Author Topic: Lore and Gods  (Read 2286 times)

ThePwush

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Lore and Gods
« on: February 15, 2013, 04:45:11 PM »
Inspired by the impressive works produced by others on the forum, I’ve begun compiling info on different gods and goddesses with the notion of perhaps assisting role-playing moments when different characters, from different cultures and religions, meet.  This is just my suggested guideline on interesting deity information, and the suggested Lore roll needed for a character to be familiar with the information.  

I will present different deities from different settings, little by little.  

In regards to the Lore skill needed, if your character originates from the setting, or from a multi-universe setting (such as Planescape or Spelljammer) use the suggested Lore value. If specifically a character that deals in research of planes or gods, or divine matters, use the suggested lore values.

If the character is from a different setting that does not have the deity in question, add 5 to the DC roll. If the character belongs to the religion or is a follower, subtract 10 from the DC.  If the character belongs to a religion directly opposed to the god or goddess, subtract 5 from the DC roll (a ‘know thy enemy’ philosophy). This way, those who belong to the faith should be able to automatically know the very basic tenants.  In contrast, those who know absolutely nothing about the god or goddess in question shouldn’t be able to readily know the most basic info since they have not been fully exposed.  

I do realize that canon in some cases may be contradictory.  Considering that characters in Ravenloft are not just from different worlds, but different times and eras, I personally do not see problems with these contradictions.  But if it does bother someone greatly, please send me a PM to explain the change I should make.  Hope this helps someone in some way :)  

Forgotten Realms Faiths and Pantheons
Forgotten Realms campaign setting 3.5
D&D wiki

PS:  I already have my list made for the order, but if someone wishes to request a compilation for a given god or goddess, drop me a line.



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Azuth (Faerun Pantheon/World of Toril)

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     [Lore 10]
Azuth, the neutral god of magic, is also known as “The High One”, “Patron of Mages” and “Lord of Spells”.  His symbol is the human hand pointing upward, cast in a blue fire, with a bluish background.  His portfolio covers llusion, magic, knowledge, law, and spells.  

Azuth is the human god of spell users, primarily those of arcane philosophy.  He concerns himself with the advancement and the preservation of magical arts, as well as the creation of new magicks.  

His dogma preaches that one must learn reason when approaching magic.  Magic should be carefully broken down into individual parts, and studied with caution.  One must learn not only how to cast magic, but when magic is best not used, as to avoid problems that even magic may not be able to undo.  

     [Lore 15]
Azuth is noted as appearing as a sour old man, often with a dry sense of humor.  He dresses in antique clothing of an elaborate nature, with a long, white beard and carrying his personal item, Old Staff.  He is known to appear as just an elderly voice on the air, or as a blue, speaking luminescence.  His home plane is Dweomerheart, found in the plane known as Nirvana, or Mechanus by others.  

The church of Azuth is manned primarily by clerics who often communicate between the spell casters of the church.  Heads of the church are often recognized by large hats, impractical clothing and arcane symbols throughout their clothing.

The church of Azuth also preaches the notion of sharing knowledge. All new magic should be shared, and even copies made of all new spells and items should be made and stored in locations where others may study them.

     [Lore 20]
Many who know of the church of Azuth see it as a religion bound in tradition.  As such, it is slow to adapt to changes, and others cults dedicated to magic tend to criticize those of Azuth’s faith for it.  

The church also teaches the Magebond with every wizard and sorcerer in the faith.  The Magebond is both a contract and ritual.  Wizards are taught not to allow fighting with other mages to spill into the community at large, since this could paint spell casting in a negative light.  The Magebond is also a nonlethal process by which two mages may combat to resolve a disagreement.  

     [Lore 25]
He has a very amicable relationship with the current overlord of Magic itself, Mystra.  Though, he is struggling to broker a form of reconciliation between Mystra (the new manifestation) and the legacy of the previous owner who died at the hands of Helm, the Watcher, during the Times of Troubles.

     [Lore 30]
Azuth has in within his millions of followers a small group known as the “Favored,” a cadre of slain mages.  These mages were resurrected by the High One himself, and they assist in furthering the development of the Weave and magical advancements.  Another important follower is the Magister, a high rank within the hierarchy of Azuth’s faith.  The ascension to such position is followed by a celebration.

In 1358 DR, Azuth shielded a part of Mystra’s divine power during the Times of Troubles, and even helped protect a statue of her in the region of Battledale.

Azuth’s staff is in actually a minor artifact, a powerful staff capable of generating many different magical effects, while shielding the user from harmful magic.

     [Lore 35]
The Favored possess a multitude of powers, including telekinesis, flight and other myriad powers.  Few are aware that the Favored are actually subconscious manifestations of Azuth’s own mind.  

Azuth was a mortal who searched desperately for all forms of arcane lore and magic.  He studied over a dozen fallen or abandoned empires, increasing this knowledge.  Because of this dedication, the first Mystra promoted him to Magister, making him a favored pupil.  With time, they became Mystra and Azuth became lovers, and through this association Azuth attempted his wildest experiment:  ascension to divinity.  He imprisoned the god Savras in a staff, and attempted to take some of his divinity for himself. This failed, but Mystra eventually helped him reach a state of godhood.  

     [Lore 40]
Savras and Velsharoon, both gods of magic in their respective pantheons, serve Azuth, though begrudgingly.  Of course, Savras is now a deceased power, and Velsharoon, being a demigod of Necromancy, may already be making dealings with other dark gods.  There are rumblings that Azuth’s inability to get the new Mystra to accept ideologies of the previous Mystra may be leading to zones of alterations and weakening within the Weave itself.  

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Moradin (Greyhawk/Faerun settings)

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     [Lore 10]
Moradin is the paternal deity of dwarves, an uncompromising deity who is extremely protective of his race.  He is known familiarly as “The Soul Forger,” “Dwarffather,” and the “All Father.” Though the last should not be confused with the Asgardian pantheon patriarch, Odin.  Moradin’s symbol is an anvil with a crossed hammer on top.  He represents dwarves and their defenders, as well as fighters, but also the laymen in engineering, miners and smiths.  His domains cover dwarves, crafting, earth, good, law and protection.

Moradin inspires dwarves to invent constantly, and to reach for ways to improve the race.  He preaches good nature, intelligent thought and trying to maintain good relations with other species.    

     [Lore 15]
Soulhammer is the weapon preferred by Moradin, a weapon that also functions as his forging tool.  

He is married to Berronar Truesilver, and they both live on the plane of Mount Celestia, in a personal region known as Erackinor.  

The church of Moradin promotes moral elevation of the dwarven community.  They will emphasis the guidance of Moradin in daily activities, and insist on promoting new dwarven communities and a greater dwarven presence within surface communities.

     [Lore 20]
Many followers of Moradin attribute the Thunder Blessing to him. The year 1306 DR or the Year of Thunder (according to the Faerun calendar), saw a significant increase in dwarven births; even the birth of twins, a rarity in dwarf communities.  

The church, do to the long standing animosity with Gruumsh, insists that dwarves all fight to remove all orcs from dwarven lands.

     [Lore 25]
Holy days for Moradin fall on days of the crescent moon, and it is customary to sacrifice a small amount of melted metals to him once a month.

     [Lore 30]
Dwarven lore holds that Moradin is born from ore, earth and rock, with a fire ember as a soul.  Moradin was the first creation of the overgod Rig.  When Moradin discovered the first vein of gold, he created the first Gnome, Garl Glittergold.  Then he proceeded to craft the first Dwarves, a feat that took nearly a hundred years.  He was supposed to have forged them out of earth and gems, and gave his creations life when he blew on them to cool them down.  

His church states Moradin is the First of the Dwarven pantheon, and that he was the god who threw out the evil gods and goddesses of derro and duergar from the surface world.

     [Lore 35]
In keeping with his views on species diplomacy, Moradin promotes and keeps a neutral and cool alliance with the elven, gnome and Halfling pantheons, and numerous human gods and goddesses, such as Helm, Tyr or Gond.   The death of the overlord Rig led to Moradin being ascended to the status of godhood.  
« Last Edit: February 15, 2013, 04:55:24 PM by ThePwush »
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