The powers of the Forgotten Realms.
The world of Toril is full of powerful beings and their servants. Competing sects of the same deity might fight deadly wars against each other or could come together to work mighty rituals.
The Faerûnian pantheon is dominated by the greater gods, masters of their own domains and allied with or served by ranks of other gods, exarchs (divine beings of extraordinary power), and other extraplanar servitors. Much like their mortal worshipers, the gods seek and break alliances, fight, love, hate, and even kill, absorb, or resurrect each other.
The gods take an active interest in Toril's affairs, exerting subtle and overt pressures primarily through their mortal servants' actions. Priests in thousands of different sects gain access to divine magic in exchange for investing in their church. They are the primary instruments of a church’s mission in the world and the only manifestation of divine power the average mortal encounters.
## :: Roles of the Gods
The roles of the deities and the hierarchy they inhabit have changed many times over the millennia. The only certainty is that they will change again. The gods of Faerûn come in many forms and varying degrees of power and influence, but certain restrictions apply to all. Eighteen greater gods compete for the attention of worshipers.
Here you’ll find brief descriptions of the powerful beings, both divine and primordial, who lord over the cosmos. Noteworthy information is summarized in tables at the end of the chapter.
### Life and Death
Though deities are immortal, they can be killed; though they are eternal, they can be created. Over the long history of the cosmos, many beings have ascended to godhood, and just as many have fallen away from the memory of mortals.
Other deities, such as Lolth, have undergone extraordinary transformations, changing their own nature, the nature of their home plane, and the fabric of their worship.
It’s exceedingly rare for gods to manifest physically. Still, they can appear as avatars and interact—often in disguise—with their mortal followers.
A deity can take whatever form is desired. He or she might appear as a human to humans, an elf to elves, and so on, even taking on a completely separate persona to worshipers of different races. Still, most gods have favored personas that remain relatively constant.
### Priests and Lay Worshipers
Priests are mortals who have dedicated their lives to the service of a specific deity. They tend to share an alignment with their god, but that isn’t required. Priests sometimes adjust their devotion as they grow more powerful. They worship an exarch at heroic levels, a god at paragon levels, and a greater god at epic levels. Others gravitate to a greater god or serve deities with no exarchs.
Lay worshipers can swear fealty to a patron deity, and some Faerûnians do so for selfish ends (merchants who worship Waukeen, for instance, or sages who revere Oghma). Most common folk, however, are more egalitarian in their faith. They invoke several divine beings over a day, asking Tymora for luck, beseeching Auril for a break in a blizzard, or seeking Sune’s favor with a matter of the heart.
#### Divine Servitors
In addition to the more powerful exarchs, gods and greater gods are served by any number of extraplanar creatures. Most priests never speak directly to their deities, but they might have frequent contact with a servant of the divine hierarchy. Here are a few examples.
***Angels.*** Most deities have angel servants. Deities create these semiautonomous beings, have free will, and can “fall from grace.”
***Ghaunadans.*** These amorphous creatures of primeval ooze possess a wicked intelligence and serve Ghaunadaur.
***Yochlols.*** These demonic handmaidens of the greater goddess Lolth are hideous creatures with razor-sharp teeth whose flesh drips like wax.
#### The Chosen
A deity can touch a mortal worshiper with a sliver of divine grace, creating a Chosen as an instrument in the mortal world. The powers and missions of the Chosen vary from god to god.
A Chosen might ascend to the rank of exarch, which was the case for the likes of Clangeddin Silverbeard and Obould. Some, such as Lolth’s Lady Penitent, and Halisstra Melarn, are created for a particular purpose, then discarded.
The post-Spellplague world includes no Chosen who are not exarchs.
## :: The Gods of Faerûn
The following tables summarize the main facts about the various powerful beings described in this chapter. A deity’s sphere of influence can be a physical process or object like the sun or fire or a concept such as luck or courage. It might be a philosophy such as law or chaos, a vocation such as thievery or mining, a skill such as archery or hunting, or a race such as drow or orcs. However, mortals articulate a deity’s sphere, the true agendas of the gods are rarely known in any detail by the beings who serve them.
The following tables summarize the main facts about the various powerful beings described in this chapter.
A deity’s sphere of influence can be a physical process or object like the sun or fire or a concept such as luck or courage. It might be a philosophy such as law or chaos, a vocation such as thievery or mining, a skill such as archery or hunting, or a race such as drow or orcs. However, mortals articulate a deity’s sphere, the true agendas of the gods are rarely known in any detail by the beings who serve them.
### List of the Greater Gods
| Name | Alignment | Gender | Sphere | Dominion |
| ---------- | ------------ | ------ | ------------ | ------------------ |
| Amaunator | Lawful good | male | Sun | Eternal Sun |
| Asmodeus | Evil | male | Sin | Nine Hells |
| Bane | Evil | male | Tyranny | Banehold |
| Chauntea | Lawful good | female | Life | Green Fields |
| Corellon | Good | male | Fey | Arvandor |
| Cyric | Chaotic evil | male | Strife | Supreme Throne |
| Ghaunadaur | Chaotic evil | male | Abominations | Dismal Caverns |
| Gruumsh | Chaotic evil | male | Savagery | Nishrek |
| Kelemvor | Unaligned | male | Death | Fugue Plane |
| Lolth | Chaotic evil | female | Drow | Demonweb Pits |
| Moradin | Lawful good | male | Dwarves | Dwarfhome |
| Oghma | Unaligned | male | Knowledge | House of Knowledge |
| Selûne | Good | female | Moon | Gates of the Moon |
| Shar | Evil | female | Shadows | Towers of Night |
| Silvanus | Unaligned | male | Nature | Deep Wilds |
| Sune | Good | female | Beauty | Gates of the Moon |
| Tempus | Unaligned | male | War | Warrior’s Rest |
| Torm | Lawful good | male | Law | Celestia |
### List of the Lesser Gods
| Name | Alignment | Gender | Sphere | Dominion |
| ------------------- | ------------ | ------ | ---------- | ------------------ |
| Angharradh | Good | female | Wisdom | Arvandor |
| Auril | Chaotic evil | female | Winter | Deep Wilds |
| Bahamut | Good | male | Justice | Celestia |
| Berronar Truesilver | Lawful good | female | Family | Dwarfhome |
| Beshaba | Evil | female | Bad luck | Warrior’s Rest |
| Garl Glittergold | Good | male | Protection | Arvandor |
| Gond | Unaligned | male | Craft | House of Knowledge |
| Ilmater | Good | male | Suffering | Celestia |
| Loviatar | Evil | female | Pain | Banehold |
| Luthic | Chaotic evil | female | Caves | Nishrek |
| Mielikki | Good | female | Forests | Deep Wilds |
| Sheela Peryroyl | Good | female | Beauty | Green Fields |
| Sseth | Evil | male | Serpents | Towers of Night |
| Talona | Chaotic evil | female | Plague | Towers of Night |
| Tiamat | Evil | female | Greed | Banehold |
| Tymora | Good | female | Good luck | Gates of the Moon |
| Umberlee | Chaotic evil | female | Sea | Deep Wilds |
| Waukeen | Unaligned | female | Merchants | Eternal Sun |
| Zehir | Evil | male | Poison | Towers of Night |
## :: Details of the Pantheon
The gods that make up the pantheon of Faerûn are much like the population of some of the Realms’ greatest cities: an eclectic blend of individuals from various sources. The makeup of the pantheon has shifted over the ages due to changes in the Realms and its people (or vice versa, depending on which scholars you believe). The following pages describe the most prominent members of the pantheon.
The deities of the Faerûnian pantheon are by no means the only powers worshiped in the Realms. The nonhuman races have their own pantheons, and scattered other cults and local divinities can be found across Faerûn.
>*The Hidden One*
> The mysterious Ao is Standing outside the divine hierarchy and outside the cosmos. Thought by some to be the creator of the cosmos, his might is unimaginable. He is the judge of the deities and the one power whom even the greater gods fear.
>Ao exists beyond the concept of alignment or worship. He serves no one, and no one serves him. Instead, he watches all, sees all, and judges all. No mortal worships Ao. Any sects that spring up, based on fragmented legends and unreliable lore, disappear quickly. No legitimate priests of Ao exist in Toril.
*The Keeper of the Eternal Sun, the Light of Law, the Yellow God*
The rule of law and the sun's glory are both in Amaunator’s dominion. His priests helped establish bureaucracies and lawful order in communities. They often witness contracts and signed agreements, stamping such documents with the sun symbol of Amaunator to signify their validity.
His priests teach that Amaunator has died and been reborn time and again. Like the sun, he might pass into the realm of darkness, but his bright gaze will inevitably fall on the world again. Amaunator is seen as a stern and unforgiving deity, not unlike Silvanus in comportment, but his concern isn’t for the balance of life — he cares that things proceed according to the celestial order, that promises are kept, and that the rule of law persists.
Farmers and travelers beseech him when they pray for rain or sun, as do any others looking for a favorable change in the weather. But the most common form of propitiation to Amaunator is swearing oaths, signing contracts, and declaring laws under the sun's light. So ingrained in the common perception is the connection between a solemn oath and the sun that those engaged in closing deals or issuing edicts often pause and wait for a passing cloud to clear the sun before completing the transaction or pronouncement.
*The Lord of the Ninth, The Cloven, Old Hoof and Horn*
Open worship of Asmodeus began roughly a century ago when small cults with charismatic leaders sprang up in the aftermath of the Spellplague. That catastrophe left many asking why the gods were angry or had abandoned them. To those questioners, the faithful of Asmodeus provided answers and a god who would forgive all their faults. Still, for the next few decades, the cult of Asmodeus struggled for acceptance.
In the beliefs of the people of the North — which coincide with many tales told by dwarves, elves, and others — Asmodeus is Lord of the Ninth, the leader of all devils of the Nine Hells. People know devils to be iron-minded and silver-tongued purveyors of temptation, whose price for their boons can be as dear as one’s soul. It’s said that when a soul waits on the Fugue Plane for a deity to take it to its appropriate afterlife, devils approach the soul and offer it a chance at power and immortal pleasures. All a soul needs to do is take one step out of the dust and the milling crowd and put a foot on the first rung of the infernal ladder that represents the hierarchy of the Nine Hells.
The faithful of Asmodeus acknowledge that devils offer their worshipers a path that’s not for everyone — just as eternally basking in the light of Lathander or endlessly swinging a hammer in the mines of Moradin might not be for everyone. Those who serve Asmodeus in life hope to be summoned out of the moaning masses of the Fugue Plane after death. They yearn for the chance to master their own fates, with all of eternity, to achieve their goals.
To those not so dedicated, priests of Asmodeus offer the prospect of a reprieve in the afterlife. All souls wait on the Fugue Plane for a deity’s pleasure, which determines where a soul will spend the rest of eternity. Those who lived their lives most in keeping with a deity’s outlook are taken first. Others, who have transgressed in the eyes of their favored god or have not followed any particular ethos, might wait centuries before Kelemvor judges where they go. People who fear such a fate can pray to Asmodeus, his priests say, and in return, a devil will grant a waiting soul some comfort.
Today, shrines to Asmodeus are still rare, and temples are almost unheard of, but many folk have adopted the habit of asking Asmodeus for reprieve from their sins. After transgressing against a god in some way, a person prays to Asmodeus for something to provide respite during the long wait. Asmodeus is known to grant people what they wish, and thus people pray for all the delights and distractions they desire most from life. Those who transgress in great ways often ask Asmodeus to hide their sins from the gods, and priests say that he will do so, but with a price after death.
*The Frostmaiden, Lady Frostkiss, Icedawn*
Auril, the merciless goddess of cold and winter, is worshiped mostly in regions that are affected by deep winters. Folk propitiate Auril with offerings and prayers for mercy. Her priests warn others to prepare for winter, and to stock extra provisions to have some to spare as offerings to the goddess.
Few favor Auril except those who make their livelihood from winter or love the season. Her rare priests tend to be folk who would, but for their status, likely be outcasts from their communities. They practice celibacy and remain aloof from others when not serving officially.
Luskan has a temple dedicated to Auril, the white-spired Winter Palace. The structure is a roofless array of pillars and arches carved of white stone. The rituals of Auril’s worship often seem cruel to outsiders. In Luskan, visitors gather at the temple to watch the frequent “wet parades,” a ritual where supplicants don ice-packed garments. They then journey between six white pillars known as the Kisses of Auril, which are dispersed throughout the city. The worshipers move from pillar to pillar, chanting prayers to the goddess. Upon reaching a pillar, a supplicant must climb it and then “kiss the lady,” touching lips to a rusty iron plate at the top. In winter, these events resemble frantic footraces, with the added risk of frostbite and injuries caused by falling from the slippery pillars. The parade runners are cheered on by patrons who come out of nearby taverns to place bets on the participants' stamina. Those who finish the race are thought to have helped make the winter easier, and they rarely have to pay for food or ale all winter long.
*The High One, the Lord of Spellcraft, the First Magister*
Few pay homage to Azuth aside from wizards. For them, the High One is the ultimate embodiment of all that they hold dear.
Mystra is the goddess of magic; Oghma is the god of knowledge; and Deneir is the god of writing and language. Azuth takes aspects of these general fields and applies them to the specific practices of wizards. For instance, while Mystra is the deity who represents the soul, art, and wonder of magic, Azuth is the god of a wizard’s long hours of study, exacting standards of movement and speech, and cramped, ink-stained fingers. Wizards invoke Azuth when they scribe scrolls, inscribe magic circles, attempt to memorize spells, and even when they cast spells. Often this acknowledgment comes in the form of silently forming Azuth’s holy symbol, pointing the index finger of the left hand to the sky. For many wizards, the gesture is so commonplace in their lives that it becomes an unconscious habit.
Temples dedicated to Azuth are scarce, and clerics of the deity are extremely rare. Even in magic-saturated Halruaa, only a handful of holy places are dedicated to Azuth. Sometimes a statue or a shrine dedicated to him stands in a corner of a temple to Mystra or another deity. More often, a wizard has a personal shrine at home. Azuth is represented at such sites as a hooded and bearded figure with left hand held high; and finger pointed up. Sometimes he is represented by merely the hand. In either case, the finger often serves as a candleholder or as the point of origin for a light spell.
*The Black Hand, the Lord of Darkness*
Bane has a simple ethos: the strong have the right and the duty to rule over the weak. A tyrant who can seize power must do so, for not only does the tyrant benefit, but so do those under the tyrant’s rule. A stronger and more suitable ruler will rise when a ruler succumbs to decadence, corruption, or decrepitude.
Bane is vilified in many legends. Throughout history, those who favor him have committed dark deeds in his name, but most people don’t worship Bane out of malice. Bane represents ambition and control; those with the former but lack the latter pray to him to give them strength. It is said that Bane favors those who exhibit drive and courage and that he aids those who seek to become conquerors, carving kingdoms from the wilderness and bringing order to the lawless.
At many times and in many places in Faerûn, the faithful of Bane have been seen as saviors for their efforts in slaughtering raiders, throwing down corrupt rulers, or saving armies on the brink of defeat. But in just as many other places, the worship of Bane has created or supported cruel dictatorships, aided mercantile monopolies, or brought about the practice of slavery where it didn’t exist before.
*The Maid of Misfortune, Lady Doom, Black Bess*
Beshaba is the counterpoint to Tymora and is just as frequently acknowledged in daily life as is her more benevolent “sister.” She is seen as a cruel and capricious goddess who must be propitiated to avoid attracting her attention and interest in a negative way.
Beshaba’s name is invoked when someone is beset by bad luck — which could be as minor as stubbing a toe or breaking a wagon wheel or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attention when someone is doing something in which good luck wouldn’t play a part, but bad luck might. For example, someone rolling dice would invoke Tymora because they want a random chance to fall in their favor, but someone about to cross a rickety bridge would ask Beshaba to keep it intact.
Folk makes the symbol of Beshaba by folding their thumbs and extending their fingers on one or both hands (mimicking the horns of her holy symbol) to ward off misfortune. The same gesture raised to the head signifies a salute; when pointed at someone, the “horns” indicate ill favor directed toward that individual.
Many druids worship Beshaba as one of the First Circle. They propitiate her with dances while wearing fire-blackened antlers dipped in blood. According to these druids, her holy symbol is the horns of a stag because when Beshaba was first worshiped, humans were simple hunter-gatherers, and she was believed to bring misfortune to hunters, such as being gored by a stag.
Although most people tremble in fear at the prospect of Beshaba’s attendance at any event (even in spirit), Beshaba is almost always invoked and welcomed formally in the opening speeches or ceremonies of formal functions such as marriages and coronations, contests of sport or martial prowess, and at the naming ceremonies of children. She might take offense and wreak misfortune on those involved if she isn't invited to such an event.
Temples to Beshaba are virtually unknown. It’s common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by, and murders and accidents are more prevalent, the fashion is to draw the black antlers of Beshaba with charcoal on a nearby wall, leaving the symbol on display until the weather scours it away. These “shrines,” in either form, warn others about places of ill fortune.
More formal shrines to Beshaba exist in places where folk frequently hope to ward off misfortune. These sites tend to be posts or stones painted red with blackened antlers attached to them or a red, triangular wall-mounted plaque with attached antlers. Both types have a stone or bronze bowl where coins can be tossed or burnt offerings made. The Red Wizards of Thay commonly erect such shrines outside their ritual chambers to guard against unfortunate mistakes.
Few dare to take Beshaba as a patron. The rare clerics of the Maid of Misfortune have been deeply affected by great misfortunes and seek to warn others of the essential unfairness of life — or to inflict that unfairness upon them.
*The Lord of Murder*
The folk of Faerûn don’t normally pray to or acknowledge Bhaal. He is seen as a deeply evil and destructive deity who hungers for death — meaning the death of any sentient beings through unlawful means.
Some people pray to Bhaal when they want to commit murder. A person might have good reason to resort to murder, such as when one cannot redress some injustice through lawful means. But it’s far more common for prayers to Bhaal to be uttered by those who seek to kill someone out of jealousy, greed, or wrath. It’s rare for anyone but assassins or compulsive killers to take Bhaal as a patron, and clerics who revere Bhaal often qualify on both counts.
Murder cults of Bhaal have arisen in the past, each led by a charismatic, self-styled priest of Bhaal, but organized worship of the Lord of Murder is extremely uncommon. Temples and shrines are similarly rare. Those who erect a shrine to Bhaal usually do so to thank him for a successful murder. Such shrines typically feature a skull or a severed head surrounded by drops of blood (often both from the murdered victim).
*The Great Mother, the Grain Goddess*
Chauntea is the goddess of agriculture: sowing and reaping, seeding and harvest, breeding and butchery, shearing and weaving. In this aspect, she is a rural deity rarely prayed to behind the walls of a city except by kitchen gardeners. But Chauntea is also the Great Mother, a goddess of crib, hearth, and home. As such, she is welcomed into all homes at mealtimes and at the birth of children, and folk gives her thanks whenever they experience the pleasure of settling by fire and feeling safe and loved.
Chauntea’s faith is one of nurturing and growth. Agricultural aphorisms and farming parables dot her teachings. Growing and reaping, the eternal cycle is a common theme in the faith. Destruction for its own sake, or leveling without rebuilding, is anathema to her.
Temples of Chauntea maintain a great body of lore about farming and cultivation. Her priests work closely with communities in rural areas, and they are willing to roll up their sleeves and dig their hands into the dirt.
> THE EARTHMOTHER
> The druids of the Moonshae Isles worship the Earthmother, who is the generative power of the land itself. To some mainlanders, the Earthmother is an aspect or manifestation of Chauntea, but to the Ffolk, she is simply the Earthmother and always will be. The moonwells of the isles are her sacred sites and her windows onto the world.
*The Prince of Lies, the Dark Sun*
The worship of Cyric derives directly from the story of his ascension to godhood. Cyric was a mortal during the Time of Troubles and the key to how that chaotic period resolved, but he was also a selfish traitor and a murderer. When he became a god, Cyric continued to work on various plots of deceit and murder — the most famous of which is that, according to legend, Cyric murdered Mystra and thus caused the Spellplague over a century ago.
Those who don’t worship Cyric see him as a god of madness, strife, and deceit, although his priests consider such claims to be heresy. Their Prince of Lies isn’t a twisted madman but a god of dark majesty who proves that all bonds between folk corrupt and wither away.
Cyric’s church works openly in Amn, where the citizens espouse the principles of ambition, self-reliance, and “buyer beware.” Those who take Cyric as their patron tend to be sadists, con artists, power-mad connivers, and worse. Other folk pray to Cyric when they want to do wrong but don’t want others to learn about it.
“The Dark Sun,” originally one of Cyric’s epithets, has become a metaphor for strife in the Realms. “A Dark Sun has risen o’er this court” might be spoken as a warning that intrigues and infighting have gotten out of hand in a noble household, and married couples know to seek advice from others if “a Dark Sun shines through the window” in their relationship.
*The Lord of All Glyphs and Images, the First Scribe, the Scribe of Oghma*
Deneir is the god of literature and literacy, the patron of the artist and the scribe. His is the power to accurately render and describe, write and read, and pass on information. In legend, Deneir is often portrayed as a scribe in service to Oghma and sometimes thought of as Oghma’s right hand.
It’s common practice for someone who writes a letter or records information to pray to Deneir to avoid mistakes. Similarly, artists acknowledge Deneir before beginning and upon completing paintings, particularly illuminations on manuscripts, tapestries that relate stories, and any such attempt to use art to capture the truth.
Followers of Deneir believe that information not recorded and saved for later use is information lost. They consider literacy an important gift of the gods that should be spread and taught. His followers are scribes and scholars devoted, like their patron, to preserving written works and experiencing them, for they say that Deneir himself is hidden within the lines, shapes, and passages of all written works. Priests of Deneir also take an oath of charity, compelling them to accept the requests of others to write letters and transcribe information.
The god’s followers tend to be individualists, united by their shared faith but not overly concerned with religious hierarchy and protocol. This behavior is supported by the fact that Deneir’s blessings of divine magic are often bestowed on those who lose themselves in written works rather than those who fancy themselves part of any temple or religious order. Contemplation of the faith’s most holy book, the *Tome of Universal Harmony*, is the most effective way to become deserving of Deneir’s blessings.
*The Quiet One, the Guardian of Groves, the Mother of the Waters*
Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is considered present at many such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying.
Most rural places have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water, such as a pond or a spring, typically serves as a repository of offerings. If the holy site is a glade, a stream one crosses along the way might serve as the repository or a prominent bush or tree in the glade might be the place where people tie offerings. Typical offerings are broken weapons or items that are remembrances of arguments, which the faithful discard while wishing for future peace. Many of those who favor Eldath are pacifists or people who are troubled by the violence they have witnessed or experienced.
Eldath’s priests don’t organize into large sects. Indeed, many are itinerant, wandering between various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature and allied to druids, who count Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can’t force others to engage in harmony.
*The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things*
Gond is the god of artifice, craft, and construction. Blacksmiths, woodworkers, engineers, and inventors revere him. Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful.
Priests of Gond wander the North dressed in saffron vestments, adorned with sashes that contain within their folds gears, locks, hooks, and bits of steel, tin, and wood that might prove useful in a pinch. They also wear belts of large, linked metal medallions and enormous sun hats. A traveling priest of Gond offers services to distant villages as a tinker, a carpenter, and a civil engineer rolled into one, ready to help build a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered in their travels and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering priests turn their journals over to the resident scribes at such temples, who then record their observations for posterity and benefit.
Most who favor Gond practice time-honored crafting professions: they are smiths and engineers, architects and weavers, leatherworkers, and jewelers. Even so, this faith has a well-earned reputation as a haven for crackpot inventors and visionaries.
The center of Gond’s worship on the Sword Coast lies in Baldur’s Gate, where the faithful have erected two huge structures in honor of the Wonderbringer: a temple called the High House of Wonders, and a museum of craft and design called the Hall of Wonders. Lantan had been the preeminent place of Gond’s worship in the world until a century ago when the island nation disappeared, and since its return, the few Lantanese merchants seen in Sword Coast ports have said little about the present state of their homeland.
*The Watcher, He of the Unsleeping Eyes, the Vigilant One*
The god of vigilance and protection, Helm is seen as the epitome of the guardian, the watcher, and the guard. He is venerated by those who must remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards of a treasury vault.
Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial stairways during the Time of Troubles, preventing the gods from ascending them and continuing the chaos of that period until the Tablets of Fate were found.
Although his faith has known dark days, worship of Helm never truly faded away. Most of his followers believe that the Watcher can never be vanquished utterly, and recent events have borne out that assertion.
Helm’s priests teach that one must be ever vigilant, aware, and prepared for enemies. Patience, clear thought, and careful planning will always defeat rushed actions in the end. Those who favor Helm strive to be alert, clear-headed, and true to their word. These traits don’t necessarily make them nice people, however, and as such many consider the faithful of Helm to be inflexible and merciless.
*The Doombringer, Poet of Justice*
Hoar, known in the lands along the Inner Sea as Assuran, is a god of revenge and retribution. He isn’t typically worshiped habitually, but his name is invoked by those who seek vengeance. When a guilty party falls prey to fate — such as when a murderer escapes prosecution but is then accidentally slain himself — the hand of Hoar is given credit. When one hears three rolls of thunder in succession, it is thought to be a sign from Hoar that some act of vengeance has been performed. Many human societies have the custom of ringing a bell or a gong three times when a crime is judged, or an execution takes place.
Folk speak Hoar’s name when they want revenge, particularly when they cannot avenge themselves. This invocation might be in response to a petty slight or a true injustice, and the acknowledgment of Hoar might be a short prayer said aloud or might be written down somewhere. It’s generally believed that the more permanent the form of the prayer, the more likely it is to be fulfilled. For this reason, some etch their prayers in lead and bury it or hide their prayers inside diaries. Aside from bounty hunters and those on crusades of vengeance, few truly revere Hoar, and he is served by fewer still who would call themselves priests. Temples or shrines of Hoar are almost nonexistent except for ancient sites in Chessenta and Unther.
Hoar became a member of the Faerûnian pantheon when his worship extended beyond the lands that originally revered him. Most consider Tyr the arbiter of laws and Hoar the god who metes out punishment resulting from breaking those codes. A judge might favor the worship of Tyr, while a jailor or a headsman is more likely to pray to Hoar.
*The Crying God, the Rack-Broken Lord, He Who Endures*
Ilmater is the god of suffering, martyrdom, and perseverance, renowned for his compassion and endurance. It is he who offers succor and calming words to those who are in pain, victimized, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other’s burden, to take the other’s pain. He is the god of the oppressed and the unjustly treated.
It is said that if he had his way, the Crying God would take all the suffering in the world onto himself to spare others. Since he can’t, he blesses those who endure on others’ behalf and alleviates suffering when he can. Ilmater always blesses martyrs who die so that others may live with a final rest and reward in the god’s afterlife, should they so choose.
Ilmater’s priests take in the ill, the starving, and the injured, and his temples give most of what they receive to help offset the world's suffering. His followers provide succor when they can but also use force to end torture and suffering inflicted on others. Ilmater’s priests travel to places where the worst possible conditions exist, ministering to the needs of the oppressed, the deceased, and the poor. They put others ahead of themselves, share all they have, and emphasize life's spiritual nature over the material body's welfare.
Priests of Ilmater who are on a quest to aid others can be recognized by their hair shirts and vests of coarse fur worn against their bare skin. It is taboo to harm such priests as they do their duties, such as administering to the wounded on a battlefield. The taboo is so strongly felt among humans that other races respect the custom. Even orcs and goblinoids will avoid directly attacking a peaceful priest of Ilmater as long as the priest administers to their fallen warriors as well.
Most folk deeply respect the work and the sacrifice of Ilmater’s faith and lend aid to such endeavors where they can. When a temple of Ilmater sends its faithful to help refugees of war or victims of the plague, their willingness to sacrifice their own well-being always prompts ordinary people to support them, whether they are inspired or shamed into action.
*The Final Scribe, the Pitiless One, the Bleak Seneschal*
Legend has it that Jergal is an ancient deity. The story goes that in the time of Netheril, he was worshiped as the god of death, murder, and strife. Yet, with the passing of time, he became bored with his position. Then one day, three mortals, each a powerful adventurer, met Jergal in the lands of the dead, determined to destroy him and take his power. Instead, Jergal calmly abdicated his throne of bones and allowed each of the three mortals to participate in his divinity. Thus, Bane assumed the portfolio of strife, Myrkul the rulership of the dead, and Bhaal the portfolio of murder. Jergal lost his former stature and became a scribe of the dead.
Jergal is now seen as an uncaring custodian of the dead. He is thought to record the passing of the living and to aid Kelemvor in seeing that souls are properly bound to their appropriate afterlife. He is rarely acknowledged directly, except for being mentioned at funerals and among those who practice the custom of writing the deceased's name on a parchment sheet and placing it in the corpse’s mouth. This rite is common in places where an individual’s grave or tomb isn’t marked with the person’s name.
Few people favor Jergal as a deity, and most are concerned with dispensing the dead in some way. Priests of Jergal serve communities as undertakers and caretakers of gravesites. Jergal has no temples dedicated to him aside from abandoned places devoted to his old, darker incarnation, but his priests are welcome in the temples of Kelemvor, Deneir, and Myrkul. His faithful send their annual mortality recordings to holy sites where records of that sort are kept.
*The Lord of the Dead, the Judge of the Damned*
Kelemvor is seen as a just, fair, and comforting god of death. Death comes to all, and when it occurs, Kelemvor is there to take each soul by the hand and lead it to the proper afterlife. Kelemvor’s priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the afterlife they seek.
The faithful of Kelemvor provide people with peaceful transitions into the care of the Lord of the Dead. They help the dying put their affairs in order, and they officiate at funeral rites for those who can’t afford the lavish ceremonies of their faith. The tenets of Kelemvor’s faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and worshipers define “untimely” in different ways. One group might concentrate on stopping the spread of disease, another on preventing murder, and yet another on eliminating the undead scourge. In fact, all the faithful of Kelemvor despise the undead and work to some degree to eliminate them, for undead of any sort are seen as an abomination of the natural order. This belief obviously puts Kelemvor’s faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of Kelemvor routinely destroy any writings about the creation of the undead that they find — an act that offends those who value knowledge for its own sake, such as the faithful of Oghma and Deneir. And there also exist undead that aren’t evil, such as the baelnorn, which the elves consider holy. Kelemvor’s devotees seek the end of such beings regardless of that fact.
*The Morninglord, Inspiration’s Dawn, the Rose-and-Gold God*
Lathander is the god of spring, birth, and renewal, a deity of conception, vitality, youth, renewal, and self-perfection. He is god not of the sun but of the dawn, representing the start of a new day filled with potential.
Lathander is a god of beginnings. People commonly offer a prayer to him before undertaking any journey or endeavor. Lathander’s name is invoked to seal alliances and christen new ventures or companies. As a result, the god is very popular among the merchant classes, and the church has benefited accordingly.
The rising sun is his symbol, and his colors are the rose, gold, and violet of the dawn. Lathander’s temples and shrines host a wide range of functions, both municipal and personal. At such places, folk get married in dawn ceremonies, announce the start of civic projects, and even give birth when possible to provide the baby good fortune.
The faithful of Lathander embrace the founding of new communities and the growth of civilization as long as that civilization gives everyone the potential to succeed. They despise the undead, seeing them as both a corruption of the natural order and a disavowal of new beginnings because the undead cling to their old existence rather than moving on.
*The Lady of the Mists, Mistshadow, the Lady of Deception*
Leira has worn many masks and more than once has been thought to be dead or to be another deity altogether. Perhaps such a reputation is only natural for the goddess of illusion and deception. Her faithful agree that whatever the “truth” might be, their Lady takes great delight in the confusion sown by her various incarnations. Even the faithful of Cyric once taught that their god killed Leira, but now they espouse the strange idea that somehow she is his daughter.
Leira isn’t viewed as malicious or as a trickster but is seen as enigmatic, quiet, and retiring. She is credited with inventing Ruathlek, the language of illusionists and the spoken tongue of Nimbral.
The faithful of Leira seem to be scarce, although it is difficult to know this for certain because those who favor her rarely make their inclinations known. Leira is the patron of illusionists and liars. She receives little regular worship except for illusionists, who pray to the Mistshadow for potency in their magic, and con artists, for whom she is a kind of champion. Most people pray to her when they hope to keep something secret or placate her with a prayer before making an important decision when they fear being deceived. Some folk perform a swirling motion with a finger behind their backs when telling a lie to beseech her for aid.
Her priests wear vestments of white and mist-gray, and smooth, featureless masks cover their faces. Only in Nimbral do temples to Leira exist, and shrines dedicated to her found across the continent are usually disguised as other kinds of sites, marked with signs that only the faithful would recognize.
*Our Lady of Joy, Joybringer, the Mistress of Revels*
Lliira is a beloved goddess, a deity of contentment, release, joy, happiness, dance, and freedom. As the patron of festivals, she is honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will cause her to withhold her favor. Her priests and priestesses, known as joybringers, take it as their mission to make other people happy, even if just for a moment.
Her faithful always wear at least one clothing item of bright, cheerful color, and her priests’ vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy, and her priests bless anyone they see wearing such adornments.
Lliira’s followers aren’t frivolous, however. To them, divine joy is a very real gift to the world of mortals and one much-needed. To that end, they fight those who would bring misery to others. They are fierce against their foes and joyous revelers when their work is done.
*The Maiden of Pain, the Scourge Mistress, the Willing Whip*
Pain isn’t a means to an end for Loviatar’s faithful but an end unto itself. To them, nothing is as transcendent as suffering, and all pain is holy, from the crudest barbarism to the most sublime torture, to the emotional suffering of the heartbroken or the betrayed.
The pain one feels is proof of the Lady’s attention, so her faithful are notorious self-flagellants. Pain is also a path to power in terms of both one’s ability to inflict it and one’s ability to endure it. A cold, cruel demeanor is considered ideal because it best emulates the Scourge Mistress, and for the same reason, her faithful appreciate beauty, cultural refinement, and a certain adeptness at manipulation.
Though temples to Loviatar are rare, her faithful are more numerous than might be expected. Loviatar is the chosen deity of those who inflict pain, including torturers and others who need to break the will of their victims. She is favored by sadists and masochists, and some of her followers form cultish cells of secret adherents. Each group is led by someone who takes pleasure in administering pain and dominating others, supported and backed up by many submissive sycophants.
Worshipers of Loviatar rarely gather in numbers except in the more populous cities. When small cadres of faithful operate quietly in such places, few citizens take notice or raise a fuss if they do witness cult activity. The sufferers who endure the lash, however, aren’t always willing participants, and Lovatar’s cults sometimes operate secret slavery rings, which can draw the attention of the authorities. The open worship of Loviatar and temples clearly dedicated to her are rarely seen except in lands where slavery is an accepted practice.
*The Beastlord, the Black-Blooded One*
Malar epitomizes the dark side of nature, the world that is red in tooth and claw. His faithful believe the hunt is the center point between life and death — the facing off of hunter and prey, forcing the issue of who lives and who dies. People believe that Malar can’t be propitiated and knows no mercy, so he receives prayers only from those engaging in a hunt. Such supplicants pray to Malar for two reasons: to beg the aid of his peerless skill as a hunter or to adopt his fearsome mantle and thus ward off other predators. Malar is the god of those who delight in the hunt, don’t shy from bloodshed, and savor their prey's fear.
Many lycanthropes consider Malar to be their divine father, as do some other intelligent predators. He has many devotees who are druids and rangers of particularly savage inclination, and many barbarians take Malar as a patron for his ferocity and cruelty. His priests use claw bracers; impressive gauntlets bedecked with stylized claws that jut out from the ends of the fists, as ceremonial weapons.
*The Lord of Shadows, the Master of All Thieves*
Mask is a trickster god, the patron of ne’er-do-wells, spies, and thieves. All that occurs within shadow is in the purview of Mask. People whisper a prayer to Mask whenever stealth is required, or intrigue is afoot. Courtiers and diplomats invoke the god’s name in hopes of a smooth negotiation.
Those who favor Mask usually pursue thievery and other forms of acquisition of what belongs to others, such as pickpocketing, burglary, mugging, and con games. Ordinary folk prays to him to avert his eyes from their valuables, but the cautious sometimes employ “Mask’s purse,” a small, cheap cloth pouch worn in plain sight (thus easily cut or lifted) containing a small offering of the coin. By convention, a pickpocket pilfers Mask’s purse when encountering another person wearing one and considers the gain a gift from the god, while the one who lost the purse is grateful to the Lord of Shadows for accepting a respectful sacrifice of a small portion of his goods. Of course, nothing prevents another pickpocket from targeting someone who has lost Mask’s purse, but anyone with the ill luck to attract multiple pickpockets in a single outing has probably earned Mask’s ire anyway.
Priests of Mask are usually thieves by profession, often serving as higher-ups in the local underworld or criminal syndicate. They go by the title of demarche or demarchess, and wear veil masks when acting in their priestly capacity.
*Our Lady of the Forest, the Forest Queen*
People rarely speak of Mielikki except in quiet forest spaces. Woodlands that evoke wonder are where she reigns supreme, but she is said to keep watch over good folk in any forest, no matter how dark or cruel. When children are lost in the woods, people beseech Mielikki to protect them until they are found.
Mielikki is the goddess of the forest and the creatures that live within it. She is seen as a remote and spiritual deity — less human-like than many other gods. She’s not unmindful of people, but her attention and favor are difficult to attract. She is the patron of rangers in the same way that Milil is the patron of bards, but even rangers rarely pray to her directly. They instead pray to Gwaeron Windstrom, who they believe will carry their words to the goddess by tracking her to whichever forest she hides in.
Mielikki’s symbol is a unicorn, which prompts some to think of her as such and conflate her with Lurue, Queen of the Unicorns and the actual goddess of their kind. But most tales depict Mielikki as a beautiful woman whom Lurue allows upon her back as a rider, and the two are considered boon companions. Mielikki’s relationships with other deities of the natural world are more complex. Silvanus is sometimes considered her father, and Eldath is considered her sister, but Mielikki walks her own path through the wilds.
She has many shrines, particularly in the Savage Frontier. Most consist of a dead tree trunk that has been carved as a likeness of her holy symbol, a unicorn’s head. Alternatively, the likeness might be carved on a separate piece of wood and tacked to a living tree. These shrines typically mark the point in a forest beyond which locals know not to cut timber or hunt. Often these tributes are created by loggers at the end of a logging excursion as a mark of thanks to the goddess for providing the wood and for keeping the timber cutters safe during the work.
#### Gwaeron Windstrom
*The Mouth of Mielikki, the Master Tracker, the Tracker Never Led Astray*
Few, aside from rangers of the North, pray to Gwaeron Windstrom. Said to have been a mortal man elevated to godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures such as trolls and orcs. He is said to look like an old man with a long white beard who is still hale and mighty, and he is believed to take rest and sleep in a stand of trees near Triboar.
Rangers pray to Gwaeron because he represents much of their work and can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be addressed directly with their requests, but they consider Gwaeron Windstrom to be one of them and thus understanding of their needs.
Gwaeron has no temples, but shrines dedicated to him can be found in many places that serve wilderness wanderers as trail markers. Each one is denoted by a carving of Gwaeron’s symbol, a paw print with a star on the palm, on a prominent tree or stone.
*The Lord of Song, the One True Hand of All-Wise Oghma*
Milil is the god of poetry, eloquence, and song. He is a god of creativity and inspiration, of the entire song, more than just the lyrics or the music. He represents the finished thought, the result of the process that takes an idea from conception to realization. Milil is most venerated by bards, troubadours, and other entertainers, but anyone preparing to entertain or speak before a crowd might offer Milil a brief prayer for a successful performance. Those who seek inspiration in a creative endeavor also pray to Milil.
His icons depict him as a handsome male, sometimes a human, sometimes an elf, and even a half-elf in places (such as Aglarond) that have a large half-elf population. He is variously depicted as young or old, but his identity is always apparent because of his five-stringed harp made of silvery leaves, which he carries constantly. He is the ideal all performers aspire to: poised and confident, winningly charismatic, and inspiring for those who listen to him. He is said to have total recall of anything he hears or that is spoken while music plays, as well as utmost skill at improvisation.
Holy sites dedicated to Milil are often found in performance venues and schools of music. Whether the site is a vast concert hall or a small choral chamber, it must have excellent acoustic qualities. Milil’s priests are patrons of the arts in addition to being performers themselves, and they frequently act as tutors in the arts of performance at his shrines and temples.
Like Deneir, Milil is sometimes thought of as being in service to Oghma. In these portrayals of the deity, Milil is the god’s left hand, also referred to as the One True Hand. This expression isn’t meant to denigrate the right hand (Deneir); rather, it stems from the fact that left-handedness is more often associated with great artistic ability and the belief that the greatest art comes from the acceptance of truth.
*The Lord of Bones, Old Lord Skull, the Reaper*
Myrkul is an ancient god, one of three former mortals who were raised to deityhood when Jergal grew weary of his divine duties and distributed his influence between them. Myrkul became the god of death and the dead and ruled over the City of the Dead for centuries until he, in turn, was slain. In time Myrkul returned, for can death itself truly ever die? Myrkul’s faithful see him as the Reaper, who lays claim to souls and brings them to Kelemvor to be judged.
Myrkul is a deity of death, decay, old age, exhaustion, dusk, and autumn. He’s the god of the ending of things and hopelessness, as much as Lathander is the god of beginnings and hope. Folk doesn’t pray to Myrkul so much as dread him and blame him for aching bones and fading vision. Myrkul is thought to be passionless and uncaring, even of his most devout worshipers. Those who take Myrkul as a patron tend to be morose, taciturn, and obsessed with the dead and the undead. Like many followers of Kelemvor and Jergal, priests of Myrkul serve as undertakers and typically keep their patron’s identity secret.
Shrines to Myrkul or engravings of his holy symbol appear in many places where humans bury their dead, but full-fledged temples are rare. The few that exist are hallowed places where the dead from hundreds of miles around are brought for internment, even if they were not of Myrkul’s faith. There is little space set aside for living in such a location, usually a single modest shrine, but its catacombs and ossuaries are vast. In the deepest chamber of each temple rests a throne, and upon that throne sits the doomwarden — the preserved corpse of the most revered saint in the history of the temple (often its founder). Initiates to the faith are brought to kneel before a temple’s doomwarden, where they must spend a night and a day fasting and meditating in complete darkness.
*The Lady of Mysteries, Our Lady of Spells, the Mother of All Magic*
Mystra is the goddess of magic and, with that, the goddess of possibilities. She is venerated by mages and by those who use magic or magical objects in their daily lives. She also receives the prayers of those who find magic wondrous or encounter magic they fear. Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit through which mortal spellcasters and magical crafters can safely access the raw force of magic.
The faith of Mystra is pervasive in Faerûn, which is to be expected for a land as touched by magic as it is. Her worshipers include those who use magic or work closely with it, such as alchemists and sages. The blue-clad priests of Mystran temples count wizards and sorcerers among their numbers and the occasional bard. The goal of Mystra’s faithful is simple: that magic be preserved and promulgated throughout the Realms. It isn’t unusual for her followers to watch for those who demonstrate high potential for using magic and help arrange for such persons to find tutelage with a suitable mentor.
*The Binder, the Lord of Knowledge*
Oghma is the god of inspiration, invention, and knowledge. Above all else, Oghma represents knowledge in its most supreme, raw form — the idea. An aphorism cited by his faithful about this concept serves them as a prayer when it is repeated aloud: “An idea has no heft, but it can move mountains. An idea has no authority, but it can dominate people. An idea has no strength, but it can push aside empires. Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything else can exist, the idea must exist.”
Oghma’s faithful spread knowledge and literacy as widely as possible, believing that minds ought never to be shackled by ignorance and thus unable to bequeath the benefit they might otherwise provide their fellows. Not surprisingly, those who follow Oghma oppose those who foster deceit, trickery, and ignorance.
Folk of many professions favor the Binder: wizards, cartographers, artists, bards, clerks, inventors, sages, scribes, and all manner of others who uncover, preserve, and create knowledge and learning. The worship of Oghma was, at one point, one of the few organized faiths in Faerûn that had an established orthodoxy and a complete network of temples that adhered to that orthodoxy. Schisms during the Time of Troubles shattered that network, and now the structures that house the faith are individual temples or small networks of allied temples, much like other faiths.
### Red Knight
*The Lady of Strategy, the Crimson General, the Grandmaster of the Lanceboard*
The Red Knight is the goddess of planning and strategy. Those who favor her call themselves the Red Fellowship. They believe wars are won by the best planning, strategy, and tactics. The worship of the Red Knight is filled with a doctrine about strategy, such as: “Every war is a series of battles. Losing one doesn’t mean losing the war.” “In war, plan for peace. In peace, plan for war.” “Seek allies among your enemy’s enemies.”
Worship of the Red Knight arose among a hero-venerating monastic order of Tempus in Tethyr shortly after the Time of Troubles. The Red Knight has since grown in popularity because of what her followers call the Great Stratagem: for decades, her priests have been traveling to places of warfare to educate generals and kings in the arts of strategy and battlefield tactics. Many of the leaders they approached turned them away at first, but it soon became apparent that those who accepted the counsel of the Crimson General’s followers gained a distinct benefit. Grateful victors built temples to the Lady of Strategy, and gradually her faith spread.
Today, followers of the Red Knight can be found in nearly any land that has seen warfare in the past century. Worshipers of the Red Knight are rare in the general population, but those who revere her can frequently be found among high-ranking commanders of armies, instructors in colleges of war, quartermasters, and the authors of tomes of strategy. Each temple to the Red Knight includes an altar dedicated to Tempus, and so such a place is likely to be frequented by mercenaries and soldiers. A temple is surrounded by a vast pavilion and courtyard, which can be rented by companies of soldiers and mercenaries for practice and training. Her priests believe that drilling one’s troops in a temple courtyard is a form of propitiation that the Red Knight looks upon with special favor.
*The All-Seeing, the Third Eye, Divination’s Lord*
Savras is a god of divination and fortunetelling. Few people worship him, but many pray to him when performing small rituals of foresight. For example, young men and women sometimes attempt to divine the names of their future spouses by saying a rhyming chant that calls upon Savras while gazing in a mirror.
Savras has no currently active temples in Faerûn, and his shrines are few and far between, tucked away in the corners of libraries and scriptoria. Despite this lack of prominence, certain folk pay regular homage to Savras, including investigators, diviners, judges, and others who have a need to uncover the truth. Such individuals can sometimes be identified by the elaborate staffs they carry in homage to Savras. According to legend, Savras was trapped in Azuth’s staff for ages. Azuth eventually freed Savras so long as Savras swore fealty, and today the staff is a potent symbol for those who revere Savras. Devout worshipers take great pains to decorate and embellish their staffs, hoping Savras might find it a welcoming place to stop for a time.
*Our Lady of Silver, the Moonmaiden, the Night White Lady*
Selûne is thought to be among the most ancient of Faerûn’s deities. Most humans in Faerûn consider the moon in the sky to literally be the goddess gazing down on the world, and the trailing motes of light behind it her tears. She is also a goddess of stars and navigation, as well as motherhood and reproductive cycles. She is seen as a calm power, frequently venerated by female humans as well as by a mix of other folk: navigators and sailors, those who work honestly at night, those seeking protection in the dark, the lost, and the questing.
There are many legends about Selûne, chief among them being the tale of the battle at the beginning of time between Selûne and her sister, Shar. The Tears of Selûne, the cluster of starry lights that follow the moon around the sky, are thought to be brought about by the goddess’s joy, sorrow, or both.
Milk, a symbol of motherhood, is used in many rites performed by the worshipers of Selûne, as are trances and meditation. Those who favor her typically set a bowl of milk outside on each night of the full moon.
*The Mistress of the Night, the Dark Lady, Our Lady of Loss*
The dark twin of Selûne, Shar is the goddess of darkness, both in its physical form and as it exists in the minds and souls of mortals. People worship Shar as the goddess of night, secrets, loss, and forgetfulness. She represents pains hidden but not forgotten and vengeance carefully nurtured away from the light. She is said to have the power to make folk forget their pain or become inured to a loss, and many people in distress pray to Shar for such a blessing.
Shar is revered by those who must venture into dark places and so pray to her for protection, such as miners, as well as by those who have fallen into melancholy and despair, who wish to forget something, or who have lost something and wish to recover it. Priests drawn to serve Shar often nurture their own deep wounds or dark secrets, which in their minds makes them best suited to console those who suffer from a similar illness. Throughout the world’s history, many followers of Shar have done dark deeds in her name — most notably the shadovar of Netheril, an entire society dedicated to Shar. The tragedies and losses brought about by the fanaticism of her followers have caused many places to outlaw her worship and thus driven most of her priests into secrecy, but such prohibitions only heighten the priests’ umbrage at authorities and make the faithful a focal point for rebellion and revenge against whoever rules.
*Oak Father, the Old Oak, Old Father Tree*
Silvanus represents the entirety of nature, deserts as well as forests, sharks as much as deer. But folk in the North, who contend with the dangers of forests, mountains, and plains, see Silvanus more as a god of those places. Silvanus is considered a grim and severe father figure who metes out flood and drought, fire and ice, and life and death in the wilderness. In legends, he often commands other nature deities, dealing out rewards and punishments to them as is fitting.
Nature and its impartial fairness are central to the dogma of Silvanus’s faith. His priests seek to know the total situation, to view the macrocosm; their viewpoint isn’t confined to one person’s or one nation’s idea of what is best. The loss of a farming community to goblin raids is a tragedy for some, but the event provides an opportunity for the wilderness to grow up and make the land fertile again, providing new challenges for those who would return to tame it.
The creed of Silvanus dictates that nature’s glory must be preserved not merely because nature is beautiful but because wild nature is the true state of the world. Its expanses refresh and revitalize the mortal soul and give breath to all the world. Many of his faithful oppose the expansion of settlements into wild places and consider excessive consumption of natural resources to be not only wasteful but blasphemous.
Silvanus often receives veneration from travelers in wild lands, explorers, and residents of rural communities far from the protection of a local lord or a great city. The oak leaf is Silvanus’s symbol, and a grove of oak trees within a village or on its outskirts is often dedicated as a shrine to him. In rural places where oak trees don’t grow, an oak leaf etched into the bark of another kind of tree signifies a sacred site.
*Lady Firehair, the Lady of Love, the Princess of Passion*
Sune Firehair is a deity of passion and the delights of the senses. She is the goddess of beauty in all its forms — not just pleasing sights but also enchanting sounds, luxurious tastes and scents, and the exquisite pleasures of the flesh, from a lover’s caress to the brush of silk on the skin. Her worshipers seek out these pleasures in life, not out of mere decadence, but because the experience of pleasure is the touch of Sune herself.
The followers of Sune have a reputation as hedonists, and so they are, to a degree. More than that, her priests foster beauty in the world. They do so by creating art, acting as patrons for promising talents, and by investing in merchants who bring luxuries to far-off places that have never seen satin or tasted a luscious wine.
Her priests consider loveliness to be one of their greatest callings, and all are trained in comportment, fashion, and cosmetics. Indeed, so talented are Sune’s priests in the creation of beautiful appearances that many take pride in their ability to present themselves as stunningly attractive examples of either gender.
But beauty is more than skin deep, say the Sunites; it issues from the core of one’s being and shows one’s true face to the world, whether fair or foul. The followers of Sune are believers in romance, true love winning overall, and following one’s heart to one’s true destination. Fated matches, impossible loves, and ugly ducklings becoming swans are all in the purview of Sune.
Temples dedicated to Sune are common in human lands, and they frequently serve as public baths and places of relaxation. A temple usually features a mirrored and well-lit salon where folks can pray, as well as see others and be seen. Where a temple doesn’t exist, or in a large city where the nearest temple might be too far to walk to, a small shrine to Sune often stands near a street corner. These sites consist of a mirror hung beneath a small roof where one can say a prayer while checking one’s appearance. The spot might feature a shelf or a cupboard holding various perfumes and cosmetics so that those without the funds to purchase such items can still make themselves feel beautiful.
*Lady of Poison, Mistress of Disease, the Plague-crone*
One of the most often beseeched of Faerûn’s deities, Talona is the goddess of disease and poison, blamed for everything from common illnesses to crop failure to brackish wells to plague. Depicted in temple iconography as a withered crone with a cup or a vase that holds all the varieties of disease and poison, Talona is a fearsome goddess, and many are the prayers that beg her for protection from illness and poison. Various rituals to placate her involve the use of three drops of blood or three tears — to be dropped into a well that has gone bad, dripped into the handkerchief of someone beset by coughing, dropped into a fire made by burning a withered crop, dripped into the mouth of a plague sufferer, and so on. It’s common practice to mark a container of poison with her holy symbol, three droplets in a triangle, and during epidemics, folk paint the same image on the homes of the infected.
Though she is often the recipient of prayers, Talona has almost no temples and few cults dedicated to her. A cult or a shrine to her might arise in an area after it suffers from pestilence when some of those who survived decided to revere her or even become priests.
*Stormlord, the Destroyer*
Talos is the dark side of nature, the uncaring and destructive force that might strike at any time. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He counts the ravager, the raider, the looter, and the brigand among his followers. Those who favor him see life as a succession of random effects in a sea of chaos, so the devout should grab what they can when they can — for who can say when Talos will strike and send them into the afterlife?
Talos is portrayed as a broad-shouldered, bearded young man with a single good eye, the other covered by a dark patch. He is said to carry a collection of three staffs, made from the first tree cut down in the world, the first silver smelted, and the first iron forged. He uses these staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the world, he is thought to hurl them down from the sky as lightning strikes.
Although Talos is a popular deity, his name is invoked more often out of fear than out of reverence. He does have priests, mostly traveling doomsayers, who warn of disasters to come and accept charity in exchange for blessings of protection. Many of his faithful wear a black eyepatch, even if both eyes are intact.
*The Foehammer, the Lord of Battles*
Tempus is a war god concerned with brave conduct during war, using force of arms over talk to settle disputes, and encouraging bloodshed. The god of war is random in his favor, meaning that his chaotic nature favors all sides equally. Lord Tempus might be an army’s ally one day, and its enemy the next. He might seem to manifest before a battle, appearing to one side or the other. If he is seen riding a white mare (Veiros), then the army will succeed. If he rides a black stallion (Deiros), then defeat is certain. Most often he appears to be riding with one foot in each mount’s stirrup, signifying the unpredictable nature of battle. In such visions, Tempus is always a powerfully built warrior dressed for battle in the style of those who envision him.
Tempus’s favor might be randomly distributed, but over the centuries his priests have made an effort to spread and enforce a common code of warfare — to make war a thing of rules, respect for reputations, and professional behavior. This code, called Tempus’s Honor, has the purpose of making conflicts brief, decisive, and as safe as possible for those not directly involved. The rules in the code include the following: arm anyone who has need of a weapon; disparage no foe; acquit oneself with bravery; train all for battle; and don’t engage in feuds. Those who poison wells, taint fields, kill noncombatants, or engage in torture in the name of war are all considered sinners.
Worshipers of Tempus are legion, and his name is often on the lips of soldiers. His priests are tacticians, often skilled in the art of war. Many of his ordained don’t serve in temples, but as battlefield chaplains with armies and mercenary companies, encouraging their fellow soldiers with both word and blade. Priests of Tempus teach that war conducted properly is fair in that it oppresses all sides equally, and that in any given battle, a mortal might be slain or might become a great leader among his or her companions. Mortals shouldn’t fear war but should see it as a natural force, the storm that civilization brings about by its very existence.
*The Loyal Fury, the True, the Hand of Righteousness*
Torm is the god of duty and loyalty, revered by those who face danger to bring about a greater good. Those who favor Torm believe that one’s salvation can be found through service, that every failure to perform one’s duty diminishes Torm, and that every success adds to his luster. Those who take Torm to heart must strive to fulfill his commandment to go out into the world and be an active force for good, to right wrongs, and to help the hopeless. They must strive to maintain peace and order while opposing unjust laws. Followers of Torm stand ever-alert against corruption and are expected to strike quickly and hard against any evidence of rot in the hearts of mortals. As the sword arm of justice, Torm’s faithful are expected to bring quick deaths to betrayers. Considering these tenets, it should be no surprise that most human paladins have Torm as their patron.
Most temples dedicated to Torm are fortresses built on heights. These structures offer austere quarters for residents and visiting knights, drilling grounds, and stables. White granite, lion statues, and armored figures predominate in the architecture, with the coats of arms of fallen heroes decorating the walls of the great halls.
Torm is seen as the good right hand of Tyr, and as such his symbol is a white gauntlet made for the right hand. It represents Tyr’s sword hand, but it is also a symbol of forbearance. Torm is frequently depicted with his right gauntlet extended palm forward, which worshipers call the Hand Resolute. It signifies the principle that the just and true must pause before acting to judge whether their intentions uphold Torm’s ideals. Temples, civic structures, and the homes of the faithful are often decorated with images of the Hand Resolute as a constant reminder of this principle.
Worshipers of Torm come from most walks of life, for he welcomes any who seek the best in themselves and others, who uphold his tenets of loyalty, responsibility, duty, and kindness, or who are willing to sacrifice to keep evil from gaining ascendancy in the world. The faithful know that all of them will stumble from time to time while following in Torm’s footsteps, but Torm’s priests teach that the shame of a minor fall from grace is far less severe than declining to rise up to Torm’s standards.
*Lady Luck, Our Smiling Lady*
Tymora is the bright-faced goddess of fortune, the one to whom gamblers and game players pray in Faerûn. Our Smiling Lady is said to love none so much as those who gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes.
The battle cry of the followers of Tymora is “Fortune favors the bold.” Someone might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it’s heads. If it is, the coin is left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it.
Those who favor Tymora — as distinct from folk who invoke her name by mumbling over the dice — tend to be daring sorts. Adventurers and gamblers make up much of their ranks. They all have the belief that what is good about their lives is the result of having both good luck and the bravery to seek it out. Tymora has worshipers among all sorts of folk: the dashing young noble, the risk-taking merchant, the daydreaming field hand, and the scheming ne’er-do-well.
Priests of Tymora and temples devoted to Lady Luck are scarce since her faith tends not to stress a need for intermediaries: “Let the lucky man and the Smiling Lady suss it out,” as the old saying goes. Shrines to Tymora at gambling parlors aren’t unusual, however, and sometimes such establishments attract a priest and effectively become temples.
*Grimjaws, the Maimed God, the Evenhanded*
Tyr Grimjaws, Tyr the Evenhanded, Wounded Tyr, the Maimed God, the Blind, Blind Tyr, the Lord of Justice — all of these names speak to the nature of the Faerûnian god of justice. Tyr appears as a noble warrior missing his right hand, which he lost to Kezef the Chaos Hound in an act of bravery and sacrifice, and with his eyes wrapped in cloth to signify his blindness, caused by a wound dealt to him by Ao when he questioned the justice of the Overgod’s actions.
Tyr’s followers devote themselves to the cause of justice, to the righting of wrongs, and the deliverance of vengeance. This devotion isn’t necessarily concerned with equality or fairness, but rather the discovery of truth and the punishment of the guilty. Those who favor Tyr tend to be stiff-necked about matters of theology and laws, seeing things in terms of black and white. Tyr’s credo of lawfulness and honesty is a demanding one, and his priests remind the faithful not to hold in contempt others who can’t live by it — it wouldn’t be an honorable calling if everyone could muster the strength of will to follow it.
Many orders of knighthood are devoted to Tyr, including the Knights of Holy Judgment and the Knights of the Merciful Sword. Such knights — as well as judges and priests, clerics, and paladins who worship Tyr — sometimes wear thin strips of diaphanous cloth over their eyes to remind others of the blindness of justice.
*The Bitch Queen, the Queen of the Depths, the Wavemother*
No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and is reflected by the waters of the deep. Any such community makes sure to host festivals to propitiate the Wavemother and seek her favor. Although mercurial in temperament, she can be generous to those who do her honor, as is any great queen.
The Bitch Queen is worshiped out of fear instead of adoration, and ship crews offer her gems, tossed over the side, to calm storm-tossed waters. As her most common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her domain.
There is little in the way of an organized clergy of Umberlee. Her priests roam coastal cities, warning of doom and demanding free passage on ships in return for ensuring the goddess’s pleasure. Often they wear the colors of waves and storms, and they decorate themselves with items that remind others of the sea’s dangerous nature — a necklace of shark teeth, seaweed wrapped about a human bone, and so on. The preserved hand of a drowned person is thought to be a particularly holy object, and some of her few clerics use such severed hands as holy symbols. Umberlee does have a large number of shrines in the coastal cities, and sailors often leave flowers or small candies at them in hopes that she will spare them on their next voyage. Both Waterdeep and Baldur’s Gate have true temples dedicated to Umberlee, staffed largely by the widows of sailors lost at sea.
*Our Lady of Gold, the Coinmaiden, the Merchant’s Friend*
Waukeen is the goddess of wealth and trade, on both sides of the law. Her most ardent worshipers include shopkeepers, members of trading costers, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers. She is interested in anything that increases trade and the flow of money, whether new trade routes, new inventions, or the whim of changing fashion. Those who take Waukeen as a patron can be reliably thought of as greedy, but the Coinmaiden is said to frown upon misers and smile upon the industrious and the profligate, and thus priests who bear her holy symbol find themselves welcome in many towns and cities.
Temples of Waukeen resemble guildhalls and often serve as meeting places for trade consortiums. Those who follow Waukeen’s ethos seek to create more opportunities for all and see competition for wealth as one of society’s main means of progress. Thus, the faithful of Our Lady of Gold often find themselves at odds with trade guilds and others who would form monopolies. It’s common practice among those who seek Waukeen’s favor to set aside a tithe of ten percent of their profits, but rather than being given to a temple, the money is meant to be spent to help a struggling business, to finance a new endeavor, or, if all else fails, on frivolous fun.
> **THE GODS OF MULHORAND**
> People of Faerûn refer to Mulhorand as one of the Old Empires, but most don’t know that Mulhorand is in fact the oldest human empire still in existence on the continent. Mulhorand’s pantheon of deities, sometimes called god-kings or pharaohs, can trace their lineage even farther back.
> According to the demigods enthroned in Mulhorand, the ancestors of the Mulhorandi people were brought from another world and enslaved by the Imaskari in an ancient empire deep in what is now Raurin, the Dust Desert. When the gods of those ancestors heard the pleas of their distant faithful, they set out in a great celestial ark guided by the entity known as Ptah. Upon arriving in the world, two of the deities, Re and Enlil, set about empowering the slaves and fomenting rebellion.
> The revolt succeeded, but Re and Enlil couldn’t keep peace with one another. Each then founded a separate dynasty of divine mortals, Re in Mulhorand, and Enlil (father of Gilgeam) in Unther. Re and his related deities ruled Mulhorand through mortal incarnations for thousands of years.
> Time took its toll, and the attention the deities of Mulhorand paid to their followers wavered and diminished. Each new incarnation of Isis, Osiris, and Thoth was a little more human and a little less divine. When the magically powerful Imaskari returned with a vengeance a little over a century ago, they stole the scepter of rulership from a grasp so weak it barely had any strength left.
> Although Mulhorand’s conquerors outlawed slavery in the area they now called High Imaskar, the Mulhorandi people recognized the yoke they now bore. The Imaskari were the new coming of the slavemasters of old, as depicted in the carvings in the pharaohs’ tombs. Many prayed that the vanished gods would return and once again free them from Imaskari rule, and during the Sundering, that is what happened. What were referred to as Chosen in other lands were recognized in Mulhorand as living gods, and came to lead the Mulhorandi in an uprising.
> Today Mulhorand is ruled by demigods that call themselves by such names as Re, Anhur, Horus, Isis, Nephthys, Set, and Thoth. They take different forms, some human and others tieflings or aasimar, but all speak and act like the gods of legend come to life, which they must be. This family of deities bears the scars of all the past loves, rivalries, and wars between them, but for now, they have set their differences aside for the betterment of Mulhorand and its people, and the people of Mulhorand love them for it.
## :: The Exarchs
Exarchs are often referred to as demigods. Many are ascended mortal servants of greater gods, brought up from the world to serve as agents of their divine masters. Some attract worshipers of their own, but they are more often simply conduits that serve to connect the mortal world with the attention of the higher deities.
### List of the Exarchs
| Name | Alignment | Gender | Sphere | Dominion |
| ----------------------- | ------------ | ------ | --------------- | ------------------ |
| Abbathor | Evil | male | Greed | Banehold |
| Arvoreen | Lawful good | male | Vigilance | Green Fields |
| Baervan Wildwanderer | Good | male | Travel | Arvandor |
| Bahgtru | Chaotic evil | male | Brute strength | Nishrek |
| Baravar Cloakshadow | Good | male | Illusions | Arvandor |
| Brandobaris | Unaligned | male | Thievery | Green Fields |
| Callarduran Smoothhands | Unaligned | male | Mining | Arvandor |
| Clangeddin Silverbeard | Lawful good | male | Battle | Dwarfhome |
| Cyrrollalee | Good | female | Friendship | Green Fields |
| Deep Sashelas | Good | male | Oceans | Arvandor |
| Dugmaren Brightmantle | Good | male | Scholarship | Dwarfhome |
| Erevan Ilesere | Unaligned | male | Mischief | Arvandor |
| Fenmarel Mestarine | Unaligned | male | Outcasts | Arvandor |
| Fzoul Chembryl | Evil | male | Service to evil | Banehold |
| Garagos | Chaotic evil | male | War | Warrior’s Rest |
| Hoar | Evil | male | Revenge | Banehold |
| Hruggek | Evil | male | Ambush | Banehold |
| Jergal | Unaligned | male | Fatalism | Fugue Plane |
| Labelas Enoreth | Good | male | Longevity | Arvandor |
| Lliira | Good | female | Joy | Gates of the Moon |
| Maglubiyet | Evil | male | Goblins | Banehold |
| Malar | Evil | male | Beasts | Deep Wilds |
| Marthammor Duin | Good | male | Explorers | Dwarfhome |
| Milil | Good | male | Song | House of Knowledge |
| Obould | Chaotic evil | male | Warriors | Nishrek |
| The Red Knight | Lawful good | female | Tactics | Warrior’s Rest |
| Sharess | Good | female | Cats | Gates of the Moon |
| Shargaas | Chaotic evil | male | Night | Nishrek |
| Shevarash | Unaligned | male | Vengeance | Arvandor |
| Shiallia | Good | female | Fertility | Deep Wilds |
| Siamorphe | Lawful good | female | Nobility | Eternal Sun |
| Solonor Thelandira | Good | male | Archery | Arvandor |
| Thard Harr | Good | male | Hunting | Dwarfhome |
| Uthgar | Unaligned | male | Wildlands | Warrior’s Rest |
| Valkur | Good | male | Sailors | Warrior’s Rest |
| Vaprak | Chaotic evil | male | Frenzy | Nishrek |
| Vergadain | Unaligned | male | Wealth | Dwarfhome |
## :: The Primordials
The Elemental Chaos provides essential building blocks for all matter in the cosmos, the primordial seed of all that is. The gods fear this wild plane of unimaginable extremes, and they respect the primordials that call it home.
The few primordials that remained in Toril when Abeir split away never fought the gods as their fellows did. These primordials are the Elemental Lords, and are sometimes worshiped as deities despite their elemental origin.
### List of the Elemental Lords
| Name | Alignment | Gender | Sphere |
| ----------- | ------------ | ------ | ------ |
| Akadi | Unaligned | female | Air |
| Bazim-Gorag | Chaotic evil | male | Chaos |
| Grumbar | Unaligned | male | Earth |
| Istishia | Unaligned | male | Water |
| Kossuth | Unaligned | male | Fire |
### Details of the Elemental Lords
Five primordials rule realms within the Elemental Chaos. All but the chaotic evil Bazim-Gorag are unaligned.
***Akadi.*** The Queen of the Air is the mistress of flying creatures and all that takes to the thin air. Her airwalkers teach that wisdom can be found only in trial and error, a foundation for faith as thin as the air that their mistress embodies.
***Bazim-Gorag.*** The Lord of the Pandemonium Stone (see the sidebar) is an ascended batrachi dedicated to pure chaos. He is chance incarnate, invoked by the powerless, the gamblers, and anyone who has lost hope in anything but an impossible twist of fate.
***Grumbar.*** The Lord of the Earth is a being of stone and dirt, the foundation upon which all else is built. The earth makes no choices—it simply is. His earthwalkers resist change in any form.
***Istishia.*** The Lord of Water is the embodiment of the constantly mutable nature of water. Not interested in Umberlee’s storms or Valkur’s sailors, he is an aloof and uncaring being.
***Kossuth.*** The firewalkers who revere the Lord of Fire espouse the cleansing properties of flame and its role in the renewal of life. Kossuth is most often appealed to by lay folk as they watch their homes burn to the ground. They find him entirely uninterested.
***Seven Lost Gods.*** This term has been used to describe different groups of powerful entities at different times, sowing confusion even among learned sages. Some of these so-called “lost gods” might have been primordials. One group of beings that could fit this designation includes Dendar the Night Serpent, Kezef the Chaos Hound, and Borem of the Boiling Mud.
## :: The Archdevils
The most powerful forces for pure evil in the cosmos are the combined hosts of the Nine Hells. They became the greatest single threat to the forces of good when the most ancient of them, Asmodeus, ascended to greater godhood.
Each archdevil commands a circle of the Nine Hells. A multitude of fiends serve the archdevils without question in their endless plotting and conquest.
### List of the Archdevils
| Name | Alignment | Gender | Territory |
| -------------- | --------- | ------ | -------------- |
| Bel | Evil | male | First Circle |
| Dispater | Evil | male | Second Circle |
| Mammon | Evil | male | Third Circle |
| Belial | Evil | male | Fourth Circle |
| Levistus | Evil | male | Fifth Circle |
| Glasya | Evil | female | Sixth Circle |
| Baalzebul | Evil | male | Seventh Circle |
| Mephistopheles | Evil | male | Eighth Circle |
### Devil Worship
Pockets of misguided people have occasionally fallen into the worship of one or more archdevils. Lured by grandiose promises, those who worship devils soon come to realize that the ceremonies and rituals associated with devil worship are among the most despicable acts one could ever imagine committing. Thus, such cults are not common, but where they do exist, the inner circle of devil worshipers willingly exchange the eventual fate of their souls for immediate power.
The worship of Asmodeus is also considered devil worship, and Mordai priests conduct many foul rites in his name. However, because the Lord of the Ninth is a true god, his worshipers are not necessarily required to conduct vile rituals to channel divine power. Not so for those who have fallen into worship of one of the lesser lords of hell.
The number of devil-worshiping cells is not specifically known; however, one of the most liberal assessments of that number comes from Elturgard. The High Justiciar of Torm believes that each of the Nine Lords supports at least one secret cell of celebrants, one perhaps as close as Cormyr.
However, the only confirmed cell lies in High Imaskar, somewhere within the cityspire of Skyclave. There, a self-proclaimed child of Mephistopheles has risen to the notice of the Empress, who has assigned more than one vengeance-taker to remove this presumed pretender. To date, all have failed either to find the location of the cell or, if they did, to return with that knowledge.