A Spellplagued Land
GOOD, LAWFUL GOOD, AND UNALIGNED
Amaunator Civilization, justice, sun
Angharradh Hope, protection
Bahamut Justice, strength
Berronar Truesilver Life, protection
Chauntea Earth, hope, life
Corellon Arcana, skill, wilderness
Garl Glittergold Creation, trickery
Gond Creation, knowledge
Ilmater Freedom, hope
Kelemvor Death, fate, justice
Mielikki Freedom, wilderness
Moradin Creation, earth, protection
Oghma Knowledge, skill, trickery
Selune Arcana, change, moon
Sheela Peryroyl Love, wilderness
Silvanus Life, storm, wilderness
Sune Love, skill, trickery
Tempus Protection, strength, war
Torm Civilization, justice, protection
Tymora Change, luck
Waukeen Civilization, knowledge
EVIL AND CHAOTIC EVIL
Asmodeus Knowledge, torment, tyranny
Auril Storm, winter
Bane Civilization, tyranny, war
Beshaba Fate, trickery
Cyric Madness, strife, trickery
Ghaunadaur Destruction, earth, madness
Gruumsh Destruction, storm, strength
Lolth Darkness, poison, strife
Loviatar Torment, vengence
Luthic Earth, protection
Shar Darkness, knowledge, undeath
Sseth Arcana, darkness
Talona Destruction, poison
Tiamat Tyranny, vengeance
Umberlee Sea, storm
Zehir Darkness, poison
Two prominent good deities provide inspiration to practitioners of arcane magic, and a third coaxes his evil followers to use subtle, sinister arcana.
Corellon finds great beauty in arcane magic, with its many forms and diverse flourishes. Of course, the most skilled shapers of magic to his eyes are his eladrin. He inspires them to craft magic that is not merely functional, but beautiful, and those who follow the god appreciate arcana as both aesthetic and, in its own way, holy.
Selûne is a patron of magic that affects the ebb and flow of the world, or echoes the comforting moonlight. Most of her followers are bards and others who use charm and radiant magic.
Sseth encourages his yuan-ti followers to use the magic of manipulation, illusion, secrecy, and darkness. Dark sacrifices fuel the serpent god’s divine power, and his followers’ spells wrench their arcane energy from people or the world itself. Working arcane magic according to Sseth’s will does not require a conscience.
Selûne and Tymora represent two different circumstances for change.
The goddess of the tides and the cycles of the moon, Selûne sees change as a natural, continual process essential to life and the world. To her eyes, everything that changes will some day change back.
Tymora believes people should embrace the change in their lives—no matter how arbitrary it might seem—and seek out experiences that will alter their lives. Change, especially random change, invites growth.
The domain of civilization falls under the auspices of four deities.
Amaunator supports the growth of cities so that they can develop and enforce regimented laws. The predictability of orderly cities appeals to the god.
The rule of law is vital to Torm as well (though its importance lies in bringing justice, not in providing stability). Torm’s great temples tower over the streets of many cities, showing his devotion to civilization.
The merchant trade in cities, and the trade routes protected by the forces of civilized areas, fall under Waukeen’s gaze.
For the evil Bane, the purpose of civilization is control. Maintaining rulership without a power structure is impossible, so Bane supports civilizations over which he can rule.
Garl Glittergold, Gond, and Moradin each have a hand in the domain of creation.
Garl Glittergold appreciates the fine work of gemcutters and smiths. While the brilliant creations they make please the god, his true influence supports the work ethic and communal spirit of the creators.
Of all the Faerûnian deities, Gond’s connection to crafting is greatest. Creation is a purpose unto itself, and the use or consequences of an invention are not Gond’s concern.
A shaper of life as well as objects, Moradin’s greatest creations were the dwarves. Works created in the Soul Forger’s name are meant to last and are created from the most valuable metals, stones, and gems.
No deity embodies darkness as strongly as Shar, whose entire existence echoes the primeval dark of nothingness. To her, darkness is not merely a way to conceal activities, but a tool to eventually eradicate the light—especially the light of her sister, Selûne.
Three other deities have less powerful influence over darkness, which they use to cloak the evil machinations of their followers. Lolth conceals her drow and uses the darkness to strike fear in the hearts of her enemies. The serpent deities Sseth and Zehir both command yuan-ti followers. They come into jealous conflict, since each wants to control all the serpent folk and to tear the power over darkness from the other god’s grasp.
Kelemvor’s most important domain is death. As the Judge of the Damned, he teaches that death is inevitable and natural. Kelemvor’s views on death are balanced and respectful. Lives should not be taken lightly, but attempting to overextend one’s life—especially through undeath—is unacceptable.
The act of annihilation pleases the deities Ghaunadaur, Gruumsh, and Talona.
Ghaunadaur rules formless creatures such as slimes and oozes, which serve as mindless forces of destruction. While the Elder Eye likes destruction for its own sake, he truly revels in the pain and suffering of any creatures being destroyed.
Gruumsh’s destruction comes at the hands of his rampaging orc hordes. The rampaging creatures destroy cities, people, and the land itself. Gruumsh desires the destruction of the elves and eladrin above all else.
The littered bodies and abandoned towns that remain in the wake of plagues reflect the destructive power of Talona, the Mistress of Disease. Her philosophy about sowing disease goes little deeper than her own whims.
Deities have different views on all sorts of matters, and how they perceive and utilize the domain of earth is no exception.
Chauntea has possessed a vast bastion of power related to the earth ever since she gave life to Toril at the genesis of the world. Earth is the source of life thanks to Chauntea’s gift.
Moradin protects the rock and mountains as the home of his dwarves. The deep places, where his people collect the precious materials that provide their livelihood, are also sacred to Moradin.
In dark, dripping caverns, Ghaunadaur lurks. The bizarre abominations under his sway spawn and grow deep within the earth.
The orc deity Luthic draws great strength and endurance from the earth. She claims that the orcs can draw valor from the caves, and that the race will abide as long as they stay close to the earth and to Luthic.
When an outcome is in question, some turn to those deities responsible for the domain of fate for a hint of what will come next.
Seeing all stages of life as natural parts of a cycle, Kelemvor understands that fate is inexorable. Creatures, and even gods, should take comfort in the fact that fate is guiding their lives to a proper end.
Beshaba mirrors the power of her sister, Tymora, causing bad luck and ill fortune. She instills fear in those who would refuse to follow her, promising misfortune and dire fate. Lady Doom’s manipulation of fate is a tool to bring worship from the unwilling.
Two deities, Ilmater and Mielikki, hold the domain of freedom within their areas of infuence.
The freedom Ilmater grants comes from his own suffering. His primary mission is to keep others from experiencing hardship, but this also brings them a measure of freedom from pain and bondage.
To Mielikki, pure freedom is a natural state. Just as the animals of the forest are free to travel where they will, people should do likewise.
People can have all manner of hopes: hope that a trying situation turns out for the best, hope that a child grows up to be a wise and caring person, and even hope that the current generation’s efforts bear fruit for all to follow. Four deities have hope as one of their domains.
Angharradh and Chauntea both see hope in the planting of seeds and the birth of animals. Each new life is full of potential and majesty. Chauntea, though she hates to see the destruction of nature, also anticipates its rebuilding and regrowth.
Ilmater’s tenets encourage hope. This includes helping those who suffer, facing down tyranny, and possessing great spiritual faith. The Broken God perseveres and overcomes his pain so he can be a beacon of hope to followers.
Justice can come when following legal procedures to their conclusion or as the result of fighting for what is right and fair. Each of the four deities with ties to the domain of justice have their own ideas on how to serve justice best.
Amaunator’s sense of justice is tied to law. He expects the law to be followed to the letter, and only rarely does he make exceptions.
The sense of honor and justice that Bahamut follows is far removed from Amaunator’s approach. The God of Dragons advocates a “greater justice” that includes fighting against evil and toppling oppressive regimes.
The Judge of the Damned, Kelemvor, brings justice after death. His sense of justice is vast, and he can judge one’s goodness based on the whole of his or her life.
Though Kelemvor judges the dead, Torm is the god of pure law in the living world. No evil or unjust law can stand in defiance of Torm’s will.
The domain of knowledge has special significance to five deities: Gond, Oghma, Waukeen, Asmodeus, and Shar.
Gond favors practical knowledge, especially if it can be used in craft and invention. His followers keep meticulous records of their creations and share them among one another.
The Lord of Knowledge, Oghma, considers knowledge more valuable than any treasure. He is especially influential over raw, innovative ideas. Some of his best followers are lorekeepers and bards.
Waukeen believes knowledge is best when it is shared, preferably for a price.
Asmodeus craves knowledge, especially information of secrets or agreements that will help him rule over others. To worship Asmodeus is to share your knowledge with the Supreme Master of the Nine Hells.
The goddess Shar covets knowledge’s shadow half: secrets. Her followers share secrets only with one another, as the Mistress of the Night has decreed.
Berronar Truesilver, Chauntea, and Silvanus each have a stronger interest in the domain of life than their fellow deities.
To Berronar Truesilver, the Revered Mother of dwarves, new life is an extension of the family. Kinship is the best, and most essential, part of life.
Chauntea and Silvanus both encourage the creation of new life, though Silvanus cares primarily about life in the wild. Also, Chauntea has a respect for all living things, but Silvanus brings down his wrath upon those who harm places of natural beauty.
Two deities call the domain of love their own. The first, Sheela Peryroyl, represents romantic love and courtship, especially among halflings. She’s more connected to natural beauty than to the aesthetics of art.
Sune, the second deity, bids her followers to find and collect beauty in all forms. Love must be demonstrated daily. Many nobles in cities follow her teachings. Lady Firehair thrives on the love of her followers.
Of the two deities who hold sway over the domain of luck, Tymora gives good fortune to the bold and adventurous by rewarding risks with luck. Quick escapes and great windfalls are her gifts. Tymora doesn’t sow ill fate; that falls under the province of her sister, Beshaba.
Madness comes in several forms, and two deities, Cyric and Ghaunadaur, provide followers with their blessings.
When it comes to madness, Cyric leads by example. His mind grows more insane all the time. The fact that he sometimes unpredictably returns to seeming sanity all but proves his true madness.
Ghaunadaur dwells alone in the Dismal Caverns, letting his madness consume him. The abominations he unleashes bring madness wherever they strike.
Selûne’s power is inseparable from the moon. The mysterious forces that shape the tides, turn ordinary creatures into lycanthropes, and influence fertility are all shaped by the Moonmaiden.
Three deities have an affinity for the domain of poison, which can come both in the form of words and deadly toxins.
Talona uses poison for the same purpose as disease: to cause misery and pain. Her favorite poisons are those that cause extended anguish before killing their victims.
Lolth and Zehir bless the poisons of their favored creatures and people: spiders and drow for Lolth, and snakes and yuan-ti for Zehir. Both gods also make their presence known in the poison of deceitful words.
Life can bring with it many challenges and threats, and followers turn to one or more specific deities when they seek to protect themselves in some manner.
Angharradh represents the defense of the fey, especially against the forces of Lolth. Vigilance against betrayal is the Queen of Arvandor’s greatest protection.
The protection of the dwarf clans is tied to two deities: Berronar Truesilver and Moradin. The Soul Forger focuses on protection by strength of arms, and his wife believes also in protection of dwarven traditions and families.
Tempus’s protection comes in the form of armor and shields, of ramparts and barricades. The Foehammer protects all valiant defenders, but never cowards.
The path of duty brings Torm’s protection. Those who take up righteous causes gain his boons.
Luthic offers the protection of earth and stone to orcs who acknowledge the power of the goddess and of the sheltering caves.
Umberlee alone holds power over the untamed sea. Anyone who wants to cross into her domain must pay sufficient tribute or draw her wrath. The Queen of the Depths lashes out without hesitation against those who anger her.
Three deities have the domain of skill, and of them, Corellon and Oghma are patrons of artistic skill. The elf god primarily supports visual art, arts created with magic, and all arts of the eladrin. The Lord of Knowledge inspires skill at music and invention.
Any skill that leads to more beauty can be enhanced by Sune’s power. Aesthetically pleasing art and architecture please her, but she also wants each of her followers to show skill at improving his or her personal appearance.
None can deny the power and might of storms, and four deities have control over this domain.
Silvanus creates storms to nourish and replenish the forest, though he sometimes uses their might to bring his wrath against those who disturb the balance of nature.
Ice, hail, and freezing wind swirl within Auril’s storms. She desires to see all the lands covered in ice.
Gruumsh takes on his Talos aspect when he wants to call on powerful storms. Though he keeps a separation between his two roles, he sometimes calls great thunderheads in front of his rampaging orc hordes.
Umberlee creates the storms that tear apart ships at sea and batter coastlines with water and wind. Proud of this power, she instructs her followers to destroy those who attribute Umberlee’s storms to another deity.
Both Tempus and Gruumsh bring strength in battle. Tempus rewards fighting honorably, without using tricks or creating wanton destruction. The One-Eyed God, on the other hand, believes in crushing foes through any means and scorching their lands. The orc god not only supports the strong, but encourages his followers to slaughter the weak.
A third deity, Bahamut, also welcomes strength from his followers; strength of purpose and character are both traits that the Platinum Dragon likes to reward.
Though strife is a part of anyone’s existence, the domain falls within the power of two deities: Cyric and Lolth.
Cyric’s fall into madness only strengthened his ability to bring chaos and strife. His whims invariably lead to destruction and discord.
Lolth possesses talent for strife, and her drow are the instrument she uses to disrupt her enemies’ plans. When the Queen of Spiders isn’t directly involved in a matter, she might send followers to disrupt the dealings of several enemies who are dealing with one another.
To Amaunator, the sun is a revealing light. Dealings and activities should be obvious to all, according to the Keeper of the Yellow Sun. Those who carry out their business in the light of day fulfill Amaunator’s desire for order and consistency.
Asmodeus and Loviatar have dominion over the domain of torment, and of the two, Asmodeus torments the damned of the Nine Hells. He uses torture to break adversaries and impose his will upon them, or as punishment for foes captured by his forces.
The torment meted out by Loviatar, the Maiden of Pain, and her followers comes along with small kindnesses or tricks of desire. They find this drives home the true magnitude of pain. Loviatar brings pain through ice, fire, and the whip.
Trickery has a place with several deities: Garl Glittergold, Oghma, Sune, Beshaba, and Cyric. Each of them has a preference as to how their followers trick others, of course.
Pranks and light-hearted trickery delight the gnome deity Garl Glittergold. To him, a sense of humor is an essential component of personality, society, and family.
Oghma likes the creative, inventive aspects of bluffing and trickery more than the ability to deceive. Clever words please the Lord of Knowledge when applied to satire or debate, but he doesn’t abide lies or rumors.
Sune encourages her followers to use seemingly harmless deceptions. The Lady of Love knows that flirtation, flattery, and tricks of beauty have far more power than most are willing to acknowledge.
Beshaba disperses random misfortune, sometimes by tricking her targets into ruining their own fates. Her trickery also gets her more tribute, since her followers overstate her power and cause others to worship the Maid of Misfortune out of fear.
The most dangerous falsehoods come from the lips of Cyric, the Prince of Lies. The god requires little motivation to craft great deception, and his intrigues have brought great death and danger to Toril.
Ruthless, overwhelming power used for ill typifies the domain of tyranny, and Asmodeus, Bane, and Tiamat all hold sway over this particular domain.
Asmodeus wants absolute control over as many subjects as he can get. The devil-god won’t be satisfied until all Toril submits to his will.
Bane demands absolute loyalty from his followers and expects them to spread his tyranny by conquering their neighbors in the Black Lord’s name. Though Asmodeus competes for the title, Bane is still the strongest embodiment of tyranny in Faerûn.
Though she claims to fight against the other gods’ tyranny, Tiamat wants to enslave the people of the world in her own name.
Shar’s domain, the Towers of Night, connects to the Shadowfell. Though the Mistress of the Night doesn’t take particular advantage of the connection, she does command some power of the undead. Those who call on her power over this domain are expected to keep their use of undead secret and concealed in the shadows.
The need for revenge drives various individuals, and Loviatar and Tiamat both love to use vengeance to their advantage.
Loviatar believes the only response to suffering is to inflict equal or greater pain in reciprocation. Vengeance is only worthwhile if it is painful.
The spiteful Dragon Queen Tiamat is vain and prideful. Even the slightest insult against her brings down the wrath of her worshipers.
War brings with it death, pain, and acts of heroism. Two deities have a decided interest in this domain.
Tempus represents all sorts of warriors on any side of conflicts. His way rewards valor and might, regardless of who is going to war.
On the other hand, Bane spurs wars that bring glory to his name and extend his dominion. Wars carried out in his name are bloody and savage.
The forests, plains, deserts, mountains, and other places untouched by civilization have strong affiliations to four deities.
The lush reaches of the Feywild owe much of their beauty to Corellon. The forest homes of the eladrin are the archetypal examples of the beauty he brings to nature.
Mielikki and Sheela Peryroyl both champion the cause of harmony with nature. They believe that people can reap the benefits of nature without overusing or exploiting it.
Silvanus can bring life to the wild easily, and he instructs the druids who protect his woods. Though his vengefulness has been exaggerated, he is more militant in the protection of wilderness than other deities are.
Auril, the Cold Goddess, represents all the deadliest aspects of winter. She covers all things in ice and brings chill breezes, hoping to kill creatures with the bitter cold.
Within one church, multiple sects spring up that are devoted to one of the god’s domains over the others. Among the good churches, the tension between these sects is civil—a philosophical dis- agreement. In evil churches, the class between sects can turn violent.
One of the most prominent factional splits is within Oghma’s church. It long ago split into two prominent sects: the lorekeepers of the Orthodox Church of Oghma and the namers of the Oghmanyte Church in Exile. While both churches seek out knowledge, the lorekeepers claim greater devotion to the skill domain, since they pride themselves on their memorization of facts and bardic training. The namers, after being forced out of Sembia, had to adapt, and they have become experts at using trickery to attain new information from unlikely sources.
The gods that now watch over Toril have outlived or replaced numerous gods that came before. These dead gods might no longer exist in the forms they once inhabited, but some of their residual power still infuses the world—especially the things they created. If you want to be a character with a connection to a dead god (perhaps even a long-lived person who worshiped the god when he or she was still alive), talk to your DM about using a domain formerly associated with that deity.
Some deities take on multiple aspects, which can display conflicting attitudes and enhance the powers of one domain over another. A few examples follow.
Gruumsh gains greater power over storms while in his Talos aspect. Many worshipers focused on that domain call the god Talos instead of Gruumsh, and they represent him differently.
Amaunator spent long years in the guise of Lathander. People who want to focus on the optimistic concepts of dawn and vitality might consider the sun domain primarily a part of the Lathander aspect.
Selûne worshipers might focus on one of her fey aspects. Sehanine Moonbow is a mysterious aspect associated with the moon domain, and the flighty Hanali Celanil is tied to the change domain (or to love, though this isn’t considered part of Selûne’s repertoire in her regular form).