Nature Deities for Druids and Rangers



  • .
    A Complete List of the Nature Deities (Sourced from**"Ed's Answers at Candlekeep"**)

    Rangers, but not druids, may receive spells from one of the deities marked ***

    Faerunian Pantheon
    Auril
    Chauntea
    Eldath
    Garagos***
    Gwaeron Windstrom
    Lurue
    Malar
    Mielikki
    Nobanion
    Shaundakul***
    Shiallia
    Silvanus
    Talona
    Talos
    Tempus***
    Ulutiu
    Umberlee
    Uthgar

    Chultan Pantheon
    Ubtao

    Mulhorandi Pantheon
    Anhur
    Isis
    Osiris
    Sebek
    Set

    Elemental Lords
    Akadi
    Grumbar
    Istishia
    Kossuth

    Elven Pantheon
    Aerdrie Faenya
    Angharradh
    Corellon Larethian***
    Deep Sashelas
    Fenmarel Mestarine
    Rillifane Rallathil
    Shevarash***
    Solonor Thelandira

    Halfling Pantheon
    Arvoreen***
    Cyrrollalee
    Sheela Peryroyl

    Gnomish Pantheon
    Baervan Wildwanderer
    Segojan Earthcaller

    Dwarven Pantheon
    Marthammor Duin***
    Thard Harr

    Other sites linked to from this forum have far more detailed info on each most of these deities. Here follows just a very brief outline of each of these gods, edited to avoid copyright infringement.

    Domains and cleric alignments are taken from the official Narfell list.
    Please PM me with any corrections to be made, I am pretty sure that some of my info will be out of date.

    Most non race-specific faiths allow non-human worshippers, although the non-human deities usually disapprove of members of ‘their’ race worshipping outside their pantheon. This divine disapproval is usually carried through to the nonhuman pantheon’s followers, resulting in a negative attitude ranging from disdain to outright condemnation directed towards those who worship gods in other pantheons. As a result, there are relatively few people who worship outside their own pantheon. Half elves can choose from either the human pantheon or the elven pantheon without encountering disapproval.

    Faerunian Pantheon

    The Gods of Nature
    Main Enemy: the Gods of Fury
    Chauntea
    Silvanus
    Mielikki (Serves Silvanus)
    Eldath (Serves Silvanus)
    Gwaeron Windstrom (Serves Mielikki)
    Lurue (Serves Mielikki)
    Shiallia (Serves Mielikki)

    The Gods of Fury
    Main Enemy: the Gods of Nature
    Talos
    Auril (serves Talos)
    Malar (serves Talos)
    Umberlee (serves Talos)

    Auril
    Frostmaiden, Icedawn, the Cold Goddess
    Lesser Power
    NE
    PORTFOLIO: Cold, winter
    DOMAINS: Air, Evil, Water, Storm
    CLERGY ALIGNMENT: CN, LN, NE
    ALIASES: Saukuruk (among the peoples of the Great Glacier)
    SUPERIOR: Talos
    ALLIES: Talos, Umberlee, Malar
    FOES: At’ar (Amaunator – now dead), Moander (now dead), Sune, Chauntea, Shiallia, Uthgar

    A vain fickle and evil god, love fairness and honour are nowhere in her nature. She makes sport of those who cause offence to her, and those novices who ritually run through a blizzard hoping to gain admittance to her clergy are either embraced by her or left to die from exposure. Clergy members, whether it be through force or persuasion, are expected to make all folk either fear her or worship her. Her power strongest in the icy regions, Auril would like to Toril to be in a state of eternal winter.

    Dogma: Make all Faerun fear the Frostmaiden. Revere the Cold Goddess and sing her praises into any chill breeze or winter wind. Quench fire wherever it is found that all the lands might be covered in ice. Make holes in structures so that my cold winds may enter them. Hide the sun that in the darkness the chill of Auril may slay. Slay any animal at will unless it be an artic creature. Those may be killed only in great need. Commit no wrongs against any of my clergy.

    Chauntea
    The Great Mother, the Grain Goddess, the Golden Goddess, She Who Shapes All
    Greater Power
    NG
    PORTFOLIO: Agriculture, plants cultivated by humans, farmers, gardeners, summer
    DOMAINS: Animal, Earth, Good, Plant, Protection, Renewal
    CLERGY ALIGNMENT: CG, LG, TN, NG
    ALIASES: Earthmother (Moonshae), Jannath, Pahluruk (among the peoples of he Great Glacier), Bhalla (Rashamen)
    SUPERIOR: None
    ALLIES: Lathander, Silvanus, Eldath, Mielikki, Shiallia, Selune, Lurue
    FOES: Talos and the gods of fury (Auril, Umberlee and Malar). Talona, Moander (now dead), Bane, Bhaal (now dead), Myrkul (now dead)

    It is said that from Chauntea’s womb came each natural race to Toril. Widely worshipped by famers and gardeners as the Great Mother of agriculture, Chauntea is everywhere where humans seek to grow things. Her priests display an appreciation of the natural ways and balance, seeing humans and other intelligent life as part of the cycle of nature.

    Dogma: Growing and reaping are part of the eternal cycle and the most natural part of life. Destruction for its own sake and levelling without rebuilding are anathema. Let no day pass in which you have not helped a living thing flourish. Nurture, tend, and plant wherever possible. Protect trees and plants, and save their seeds so that what is destroyed can be replaced. See to the fertility of the earth but let the human womb see to its own. Eschew fire.

    Eldath
    Goddess of Singing Waters, the Quiet One, Mother Guardian of Groves, the Green Goddess, the Mother of the Waters
    Lesser Power
    NG
    PORTFOLIO: Quiet places, springs, pools, peace, waterfalls, druid groves
    DOMAINS: Good, plant, protection, water, Family
    CLERGY ALIGNMENT: NG, CG, CN
    ALIASES: None
    SUPERIOR: Silvanus
    ALLIES: Mielikki, Silvanus, Chauntea, Selune, Lathander
    FOES: Malar, Loviatar, Bane, Amaunator (now dead), Talos, Moander (now dead)

    Eldath’s presence may be felt wherever there is calm. A seldom spoken and enigmatic goddess of a retiring nature, her resolve is unbreakable. Formerly true neutral in alignment, she is a pacifist who will resist and withstand rather than fight, even when threatened. Many of her worshippers are vegetarians and herbalists who will to take the life of no sentient creature.

    Dogma: Peace can only come from within and cannot be taught or imposed. Seek stillness and thereby find peace. Plant trees and green-leafed things and tend such things when they need it, wherever they may be. Nurture and aid, and do not restrict or punish. Work violence only to defend, and slay no thinking life except in direst need. Share with all beings the beneficial things that grow in or come from running water that all may know of and praise Eldath. Give your assistance, shelter and support to all of your faith, to the clergy of Silvanus and Mielikki, and to all those who work to defend ponds marshes and streamside woods.

    Garagos***
    The Reaver, Master of All Weapons, Lord of War
    Demipower
    CN
    PORTFOLIO: War, skill-at-arms, destruction, plunder
    DOMAINS: Destruction, strength, war, chaos
    CLERGY ALIGNMENT: CG, CN, CE
    ALIASES: Targus
    SUPERIOR: None
    ALLIES: None
    FOES: Tempus, Red Knight

    Garagos was the primary war deity of Faerun before being replaced by Tempus. In battle, he rages and looses all sense of mercy. Garagos is more concerned with mad blood lust and the rampant destruction and plundering of war rather than with strategy or tactics, and he is on the verge of falling to outright evil. The teachings of the church revolve around the fact that battle is honourable, retreat cowardly, and peace for fools. His clergy travel around trying to initiate fights.

    Dogma: In every land you enter, seek to awaken blood lust and reaving; spread fear of Garagos and spread the message of his power that guides and assists believers. Bear arms at all times in readiness to shed blood.. Do battle at least once a tenday for the greater glory of Garagos and shed blood even if you cannot slay. Always test the limits of your skill and press it to increase.

    Gwaeron Windstrom
    Master of Tracking, master Interpreter of Woodland Signs, the Tracker, the Tracker Who Never Goes Astray, Mouth of Mielikki
    Demipower
    NG
    PORTFOLIO: Tracking, interpreting woodland signs, rangers of the North
    DOMAINS: Animal, Good, Knowledge, Plant, Travel
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: None
    SUPERIOR: Mielikki
    ALLIES: Arvoreen, Baervan Wildwanderer, Lurue, Fenmarel Mestarine, Mielikki, Shaundakul, Shiallia, Nobanion, Solonor Thelandira.
    FOES: Malar, Vaprak

    Elevated to godhood for his slaying of several manifestations of Malar as a mortal, the taciturn Gwearon is patron of northern rangers and servant of Mielikki. On good terms with those in the elven, halfling, and gnome pantheons whose portfolios closely resemble those of himself, Mielikki and Silvanus, he is Mielikki’s messenger to these pantheons and to mortals in the north also. Gwaeron and his followers tirelessly fight against Malar and all his works, Gwaeron himself considering trolls Malar’s kin and a blight upon Faerun.

    Dogma: (see entry for Mielikki)
    Teachings of the church differ very little from those of Mielikki’s. His followers are equally concerned with managing the wild creatures and humanoids who disrupt the balance as they are with humans and demihumans who do so.

    Lurue
    The Unicorn, the Unicorn Queen, the Queen of Talking Beasts and Intelligent Monsters
    Demipower
    CG
    PORTFOLIO: Talking beasts and intelligent nonhumaniod creatures
    DOMAINS: Animal, good, healing, chaos
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: Silverymoon, Lurae, Yathaghera the Winged Queen
    SUPERIOR: Mielikki
    ALLIES: Chauntea, Baervan Gwaeron Windstrom, Mielikki, Nobanion, Shiallia, Selune, Silvanus
    FOES: Malar

    Lurue is free spirit who explores life with joy. She enjoys light banter, and cunning riddles as she moves through the world looking to discover new things. Although somewhat flighty, her loyalty is unwavering and she will not leave her worshippers to fend for themselves when they need her aid. An intractable foe, she detests Malar and will battle he and his servants at every opportunity. Many of her clergy are adventurers who travel around spreading joy and offering help wherever it is needed.

    Dogma: Life is to be lived with relish and filled with laughter, finding happiness in the pursuit of the unicorn. The sheer wonder of the possible completion of an impossible dream is merit enough for its pursuit, as is a dare merit enough for the acceptance of a quest. The Unicorn is a symbol of hope, joy, salvation, and protection for the needy, forlorn, and forsaken. Offer gifts on impulse, praising all for their strengths and reassuring them in their weaknesses. Through wit and unrestrained joy may evil be diminished.

    Malar
    The Beastlord, Lord of Beasts, the Black-Blooded Pard, the Ravaging Bear
    Lesser Power
    CE
    PORTFOLIO: Hunters, marauding beasts and monsters, blood, blood-lust, evil lycanthropes, stalking
    DOMAINS: Animal, evil, strength, chaos, moon
    CLERGY ALIGNMENT: CE, CN, NE
    ALIASES: The Stalker (Vilhon Reach), Render (Endless Ice and Great Glacier), Blue Bear (Uthgart Barbarians), Herne (orcs of The High Forest)
    SUPERIOR: Talos
    ALLIES: Auril, Talos, Umberlee, Bane, Loviatar
    FOES: Chauntea, Deneir, Eldath, Ilmater, Lurue, Nobanion, Silvanus, Sune, Gwaeron Windstrom, Shiallia, Uthgar

    Malar is a savage deity who revels in the hunt and hungers for the blood of his prey. He delights in instilling fear in his victims. His church is widely loathed since groups devoted to him are a serious threat to the humans and demihumans of the region. Malarites view every significant undertaking as a hunt, and for them, life is the survival of the fittest and the winnowing of the weak.

    Dogma: To achieve dominance in the pack that is society, the strong must exult in the frequent slaying of prey. Weave grand tales to spread the glory of the hunt. Only kill at close quarters, and taste the blood of those you slay. Savagery will ever defeat reason. Work against those who cut back the forest and who kill beasts solely because they are dangerous. Ensure that prey remains plentiful by avoiding hunting the young or pregnant. The weak-minded ‘balance’ extolled by druids allows the inferior to survive. Suffer no (non-evil?) druid to live for they believe not in the survival of the strong.

    Mielikki
    Our Lady of The Forest, the Supreme Ranger, Daughter of Silvanus, the Forest Queen
    Intermediate Power
    NG
    PORTFOLIO: Forests, forest creatures, rangers, dryads, autumn
    DOMAINS: Animal, good, plant, travel
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: Khelliara (Rashamen), Khalreshaar (elven pantheon)
    SUPERIOR: Silvanus
    ALLIES: Eldath, Silvanus, Shiallia, Gwaeron Windstrom, Lurue, Chauntea, Shaundakul, Lathander
    FOES: Malar, Talona, Talos, Moander (now dead), Myrkul, (now dead)

    Mielikki is a good-humoured goddess, quick to smile and confident in her actions. She is fiercely loyal to and protective of those she calls her friends but considers carefully before including someone among them. The patron of rangers, she is worshipped by humans, half elves, some sylvan creatures, a few bards, the occasional elf, and many harpers. While she knows death is part of the cycle of life, she is not as hard-hearted as Silvanus and often intervenes to cure the injuries of a creature because she finds them hard to bear. Her faithful are seen to be far more tolerant of civilization than are those of Silvanus and tend to be at peace with all other sylvan faiths with the exception of the followers of Malar, who they call the Bloodgod.

    Dogma: Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Embrace the wild and fear it not, because the wild ways are the food ways. Keep the Balance and learn the hidden ways of life, but stress the positive and outreaching nature of the wild. Do not allow trees to be needlessly felled or the forest burned. Live in the forest and be a part of the forest, but do not dwell in endless battle against the forest. Protect the forest life, defend every tree, plant anew where death falls a tree, and restore the natural harmony that fire-users and woodcutters often disrupt. Live as one with the woods, teach others to do so, and punish and curtail those that hunt for sport or practice cruelties on wild creatures.

    Khalreshaar

    (from Demihuman Deities - Elven Pantheon)
    Mielikki is known as Khalreshaar on Evermeet, the island retreat of the elves. In this aspect she serves Rillifane rather than Silvanus, performing errands for the Leaflord when haste is required. Although she is something of an interloper in the elven pantheon, there are legends of a female human druid who was killed while she defended the elven forests against the advance of civilization, and that this druid was elevated to the ranks of the Seldarine for this service.

    There is a cult composed primarily of half-elves that has been growing in strength since The Time of Troubles (1358 DR). This cult has been giving credence to myths that Mielikki is the daughter of Silvanus and Hanali Celanil (elven godess of romantic love and beauty) and have begun to worship her as a true half-elven deity. This dismays many elves.

    (from Faiths and Avatars - Faerunian Pantheon)
    Mielikki’s followers added ‘Daughter of Silvanus’ to her titles as an honorarium and Mielikki herself looks upon him as a father figure. Inaccurate legends have sprung up to explain this title, saying that she is in fact the child of Silvanus and Hanali Celanil.

    Nobanion
    Lord Firemane, King of The Beasts, King of Lions and Strong Beasts, The Lion King, Lord of Gulthmere Forest, Guardian of The Vilhon Reach
    Demipower
    LG
    PORTFOLIO: Royalty, lions and feline beasts, good beasts
    DOMAINS: Animal, good, law, nobility
    CLERGY ALIGNMENT: LG, LN, NG
    ALIASES: None
    SUPERIOR: None
    ALLIES: Balador, Ferrix, Gwaeron Windstrom, Lurue, Mielikki, Sharess, Shiallia, Silvanus, Tapann, Torm, Tyr, Water Lion
    FOES: Malar

    Nobanion is a noble and regal creature who radiates both power and gentleness and who will put at ease any who approach him in good faith. As with Lurue, most of his faithful, his pride, are beasts rather than humans. He leads by example, doing what is right and hoping that his followers will for themselves choose good over evil, order over chaos, and action over inaction, without forcing this on them. Nobanion reserves his hatred for Malar and would hunt him to extermination if he had sufficient resources to do so. To him, Malar is the perversion of all that is noble and natural in beasts.

    Dogma: The law of the jungle is that only the strong survive, but they survive best by being leaders, not tyrants, by protecting the weak, not bullying them. All creatures should be encouraged to find their assigned roles in which their strengths lie. The strongest force of all is the strength of teamwork and community that comes from the cooperation between beings of differing strengths. Respect among the pride is the product of conducting ones self with dignity, honour, and integrity. Harmony with nature and with one another is the product of living creatures demonstrating compassion and tolerance. Life itself is one being formed by the linkage of all living things through the cycle of life. All shall have plenty if they hunt only to satisfy their hunger and waste nothing.

    Shaundakul***
    The Rider of Winds, the Helping Hand
    Lesser Power
    CN
    PORTFOLIO: Travel, exploration, long-range traders, portals, miners, caravans
    DOMAINS: Air, protection, travel, chaos, portal, trade
    CLERGY ALIGNMENT: CE, CG, CN
    ALIASES: None
    SUPERIOR: None
    ALLIES: Akadi, Mielikki, Selune, Shervash, Solonor Thelandira, Tymora, Gwaeron Windstrom, Shiallia, Lurue, Nobanion
    FOES: Beshaba, Shar

    Shaundakul is kind but stern, a god who prefers to let his deeds do his talking for him. He is possessed of a rugged sense of humour that sometimes comes to the fore. He His faith is on the upswing in part because of his willingness to personally recruit worshippers while manifesting in the world in physical form. The church of Shaundakul attracts many brave adventurers and daring explorers to its ranks. Members are to spread his teachings by example.

    Dogma: Trust in the helping hand, aiding those you meet as you ride the wind, going wherever it blows. Seek out the treasures of the earth and the sea as you journey the world over distant horizons to lands yet undiscovered. You know the wonder of the world when walk where none others have tread and are the first to see the many varied landscapes and other treasures that reside there.

    Shiallia
    Dancer in The Glades, Daughter of The High Forest, Sister Goddess, The Lady of The Woods
    Demipower
    NG
    PORTFOLIO: Woodland glades, woodland fertility, growth, the High Forest, Neverwinter Wood
    DOMAINS: Animal, good, plant, renewal
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: None
    SUPERIOR: Mielikki
    ALLIES: Chauntea, Eldath, Gwaeron Windstrom, Lurue, Mielikki, Silvanus, Tapann, Tree Ghost (Uthgar)
    FOES: Auril, Malar, Talona, Talos

    Virtually unknown outside the High Forest, Shiallia is the patron and caretaker of pregnant forest creatures. When she is not tending to their needs, she may often be found frolicking with them or dancing through the woods, or planting seeds and caring for seedlings. Fiercely protective of her charges, she rejoices in life and shields against death. She has a special enmity for Talona whose want it is to take away the life she nurtures, and for Malar, who she regards as an insane killer. Her priests go wherever natural life needs a helping hand.

    Dogma: The shape of the world is dictated by nature; therefore the creatures of the world should be concerned only with survival. Procreation is the true purpose of life.
    As part of the natural cycle, death is not to be feared. However, the birth of new life, and all life, is to be nurtured and encouraged at every opportunity.

    Silvanus
    Oak Father, the Forest Father, the Old Oak, Treefather, Old Father Tree
    Greater Power

    TN
    PORTFOLIO: Wild nature, druids
    DOMAINS: Animal, plant, protection, water, renewal
    CLERGY ALIGNMENT: CN, LN, TN, NE, NG
    ALIASES: None
    SUPERIOR: None
    ALLIES: Eldath, Mielikki, Chauntea, Lathander, Lurue, Nobanion, Talos, Talona
    FOES: Malar, Moander (now dead)

    Equal in power to Chauntea, Silvanus is the Faerunian god of untamed nature. He is served by Mielikki and Eldath, the three of them working together with trust and affection for each other. Towards his faithful he displays a paternalistic nature. To those who threaten the wilds he shows his wrath, and such people are often found on the outskirts of the forest having been torn apart by wild animals. Silvanus takes pride in his true neutrality and tends to favour druids over clerics.

    Dogma: All life exists within cycle, skilfully and perfectly balanced. Silvanus sees and balances all, portioning out life and death with water and drought, with fire and ice. It is the duty of the faithful to see the sacred Balance of the cycle as clearly as possible, to teach others to see it, and to work against any who would upset it. Hold your distance and take in the total situation, rather then latching on to the popular idea what is best. Side with the natural state of matters against any civilizing force; watching, anticipating, and quietly manipulating. Resort to open confrontation and violence only when time pressures or hostile action make doing so absolutely necessary. Kill only when needful as doing otherwise disrupts the balance. Defend the forest, banishing disease, fighting against the felling of trees and planting new ones as often as can be. Destroy those who bring axes and fire into the forest.

    Talona
    Lady of Poison, Mistress of Disease, She of the Deadly Kiss, Mother of all Plagues
    Lesser Power
    CE
    PORTFOLIO: Disease, poison
    DOMAINS: Destruction, evil, chaos, suffering
    CLERGY ALIGNMENT: CE, CN, NE
    ALIASES: Kiputytto
    SUPERIOR: None
    ALLIES: Bane, Bhaal (now dead), Shar
    FOES: Chauntea, Loviatar, Mielikki, Silvanus, Sune, Lliira, Kelemvor, Try, Shiallia

    Where the old crone that is Talona walks, misfortune and death will surely follow. More feared than worshipped, she is offered appeasements that she might overlook those who offer them to her. When insecure, she unleashes a plague that will bring in the prayers that on Toril are directly tied to the power of the gods. A twisted and loathsome deity, Talona’s power wanes and waxes in a cycle of indifference, devastation and appeasement. Talona delights in any setbacks suffered by Loviatar and has been know to help goodly adventurers where she thinks that they will damage the reputation of Loviatar. Talona’s clergy tend to be self sufficient, cruel and sadistic. The teachings of the church revolve around the fact that although life and death are in balance, death is more powerful and should be given due respect.

    Dogma: Her strength in weakness and wasting, Talona works from within you. Whether your works be subtle or spectacular, all should know that they come from Talona. For the faithful of Talona, pain is to be as pleasure. Let all living things learn respect for the Mistress of Disease. Talona’s clergy will intercede for those who pay homage to her both with offerings of material items and worship, and she will spare them for the moment. Regardless of whom you worship or serve, or whom you claim to serve, Talona is with you always.

    Talos
    The Destroyer, the Raging One, the Stormstar, the Storm Lord
    Greater Power
    CE
    PORTFOLIO: Storms, destruction, rebellion, conflagration, earthquakes, vortices
    DOMAINS: Destruction, evil, fire, chaos, storm
    CLERGY ALIGNMENT: CE, CN, NE
    ALIASES: Bhaelros (Calimshan), Kozah (Auronoch, among the Bedine), Malyk (the Underdark)
    SUPERIOR: None
    ALLIES: Auril, Malar, Umberlee, Velsharoon
    FOES: Chauntea, Lathander, Mystra, Sune, Deneir, Gond, Helm, Mielikki, Oghma, Silvanus, Try, Eldath, Shiallia

    Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in the wild destruction of nature whether through burning, breaking, flooding, killing, or any other method of destruction. Often petty and vengeful, the Storm Lord is a powerful bully and is often motivated by rage and the desire never to appear weak or compromising in any way to his followers. As with other of the CE gods, his name is invoked by those who wish to avoid his attentions.

    Dogma: Life is a combination of random effects and chaos, so grab what you can when you can, because Talos may take you to the afterlife at any moment. Warn others that Talos commands the fury of all Faerun and preach his might. By showing unto others the destruction caused by Talos and even the slightest of his servants, they will realise that one cannot afford to ignore Talos, for he is to be feared and all must worship him. Talos’s faithful will walk unharmed through the furies of gales, hailstorms, winds, floods, droughts, blizzards, hurricanes, and other natural dooms. They are to do so in public whenever possible so that others might see for themselves the power of Talos that protects those who offer him energetic prayer.

    Tempus***
    Lord of Battles, Foehammer
    Greater Power
    CN
    PORTFOLIO:
    DOMAINS: : Protection, strength, war, chaos
    CLERGY ALIGNMENT: CE, CG, CN
    ALIASES: Tempos (among the barbarians of Icewind Dale)
    SUPERIOR: None
    ALLIES: The Red Knight, Valkur the Mighty, Nobanion, Gond, Uthgar
    FOES: Garagos

    A strong, robust and exuberant god, Tempus is regularly venerated by all warriors regardless of faith or alignment. He enjoys eating, drinking and hunting, though battle remains his favourite activity. Deeply honourable, he abides by his own warriors code in battle. Tempus governs the tide of war and dispenses his favours at random, his chaotic nature favouring all sides equally in time. He respects his opposite, Eldath, and any of his faithful who perpetrate abuses of her, her servants, or her holy places, will be punished.

    Dogma: War is a natural force, the consequence of civilization, and it is not to be feared. War is not be waged without thought; the consequences are first to be considered. Take up arms to safeguard that which you believe in, lest it be destroyed. Those who avoid strife and do not stand up for their beliefs cause more damage than do tyrants and warlords. Never seek to avoid battle, but do retreat where there is no hope of your victory. Tempus helps the deserving warrior win battles and favours those who acquit themselves honourably in battle. Respect all foes and disparage none, for all may have courage in battle whatever be their age, sex, race or religion. Arm all for whom battle is necessary, even be they your foe. Destroying the home, family or livestock of your foe while he is not there are craven tricks, as is attacking from the rear save when one is vastly outnumbered. There is no sense in the gradual wearing down of a force where decisive victory over one foe can halt the battle quickly. In any given battle, each person may either become a great hero or one of the fallen. Thus is war fair.

    Ulutiu (slumbering)
    The Lord in the Ice, the Eternal Sleeper, Father of the Giants' Kin
    Demipower
    LN
    PORTFOLIO: Glaciers, frozen seas, polar environments, artic dwellers
    DOMAINS: Animal, protection, strength, law, ocean
    CLERGY ALIGNMENT: LE, LG, LN
    ALIASES: None
    SUPERIOR: None
    ALLIES: Othea (dead)
    FOES: Annam

    It has been four thousand years since Ulutiu last manifested in the Realms. The minor sea god lived a life of peaceful reflection, his days spent drifting upon the seas in a barge of ice. He took Othea as his lover and she bore him the four children who later founded the giant-kin dynasties. Her husband, Annam All Father, threatened to kill them both, but he instead accepted instead Ulutiu’s voluntary exile.

    Dogma: No person is the superior of another, save for Ulutiu’s priests, who are his representatives on this world and who stand in positions of leadership to pass on his wisdom to his people. Animals share the same emotions, thoughts and morals as people, albeit that Ulutiu has them express these things differently. Because animals are children of Ulutiu, they must be respected and any disrespect of them risks his wrath. People and animals have a life essence called pokulu. When they die, their pokulu passes on to Ulutiu and becomes part of him.

    Umberlee
    The Bitch Queen, Sea Queen, Queen of the Depths
    Intermediate Power
    CE
    PORTFOLIO: Oceans, currents, waves, sea winds
    DOMAINS: Destruction, evil, water, chaos, ocean, storm
    CLERGY ALIGNMENT: CE, CN, NE
    ALIASES: None
    SUPERIOR: Talos
    ALLIES: Auril, Malar, Talos
    FOES: Selune, Valkur the Mighty, Chauntea, Sune

    Malicious, mean, and evil, Umberlee is the terror of sailors and coastal dwellers everywhere. She breaks agreements on a whim and takes great pleasure in watching others die by drowning or in the jaws of sea predators. Vain and desirous of flattery, she is greedy for power and revels in exercising it. Weresharks are her creations, and theirs is one of the few races that worship her out of admiration rather than fear

    Dogma: All should know the Bitch Queen and fear her. Spread word of her might that folk will fear the wind and waves that can reach everywhere when she is wrathful. No service may be done in her name without price. Those who travel the sea had best be willing to pay both fair offerings and their respects to Umberlee for travelling the savage place that is her domain. Those who do so will meet with fair winds whereas those who do not will find that the sea is as cold as Umberlee’s heart. Those who attribute sea and shore storms to Talos are to be slain.

    Uthgar
    Father of the Uthgardt, Battle Father, Honour Father, Master of the Beast Virtues, Son of Beorunna, Son of Tempus
    Demipower
    CN
    PORTFOLIO: The Uthgardt barbarian tribes, physical strength
    DOMAINS: Animal, strength, war, chaos, retribution

    ALIASES: None
    SUPERIOR: None
    ALLIES: Tempus
    FOES: Malar, Auril

    Father of the Uthgardt barbarians of the Savage Frontier, Uthgar is a proud, fierce, and independent warrior who takes delight in sensual pleasures, his hearty laugh ringing out when he hears a good joke. He hunts with the warrior spirits he has called to domain, with much eating, drinking and merriment taking place in his feasthalls. He loves the Uthgardt people and will go to any lengths to protect them when they are threatened. Uthgar’s clergy must have the alignment of the beast totem of their tribe as detailed above.

    Dogma: From tribe to tribe, dogma varies slightly depending on the barbarian virtues emphasized by the beast totem

    Strength is everything. Civilization is weakness. Family is sacred. It is the duty of men to fight, hunt, raid and otherwise provide for their wives and families. Shun those who call upon arcane magic as an evil and false path that leads weakness, then to death and ruin, as they call upon magic to accomplish things that should be done with their own hands. Venerate Uthgar, Beorunna, your ancestors, and the beast spirit that guides your tribe. Make the raw power and wisdom of the beast your own. Make the others of your tribe listen to the wise words your ancestors speak by making them fear and respect your power and knowledge.

    Chultan Pantheon

    Ubtao
    Creator of Chult, Founder of Mezro, Father of the Dinosaurs
    Greater Power
    TN
    PORTFOLIO: Creation, the labyrinth of life, jungles, the Jungles of Chult, the Tabaxi, dinosaurs
    DOMAINS: Plant, protection, planning, scalykind
    CLERGY ALIGNMENT: CN, TN, NE, NG, LN
    ALIASES: None
    SUPERIOR: None
    ALLIES: Thard Harr
    FOES: Eshowdow, Sseth

    Ubtao is the patron deity of Chult, endlessly patient and rarely emotional. The Father of the Dinosaurs distances himself emotionally from both mortals and other deities, and he seems to stand aloof from the daily doings of the world and his followers. The many jungle spirits worshiped in Chult are all aspects of Ubtao.

    Dogma: Ubtao created the jungle as a test for his people, a maze for them to pass through on their way to a heavenly afterlife. Learn the maze that represents your life, for you must know it when you meet Ubtao in the afterlife. Understand your place in the jungle, represented by your maze. Respect the dinosaurs for they are Children of Ubtao, agents of his will and gifts of his bounty

    Mulhorandi Pantheon

    Anhur
    General of the Gods, Champion of Physical Prowess, Supreme Marshall of All Armies, the Falcon of War, God of War Thunder Rain and Storms
    Lesser Power
    CG
    PORTFOLIO: War, conflict, physical prowess, thunder, rain, storms
    DOMAINS: Good, strength, war, chaos, storm
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: Ramathant (Thay), Ramman, Rumathep, Ramatep (Unther)
    SUPERIOR: None
    ALLIES: Bast (Sharess), Nephthys
    FOES: Set, Sekolah, Assuran (Hoar)

    Anhur is a both a god of strategic planning and prowess in battle, and he calls upon his followers to defend Mulhorand and to oppose that nation’s enemies, especially Thay.

    Priests are to defend Mulhorand.

    Isis
    Bountiful Lady, Lady of All Love, Mistress of Weather, Lady of Rivers, Mistress of Enchantment
    Intermediate Power
    NG
    PORTFOLIO: Weather, rivers, agriculture, love, marriage, good magic
    DOMAINS: Good, magic, water, family, storm
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: Isharia (Thay), Ishtar (Unther)
    SUPERIOR: None
    ALLIES: Bast (Sharess), Hathoer, Horus-Re, Nephthys, Osiris, Thoth
    FOES: Sebek, Set

    The clergy of Isis is to encourage love, affection, and marriage in the citizens of Mulhorand and Unther.

    Osiris
    Lord of Nature, Judge of the Dead, the White Crown, Reaper of the Harvest
    Intermediate Power
    LG
    PORTFOLIO: Vegetation, death, the dead, justice, harvest
    DOMAINS: Good, plant, law, repose, retribution
    CLERGY ALIGNMENT: LG, LN, NG
    ALIASES: Osriant (Thay), Ozrikotep (Unther)
    SUPERIOR: None
    ALLIES: Hathor, Horus-Re, Isis, Nephthys, Thoth
    FOES: Mask, Set

    Mulhorandi lord of the dead. He and his followers are most concerned with the preparation and burial of the dead, as well as presiding over the gathering of the harvest. His followers act as Mulhorand’s judges and are well known for their fairness and impartiality.

    Sebek
    Lord of Crocodiles, The Smiling Death
    Demipower
    NE
    PORTFOLIO: River hazards, crocodiles, werecrocodiles, wetlands, rivers
    DOMAINS: Animal, evil, water, scalykind
    CLERGY ALIGNMENT: CN, LN, NE
    ALIASES: Sebethant (Thay), Sebakar (Unther)
    SUPERIOR: None
    ALLIES: None
    FOES: Anhur, Bast (Sharess), Geb, Hathot, Horus-Re, Isis, Nephthys, Osiris, Thoth

    Sebek is a weak and little-known deity, despised by all the others in his pantheon, including even Set. He is physically strong and cruel, yet oddly insecure due to his lowly standing in his pantheon. He is mainly worshiped by Mulhorand’s and Chessenta’s small population of werecrocodiles.

    His worshipers are commanded to slay any intruders in their chosen wetlands and to terrify helpless populations into propitiating and making sacrifices to Sebek.

    Set
    Lord of Evil, Defiler of the Dead, Lord of Carrion, Father of Jackals, Brother of Serpents, Outcast of The Gods, King of Malice
    Intermediate Power
    LE
    PORTFOLIO: Evil, the desert, desert storms, destruction, drought, night, rot, predators and eaters, snakes, hate, malice, betrayal, evil, magic, ambition, poison, murder
    DOMAINS: Air, evil, magic, darkness, hatred, law, scalykind
    CLERGY ALIGNMENT: LE, LN, NE
    ALIASES: Typhon (Thay and Unther), Gilgeam
    SUPERIOR: None
    ALLIES: Tiamat
    FOES: Anhur, Hathor, Horus-Re, Isis, Osiris, Nephthys, Thoth

    Set is the main force for evil in the Mulhorandi and is now mainly worshiped by those desirous of his dark and evil magic and the power it brings, as well as those who must travel through deserts. He and his followers plot to overthrow the Mulhorandi government and pantheon and place themselves in the seats of power.

    Dogma: Priests of Set are charged to destroy the priesthoods of Horus-Re and Osiris, and to spread the cult of Set throughout the realms. They are to sacrifice both wealth and sentients to him. Initiates to the faith are taught that the end justifies the means, and life is a struggle to be won by the powerful and the ruthless. Loyalty to ones comrades is admirable so long as it advances the cause of Set.

    Elemental Lords

    Akadi
    Queen of Air, the Lady of Air, Lady of the Winds, Queen of Air Elementals
    Greater Power
    TN
    PORTFOLIO: Elemental air, air elementalists, movement, speed, flying creatures
    DOMAINS: Air, travel, trickery, illusion
    CLERGY ALIGNMENT: CN, LN, NE
    ALIASES: Teylas (Hordelands)
    SUPERIOR: None
    ALLIES: Aerdrie Faenya, Quorlin, Remnis, Shaundakul, Stillsong, Stronmaus, Syranita
    FOES: Grumbar

    Akadi is the elemental embodiment of air and one of the four elemental deities worshipped in Faerun. All the elemental lords are relatively uncaring towards their followers. The church of Akadi is organized into small sects that follow a particularly charismatic Akadian. The teachings of the Akadian church equate to a doctrine of finding one’s own enlightenment. The one thing they are adamant about is that no member of the faith should be shackled or imprisoned as such circumstances rapidly lead to depression among the faithful.

    Dogma: The eternal Akadi is change personified and a new side of her is revealed every day. It is the inherent right of every living thing that they should be free to go where they will as they drift on the wind that is life. One should endeavour to emulate the flexibility shown by Akadi and should inviestigate each thing that is of interest to you. With each new day you may create your life anew in praise of Akadi and to your own benefit also. Travel the wind and spread the word of Akadi in order that others may see your works, and, through them, the fresh new life that she brings. Creative solutions may be found when problems are looked at from many angles.

    Grumbar
    Boss of Earth, Earthlord, Gnarly One, King of the Land Below the Roots, Boss of the Earth Elementals
    Greater Power
    TN
    PORTFOLIO: Elemental earth, earth elementalists, solidity, changelessness, oaths
    DOMAINS: Earth, (protection), cavern, metal, time
    CLERGY ALIGNMENT: CN, TN, NE, NG, LN
    ALIASES: Etugen (hordelands)
    SUPERIOR: None
    ALLIES: Geb, Garl Glittergold, Dumathoin, Kurtulmak, Laduguer, Urogalan, Skoraeus Stonebones
    FOES: Akadi, Urdlen

    Grumbar is the elemental embodiment of earth. The church of Grumbar is organized into small sects known as Holds, each comprising seven clerics, seven monks, and seven rangers and as many laity as can be supported. Those who follow the Earthlord can often be found in public preaching against evils of boarding ships and setting sail to uncharted lands, preferring exploration on the continent of Faerun. The teachings of the church are built around a strong resistance to change.

    Dogma: The eternal Grumbar is perfect and unchanging. One should endeavour to become more like the eternal one, denying change. The stability of society is founded upon your oath that is unbreakable once given. When one’s word is broken there is a crack in the bedrock of civilization. Go forth and spread the word of Grumbar in order that others may see your works, and, through them, the stability and safety that he brings.

    Istishia
    The Water Lord, God-King of the Water Elementals
    Greater Power
    TN
    PORTFOLIO: Elemental water, water elementalists, purification through cleansing, wetness
    DOMAINS: Destruction, travel, water, ocean, storm
    CLERGY ALIGNMENT: CN, TN, NE, NG, LN
    ALIASES: None
    SUPERIOR: None
    ALLIES: Deep Sashelas, Trishina, Eardo, Persana, Shekinester, Surminare, Valkur the Mighty, Water Lion
    FOES: Kossuth

    Istishia is the elemental embodiment of water. He represents the nature of slow change over time, and the ability of water to enact change. The teachings of the church are built around a belief that everything is interconnected and cyclical, that each element has its place, but that water triumphs over all of them because although it may be transformed by its environment, it transforms the environment it is in while still retaining its essential nature. Water always triumphs, for earth dissolves through water, fire is extinguished even by steam, and air becomes clouds and then rain, completing the eternal cycle.

    Dogma: The eternal Istishia acknowledges change but holds to his essential nature. Be the best you can be and carry this message of personal excellence to the world rather than trying to be other than you are. No force is required to spread the truths of Istishia through the land for they will travel as naturally as the rains flow down clefts in the land from the mountains to the ocean. Although some answers will come to you only in the next world, the mysteries in this one are here for your musing and your enjoyment. Be mindful that the cycles of fate mirror the cycles of life; your actions are not made without consequences.

    Kossuth
    The Lord of Flames, the Firelord, the Tyrant Among Fire, Tyrant Among Fire Elementals.
    Greater Power
    TN
    PORTFOLIO: : Elemental fire, fire elementalists, purification through fire
    DOMAINS: Destruction, fire, renewal, suffering
    CLERGY ALIGNMENT: CN, LE, LG, LN, TN, NE, NG
    ALIASES: None
    SUPERIOR: None
    ALLIES: Amaunatur (dead), Flandal Steelskin, Moradin, Surtr
    FOES: Istishia

    Kossuth is the elemental embodiment of fire. Unlike the other elemental lords, he gives greater rewards to those of his faithful who have been long in his service or who have given him large sacrifices. The teachings of the church are built upon the belief that that ambition and power are desirable, with hardship along the way to gaining them being inevitable.

    Dogma: The eternal Kossuth sends his pure fire to cleanse us all and temper our souls to a more pure state. Emulate those above you in Kossuth’s service for in doing so you too may achieve a higher state by proving your worth. Endure the difficulty and pain that test you as you strive to rise to the challenge. Find the purpose of your life and work towards it without cease. Eternal rewards will come to those who give themselves totally to the cause. Guide the teeming masses to the pure light that is Kossuth so that he may reforge all life into its essential form, and complete order and harmony will follow.

    Elven Pantheon

    Aerdrie Faenya
    The Winged Mother, Lady of Air and Wind, Queen of the Avariel, She of the Azure Plumage, Bringer of Rain and Storms
    Intermediate Power
    CG
    PORTFOLIO: Air, weather, avians, rain, fertility, avariel
    DOMAINS: Air, animal, good, chaos, elf, storm
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: Angharradh
    SUPERIOR: Corellon Larethian
    ALLIES: Akadi, Cyrrollalee, Eachthighem, Eilistraee, Fionnghuala, Isis, Koriel, Lurue, Remnis, Shaundakul, Sheela Peryroyl, Syranita, Stillsong, the Seldarine, various Animal Lords
    FOES: Talos and the gods of fury (Auril, Malar, Umberlee), the drow pantheon (except Eilistraee)

    Though all elves venerate her, there are very few who take her as their patron deity. She does watch over those elves who take flight and may slow the fall of elves and other of her worshipers who fall from a great height. However, her primary interest is in experiencing the joy of the air rushing past her as she files. She is a free spirit, heeding her impulses, and is seen as distant and flighty, and the most chaotic of the Seldarine.

    Dogma: The ever-changing expanse of the sky is the precious gift of the Lady of Air and Wind. In chaos there is the birth of new life, and in change there is beauty. Respect those who reside with the Winged Mother and treasure the creatures who soar on her tresses. Launch yourself into her arms and play amidst the moving clouds. Rise, drift, swoop, and savour the freedom that She has bestowed. The air is the breath of life.

    Angharradh
    The Triune Goddess, the One and the Three, the Union of the Three, Queen of Arvandor
    Greater Power
    CG
    PORTFOLIO: Spring, fertility, planting, birth, defence, wisdom
    DOMAINS: Good, knowledge, plant, protection, chaos, elf, renewal
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: Aerdrie Faenya, Hanali Celanil, Sehanine Moonbow
    SUPERIOR: Corellon Larethian
    ALLIES: Berronar Truesilver, Chauntea, Cyrrollalee, Eilistraee, Lurue, Mielikki, Milil, Mystra, Oberon, Selune, Sharindlar, Sheela Peryroyl, Silvanus, Sune, Titania, Yondalla, the Seldarine
    FOES: Auril, Malar, the Queen of Air and Darkness, Talos, Umberlee, the drow pantheon (except Eilistraee), the goblinkin pantheons

    Angarradh was fused from the merging of three greatest elven goddesses that occurred so that they might heal Corellon after he was struck by an arrow directed by Araushnee (now Lolth). Venerated primarily by moon elves and half moon elves, she is both three distinct goddesses and a goddess in her own right. The other elven subraces rarely give homage to the Union of the Three. While moon elves consider Angarradh Corellons’s consort and co-ruler of the Seldarine, other elves have Sehanie in this position.

    The Triune Goddess’s nature reflects those of each of the Three, and she presents different aspects depending upon the situation. In spring and during harvest time she is a fertility goddess. In wartime, she is a grim warrior deity. When wisdom is required, she is a source of guidance and council. Most priests of the Triune Goddess are affiliated with one of her aspects in particular, and their activities reflect this.

    Dogma: Strength is the product of unity and diversity. The One and the Three are to be celebrated for their shared goals and for their individual aspirations. Through the fusion of diverse talents and pursuits, imagination, innovation and life are stimulated. Work together to defend the homes of the people from those who would work evil and be ever vigilant against the Spider Queen.

    Corellon Larethian***
    Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor
    Greater Power
    CG
    PORTFOLIO: Magic and elven magic, music, arts, crafts, war, the elven race (especially gold elves), poets, poetry, bards, warriors
    DOMAINS: Good, magic, protection, war, chaos, elf
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: None
    SUPERIOR: None
    ALLIES: Chauntea, Cyrrollalee, Eilistraee, Emmantiensien, Carl Glittergold, Horus-Re, Lathander, Lurue, Mielikki, Milil, Moradin, Mystra, Oberon, Selune, Shiallia, Skerrit, Silvanus, Sune, Tapann, Titania, Tyr, Ubtao, Yondalla, the Seldarine
    FOES: Cyric, Talos, Malar, Moander, the Queen of Air and Darkness, the drow pantheon (except Eilistraee), the orc and goblinkin pantheons

    The leader of the elven pantheon, Corellon Larethian is said to have given birth to the entire elven race. Venerated by all elves except drow and those who have turned to dark powers, he personifies the highest ideals of elvenkind. Priests of Corellon are expected to serve actively in the defence and artistic development of elven communities and to work to mediate disputes that arise among the Fair Folk or between the elves and other sylvan deities.

    Dogma: Dare to launch yourself forth that the song of joy and the dance of freedom will be your wings. Be in search of new experiences that you may guard against the monotonous repetition that is as a slow death. Allow your spirit to frolic unrestrained in binging forth the art and craft that will surround folk with beauty. It is for elves to craft the untold mysteries of magic and to act as the custodians of this knowledge. Be a barrier to those who would destroy the natural and mystical world. Ever be ready to meet any return of the banished darkness with strength of arms and the might of magic. Shield yourself from the corruption from within that through the machinations of The Spider Queen led to the descent.

    Deep Sashelas
    Lord of the Undersea, the Dolphin Prince, the Knowledgeable One, Sailors Friend, the Creator
    Intermediate Power
    CG
    PORTFOLIO: Oceans, sea elves, creation, knowledge, underwater and sea elven beauty, water magic DOMAINS: Good, knowledge, water, chaos, elf, ocean
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: None
    SUPERIOR: Corellon Larethian
    ALLIES: Cyrrollalee, Eadro, Eilistraee, Istishia, Persana, the Seldarine, Surminare, Syranica, Trishina, Valkur, Water Lion, various Animal Lords
    FOES: Blibdoolpoolp, Demogorgon, Sekolah, Panzuriel, Umberlee, the drow pantheon (except Eilistraee)

    Deep Sashelas is the patron of sea elves, whom he created by modifying those created by Corellon. A charismatic leader, he is a highly creative deity whose artistic creations come in the form of islands and reefs formed by his altering continental rifts, tinkering with undersea volcanoes, and so forth.

    Dogma: Swim the deep oceans and the coastal seas. Revel in the wonder of creation and add to its countless facets. Exult in the life and the constantly changing beauty of the bountiful Undersea. Do not try to hold onto that which changes, simply love the change itself. Follow the way of the dolphin. Find others who honour his ways and join with these fellow swimmers against those who see only the darkness of the deeps. Reasonable folk in are to be encouraged in their use of the seas. Those who would pollute it or hoard its riches are to be battled.

    Fenmarel Mestarine
    The Lone Wolf
    Lesser Power
    CN
    PORTFOLIO: Feral elves, outcasts, scapegoats, isolation and isolationists
    DOMAINS: Animal, plant, travel, chaos, elf
    CLERGY ALIGNMENT: CE, CG, CN
    ALIASES: None
    SUPERIOR: Corellon Larethian
    ALLIES: Eilistraee, Gwaeron Windstrom, the Seldarine, various Animal Lords
    FOES: The drow pantheon (except Eilistraee)

    Fenmarel Mestarine is a solitary god who dislikes the company of others. He is sullen and serious, bitter and cynical. A strained relationship with Corellon prompted his living apart from the rest of the Seldarine. He is closest to Solonor and Shervash in their united opposition of Lolth. His worshipers are those who are outcasts from elven society and among his followers there are many who live in isolated tribes. When his faithful pass through elven society, they are often considered to be little better than out-laws, even if their exile is voluntary.

    Members of the clergy have few formal responsibilities. They instruct elves in the skills first taught by Fenmarel, including stealth, wilderness survival, deceptions and guerrilla tactics, and the use poisons to remove enemies with subtlety. Other than that, they are expected to ensure their personal survival.

    Dogma: Those who forge their own path will find the world a harsh and unforgiving place. For your protection, rely on those skills taught to you by Fenmarel; camouflage, deception and secrecy. Following his way is the path to self-sufficiency. Do not trust in others for protection as betrayal comes easily. Do not shy away from hard work. In the product of your labour you will prove your worth to yourself

    Rillifane Rallathil
    The Leaflord, the Wild One, the Great Oak, the Many-Branched, the Many-Limbed, Old Man of the Yuirwood Intermediate Power
    CG
    PORTFOLIO: Woodlands, nature, wild elves, druids
    DOMAINS: Good, plant, protection, chaos, elf
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: Bear, Eagle, Raven, Wolf, Relkath of the Infinite Branches, Magnar the Bear
    SUPERIOR: Corellon Larethian
    ALLIES: Baervan Wildwanderer, Cyrrollalee, Eilistraee, Eldath, Emmantiensien, Mielikki, Sheela Peryroyl, Silvanus, Skerrit, Oberon, Osiris, Titania, Verenestra, the Seldarine, various Animal Lords
    FOES: Malar, Moander (dead), Talos, the Queen of Air and Darkness, the drow pantheon (except Eilistraee)

    Quiet and reflective, Rillifane is protector of the woodlands, patron of the wood elves, and the least flighty of the Seldarine. His primary concern is that all creatures have the opportunity to act out their roles in nature. He is served by a host of great spirits who are recognised only by the wood elves and by a few wild elves, and not by the other subraces. The Leaflord's faithful call upon whichever spirit or spirits they judge to be most appropriate for the occasion.

    The bulk of his clergy are druids who tend to the health of the forests, fiercely contesting any attempt to further reduce those forests that remain. Rillifane's priests are deadly enemies of those who hunt for sport or those who harm trees maliciously or unnecessarily. In particular, all priests of Rillifane have a great hatred for the priests of Malar.

    Dogma: All living creatures contribute to the strength of The Great Oak and he nourishes, sustains and protects them from outside threats. Rillifane’s faithful are his countless branches and are to serve as his mortal agents on the material plane. Live in harmony with nature, contesting the death of his bounty whether it be quick or slow. Each living organism is to be allowed to serve its purpose in the world. Protect the great forests from those who would plunder and destroy their riches When faced with those who can only see their needs of the moment, remain as strong and steadfast as a great oak.

    Shervash***
    The Black Archer, the Night Hunter, the Arrow Bringer
    Demipower
    CN
    PORTFOLIO: Hatred of the drow, vengeance, military crusades, loss, revenge
    DOMAINS: War, (strength), chaos, elf, retribution
    CLERGY ALIGNMENT: CE, CG, CN
    ALIASES: Elikarashae
    SUPERIOR: Corellon Larethian, Fenmarel Mestarine
    ALLIES: Callarduran Smoothhands, Hoar, Psilofyr, Shar, Shaundakul, the Seldarine
    FOES: Blibdoolpoolp, the Blood Queen (of the aboleth), Deep Duerra, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, Ilxendren (of the ixzan, freshwater Underdark relatives
    of the ixitxachiti), Laduguer, Maanzecorian (dead), the drow pantheon (except Eilistraee)

    Shevarash is worshipped by elves and half-elves who have lost loved ones through violence, at the hands of the drow in particular, and by those who have sworn to destroy the Spider Queen and the other gods of the dark elves. Shervash displays no emotion other than anger, save for a short-lived triumph following each victory. He is taciturn, violent, and consumed by thoughts of bitterness and revenge.

    The worship of Shevarash is little known except in elven communities where attacks by drow raiders are fairly common. Shevarashan priests pursue their hated quarry with dedication and passion. To other elves, this hunger for vengeance and consuming hatred is hard to understand, more alike to the wars of other races than to elven existence. As such, those elves who devote themselves to this cult of grief are looked upon with pity by many elves.

    Dogma: Lolth is the greatest enemy of the Seldarine. Drow are the greatest enemy of the elves. Utterly destroy the drow and their dark gods, and then will redemption and revenge be achieved. On that day will the new life of joy commence. Hunt fearlessly.

    Solonor Thelandira
    Keen-Eye, the Great Archer, the Forest Hunter
    Intermediate Power
    CG
    PORTFOLIO: Archery, hunting, wilderness survival
    DOMAINS: Good, plant, war, chaos, elf
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: None
    SUPERIOR: Corellon Larethian
    ALLIES: Chauntea, Cyrrollalee, Emmantiensien, Eldath, Eilistraee, Ferrix, Fionnghuala, Gwaeron Windstrom, Oberon, Mielikki, Nobanion, Shaundakul, Silvanus, Skerrit, Tirania, the Seldarine, various Animal Lords
    FOES: Bhaal (dead), Gorellik, Grankhul, Grolantor, Malar, Moander, the Queen of Air and Darkness, Talos, the drow pantheon (except Eilistraee)

    A serious god, there are none in the realms who are his equal with a bow. He hunts to destroy evildoers and to preserve the balance of the species. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other. Although Solonor is more tolerant of the slow growth of civilization than is Rillifane, they are united in their efforts to preserve the great forests from the never-ending expansion of humankind.

    Solonor despises powers that favour despoliation over nature, and actively opposes the efforts of such gods and their followers. Solonor's priests are deadly enemies of those who worship Malar, Talos, or Moander, and they often join forces with those who serve the Leaflord in order to exterminate followers of those evil gods whenever they make their presence known.

    Dogma: Live in harmony with nature and oppose the efforts of those who would upset the balance. Hunt only for nourishment. Hunt only the old and the weak. Thus may all species prosper. Guard against excessive encroachment of the wilds. Work with those who would settle there in order that the beauty that attracted them will be preserved. Like an arrow loosed, it is difficult to change the outcome of an action already taken. Make your choices with care as the consequences of an ill-considered action may not be as was your intent.
    .



  • I've brought this up to the DM team for us to hash together an official "this is definitely how it goes" ruling.



  • The original post is not by DM - it was afterwards ruled that rangers need not have nature deity to cast spells.



  • As stated in the original post.

    @2419c957b3:

    Druids and Rangers must worship one of the following deities and have a valid clerical alignment in order to receive divine spells. This deity must also be the Patron deity of the druid or ranger in question.



  • You may have any deity you wish as a ranger.


  • Legion

    Sorry to revive this, but was there ver a ruling on wether or not a ranger needed to take a nature deity?

    I noticed that one of the multiclass options for a monk that follows Illmater was ranger (Order of the Yellow Rose). I figured that would make such a monk a lot like St Francis of Assici - talking to the animal and what not. Illmater is not really a nature god though.



  • Interesting 🙂



  • @60f351ecbe=Dorakhan:

    Any deity can grant ranger spells. See FR - Faiths and Pantheons, pg. 8 for confirmation on this. Technically speaking, in order to grant druid or paladin spells, a deity must have levels in each of those classes respectively, but then there are also listed Orders for deities who don't have paladin levels, so it's all up in the air. Really, Narfell does - or should - only care about clerics and druids since paladin alignments take care of themselves in respect to what deities support them. You can get a second opinion on this, but a Ranger of Bane should be no problem.

    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=38908&highlight=deity



  • It is?!?



  • While I remember, going by a canonical source, the Narfell DM team ruling is that rangers don't need a nature deity to gain spells.



  • Here we go, Faiths and Pantheons page 90. "Following is the complete list of nature deities in the Forgotten Realms campaign setting. Druids and rangers must select one of these deities as a patron" It then goes on to list all the nature deities.

    The book however contradicts itself, as in the individual entries for certain deities it specifically states that their worshippers include rangers (Such as Kelemvor or Shaundakul).

    It'd be nice to get a DM ruling on this. Can rangers worship any deity and get spells (As cited in FRCS page 26)? Can rangers worship only the recognized Nature Deities (As listed on page 90 of the Faiths and Pantheons)? Or can rangers worship only the recognized Nature Deities or any deity who's entry specifically states that their worshippers include rangers such as Kelemvor or Shaundukal (Randomly cited throughout the Faiths and Pantheons)?

    EDIT:: I've moved the discussion to General so that we can avoid clogging up these forums with pointless banter.
    http://www.narfell.com/modules.php?name=Forums&file=viewtopic&t=22179



  • According to the FRCS on page 26, rangers need only have a deity to be granted spells. There are deities which are not nature deities but will grant spells to rangers (Kelemvor's rangers that hunt undead are a good example).



  • I don't have the book to hand, but there is a box-out somewhere in Faiths and Pantheons that lists all of the nature deities.

    Re: Rangers and deities, they can worship whomever they want or no one at all, but its my understanding that if they want to cast spells they have to worship a valid nature deity or deity that has rangers listed as their worshippers.



  • There doesn't appear to be any sort of list of druidic deities in Faiths and Pantheons. There is a list in the FRCS, but it isn't excusive (meaning that it doesn't say, these and only these deities can be worshipped by druids). An official Narfell list would be great if the DMs or a DM is willing to put one together.



  • I'm not sure as I can't validate it (don't have F&P), but I believe Selune and Shar aren't technically considered "nature" gods in the case of druids. At least, that's by what I recall seeing in the book. Of course, DMs are free to rule otherwise if a person makes a good case for it.



  • Clarification here. Rangers ARE NOT beholden to any list of deities, according to page 26 of the FRCS, they can worship any deity. They generally TEND to lean towards certain deities, but they are by no means required to adhere to a certain list of deities. As well, I believe your list is missing some deities, Selune and Shar both have natural elements to them, especially if someone like Garagos, who really has no ties to nature as far as I can tell (portfolio is War, Skill-at-arm, destruction, and plunder), is included in the list. I don't think that Ed's answers thing really covers everything, nor is it truly an official source. If anyone has F&P, perhaps they could check it for a definate answer?



  • .
    Halfling Pantheon

    Arvoreen***
    The Defender, the Vigilant Guardian, the Wary Sword
    Intermediate Power
    LG
    PORTFOLIO: Martial defence, war, vigilance, halfling warriors, duty
    DOMAINS: Good, protection, war, halfling, law
    CLERGY ALIGNMENT: LG, LN, NG
    ALIASES: None widespread
    SUPERIOR: Yondalla
    ALLIES: Clangeddin Silverbeard, Haela Brightaxe, Helm, Gaerdal Ironhand, Gorm Gulthyn, Gwaeron Windstrom, the halfling pantheon, the Red Knight, Torm, Tyr
    FOES: Bane, Bhaal (dead), Cyric, Talona, Talos and the gods of fury (Auril, Umberlee, and Malar), Moander (dead), the goblinkin pantheons (orc, goblin, hobgoblin,
    bugbear, kobold, and urd deities, among others), Urdlen

    Arvoreen is the only true warrior among the halfling pantheon, but he is not a war god. He is a fierce protector of halfling lands, but is a defender not an aggressor. Rather than seeking out combat he maintains a vigilant watch over halfling lands and homes, ready to attack any intruders.

    Dogma: Always be prepared for threats and attacks and ensure the safety of the burrows of the community. Prepare an active defence, practise continuously, and do not leave things to chance. Eliminate danger before it appears. Seek out allies, even unconventional ones. Those who have aided against a common enemy are friends to be rewarded and trusted. Thieving is not dishonourable, as long as it is employed against enemies to better the odds in combat later. Although stealing from allies or from other halflings is not acceptable.

    Cyrrollalee
    The Hand of Fellowship, the Faithful, the Hearthkeeper
    Intermediate Power
    LG
    PORTFOLIO: Friendship, trust, the home, the hearth, honesty, hospitality, crafts (especially weaving and needlework)
    DOMAINS: Good, (protection) family, halfling, law
    CLERGY ALIGNMENT: LG, LN, NG
    ALIASES: None widespread
    SUPERIOR: Yondalla
    ALLIES: Azuth, Chauntea, Deneir, Eldath, Gond, Hathor, Helm, Ilmater, Kelemvor, Lathander, Lliira, Mielikki, Milil, Mystra, Nephthys, Oghma, Selune, Shaundakul, Silvanus, Sune, Torm, Tyr, Waukeen, the Morndinsamman (except Abbathor, Deep Duerra, Laduguer, and Vergadain), the elf pantheon (except Erevan Illesere, Fenmarel Mestarine, and Shevarash), the gnome pantheon (except Baravar Cloakshadow and Urdlen), the halfling pantheon
    FOES: Abbathor, Cyric, Leira (dead), Mask, Talona, Talos and the gods of fury (Auril, Malar, and Umberlee), Urdlen, Vhaeraun

    Cyrrollalee is a kind and gentle goddess who radiates warmth. Goddess of friendship and hospitality, she cares also for all the small and everyday things that are part of a happy home life. Her enmity is reserved for those who steal or break trust thus causing hurt to a halfling home. Her fury swells against liars, swindlers and thieves.

    Dogma: Earn the trust of your neighbours and friends by watching over their burrows and repay trust with kindness. Welcome your friends to your home and be generous in your friendship. Active hands make a happy home and items crafted in love will serve you and your friends well. Never break an oath, betray a trust, or violate another's home. The sanctity of home is to be fiercely guarded.

    Sheela Peryroyl
    Green Sister, the Wise, the Watchful Mother
    Intermediate Power
    TN
    PORTFOLIO: Nature, agriculture, weather, song, dance, beauty, romantic love
    DOMAINS: Air, plant, charm, halfling
    CLERGY ALIGNMENT: CN, TN, NE, NG, LN
    ALIASES: None widespread
    SUPERIOR: Yondalla
    ALLIES: Aerdrie Faenya, Angharradh, Baervan Wildwanderer, Chauntea, Hanali Celanil, Isis, Mielikki, Rillifane Rallathil, Segojan Earthcaller, Sharindlar, Shiallia, Silvanus, various Animal Lords, the halfling pantheon
    FOES: Talos and the gods of fury (Auril, Umberlee, and Malar), Talona, Moander (dead), Urdlen

    Sheela Peryroyl is the goddess of the weather and of all things that grow - whether in farms and gardens or in the wild places. She guards the delicate balance between cultivated lands and wilderness. The Green Sister is also goddess of the joyous things in life revelry and celebration; and of course romance. Her festivals are held at harvest-tide and are occasions of laughter and delight. Her followers and church are concerned working in harmony with the land - raising crops and fruit without despoiling the wilderness areas. Her priests and priestesses have a creed of harmony and joy.

    Dogma: For there to be harmony in nature, it is required that there be a delicate balancing between that which is wild and that which is tended. It is not more important to tend the fields than it is to preserve wild growth. Understand the natural processes and work with them. Although nature can be modified, this should be done through the pre-existing framework and never forced. Life is a celebration to be lived with passion. Revel, romance, feast and thrive.

    Gnomish Pantheon

    Baervan Wildwanderer
    The Masked Leaf, the Forest Gnome, Father of Fish and Fungus
    Intermediate Power
    NG
    PORTFOLIO: Forests, travel, nature, forest gnomes
    DOMAINS: Animal, good, plant, travel, gnome
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: None
    SUPERIOR: Garl Glittergold
    ALLIES: Brandobaris, Clangeddin Silverbeard, Cyrrollalee, Damh, Emmantiensien, Fionnghuala, Gwaeron Windstrom, Marthammor Duin, Mielikki, Nathair Sgiathach, Rillifane Rallathil, Shaundakul, Sheela Peryroyl, Shiallia, Silvanus, Skerrit, Tapann, Thard Harr, Verenestra, various Animal Lords, the gnome pantheon (except Urdlen)
    FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Malar, Urdlen, the goblinkin pantheon (orc, goblin, hobgoblin, bugbear, kobold, urd deities, among others)

    Gentle, good-natured, and mischievous, Baervan Wildwanderer is guardian of the wild and protector of animals and plants. He is the god of all forest-dwelling gnomes and is worshiped by gnomes who rely on wilderness skills. The patron of forest gnomes, it was he who gifted them with the ability to speak with forest animals and taught them to move undetected in the woods He's also the gnome god of wanderers, and many gnomish rogues follow him. He loves oak trees and all forest animals, and is on good terms with sylvan creatures and their deities.

    Dogma: Baervan teaches his followers to venture outside their burrows to wander the great woodlands in search of excitement and beauty. He tells them to befriend and protect the forest, to care for and nurture the woodlands, to be curious and follow life wherever it may lead, and to defend themselves and their community against those who would defile it.

    Segojan Earthcaller
    Earthfriend, the Rock Gnome, Lord of the Burrow, Digger of Dens, the Badger, the Wolverine
    Intermediate Power
    NG
    PORTFOLIO: Earth, nature, the dead, rock gnomes
    DOMAINS: Earth, good, cavern, gnome
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: None
    SUPERIOR: Garl Glittergold
    ALLIES: Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Oeb, Grumbar, Kelemvor, Psilofyr, Sehanine Moonbow, Sheela Peryroyl, Urogalan, various Animal Lords, the gnome pantheon
    (except Urdlen)
    FOES: Abbathor, Cyric, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Myrkul (dead), Urdlen, Zuggtmoy

    Pragmatic and straightforward, Segojan Earthcaller is the gnome god of earth and nature and friend to all living animals, especially those living underground. He is the god of gnomes who dwell within the earth, including some deep gnomes The patron of rock gnomes, it was he who gifted them with the ability to communicate with burrowing animals and taught them to befriend such creatures. He is also revered by some gnome miners, jewellers, illusionists, and artificers, although most members of these professions now venerate other gods in the pantheon instead.

    Dogma: The many living and mineral treasures of the natural world that lie beneath the surface are to be preserved and protected by Segojan’s followers. The children of Garl should see the earth as the heart and sole of their race, for it is there that they are born, there that they dwell in life, and there that they rest in death. The forgotten folk should dig burrows, tunnel and explore, for all gnomes are welcomed in Segojan’s domain and the Lord of Burrows will protect all who respect his teachings.

    Dwarven Pantheon

    Marthammor Duin***
    Finder-of-Trails, the Watcher over Wanderers, the Watchful Eye, the Hammer, the Finder, the Wanderer
    Lesser Power
    NG
    PORTFOLIO: Guide and protector to dwarven adventurers, explorers, expatriates, travellers, and wanderers, lightning
    DOMAINS: Good, protection, travel, dwarf
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: Muamman Duathal
    SUPERIOR: Moradin
    ALLIES: Baervan Wildwanderer, Cyrrollalee, Gwaeron Windstrom, Lathander, Mielikki, the Morndinsamman (except Abbathor, Deep Duerra, Laduguer), Shaundakul, Stronmaus, Tapann, Tymora, Waukeen
    FOES: Deep Duerra, Laduguer, Urdlen, the goblinkin and evil giant pantheons

    Marthammor Duin is the protector of Northern dwarves who live among humans. He is the patron deity of adventurers, explorers and other stout folk who live far from, or travel far from, dwarven lands. He watches over any good aligned dwarven crafters, keeping them and their homes safe. Marthammor is open and friendly, and has a curiosity to find out what is over the brow of the hill, and around the next bend. He is interested in finding out what is happening elsewhere, and he has far more contact with other races than most dwarves and dwarven deities.

    Dogma: For the continued survival of the Children of Moradin, they must learn to live in harmony with other goodly folk, humans in particular. Encourage dwarves to leave the supposed safety of their hidden clanholds and seek fellowship with humans and demihumans for true security. Aid others who wander the world, giving them that which they require. Be a guide to those who are lost and watch over those who are without the means to defend themselves. Look for new paths and learn about the world for yourself in your wanderings. Herald the way of newfound hope.

    Thard Harr
    Lord of the Jungle Deeps, Disentangler
    Lesser Power
    CG
    PORTFOLIO: The wild dwarven race, jungle survival, hunting
    DOMAINS: Animal, good, plant, chaos, dwarf
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: None
    SUPERIOR: Moradin
    ALLIES: Baervan Wildwanderer, Cyrrollalee, Jazirian, the Morndinsamman (except Abbathor, Deep Duerra, and Laduguer), Nobanion, Ubtao, various Animal Lords
    FOES: Deep Duerra, Eshowdow, Laduguer, Sseth, Urdlen, the goblin pantheon

    Thard Harr is the protector of wild dwarves (jungle dwarves). He protects his charges from the marauding of wild beasts, the rampages of hungry dinosaurs, and the unwanted incursions of outlanders. Given to great swings of emotion and grand gestures, the Disentangler purrs, growls, snarls, and roars like a great cat more than he speaks. He has no tolerance for any of the trappings of civilization. Instead, he roams the Beastlands, running and frolicking with the animals who live there as one of them.

    Dogma: In the jungle are realised the fullest demonstrations of the earth, wind, sun, and rains. Under the kind and wise protection of the Lord of the Jungle Deeps, you are to be one with nature, living neither apart from it not against it. Be wary of beasts whether they walk on four legs or pm two, for outsiders seek to plunder and destroy, brining misery. Seek to understand those things that are a mystery to you, but remain wary of them. Honour the ways of your people, but assume not that Thard's way is the only way - just the best way for his children.

    .