonies each day: the Feast of Heroes at high sun and the Song of the Fallen at sunset. In most temples, a senior priest also conducts a Song of the Sword ceremony after dark for all lay worshippers desiring to attend.
Major centres of worship:
The most prominent Tempurian temple is the High House of Swords And Banners ("the Bloodhall") in Ormpetarr, which began centuries ago as a meeting house for the many mercenary companies active in the Vilhon and the lands east and became the first shrine of the Lord of Battles. Its original altar, a gigantic bowl over which an enormous enchanted flaming two-handed sword levitates and slowly rotates, still stands in the heart of the vast central hall. The High House now trains warriors for fees (simultaneously instructing them in the worship of Tempus), and also sells warrior's mounts, armour, and equipment of superior quality. Several raids on its fortified armouries in the past have failed, but such attacks have ceased since the warrior priests of the High House wiped out an orc horde 20 times the number in the year of the Sword (1365 DR).
Since the time the troubles, a site of great holiness in the Church of Tempus has been the Abbey of the sword in Battledale, which marks the spot where Tempus descended to Faerûn during the Time Of Troubles. The site was located after a priest of the war god followed Tempus's back trail away from his appearance at the battlefield of Swords Creek at Mistledale. The Abbey is built on the former site of the hold of the warrior Belarus, a devout worshipper of the war god in times past.
Affiliated orders:
The Tempurian Church has many affiliated orders. Two of note are the Order Of The Broken Blade and the Order Of The Steel Fang. The Order Of The Broken Blade honours those warriors and clergy who are injured in Tempus's service and can no longer fight on the front lines. Broken Blades often serve in support functions at temples and shrines and take a personal oath upon joining the order to defend the holy site where they reside o the death as a final line of defence. The Order Of The Steel Fang is an elite fighting order within the Church whose members are often assigned to the most hazardous duties. Steel Fang units are led by battle hardened members of the clergy. Many mercenary company's and knightly fighting orders of crusaders also avail themselves of a connection to the Church. One badge of the god seen among his affiliated mercenaries is a rusty brown dagger, shown diagonally with its point to the upper right, dripping catch four it drops of blood. No knightly orders of paladins serve Tempus, however.
Priestley vestments:
When not in battered armour, clergy of the war god wear helms or steel skullcaps, though there are careful never to cover their faces, for such close emulation of Tempus is thought to be affront to Lord of Battles. Some of the fanatical wandering priests never remove all of their armour at any time, but in the temples of the big cities clergy are rarely seen in a armour except at ceremonies held before whelmed armies leave or a siege begins.
The robes of a priest of Tempus always sport trim of the crimson hue of fresh blood, but vary in overall colour from place to place and rank to rank. Darker coloured robes are worn by those of the lower ranks. Most war Priests West ceremonial garments of brown or purple. Read or amber is worn by senior clergy say, and yellow or white by those of the most exalted rank.
Speciality priests of Tempus, particularly those of high rank, wear a spiked gauntlet as a symbol of office. The gauntlet costs 10 GP, although more elaborate and expensive ones may be found in more important churches. This gauntlet is size S, a piercing weapon with speed factor 2, and inflicts 1d4 points of damage to creatures of any size. To gauntlet is usually worn only by speciality priests with some form of authority - those in charge of temples or leading Crusades.
Adventuring garb
Adventuring garb is the same for both clerics and speciality priests of Tempus. Most wear the best they can obtain, though it is battle worn and battered as it is for use, not show. They prefer full plate armour or plate mail. A full helm his usual, but it is worn with either an open face plate or no face plate.

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  Talos
Inviato da: DM Artemis - 10-08-2017, 23:38 - Forum: Divinità - Nessuna risposta

The Destroyer, the Raging One, the Stormstar, the Storm Lord

Intermediate Power of Pandemonium
CE

PORTFOLIO: Storms, destruction, rebellion, conflagrations, earthshakings, and vortices
ALIASES: Baelros/Bhaelros (Calimshan), Kozah (Anauroch, among the Bednine), Malyk (the Underdark)
DOMAIN NAME: Pandesmos/Towers of Ruin
SUPERIOR: None
ALLIES: Auril, Malar, Umberlee, Velsharoon
FOES: Aerdrie Faenya, Angharradh, Arvoreen, Chauntea, Corellon Larethian, Cyrrollalee, Denier, Eldath, Gond, Hanali Celanil, Helm, Lathander, Mielikki, Mystra, Oghma, Rillifane, Rallathil, Savras, Sehanine Moonbow, Sheela Peryroyl, Shialla, Silvanus, Solonor Thelandira, Sune, Tyr, Valkur, Yondalla
SYMBOL: Three lightning bolts, each of a separate color, radiating from a central point
WORSHIPPERS ALIGNMENT: LN, N, CN, LE, NE, CE

Talos (TAH–los) is the destructive force of nature. He is the god of storms, forest fires, earthquakes, tornadoes, hurricanes, and general destruction.
Talos is usually encountered as titanic, bellowing laughter in the heart of a gale. Sometimes the laughter is accompanied by two eyes like giant blazing coals, which are surrounded by swirling maelstorms of air. In urban areas Talos more often manifests as two fist-sized, swirling storm clouds. Talos also sometimes works through the presence or action of vargouiles, yeth hounds, quasits, wind walkers, and the elemental spirits known as tempests.
Talassans are taught that life is a combination of random effects and chaos, so the devout should grab what they can, when they can, as who can say when Talos will strike and bring them into afterlife ?
Talassan clergy are to preach to all of the might of Talos, warning them always of the forces only he can command - the fury of all Faerûn. They are never to cease in such speech, so that everyone may know that Talos is to be worshipped by all, and that in time to come he must be, or he will destroy all life with the forces at his command. His clergy should walk unafraid in all storms, forest fires, earthquakes and other disasters, for the power of Talos protects them. They should let others see this whenever possible, so that unbelievers will come to believe in the true power of almighty Talos.
Talassan clergy should make all fear Talos by showing the destruction that he and all of his servants can cause. To avoid tasting his fury, they are to pray to him energetically and tell all folk that such observances - and only such observances - can protect them from the furies of the gales, hailstorms, winds, floods, droughts, blizzards, hurricanes, and other natural dooms. Such forces can also be hurled at one's foes - an advancing orc horde, for instance - if Talos deems a place or a person worth defending. So one cannot afford to ignore Talos, but must bow down and worship him. The clergy of Talos are to proclaim this message to all and show everyone the destruction even the slightest of the servants of Talos can cause.
It should be noted that clergy of Talos enjoy destruction and arm themselves heavily to bring it about where spells may fail at all times. Talassans tend to go to one of two extremes: Either they armor themselves to the hilt in the most menacing-looking armor they can obtain, or they wear next to no armor and use protective magicks instead so that to the average observers they look almost suicidal in their fervor to get into the thick of destruction.
Talos is served by Auril the Frostmaiden, Malar the Beastlord and Umberlee the Bitch Queen. Together they are known as the Gods of Fury.
The Church
CLERGY: Clerics, Specialty Priests
CLERGY'S ALIGNMENT: LE, NE, CE
TURN UNDEAD: Cleric: Yes (if neutral), Specialty Priest: Yes
COMMAND UNDEAD: Cleric: Yes (if evil), Specialty Priest: Yes

Dogma: Talos the Destroyer is the dark side of nature, the uncaring and destructive force that lies waiting to strike at any time. Talassans are taught that life is a combination of random effects and chaos, so the devout should grab what they can, when they can, as who can say when Talos will strike and bring them into the afterlife?
Talassan clergy are to preach to all of the might of Talos, warning them always of the forces only he can command the fury. They are never to cease in such speech, so that everyone may know that Talos is to be worshipped by all, and that in time to come he must be, or he will destroy all life with the forces at his command. His clergy should walk unafraid in all storms, forest fires, earthquakes, and other disasters, for the power of Talos protects them. They should let others see this whenever possible, so that unbelievers will come to believe in the true power of almighty Talos.
Talassan clergy should make all fear Talos by showing the destruction that he and all of his servants can cause. To avoid tasting his fury, they are to pray to him energetically and tell all folk that such observances - and only such observances - can protect them form the furies of gales, hailstorms, winds, floods, droughts, blizzards, hurricanes, and other natural dooms. Such forces can also be hurled at one's foes - an advancing orc horde, for instance - if Talos deems a place or a person worth defending. So one cannot afford to ignore Talos, but must bow down and worship him. The clergy of Talos are to proclaim this message to all and show everyone the destruction even the slightest of the servants of Talos can cause.

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  Talona
Inviato da: DM Artemis - 10-08-2017, 23:36 - Forum: Divinità - Nessuna risposta

Lady of Poison, Mistress of Disease,She of the Deadly Kiss, Mother of All Plagues

Lesser Power of Carceri, CE
PORTFOLIO: Disease, poison
ALIASES: Kiputytto
DOMAIN NAME: Cathrys/Palace of Poison Tears
SUPERIOR: None (formerly Bhaal)
ALLIES: Bane (now dead), Bhaal, Shar
FOES: Chauntea, Loviatar, Mielikki, Silvanus, Sune, Lliira, Kelemvor, Tyr, Shiallia
SYMBOL: Three golden amber teardrops on a purple equilateral triangle with point upward
WOR. ALIGN. LN, N, CN, LE, NE, CE

Talona (Tah-LOW-nah), one of the Dark Gods, is often depicted as a withered old crone with a scarred, tattooed face in religious texts. Where she walks, misfortune and death follow. She is an odd deity. Sages have described her as having the personality of a petulant, greedy child trapped in the body of a once-beautiful woman now scarred by horrific disease and ravaged by age: She is alternately desirous of attention at any cost like a small child and aloof like a wounded paramour who has been discarded by her love.
Talona’s power slowly wanes after each great plague in Faerûn. When she feels vulnerable in her position, she unleashes another wave of misery and disease-brought death and receives a torrent of prayers entreating her to spare the inhabitants of Faerûn from her withering touch. Her power then waxes again in an endless cycle of indifference, devastation, and appeasement. In particular, Talona’s power was ascendant during the destruction of Asram (after the erection of the Standing Stone), in the Year of the Clinging Death (75 DR), during the Rotting War (902 DR), in the Year of the Scourge (1150 DR), in the Year of the Empty Goblet and the Year of Beckoning Death (1252-1253 DR), and during the Great Plague of the Inner Sea (1317-1323 DR).
Some old texts of Talona refer to her as Kiputytto, but this is actually the name of a rival demipower who challenged Talona’s portfolio and lost. The battle between the two goddesses destroyed the Netherese survivor state of Asram in its wake. When Kiputytto attacked Talona, Talona plagued the ill-fated Asram in order to obtain the devotional power generated from the worship of its citizens, who hoped to appease Talona and lessen the effects of the disease. Kiputytto responded in kind in the same location, provoking a devastating series of increasingly virulent plagues (perhaps even magical in nature) that overloaded the curative resources of Asram’s various priesthoods and wiped out the entire population in less than a month. Even most of those who escaped the scourged area died soon after of disease. Shortly afterward, Talona won this devastating deific contest and murdered Kiputytto.
Representations of Talona’s symbol dated to before her battle with Kiputytto show it depicted as a flesh-colored equilateral triangle with point upward containing three teardrops arranged in a triangle with the uppermost black, the lower left purple, and the lower right green. Why the coloration was changed after her triumph over Kiputytto is one of the inner mysteries of the church not ever revealed to outsiders.
While he lived, Talona served Bhaal along with Loviatar, though Loviatar and Talona and are fierce rivals. Loviatar loves to torment and tease Talona over her ugly appearance, her scanty number of followers, her cowardly and ineffectual attacks, and her puny portfolio (in Loviatar’s words). Needless to say, Talona openly delights in any setbacks Loviatar experiences, and sometimes even aids good adventurers if she thinks they will damage Loviatar’s reputation. Talona has recently cultivated an alliance with Shar
Other Manifestations Talona may manifest as a flickering brown-and-yellow radiance above a place of disease or death (such as a battlefield). Her shape and movements resemble a dancing flame able to teleport itself for short distances. She is unable to speak in this form, but may write by burning letters in wood or other organic substances or scribing them in sand, ashes, dust, or other loose material. In this form, she can by touch bestow spells, enact her Touch (see above), and communicate mind-to-mind employing mental visions with any creature. (In practice, only Talontar are favored by such communications). She also sends chasme (tanar’ri), gulguthras (otyughs, neo-otyughs, and gulguthydras), imps and quasits, ironmaws, rats (pack of giant and normal-sized rodents), sewerms, shadowdrakes, spiders (gargantuan, hairy, and watch), terlens, and vorrs to inflict her wrath, show her approval, or aid her faithful. Her presence is sometimes indicated by the sudden appearance and rapid growth of a black lily or a poisonous herb or fungus. The talontar believe the discovery of a solitary piece of amber or jasper indicates the Lady of Poison’s favor, but if such a gem shatters when touched, the victim will soon die of disease (if amber is found) or poison (if jasper is happened upon).
The Church
CLERGY: Clerics, specialty priests, mystics
CLERGY’S ALIGN.: LE, NE, CE
TURN UNDEAD: C: No, SP: No, Mys: No
CMND. UNDEAD: C: Yes, SP: No, Mys; No

All clerics, specialty priests, and mystics of Talona receive religion (Faerûnian) as a bonus nonweapon proficiency. Talona, like most chaotic evil gods, is more feared than worshiped and is propitiated to avoid her attentions, not to draw them. The church of Talona operates underground, as can be expected of a faith that promotes death and disease. It IS strongest in those regions where plagues are rampant, and the faithful of Talona are often accused of creating such situations. Many wererats pray to the Lady of Disease for additional weapons of disease to use against the hated humans.
Those who actively worship Talona tend to gather in secret in the catacombs beneath cities or in wilderness ruins. Underground temples are often built above reeking, overflowing sewers or in humid grottoes overgrown with fungi and mold. Wilderness shrines are typically located in stagnant swamps and marshes rife with disease-laden mosquitoes and rich with the sickly sweet scent of decay. Twisted gargoyles carved to resemble mortals wracked with various diseases or poisons are positioned prominently throughout such structures.
The Lady of Poisons attracts the cruel to her service; her priests tend to be self-sufficient, capable—and sadistic. Priests of Talona are known as Talontar, and members of the faith as a whole (laity and clergy) are called Talonites. Talontar are partial to ritual facial tattoos and scarification over their whole bodies. Talonite priests of 2nd level or less are considered probationary initiates. Only upon reaching 3rd level are they formally inducted into the priesthood. Specialty priests of Talona, known as malagents, wield poisoned daggers and serve as the adventuring and internal policing arm of the faith. They make up about 45% of Talona’s clergy members and are slowly ascending to dominance of the faith, with clerics (40%) and mystics (15%) comprising the remainder of the priesthood. Specialty priests are addressed as “Most Fatal Horror” and are sometimes— not to their faces—known as “Fatals” to other Talonites. Other priests of the Lady of Poisons are addressed as “Most Debilitating Holiness,” though senior clergy usually call their juniors “Young Venom,” regardless of their relative ages.
Dogma: Talona’s ethos stresses that life and death are in balance, but that death is the more powerful and should be paid proper homage and respect. Life and death are balanced only because birthing and generation are so plentiful. Death is the true power, and the lesson that waits for all. lf it falls to the followers of Talona to drive home the point with the tip of a dagger, so be it.
Talona’s faithful are taught that if they respect death and the many ways the powers can deal it, that knowledge will allow them to live longer. If people think themselves invincible thanks to wealth or a swift swordarm or strong spells, the great equalizer of disease, Talona’s breath, will teach them respect and humility. Initiates to the faith are charged as follows: “Let pain be as pleasure to the faithful of Talona. She works upon you from within, and in weakness and wasting is her strength. She is forever and always with you, whomever you or the rest of the world believes in or serves. Let all living things learn respect from Talona and pay homage to her in goods and in fervent worship, and her dedicated priests will intercede for them so that Talona will not claim them—this time. Go and work in Talona’s name and let your doings be subtle or spectacular, but make them known as the will of the Mother of All Plagues.”
Day-to-Day Activities: Aside from selling poisons, antidotes, and medicines, the Talontar travel Faerûn as quietly as possible, constantly seeking out new diseases and afflictions and spreading rumors so as to augment the reputation of Talona. What seems to motivate Talontar in their day-to-day behavior is a quest for respect: respect that is due Talona for her potentially devastating abilities and due them as her representatives in Faerûn. Throughout their careers, Talona’s priests work with magic and inoculations to build their personal immunities to various poisons and diseases. Thus protected, they treat the diseased, take employment as food tasters for paranoid rulers, wealthy merchants, and nobles, and bun those who have died from diseases. Whenever a realm or city-state casts out or punishes any Talontar, for any reason, priests of Talona work to cause a plague in that place to exact “Talona’s price” for such insults. Rumors have circulated that certain unscrupulous Talontar have occasionally chosen wealthy folk as targets for disease so that wealth and properties can be seized by the church upon the death of these wealthy owners— with the threat of contracting disease keeping rightful heirs and claimants at bay.
Holy Days/Important Ceremonies: The church of Talona observes thrice-daily prayers to the goddess (morning, highsun, and evening, though the timing of such rituals need not be precise), and daernuth (holy festivals) every 12 days. Festivals are events open to nondevotees, where such visitors are encouraged to pray and give offerings to Talona to spare themselves or loved ones from death, disease, wasting diseases, and the like. At such day-long celebrations, priests of Talona are always careful to show lepers and other victims of disfiguring diseases being cured by priestly magic before everyone and also to demonstrate their immunity to contracting disease by touching disease-carrying or filthy objects to the stillbloody ritual wounds of a Talontar (inflicted as during a private cicatrization ceremony). A long symphony of rolling drums, deep-voiced chanting, and glaur, shawm, and zulkoon music proclaims the power and veneration of Talona throughout the day, and minor priests busily sell poisons (for eliminating vermin, of course), antidotes, and medicines throughout the day, assisted by senior clergy who diagnose conditions (usually with great accuracy) and prescribe treatments in return for stiff fees (typically 50 or 100 gp per examination).
Annually at the daernuth falling closet to Higharvestide, initiates of the faith are formally inducted into the priesthood. This ascension is marked by horrifying private ceremonies involving ritual scarring and sacred tattoos. Exceptionally unappealing individuals (Charisma 3 or 4) who undergo the ascension ceremony find their personal Charisma raised by the ceremony due to the respect engendered in those viewing them by the fact that they survived the experience causing such scars (Charisma goes up to 5). The amount of scarring is so severe for specialty priests of the faith that their Charisma drops to a maximum of 11 if it was higher before the ceremony, though the same benefit for a dismally low Charisma is accrued.
Major Centers of Worship: The House of Night’s Embrace, a fortified temple-palace in Tashluta ruled by Lady Doom Thalaera Indlerith, is the most prominent site of Talona’s worship. The House is defended by an army of black-masked guards assisted by gargoyles and golems. In its secretive depths the battle-tested Priestesses of the Lady’s Night make poisons, potions that spread disease by touch or introduction into beverages, and antidotes to both (which they sell at very high prices). Agents of the Night’s Embrace maintain a busy touring schedule of wealthy houses, noble country seats, and royal courts throughout Faerûn posing as purveyors of fine wines and perfumes, but their true calling is an open secret Many of the priestesses employed in this duty dabble in local politics (and love lives) for their own entertainment, secure in the knowledge that fear of poisoning will keep them safe from the daggers that claim most intruders into such affairs.
Affiliated Orders: Talona is not served by any military or knightly orders, but she is served by several secret cabals of rogues and other vermin The Plague Rats are an elite organization of thieves, assassins, and wererats active throughout the Western Heartlands and the North. Their secret base is believed to be located in the depths of the Rat Hills and to have connections to Undermountain. It was apparently unaffected by the great Conflagration in the Year of the Shield (1367 DR).
The Plague-mother’s Children is a guild of thugs active throughout Chondath and the Vilhon Reach. Formerly composed of crusaders dedicated to the extension of the Rotting War as the ultimate test of Talona’s favor, it has degenerated in recent years into an informal brotherhood of warriors and thieves who run extortion rackets throughout the region and threaten Talona’s wrath if they are not given their monetary due. (Crusaders are no longer included among the faithful of the Mistress of Disease.)
During the Tune of Troubles, Talona appeared to an evil human wizard named Aballister and bade him to found a trifold order of wizards, priests, and warriors. Castle Trinity, a castle-in-mountain’s clothing, was built into a rocky spur on the northeastern edge of the Snowflake Mountains. Talona gave the wizard an unholy recipe, the Chaos Curse (named Tuanta Quiro Miancy — the Most Fatal Horror), with which he could destroy the agents of good in the region. Accessed by a dozen rocky tunnels, the stronghold was eventually collapsed and ruined through the work of Cadderly, a priest of Deneir based in the nearby Edificant Library, and his friends. They succeeded after countless battles in the Library, the Snowflake Mountains, the nearby Shilmista Forest, and in the town of Carradoon. Remnants of the triumvirate of Talona may yet survive in secretive fellowship.
Priestly Vestments: All priests of Talona wear gray and green robes with ragged sleeves. These are washed but never repaired and in time become faded rags. Out of pride, most priests continue to wear their old, worn-out vestments until they are nearly naked. Old and high-ranking priests tend to have ritual scars and tattoos all over their bodies, and some even sport many body-piercings so that their torsos are studded with small rings linked with fine chains. Female clergy and laity alike often wear earrings and elbow-dangles of black metal wrought in the shape of talons.
Adventuring Garb: If embarking on a possibly dangerous adventure or preparing to go into battle, Talontar favor black-and-purple armor adorned with spurs, horns, and spikes. They wear any armor in a pinch and prefer to wear as much armor as possible. Only specialty priests of Talona carry the special ceremonial poison daggers of the faith. They have no compunction against using them in combat. A nonbeliever caught with such an item attracts the unwanted attentions of Talona to his or her health as well as her church’s wrath.

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  Sune
Inviato da: DM Artemis - 10-08-2017, 23:32 - Forum: Divinità - Nessuna risposta

Firehair, Lady Firehair, the Lady of Love, the Princess of Passion

Greater Power of Olympus, CG
PORTFOLIO: Beauty, love, passion
ALIASES: None
DOMAIN NAME: Olympus/Brightwater
SUPERIOR: None
ALLIES: Lliira, Selûne, Sharess, Milil, Lathander
FOES: Talos, Auril, Umberlee, Malar, Talona, Tempus
SYMBOL: The face of a beautiful, ivory-skinned human maiden with long, red tresses
WOR. ALIGN.: LG, NG, CG, LN, N, CN

Sune (SUE-nee) Firehair is said to be the fairest of the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.
Sune herself is said to be benevolent and sometimes whimsical, alternating between deep passions and shallow flirtations. She has been romantically linked with many of the Faerûnian powers in the myths of the Realms, although she has never borne any love at all for the gods of fury, Talona, or Tempus, since their functions posit the destruction of many beautiful things, both living and inanimate. Currently, she is rumored to have been rather smitten by the noble actions of Torm at Tantras during the Time of Troubles.
Sune is said to share the waters of the Evergold, a sacred pool, with the elven goddess Hanali Celanil, and a friendly but intense rivalry exists between the two over the innate superiority of elven versus human beauty. Sune abhors and actively opposes any force or deity that causes the marring of living beauty.
Other Manifestations
A common manifestation of Sune's presence or favor is a gentle, phantom caress or kiss, usually accompanied by a soft crooning that only the goddess and those truly loyal to her can emit. This sound is performed endlessly in most temples of the goddess and is familiar to all faithful worshippers of the Lady of Love. Alternatively, Sune can manifest as an unseen surge of excitement in the air that makes all beings n a locale happier, more energetic, and forcibly attuned to the sensual—that is, made acutely aware of the smells, tastes, and feel of their surroundings. Sune also shows her favor through the appearance or presence of fire doves, flame poppies, rubies, roses or rose petals (especially deep red ones), chestnut horses, satyrs, sylphs, nymphs, and dryads.
An individual (especially a member of Sune's clergy) enjoying Sune's special favor at the moment, or who has been charged with a task or the role of Sune's champion, often glows with a red, pink, and white scintillating aura signifying the favor of the goddess. When such an aura fades away, it bestows the effects of a heal spell on its wearer. This aura is the gift of the goddess; to ask for it would anger her and outrage any Sunite clergy who heard of the request.
Those priests who have earned a great boon from Sune by completing some great task in her name may be gifted with a draft of Evergold that raises the Charisma of the priest who consumes it by 2d4 points for one day and acts as a philter of love upon anyone who sees the drinker for one turn after the draft is quaffed. Only priests of Sune may benefit from this draft—to all others it is poison. Charisma may reach godly levels in this fashion. Charming effects wear off and followers and henchmen gained at high Charisma drift away after the draft wears off at the end of the day, but initial reactions and any enamoring effects remain.
The Church
CLERGY: Clerics, specialty priests, mystics
CLERGY'S ALIGN.: LG, NG, CG, LN, N, CN
TURN UNDEAD: C: Yes, SP: Yes, Mys: No
CMND UNDEAD: C: No, SP: No, Mys: No

All clerics, specialty priests, and mystics of Sune receive religion (Faerûnian) as a bonus nonweapon proficiency.
Comely male and female humans, elves and half-elves serve the Lady of Love. Female clergy outnumber male clergy eight to one, but the men are all the more highly valued for their relative rarity. All clergy must possess an alluring or pleasing manner in addition to natural beauty, for high Charisma is essential for Sunite clergy. Ugly, physically imperfect, or marred beings are disparaged or pitied by devout Sunites, and an aquired imperfection that cannot be masked or healed by spells or other means of shapeshifting spells the end of a Sunite priest's career. Other faiths tend to regard Sunites as flighty, vain, and rather superficial, but basically harmless. Sunites have an intense rivalry with the followers of the elven goddess Hanali Celanil.
The Sunite church's organization is loose and informal, and it's leadership changes with the whims of it's clergy. The most charismatic Sunite clergy are usually the head priests and priestesses. Little is thought of a priest dropping everything and going bounding off into the wild, particularly if the goal is some beautiful object or some beautiful individual, and such behavior creates little scandal in the church.
Sunite temples are either stunningly beautiful edifices of fantastic design or classically elegant structures strategically enhanced by sculptured landscaping. Many Sunite temples sport formal gardens with gorgeous flower beds, trellises and bowers of well-trained vines, and carefully pruned trees and topiaries. Fine sculptures and sumptuous fountains that play with soft, magical lighting provide focal points in most Sunite temple gardens.
Dogma: Beauty is more than skin deep, say the Sunites; it issues form the core of one's being and shows one's fair (or foul) face to the world. The followers of Sune are believers in romance, true love winning over all, and following one's heart to one's true destination. Fated matches, impossible loves, and ugly ducklings becoming swans are all part of the teaching of Sune.
Novice Sunites receive the following charge: "Love none more than yourself save Sune, and lose yourself in love of the Lady Firehair. Perform a loving act every day, and seek to awaken love in someone new each day. 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 the artists who produce such things whenever and wherever you find 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 that respond to your beauty and all beauty, and let warm friendship and admiration flower where love cannot or dare not."
Day-to-Day Activities: Sunites are aesthetes and hedonists, who actively seek out pleasure and beauty in all things. The pursuit of aesthetic enjoyment is their life.
Sunite clergy buy beautiful items of art, sculpture, and handiwork whenever they find it, sponsoring good artists where necessary and overpaying for such items so as to drive prices up, create more demand, and so increase the supply of things of beauty. This is to be done as often as funds afford and subtlety permits, and in disguise if need be.
Whenever Sunite clergy must perform dirty tasks, the use of disguise is encouraged to protect the body as well as to conceal identity. The devout priest always hires or supports adventurers and others to destroy beings who vandalize beautiful creations.
All clergy of Sune also strive to create beauty in a personal way, preferably as a creator of static fine art (blown glass ornaments, paintings or tapestries are all fashionable) but as a dancer if one fails at all else. When one gains expertise in crafting things of beauty, she or he is obliged to pass on such learning by training others and turning away no one who shows genuine promise. Any moneys made through such training should be given to the church to further the growth of beauty and love everywhere.
Although Sunite clergy can rebuff unwanted advances, they should strive to built friendships and romantic feelings between themselves and others and in general whereever they go so that love may prosper everywhere in the realms. As the lonely are in most need of such things (and the most likely to join in love of the Lady Firehair), they should be sought out by diligent clergy for friendship. Everyone, no matter how homely or disparate in faith from the path of the Lady, should be assisted by gifts of clothing, hair styling, cosmetics, and lessons in deportment, dancing, and manners so as to make themselves as beautiful as possible.
Holy Days/Important Ceremonies: Greengrass is celebrated by Sunites with a great deal of outdoor frolicking, and Midsummer Night with night-long flirtatious chases through forests and parks, but local priesthoods can set the times of other celebrations to their own pleasure, as long as at least one Grand Revel befalls each month and at least one Feast of Love is celebrated in every tenday.
A Grand Revel is a dusk-to-dawn party to which outsiders are invited, dancing and minstrelsy dominate, and those of the faith seek to attract converts with fun and the exhibition of a few of a temple's or shrine's beautiful art objects or magical treasures. A Feast of Love is a more intimate, quiet affair, open only to the faithful, who lie on couches and indulge in the gentle sipping of liquers and nibbling at subtly flavoured bitelets (as savory hors d'oeuvres are called in the Realms) and sweet pastries while lone dancers perform. These dances are interspersed with readings of romantic verse and prose and lays 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 Faerûn for those who do not feel like socializing more privately.
Sunites also offer personal prayers to Sune, always while dressed in beautiful ritual garments, standing in a pool or bath, and looking into a mirror lit only by natural light or candles. Those seeking guidance in life, entry into the faith, or atonement indulge in a night-long Candle Vigil. Sune sends guidance to them by visions visible in the mirror, often by altering the reflection of the worshiper in some ways.
Major Centers of Worship: One Sunite holy house has recently out-stripped the beautiful House of Firehair in Daerlun and the sacred parks in Everlund and Neverwinter to become preeminent in the worship of Sune: the Temple of Beauty in Waterdeep. This rich and important sacred site is a recently rebuilt house of graceful grandeur whose slender towers taper with exquisite smoothness as they reach up into the sky. Around these towers soft-hued driftglobes float, and their wandering light also illuminates the interior chambers of the temple. The temple is said to house chambers of great luxury where beautiful people gather from far across Faerûn. It serves as a safe neutral ground for Waterdhavian nobles of hostile houses to meet and pursue romance together. The Temple of Beauty is also a favorite destination for tourists of all faiths, but non-Sunites must make handsome and expensive offerings to the goddess to be allowed entry.
Affiliated Orders: The church of Sune sponsors an endless slew of honorary orders that seem to change with every new priestess or priest to rise to the head of a local temple. These titular orders convey honors for excellence in various artistic pursuits.
The church also has a small affiliated knightly order of fighters, paladins, and bards who serve to guard temples and holy sites along with the clergy and who sometimes pursue quests to do good work in Sune's name to promote her faith. (The gallant kit from The Complete Bard's Handbook is especially appropriate for these bards if the DM wishes to allow it.) To become one of the Sisters and Brothers of the Ruby Rose, a candidate stands vigil in a church of Sune all night. If the Lady Firehair appears to the candidate in a vision during the night or somehow shows her favor, the candidate is admitted to the order. Members in this order are given to writing essays and songs of courtly love when not engaged in vital business, and often adopt a beautiful individual to adore from afar whether that individual would be flattered by such attentions or not.
Priestly Vestments: Sunites are not bashful about their bodies. The standard ceremonial garb of Sunite priests is monastic robes for men and habits for women, both cur to show off the figure of the wearer and dyed a deep crimson. Hair is normally worn long and allowed to fall free during rituals. At other times, priestesses wear attractive wimples with v-shaped crown pieces, and priests bind their tresses back with crimson scarves. While red hair is considered touched by the goddess, all shades of hair and skin are welcome, provided they are unmarred and lovely.
Aside from her face, other, less-common symbols of Sune are a winking eye (often seen as an animated illusion on the doors of Sunite temples) or a pair of golden parted female lips with the tip of a vivid ruby-red tongue just visible between them, slyly touching the upper lip.
Adventuring Garb: At light-hearted social functions, members of the clergy often wear the lips of the goddess painted on a shoulder or their midriffs. At such times, they don garments cut away to display the badge of the goddess. When fighting or adventuring, clerics of Sune prefer as much protection (magical and otherwise) as they can afford. It is not that they are cowards, hut they want desperately to avoid scars or even the need for magical healing. Sunite clergy often wear oversized, ornate, heavily padded full body armor (such as plate mail or plate armor, or even scale mail or chain mail with full coifs, helmets, and shields) designed to afford the body maximum protection against visible marring. Often such armor is fluted, polished mirror-bright, or otherwise adorned so as to be as pleasing to the eye as possible.

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  Silvanus
Inviato da: DM Artemis - 10-08-2017, 23:31 - Forum: Divinità - Nessuna risposta

Oak Father, the Forest Father, the Old Oak, Treefather, Old Father Tree

Greater Power of the Plane of Concordant Opposition, N
PORTFOLIO: Wild nature, druids
ALIASES: None
DOMAIN NAME: Plane of Concordant Opposition/Tir na Og (in the Deep Forest)
SUPERIOR: None
ALLIES: Eldath, Mielikki, Chauntea, Lathander, Lurue the Unicorn, Nobanion, Angharradh, Baervan Wildwanderer, Corellon Larethian, Cyrrollalee, Rillifane Rallathil, Sheela Peryroyl, Shialla, Solonor Thelandira
FOES: Malar, Moander (now dead), Talona, Talos
SYMBOL: A green, living oak leaf, an oak tree in summer, or a wooden staff sprouting tiny green leaflets and buds down its length
WOR. ALIGN.: Any

Silvanus (Sihl-VANN-us) is the god of wild and untamed nature in Faerûn; he is of equal power to Chauntea, who represents a more ordered nature. The two are on good terms, although Silvanus takes pride in his true neutrality. He is served by Eldath and Mielikki, and many of the followers of one deity venerate the others as well. They work closely together and seem genuinely trusting and affectionate toward each other.
Silvanus hates Talos and Talona, whom his priests refer to as "the Unbalanced." He most often reveals a beneficent, paternal nature towards his faithful, who number among them travelers, adventurers, explorers, sages seeking knowledge in nature, rural communities far from the protection of the local lord, guides, hermits, wise women and men, herbalists, and a few long-sighted woodcutters and hunters (harvesting only the dead, the excess, and the weak), as well as druids and rangers. He swiftly turns an uncaring and even righteously wrathful face toward any who threaten the wild places and woodlands of Faerûn. Those who disturb the balance are often found at the edge of the forest torn to pieces by wild animals who cannot be tracked.
During the Time of Troubles, Silvanus is reported to have been seen in the Winterwood and the Chondalwood, lending credence to the Emerald Enclave's (an activist circle/society of druids) claims that its efforts in the Vilhon Reach are greatly favored by Silvanus.
Other Manifestations
Rather than appearing as an avatar, Silvanus prefers to appear as an oak leaf blown out of nowhere as a sign, or if he must take direct physical action, as a fire-quenching, eerie green glow that is always accompanied by the sounds of faintly whistling wind and running or dripping water. Alternatively, he may manifest as a stag-horned, silent man with burning white eyes who appears among the trees and has shaggy brown fur that is almost barklike. As the Horned Man, Silvanus speaks only in the minds of those he touches and can point, lift, and carry things (even hurling trees or logs), inscribe words on wood by pointing with a fingertip, and cast spells (notably telekinesis of awesome weight capacity). The Horned Man most often simply materializes to show himself and indicate something by a gesture, a shake or nod of the head, or by pointing, and then fades away again.
Silvanus also indicates his favor or disfavor or sends aid through the presence or actions of treants, brownies, dryads, deer, badgers, unicorns, satyrs, atomies, sprites, pixies, and other woodland monsters.
The Church
CLERGY: Clerics, druids, shamans
CLERGY'S ALIGN.: LN, N, CN
TURN UNDEAD: C: Yes, D: No, Sha: No
CMND. UNDEAD: C: No, D: No, Sha: Yes

All clerics, druids, and shamans of Silvanus receive religion (Faerûnian) as a bonus nonweapon proficiency.
The church of Silvanus is often referred to as the "greenleaf priesthood" after the symbol of its deity. Silvanus has a strong base among both clerics in urban areas and druids in the wilder territories. Like Chauntea he calls both his dear children, but in his case the druids are the favored of the two. Silvanus also has a few shamans among the nomadic and barbarian societies of Faerûn who spread his word of balance and respect for nature while tending to their tribes' needs.
Silvanus's clergy are spread throughout Faerûn, favoring small communities over large cities, though there are several large communities of Silvanites in major cities such as Waterdeep. Druids are the leaders and the backbone of the greenleaf priesthood and are most favored by Silvanus if they dwell in the forest and live in harmony with the land, where they are best able to be the stewards of Faerûn's wild places. Urban clergy of Silvanus more often become gardeners, trying to create a walled corner of wild forest in the city (or guard and revitalize an existing miniature wood). They often seek to attract followers by preaching of the peace and purity of the wilds and dispensing herbs and sweetsap drinks (especially maple syrup, mint teas, and sweetroot brews).
Dogma: Silvanus sees and balances all, meting out both wild water and drought, both fire and ice, both life and death. His priests tend to see the total situation, to view the macrocosm; their view is not confined to one person or one nation's idea of what is best. This is not to say that priests of Silvanus are neutral and take no sides. They are strongly on the side of wild nature, the natural state of matters, over any civilizing force.
All is in a cycle, deftly and beautifully balanced-and it is the duty of the devout to see this cycle and the sacred Balance as clearly as possible, to make others see it (whether they worship the Oak Father or no), and to work against all beings and things who seek to disturb the Balance. This is best done by watching, anticipating, and quiet manipulation. Silvanites should resort to violence and open confrontation only when pressure of time, situation, or hostile action makes it necessary. Ultimately, the faithful are to keep the Balance-when one must act in one way one day, take the opposing side on another day. Always keep the Balance.
Those aspiring to join the clergy of Silvanus are charged to fight against the felling of forests, banish disease wherever they find it, and defend the trees and plant new ones whenever possible. They are to seek out, serve, and befriend the dryads and learn their names. They are to kill only when needful, for all things in the forest are in balance, to destroy fire adn those who emply it, and to beware orcs and others who bring axes into the forest.
Day-to-Day Activities: Most disturbances of the sacred Balance are due to too-heavy hunting or farming, which bring with them land clearances-essentially population pressures. The greenleaf priesthood is kept busy working to redirect development and control populations through covert sponsorship of brigands, breeding and selective placing of predators, and other means. It is essential that such work is as secretive as possible, so that most folk view the servants of Silvanus as essentially benign lovers of trees. Wildlife breeding, nursing sick animals, and replanting trees and wild shrubs are all work that should be done as publicly as possible to support this perception-and as necessary work to redress the slipping Balance, of course.
To do this work properly, two skills are essential to all Silvanite clergy: learning through instruction and lifelong study the intricate workings of the life-cycles of all living creatures in Faerûn and learning to take the long-term view so that the manifold implications of every action and combination of actions can be seen clearly well into the future. By planning for the long term, Silvanite clergy hope never to take a serious mishap and worsen any shift of the Balance. Superior patience, natural knowledge, and anticipation are the hallmarks of a worthy servant of Silvanus. They are also the qualities that make any Silvanite priest a deadly foe. A Silvanite should never be surprised and always be three or four steps ahead of an opponent, prepared for victories well beyond the battles than an enemy can see.
Holy Days/Important Ceremonies: Priests of Silvanus pray to the Forest Father at all times, though the god seems to respond best to prayers at sunset and in moonlight. Greegrass, Midsummer Night, Higharvestide, and the Night the Forest Walks are holy days to the greenleaf priesthood. The Night the Forest Walks can occur at any time during the year. It is a night when Silvanus is restless, and trees move, streams and ravines change their courses, and caves open and close in the forest. Forest-dwelling monsters are often stirred into action, and forest magic is especially strong and apt to go wild.
Many rituals of worship to the god take place in a crown stand of tall, ancient trees on a hilltop. The god 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 wood must be ceremonially broken and buried-not urned. For example, a cart, wagon, or chair fashioned from the wood or felled trees could become a sacrifice to Silvanus.
The simplest prayer to Silvanus is the Call of Oak, Ash, and Thorn, wherein a priest 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 god, 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 first ceremony is a droning, haunting chant that is repetitive, leaps from sharp to flat in pitch, and increases in power the more worshipers are participating. Its performance always draws woodland creatures to gather in silent witness, laying aside their usual fears and their instincts to prey upon each other. The Song of the Trees heals burned, diseased, and scarred trees-and even, in rare moments of the favor of Silvanus, reerects trees that have fallen or been felled.
The Dryad Dance is a wild ritual of piping, dancing, and carousing that calls out any dryads or hamadryads from the woods around and empowers them to travel far from their trees for a lunar cycle (month) after the dance is performed (though they cannot use their charm ability when more than 360 yards from the tree). Dryads and their trees are healed and revitalized by the dance, and it is rumored that humans and dryads who tryst at this time cause the rapid spead of new oaks trees and the birth of new dryas linked to them.
Sadly, it seems the most often performed ceremony in the Silvanite canon is 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 priest 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.
Major Centers of Worship: The most major center of Silvanite worship is Old Oak Dell in the heart of the Forest of Tethir, due east of Mosstone in Tethyr. Lyon's Oak south of the River Icehilt in Impiltur, where a vast forest has been planted all around by Silvanite clergy, is fast rising to challegnge Old Oak's supremacy. Another strong contender for supremacy is the island of Ilighôn in the Vilhon Reach, where the Emerald Enclave has set up a faith magic zone.
Affiliated Orders: The church of Silvanus does not have any affiliated knightly orders. It has firm connections to several orders of rangers who serve Mielikki, since she in turn serves Silvanus, and its holy groves and forest pool shrines are often guarded by the seldom-seen clergy of Eldath along with the druids and clerics of the greenleaf priesthood. The Emerald Enclave, a large and aggressive society of druids active in the Vilhon Reach, has close ties to the church, but its members considered a tad radical by many Silvanites elsewhere in Faerûn who see their actions as likely to provoke a negative backlash against the Silvanite religion in the future. Finally, the church of Silvanus also has ties with the Harpers, an organization working against the rise of great powers, which tend to endanger all natural life and conditions around them by trying to reshape Fearun, and so endanger the Balance.
Priestly Vestments: The ceremonial dress for both clerics and druisd of Silvanus is a suit of armor made of overlapping leaves. For clerics, the leaves are made of metal plates and the suit functions as a set of scale mail. For druids, the leaves are made of green-tinted leather and the suit functions as leather armor. Either set is worn with green breeches and shirt. The outfit is topped with a large help with oak leaf-shaped wings.
In urban areas, where the clerics outnumber the druids, the standard dress has been simplified to a verdigrised-copper pin worn on the breast when a priest is not involved with the High Ceremonies.
Adventuring Garb: When adventuring, druids and clerics of Silvanus may wear their ceremonial armor or switch to something less flamboyant, depending on their mission. They are usually very practical in their dress, choosing outfits to suit the situation at hand.
Many of the wilder druids take to wearing only a loose, dusty brown cloak made of old hides adorned with feathers and carefully watered, woven-in clumps of mosses from day to day. Sometimes this body cloak is augmented by fur leggings or high boots. This garb, worn by priestesses of the Forest Father, has given rise to tales of wild women of the woods in many places around the Realms.

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