Deities


There are a variety of deities in ShadowGate that can be chosen as a character's patron. All characters must be dedicated to one deity or other, but of course there are different ways to roleplay this belief. The deities available are as follows.


Akadi - Elemental Air


Titles - Queen of Air, The Lady of Air, Lady of the Winds, Queen of Air Elementals
Domain - Elemental Air, Movement, Speed, Freedom, Flying Creatures
Symbol - White cloud on a blue background
Sacred Colors - Shades of White, Blue and Gray
Sacred Animals/Plants - Birds and other natural flying creatures
Sacred Stones/Metals - Milky opal, crystal quartz, augelite, turquoise, beryllonite, blue spindle, and sapphire

Day to Day Actives - The church of Akadi is organized into small sects that follow the Whisper (working behind the scenes), or the Roar (working openly). Listening to the wind, traveling beneath the stars, pursuing personal interests of the moment, and speaking to others of the glory of Akadi dominates most priests' lives. Some priests become almost obsessively involved in "life experiments" of a practical or esoteric nature. Yet, once a project is no longer fun or interesting, Akadian priests drop it like a lead weight and move on to something new no matter how much time they have invested in the activity.

Regards to Undead - Akadi's faith is one about free will. Thus she leaves it up to the personal conviction of each person to choose how they will deal with undead. Those who are good and most neutral priests dislike them, while those with darker souls might find them useful.

Titles Given to Priests - Novice Akadians are referred to as Fledglings. When they become a full priest the titles are in ascending order, Winged One, Air of the Goddess, Breeze of Light, Zephyr, Mistral, Sirocco, and Whirlwind. A priest who has slain or soundly defeated an enemy of the church may add the honorific "High" to the beginning of his or her title.

Vestments - Priest of Akadi dress for rituals in robes of white, light gray, and light blue, representing the many faces of their goddess. Silk is a preferred material in vestments, as its flowing nature pleases the goddess, and rare silks dyed in flowing or rippling patterns of blue or white are highly prized. When adventuring or on the road the priests of Akadi dress practical, though they favor clothes or accessories of white, light gray, or light blue.

Auppenser - Mentalism/Psionics


Titles - Master of the Invisible Art, The Lord of Reason, The Enlightened One
Domain - Psionics, Enlightenment, Serenity
Symbol - A stylized blue/cyan eye upon a bronze or black background
Sacred Colors - Shades of bronze, black, blue or cyan
Sacred Animals/Plants - Couatl, kirre, unbodied's, phrenic creatures, and intelligent plants of all kinds
Sacred Stones/Metals - aquamarine, blue topaz, lapis lazuli, onyx, black cassiterite, obsidian, copper, and bronze

Day to Day Activities - Followers of Auppenser may be found in any variety of activity. Each follower believes himself to have a path to his own enlightenment, and he will follow that path to the exclusion of most all else. Depending on their natures, followers of Auppenser can be helpful or cold, cheerful or somber. Some Auppenseran believe that their call is to help those less fortunate, while others may believe that all are beneath them and subject to their whim. Because the faith may vary so widely, it is not uncommon for priests not to get along with one another. Appenseran can often be seen teaching, setting up schools, meditating, or experimenting to bring about their own enlightenment - or to help another creature find his.

Regards to Undead - Auppenser cares not if his followers make use of undead or not, just as long as they do not go against their doctrine, for his wish is only that the individual be true to themselves. Those who are good and most neutral priests dislike them, while those with darker souls might find them useful.

Titles Given to Priests - Priests of Auppenser are known as Psiarchs. High level priests are referred to as Most Enlightened with the most senior clergy being titled Ascended Minds. Auppenser's knightly order, simply known as the Sibylline, are the martial arm of the faith, enacting the will of the Psiarchs under which they serve, and protecting the faithful of their lord.

Vestements - Those who follow the Lord of Reason dress within a wide range from austere to elegant. In general though, Auppenserans dress for ritual in light robes of cyan, blue or black, each bearing the bronze eye symbol of their god, and many with trim or piping of the same. Often times the senior most clergy adorn enchanted 'third eyes' upon their foreheads, as a symbol of the inner eye in honor of their god, each gifting the wearer with a variety of psychic powers. In day-to-day activity, clergy usually clad themselves in the garb and fashions of the lands they inhabit. More often than not, and in no small part due to the sheer number of clergy with psionic gifts, jewelry comprised of copper and bronze, set with the various stones held sacred, are worn. It is also not unusual for clergy members to carry an assortment of myriad other crystals, as many feel such attune their minds.

Auril - Cold/Ice


Titles - Frostmaiden, Icedawn, the Cold Goddess, Lady Frostkiss
Domain - Cold, Snow, Winter, Ice, Frost, Arctic
Symbol - A white snowflake on a gray diamond (a heraldic lozengen) with a white border
Sacred Colors - Shades of White and Blue
Sacred Animals/Plants - Winter Wolves, Snow Leopards, and other arctic/winter creatures
Sacred Stones/Metals - Diamond, Snowflake Obsidian, Quartz, Blue Topaz, Sapphires

Day to Day Actives - Clergy of Aurils seek to make all folk fear their goddess and her clergy (to cut down on the attacks they face) through the fury of the winter weather. They also try to make themselves personally wealthy and influential by carrying out tasks that others cannot in the worst winter weather conditions. Clergy members make offerings to the goddess of some of the wealth they amass.
In the cold months Auril expects each of her priests to force or persuade someone to pray to her in the approved manner by beseeching Auril for mercy and praising her for the "cold cleansing" that she brings. During the winter, Aurilian clergy are also expected to slay at least one creature by cold. This is often done so as to provide worshipers or potential worshipers of the goddess with food or to slay a personal foe.

Regards to Undead - Auril's faith often makes use of the undead, just as their goddess does. They see nothing wrong with the practice. In fact they almost seem to prefer using corpses of those that have been slain by the cold, natural or magical.

Titles Given to Priests - Most priests of Auril use the honorific title "Hand of Auril" or "Icebreath", but some sects use more formal titles. In ascending order, these are: Postulant, Votre, Icewind, Storm Sister/Brother, Frosttouch, Lady/Lord of Cold, Lady/Lord Deep Winter, Lady/Lord Cold Circle, and High Hand of Ice.
The Shards of Ice is the military order within Auril's faith made up of cavaliers and holy knights. The Shards of Ice serve as guards for holy sites to Auril, as well as leading the military force in battle with the foes of Auril.

Vestments - Priests of Auril wear ice-white ceremonial robes with blue piping. The robes are cinched at the waist by a very wide silver belt. A silver circlet on the head is the final touch for formal rituals and gatherings. When adventuring most priests of Auril wear at least the circlet and belt with their normal day-to-day actives.

Bane - Tyranny/Fear


Titles - The Black Lord, Lord Bane, The Lord of Darkness, The Black Hand, The Dark One
Domain - Strife, Hatred, Tyranny, Fear
Symbol - Green rays squeezed forth from a black fist
Sacred Colors - Shades of Black, Green and Red
Sacred Animals/Plants - Black dragons, ravens, vultures, displacer beasts, beholder, black dogs and cats with green eyes, hellhounds
Sacred Stones/Metals - Black sapphires, black opals, emeralds, rubies, bloodstones, and garnets

Day to Day Actives - Bane orders his clerics and followers to achieve positions of power within their society, either through force or trickery, and to use that power to further the cause of hate, fear, and strife. The Black Hand much prefers his clerics to subvert governments and carry out their agendas under cover of the rule of law, but he tolerates a limited amount of discord and debauchery. Torture, beatings, and calculated assassinations frequently come into play in such operations, and rare indeed is the initiate of the Lord of Darkness who does not possess at least rudimentary skills in such enterprises. The church operates under a strict hierarchy - questioning or disobeying the orders of a superior is an insult to Bane's supremacy, and is punishable by torture, disfigurement, or death.

Regards to Undead - The faith of Bane makes regular use of undead, either provided by the clergy or the wizards that follow The Tyrant Lord.

Titles Given to Priests - The titles used within the faith of Bane fall in a strict order. In descending order they are: Deep Mystery, Dread Tyrant, Dark Doom, Masked Death, Vigilant Talon, Striking Hand, Black Fang, Hooded Menace, Deadly Adept, Willing Whip, Watchful Brother/Sister, Trusted Servant, Servant, Slave, Wretched Slave. The titles Brother/Sister Faithful and Dread Sister/Brother are sometimes used in place of the strict titles given to them.
The Knights of the Black Gauntlet are the military order of cavaliers and holy knights dedicated to Bane. The Knights work as guards for holy sites of Bane, as well as leading the armies of the numerous military campaigns the church of Bane undertakes.

Vestments - Banite clergy members always are armed and required to wear something black. Ceremonial dress of Banite priests is black armor with a blood-red cape. The more prosperous the priest, the finer the workmanship of the armor was. The ceremonial robes of wizards of the clergy are always black, with members of the highest ranks enspelled these robes to swirl with ever-present illusions of glittering black stars and splashes of spilling blood. Facial tattoos are common among Banites. When adventuring priests of Bane retain their black armor, though their battle armor usually sported cruel spurs, hooks, and horns. Wizardly clergy members preferred long, flowing, black and red robes.

Beshaba - Misfortune


Titles - The Maid of Misfortune, Black Bess, Lady Doom, Maid of Misrule
Domain - Accidents, Misfortune, Bad Luck
Symbol - Black antlers on a red field
Sacred Colors - Shades of Black, Mauve, and Red
Sacred Animals/Plants - Rats, Cockroaches, Gloomwings, Black stags, and Crows
Sacred Stones/Metals - Rhodonite, Red beryl, Snowflake obsidian

Day to Day Actives - Beshaba is worshipped largely out of fear, and it is the task of her clergy to spread that fear. The clergy works in a variety of ways, by starting talk of Beshaba's power and latest wickedness, by instructing all in how to make offerings to her, or in how to join her clergy if they would prefer to be protected against all misfortune. Along the ways, the members of her priesthood take care to indulge their tastes for random cruelty and sadism. They enjoy acting mysteriously to manipulate simpler folk into serving them in matters both great and small, from providing them with food, luxurious shelter, and companionship to giving them weapons to wield against their rivals in the church of Beshaba.

Regards to Undead - Followers of Beshaba make regular use of undead, seeing them as tools and agents of spreading misfortune to the lands.

Titles Given to Priests - In ascending order of rank, the titles in general use by the church of Beshaba are: Bewildered(novices), the Unfortunate, Finger of Fear, Hand of Strife, Higher Hand of Strife, Hand of Gloom, Higher Hand of Gloom, Hand of Horror, Higher Hand of Horror, Hand of Despair, Higher Hand of Despair, Mistress/Master of Dread, and Nails of the Lady.

Vestments - Female priest of Beshaba wear robes of mauve, red, and black, and are usually branded or tattooed on one instep with Beshaba's Badge (the antlers) and on one thigh with rows of marks or rank which can only be read by fellow initiates. These are covered by normal clothing when the priestess is outside the temple. Male priests wear robes of crimson and are usually tattooed with Beshaba's Badge on one cheek. Some find they prefer more simpler garb and wear black stocking and tunics with the symbol of Beshaba on the chest. When working in the field, under cover, or simply traveling, most Beshaban clergy wear utilitarian garb appropriate to their locale and the level of danger they anticipate encountering.

Cyric - Deception/Lies


Titles - Prince of Lies, Prince of Madness, The Dark Sun, The Black Sun, The Mad God, Lord of Three Crowns
Domain - Murder, Lies, Intrigue, Deception, Illusion
Symbol - White jawless skull on a black or purple sunburst
Sacred Colors - Shades of Black, Silver, and Purple
Sacred Animals/Plants - Nightmares, Undead, Hawks
Sacred Stones/Metals - Black Opal, Silver, Purple Jasper

Day to Day Actives - Priests of the Dark Sun are pledged to spread strife and work murder everywhere in order to make folk fear and believe in Cyric. They indulge in intrigue in every land so as to spread strife everywhere without plunging realms into widespread war and thus giving worship only to Tempus, the war god. Cyricists spend most of their time scheming against each other in an endless struggle, with each priest striving to strengthen his or her own personal power. Cyric speaks often to his faithful clergy, but not with one voice - what he says often sets different churches at cross-purposes and different Cyricist priests at each other's throats as much as it promotes the defeat of other religions.

Regards to Undead - The faith of Cyric makes regular uses of the undead.

Titles Given to Priests - Given the faith is always in flux, and senior members can die or fall from grace at any time, there is no true titles given to priests. Common titles used though are Master, Hand of Cyric, Watchful Skull, and Dread Death.

Vestments - Priest of Cyric dress in black or dark purple robes, with or without hoods, trimmed with silver. Silver bracers or bracelets (usually adorned with the stamped skull and sunburst) are worn on the wrists to symbolize the enslavement to Cyric. Some priests paint the symbol of Cyric on their cheek or foreheads on high holy days. When adventuring priests of Cyric are fond of going about in disguise and love using illusions that alter their appearance when they can obtain them. They dress either to be inconspicuous or to impress, awe, and/or terrify, depending on what they are assigned to do. When dressed to terrify they love black armor with ornamentation that looks menacing, such as spiked shoulder and elbow pieces and helms in the shape of snarling monsters.

Grumbar - Elemental Earth


Titles - Boss of Earth, Earthlord, Gnarly One, King of the Land Below the Roots, Boss of the Earth Elementals
Domain - Elemental earth, Solidarity, Changelessness, Oaths
Symbol - Mountains against a purple field
Sacred Colors - Earthen Colors, Shades of Brown, Gray-Green
Sacred Animals - Brown rats, bears, badgers, moles
Sacred Stones - Silver, Gold, Electrum, Adamantium, Ruby, Sardonyx

Day to Day Actives - Those who follow the Earthlord can often be found in public criticizing those who desire change or wandering the lands. People should spread out slowly and steadily to know every crevice of the surface. Hurling oneself into the unknown is foolhardy recklessness at its extreme. Many of the clergy preach that "more than enough problems exist to occupy our time here at home without looking for new troubles". The followers of Grumbar spend their days working side by side with miners digging tunnels, with prospectors for gold, and with blacksmiths forging new weapons and armor. Like the mountains in their holy symbols, the faith of Grumbar is resistant to change and happier with keeping the status quo going. Perhaps this is why a large number of dwarves find Grumbar's faith comforting.

Regards to Undead - The faith of Grumbar is rather neutral in its outlook on undead. Those followers that favor neutrality or good of course abhor the use of undead, seeing it a robbing the earth. While those of more sinister persuasions find that undead is just another way to use the resources of the earth to accomplish their goals.

Titles Given to Priests - Novices Grumbarryan are referred to as the Unspoken. Upon becoming full priests the titles given in ascending order are, Faithful Bedrock, Granite Flagstone, Righteous Rock, Buttress of the Faith, Steadfast Pillar, Devoted Tribune, Loyal Architrave, Founding Fist, Unchanging Bastion, Surmounting Arch, Loyal Vault, and Keystone of Grumbar.
The Sardonyx Knights is the crusading order of the faith. The knights guard holy sites of the faith against infidels and lead the few field actions the church undertakes. They are also responsible for punishing those members of the faith who forswear oaths they have taken.

Vestments - Grumbarryn tend to be large, solid men, and the ceremonial vestments of the faith aim to make them look as large (and in their minds stable) as possible. Ritual garb includes a brown cassock, belted at the waist; a brown leather hood or hat; a huge cloak of gray-green and rust brown with artificially extended and stiffened shoulder pads that make the wearer look as wide as she or he is tall; platform clogs- worn over soft leather boots for holy rituals. When adventuring the clergy of Grumbar tend to stick to earth tone colored clothing, gray, or black. They understand bulky clothing offers little real protection from a knife thrust or fired arrow. Bulky armor is another matter entirely, and Grumbarryan wear the most protective armor they can afford.

Helm - Guardians


Titles - He of the Unsleeping Eyes, The Watcher, The Vigilant, The Vigilant One, The Great Guard, God of Guardians
Domain - Guardians, Protectors, Protection
Symbol - Staring eye with a blue pupil on an upright war gauntlet
Sacred Colors - Steel, Red, and Blue
Sacred Animals/Plants - Watch dogs, Owls, and Eagles
Sacred Stones/Metals - Hematite, Steel, Mithril, White agate, Aventurine

Day to Day Actives - Helmite clergy believe they can win back the rightful power of Helm only through demonstrated excellence of vigilance and purity of loyalty in their roles as guardians and protectors. They have set about trying to train bodyguards everywhere and spreading the word that only Helm-tested worshippers of the God of Guardians are truly worthy and reliable to their masters.

Regards to Undead - The faith of Helm views the use of undead as a coward's way to fight. Many of the faithful in turn seek out to destroy nests and cells of undead that prey upon villages or towns.

Titles Given to Priests - Titles used by the church of Helm are, in ascending order of rank: Novice, Adept, Trusty, Alert, Watchknight, Guardian, Overblade, High Watcher and Senior Steeleye. The Vigilant Eyes of the God is an order of cavaliers and paladins within the church of Helm who serves as private guards to Senior Steeleyes and lead the military force of Helm out in battle. Paladins of the Watcher tend to prefer to guard against evil or slay it outright rather than work to heal its damages. They seem rigid and uninterested in helping others.

Vestments - Priests of Helm wear spotless, shining, unblemished full plate armor with open-faced helms (a visor reduces vision and only Helm is granted the honor of wearing a visored helmet). Often helms are topped with plumes. Such armor may be accessorized with red cloaks and steel gray tabards, and such garments - or the armor - may be adorned with the Unsleeping Eye in the center of both the back and breast. In southern regions, Helmite clergy members often wear the finest full plate armor set with gems and worked with gold filigree in designs that accentuate great golden eyes set in the center of their chests (on the breastplate) and backs. In areas where heavily armored clerics are frowned on, the armor is reduced to a set of heavy shoulder plates but the helm remains in any case. When adventuring the clergy of Helm use their ceremonial gear due to its usefulness. Unless it is decorated with such costly materials that the priest fears it will attract thieves and adopt more utilitarian suits of armor. In either case, the armor is dominated by the symbol of Helm's eye on the chest, often shown in a sunburst or as the topmost level of a stepped pyramid.

Istishia - Elemental Water


Titles - The Water Queen, Lady of Singing Waters, Queen of the Seas, Mother of All Waters, Sailor's Friend
Domain - Elemental water, purification, wetness, oceans, seas
Symbol - A cresting wave
Sacred Colors - Shades of Blue, White, and Green that mirror water or the seas
Sacred Animals/Plants - Fish, Dolphins, Whales, Octopuses, nereids, merfolk
Sacred Stones/Metals - Aquamarine, sapphire, emerald, water opal, coral, and jade

Day to Day Actives - Since Istishia's merging with the dying Eldath, the Water Lord has transmuted into a feminine form and is styling herself as The Mother of Water, or the Lady of the Singing Waters. Much like the transmutation that the water cycles through, the faith of Istishia has accepted this new form with open arms and points to how their deity may always change, but still remain the same.
The church of the Lady of the Waves is organized into four main sects. The Church of the Magnificent Storm believes in the cleansing power of Istishia. In its eyes, Istishia washes away the impurities of both the lands, seas, and air. The Church of the Sacred Seas believes that large expanses of water represent the body of Istishia. Its members pray for calm seas and to protect both ships and ports from the Queen of the Seas's power, but they also call upon the oceans to deliver Istishia's wrath on against those who oppose the church. The Church of the Watery Paths believes that the rivers and streams of the world represent the far reach of Istishia's power. The Church of the Eternal Transformation believes that just as water moves from one state to another yet remains eternally present, so life moves from one stat to another yet continues. The clergy work to keep sources of water from becoming polluted. Their temples are well-known for crafting excellent pottery. Istishians have also began to adopt some of the natural groves around waterfalls, springs, and brooks left unattended in the wake of Eldath's fading. Many Eldathians have been taken openly into the arms of Istishia, finding they are allowed to continue many of the practices they followed under the Green Goddess with ease.

Regards to Undead - The faith of Istishia discourages the use of undead, though Istishia herself has not shown to favor or disfavor them. Some followers of more sinister lifestyles find a use for undead, but tend to keep this a secret from the rest of the faith.

Titles Given to Priests - Novice Istishians are called Searchers. After becoming full fledged priest the titles given in ascending order are: Essential Servant, Spring of the Goddess, Tidal Messenger, Cephalian, Full Flood, Monsoon, Typhonic Oracle, Grand Oracle, Stratus Primae. Priest who have soundly defeated or slain an enemy of the church are allowed to add the honorific "True" to the beginning of his or her title.

Vestments - Priests of Istishia dress in blue-and-green robes with coral decorations for ceremonial occasions. Exact decoration and garment constructions are not mandated by the faith, but shaded or rippled dyeing, graceful embroidery or beadwork, or layered or dragged construction are often employed to convey a water theme. When adventuring priests are free to wear whatever clothes they deem appropriate, though they are fond of wearing items in white, blue, green, and blue-purple hues.

Kelemvor - Death


Titles - Lord of the Dead, Judge of the Dammed
Domain - Death, the dead
Symbol - Upright skeletal arm holding the scales of justice
Sacred Colors - Silver and muted shades of green, blue, and gray
Sacred Animals/Plants - Gray horses, scarab beetles, panthers
Sacred Stones/Metals - Silver, tomb jade, and tiger's eye

Day to Day Actives - Priests of Kelemvor comfort the dying and provide burials for those who die alone. They administer last rites to the dying and help the living left behind to better understand the natural and inevitable process of death and dying. When plagues, hordes, or great monsters run amok, they must be fought by the death clergy, for it is not right that many die before their due time. When marauding dragons or other monstrous predators become problems, the death clergy should try to interest adventuring bands in slaying the problems - failing that, they must deal with the problems themselves. In cases of great pain, ravaging disease, or mutilation where death would be a mercy, it is the office of the priests of Kelemvor - and only the priests of Kelemvor - to bring death, as swiftly and painlessly as possible. Undeath is an affront to Kelemvor. Undead creatures are to be destroyed or given true death whenever they are met with, and even sought out and hunted down for that purpose.

Regards to Undead - The faith of Kelemvor are the bane of undead, seeking them out to end their unnatural lives. The faith of Kelemvor would never use or create undead in any manner, as that would be a cardinal sin.

Titles Given to Priests - The faith of Kelemvor does not practice the use of giving titles to priests. The title Brother or Sister is used for all priests. The scales on Kelemvor's symbol helps to identify rank. Iron colored for lower clergy, silver for full priests, and golden for high-ranking priests.
Knights of the Eternal Order are a small band of cavaliers and holy knight dedicated to Kelemvor. The knights work to lead forces against the undead and the necromancers that create them, as well as questing across the lands in the name of Kelemvor. The Holy Knights of the Lord of the Dead devote themselves to hunting and killing undead.

Vestments - Cleric of Kelemvor usually wear smokey gray robes and cowled cloaks. A silver headband is worn by all priests, which they never remove to help identify them to those in need of their services. Their somber, yet elegant, robes bear the symbol of Kelemvor on the chests. Their robes are always of a single hue without trim or ostentatious and of dark muted hues of green, blue, or gray and worn over armor if need be. Adventuring clergy members dress functionally, wearing whatever armor and clothing is practical. They are required to display the symbol of their deity prominently. Often it is worn on the left breast over the heart or is woven into a cloak.

Kossuth - Elemental Fire


Titles - The Lord of Flames, The Firelord, The Tyrant Among Fire
Domain - Elemental fire, purification through fire
Symbol - A twirling red flame
Sacred Colors - Reds, Oranges, and Crimson
Sacred Animals/Plants - Salamanders, smoke and lava mephits
Sacred Stones/Metals - Flamedance, ruby, fire opal, and garnet

Day to Day Actives - Tending to the fires of the church and making sure they never go out is a job for the Lightless. Other members of the church of Kossuth plan ceremonies, instruct novices, and pursue promotion, promotion, promotion. Being the leader of a temple means that a priest can finally do what he or she wants to, rather than what his or her superiors say. Most priests become addicted to the desire for power this atmosphere breeds and grow into small, power-hungry tyrants, prone to unscrupulous behavior and to overreaching their limits. Though this may not be the path Kossuth intended for his faithful, he speaks not a word against it. Most temples pursue goals of conquest, land acquisition, wealth, and ruler ship, making alliances with whoever is most expedient to their goals.

Regards to Undead - Anything that would help an ambitious Kossuthan get ahead, they typically will use. Though good and most neutral aligned followers would find some aversion to the use of undead.

Titles Given to Priests - Novice Kossuthians are referred to as the Lightless. Upon becoming a full priest of the church they are known as the Promised. As they move up the ranks of their faith, their titles are : Torch of the Faith, Righteous Flame, Devoted Blaze, Zealous Pyre, Pillar of Flame, Fury of the Faith, Flamebrother/Flamesiter, Inspired Forge, Numinous Blaze, Most Fervid Fire and Eternal Flame of Kossuth.
Knights of the Fire Drake is the military order of the faith made up of cavaliers and knights. The Fire Drakes lead the faith's numerous holy campaigns, and provide personal protection to the Eternal Flames.

Vestments - Those who follow the Tyrant Among Fire dress in light robes of red, crimson, and orange. The use of armour while participating in a ceremony in a shrine or temple is forbidden to all but the cavaliers and knights. Embroidery depicting flames of various hues is a personal decoration to ceremonial robes, and the decorations grow more elaborate and expensive with increases in a Kossuthian's rank. Firesilk, a rare fabric, is highly prized and fought over in the faith. Red and crimsons are the favored colors of the faithful when adventuring, though they wear whatever clothing is appropriate in style to their current location. Most Kossuthans are extremely fond of magical items that do loud, flashy, sudden, and brutal damage, and display them prominently in an offensive posture at the drop of a hat.

Lathander - Renewal/Sun


Titles - The Morninglord, Commander of Creativity
Domain - Athletics, birth, creativity, dawn, renewal, sun, self-perfection, spring, vitality, youth
Symbol - Sunrise made of rose, red, and yellow gems (formerly a rose quartz disk)
Sacred Colors - Reds, Yellows, and Rose
Sacred Animals/Plants - Robins, sun peacocks, phoenixes, asters blossoms
Sacred Stones/Metals - Sunstone, rose quartz, rubies, yellow diamonds, topaz

Day to Day Actives - Lathanderites seek to build anew, encouraging the rebirth of barren areas and more productive growth in cultivated lands, drive out evil, and either restore civilization to height it once had or lead it to new dizzying heights of interracial harmony, cooperation, and pursuit of the arts and progress. To do this, they battle monsters to nurture civilization; they plant seeds and new seedlings, they encourage and aid adventurers, travelers, traders, and pilgrims as the harbingers of culture. Temples of Lathander provide aid to adventurers and communities in the area so long as such aid is returned in good faith. Priests of Lathander try tirelessly to encourage those of good alignments to the more dedicated worship of the Morninglord if they are not already Lathanderites, but they do not insist on conversions or withhold aid if they are refused. Clerics of Lathander tend to be ebullient utopists, "morning people" in every sense of the phrase. They encourage social, cultural, and political progress as agents of personal liberty, artistic expression, and racial harmony(though drow, orcs, goblinoids, and other similar creatures are not included in this harmony). Lathander's clerics sponsor athletic and artistic competitions to showcase the talents of the community, and they often finance the recovery of lost treasures or important symbols to give people hope and encourage further good works. The tenants of Lathanderism urge respect towards one's fellows and the natural world, and intolerance for evil or those who unwillingly aid evil through slothful inaction. Militant followers stand at the vanguard of efforts to clear civilized lands of harmful beasts or purge the taint of undead from the world.

Regards to Undead - As the God of dawn, the sun, and birth Lathander abhors undead and teaches his followers to strike swiftly to destroy any undead they encounter. The creation or use of undead within the church would be a cardinal sin, often bringing about the anger of Lathander swiftly.

Titles Given to Priests - Novice in the Lathanderian faith are called Awakened, and the gain the title of Dawnbringer upon becoming a full priest. In ascending order of rank, the titles in general used by the Dawnbringers are: Dawngreeter, Dawnlord (the church does not use feminine form of titles often), High Dawnlord, Dawnmaster, Morninglord, High Morninglord, Morn master, High Mornmaster, and Sunrise Lord.
The Order of the Aster is the most popular knightly order in the faith, and most famous in the lands. Cavaliers and holy knights of Lathander in this order serve as the military force of the faith, as well as questing across the lands for the honor and glory of Lathander.

Vestments - Priests of Lathander dress in bright long-sleeved robes of yellow, red, and pink. These are often called "sun robes". A sunburst headpiece, worn towards the back of the head to emulate a rising sun or a radiant sunpeacock, completes the ceremonial garb. Adventuring clerics usually wear more utilitarian garb, but prefer reds and yellows, to the point of tinting their armor those shades.

Loviatar - Suffering/Pain


Titles - Maiden of Pain, The Willing Whip, She of the Deadly Kiss
Domain - Pain, hurt, agony, torment, suffering, torture, poison
Symbol - Nine-tailed barbed scourge
Sacred Colors - Shades of Black, White, and Red
Sacred Animals/Plants - Black rats, black spiders, nightmares, hell hounds, black violets, black and red poppies
Sacred Stones/Metals - Jet, ivory, snowflake obsidian, and garnets

Day to Day Actives - Loviatar likes to be feared, and her clergy members are ordered to whisper of her ever-present power in the darkness after they have inflicted pain. Their Prime Charge is to tirelessly cause suffering, both widespread and personal. This work may be as brutal as flogging a band of orcs until they flee or as subtle as poisoning the food or drink of someone who has slighted them in some fashion, causing them a slow and agonizing downward decline before offering them the antidote, maybe. Only by offering her gifts or prayers can one hope to avoid the pain and suffering that Loviatar brings, her clerics are often heard saying.

Regards to Undead - The faith of Loviatar makes regular use of undead to torture and inflict pain and misfortune on others. After all, undead are just another instrument in the symphony of pain that Loviatar provides for her followers.

Titles Given to Priests - Novices or postulants of the Faith of Pain are known as Kneeling Ones. Confirmed priests use the titles (in ascending order): Taystren, Adept in Pain, Sister/Brother in Torment, Supremar, Caresser of Terrors, Whiplass/Whiplar, Paingiver, Whip of Misfortune, Whipmaster/Whipmistress, High Whipmistress/Whipmaster, Branded of the Goddess, and Truescar.

Vestments - Loviatans of both genders wear high black boots, black choker gorgets, and long black gloves that reach up to their shoulders. They also wear daring-looking leather body harnesses over or under side-slit ritual robes of icy white or black lined with scarlet silk (so that movements cause red flashes that look like blood). Priests and priestesses of Loviatar tend to stick with the black or white, and red color scheme when dressing for adventure, though they adopt what ever garments best serve them to spread the influence of Loviatar.

Malar - Hunters/Bloodlust


Titles - The Beastlord, Lord of Beasts, The Black-Blooded Pard, The Ravaging Bear
Domain - Hunters, marauding beasts and monsters, blood, blood-lust, evil lycanthropes, stalking
Symbol - Bestial claw with brown fur and curving bloody talons
Sacred Colors - Red, Brown, Gray and Black
Sacred Animals/Plants - Bears, hunting cats, wolves, wolverines, perytons, owlbears, jackalweres, evil lycanthropes, displacer beasts
Sacred Stones/Metals - Bone, amber, fang, and claws/talons

Day to Day Actives - Priests of Malar indulge in hunting as often as possible and strive to route the hunt to make it as dangerous as possible, so that its finale takes place in a settled area (so that the Malarite can demonstrate their superiority, of course). Common folk who do not appreciate having monsters chased through town tend to hate and fear Malarite clergy members - which is the whole idea: Those who do not venerate the Lord of Beasts should respect him out of fear. Malarite clergy preach the joys and the bountiful yields of the hunt and work to thwart the expansion of farms and settlements so as to preserve as much wilderness as possible. They work against the priesthoods of Mielikki, staging raids and vandalism much as outlaws and bored young nobleman do.

Regards to Undead - Typically followers of Malar rather work with live creatures to spread the fear of Malar to mortals, but some find undead to be useful as well. Given the choice though, a Malarite will almost always choose live creatures over undead ones.

Titles Given to Priests - The church of Malar is loosely bound and without a central hierarchy. Malarite priests are known as Lords of the Hunt or Huntlords, while followers are known as "of the Hunt". No individual titles are used across the faith. Though some clergy members are often known by names such as Brother Stag or Sister Wolf in recognition of the most powerful beasts they have slain alone.

Vestments - Huntmasters wear headpieces made from the pelt and head of the most impressive beast they have been able to slay with their bare hands (or use of the claws of Malar), usually a bear or great cat but sometimes an owlbear, leucrotta or pertyon. Malarites carry hunting horns at their belts and are never without at least three daggers. Woodland garb of red or brown is favored dress for hunts. By day, red hunt clothing is often concealed by a woodcloak of mottled black, gray, and green. Necklaces of animal fangs, bones, and claws and a variety of pelts are often worn in addition to normal hunt clothes when the priests desire to impress. When adventuring priests of Malar dress practically, but most favor armor constructed from the hides of living creatures that allows flexibility and rapid movement. Necklaces of claws and fangs and a variety of pelts from predator animals are often worn to quietly demonstrate a Malarites' hunting prowess to the members of a community.

Mask - Shadows/Intrigue


Titles - Master of All Thieves, Shadowlord, Lord of Shadows
Domain - Shadows, thievery, thieves
Symbol - Black velvet mask tinged with red
Sacred Colors - Shades of Gray and Black
Sacred Animals/Plants - Gray horses, cats, dogs, doves, goats, shadows, shadow dragons, wererats, ettercaps, werewolves
Sacred Stones/Metals - Smokey quartz, gray chalcedony, gray and banded onyx

Day to Day Actives - Maskarran are perhaps the wealthiest clergy in the realms. They are able to call on untold wealth stolen in the past and hidden away in secret places. Maskarran do not hoard and gloat over their takings like dwarves do over gold; they actively use it to buy agents, bribe officials, sway agreements, and manipulate folk to do thus and so, working behind the scenes to achieve mysterious ends. The Maskarran typically tend to their plots from day to day and provide support to and collect tithes from individual thieves and thieves' guilds.

Regards to Undead - Mask cares not if his followers make use of undead or not, just as long as they do not go against his doctrine. Some neutral followers of Mask though have problems working with undead, though this number tends to be small.

Titles Given to Priests - Maskarran address each other as "Brother/Sister Shadow", regardless of rank and holding the titles (in order of rank): Unproven(novices), Proven Brother/Sister, Veteran Brother/Sister, Master Brother/Sister, with the leader of a temple assuming the titles Lord/Lady Master.

Vestments - Ceremonial Maskarran dress consists of tunics and trousers in a bright motley. The tunics sport ballooned sleeves and cuffs and bright embroidery, displaying wealth. The entire outfit is covered with a full-length, hooded gray cloak that can be drawn shut to hide the bright color beneath. A black cloth mask is worn beneath the hood. In some areas where Mask has fallen on particularly hard times the gray cloak and mask are worn as a symbol of the Shadowlord's favor. Inside temples of Mask, the masks are of black gauze and do not conceal the identity of the wearer; in public such masks are usually thick, black wool or heavy, double-thick silk, and extend to cover most of the face in an effective disguise. (A bearded priests, for example, would have a mask that extends well down over the chin.) There is a saying that "the degree of law in a town can be seen on the face of a priest of Mask." When adventuring priest of Mask are encouraged to hide their true nature and masquerade as other priests or commoners. Normal dress for clerics of Mask is similar to that of any merchant, craftsperson, or adventures in the area or similar to that of any armored battle cleric of itinerant adventuring cleric of any faith.

Mielikki - Forests


Titles - Our Lady of the Forest, The Supreme Ranger, Daughter of Silvanus, The Forest Queen
Domain - Autumn, dryads, forest creatures, forests, patron of rangers
Symbol - Gold-horned, blue-eyed unicorn's head facing left
Sacred Colors - Shades of Green and the colors of Autumn leaves
Sacred Animals/Plants - Songbirds, hawks, wolves, deer, unicorns, dryads, satyrs, sprites, swanmays, treants
Sacred Stones/Metals - Ivory, amber, green tourmaline, jade, emerald, moss agate

Day to Day Actives - The clergy of Mielikki are oriented towards protecting nature (especially forests) from the forces of evil and ignorance. They often wander among small communities nestled at the edges of forests both great and small, encouraging the inhabitants to both care for and respect the trees and life beneath their leafy boughs. They try to prevent further encroachment by civilization on the remaining great forests by teaching careful forest husbandry. When called upon, they defend the trees with force of arms if necessary. Rangers of the faith (the Needles) support the clerics (the Forestarms) in defending, renewing, and even extending forests and forest life. They oppose those who deal in fire magic and encourage both city and farm dwelling folk to view woodlands as pleasant refuges for renewal and enjoying natural beauty, not deadly wilds to be feared and fought.

Regards to Undead - As a nature goddess, Mielikki views undead as unnatural and an insult to all life. Thus her followers view undead as a taint on the lands and will do what they can to return them back to the arms of nature. No follower of Mielikki would ever create or use undead, as that would be a cardinal sin against what their Goddess stands for.

Titles Given to Priests - Forestarms tend to be practical, unfussy folk, reverent in their fireside prayers to the Forest Queen but impatient with too much ceremony. Their titles reflect this: Novices are called Questers. In ascending order the titles given are, Spring Stag(for cleric members with less than two winters of service), Stalkers of the Green (experienced clergy), Forest Flames (senior clergy and tutors of the faith), High Rangers (leaders of a temple), and Hawk of the Lady (given by Mielikki herself to a rare few).

Vestments - Mielikkian ceremonial garb consists of trousers, brown boots, a short cape and a tabard that is long-sleeved in winter and sleeveless in summer. The colors of these garments vary by season, winter is white with green accents, spring green with yellow accents, summer yellow with red accents, and autumn red with white accents. The Unicorn's Head, usually carved from bone or ivory or stitched in silver, is always worn over the heart. When in the field , most clergy of Mielikki dress appropriate for the weather and their duties. They try to maintain the colors of the season in their garment still, even if just as a sash or baldric.

Mystra - Magic


Titles - The Lady of Mysteries, The Mother of All Magic, Our Lady of Spells
Domain - Magic, Spells, the Weave
Symbol - Circle of seven stars with red mist flowing from the center
Sacred Colors - Shades of Blue and White
Sacred Animals/Plants - blue jays, sparrowhawks, white cats, horses, donkeys, mules with mismatched eyes, psuedodragons, pegasi, unicorns, metallic dragons
Sacred Stones/Metals - Rainbow tourmaline, sapphires, blue and clear gems of any kind

Day to Day Actives - Mystran clergy work hard to preserve all magical lore in secret libraries, private safe holds, well-guarded research laboratories, and small, hidden stashes so that magic flourishes in the future regardless of what befalls the thinking races of Shadowgate or the powers of the planes. Mystrans also search out being skilled in spell use, seeking to keep watch on the identities, powers, and behavior of individuals likely to become magic-wielders of importance. The clergy actively seek out sources of old magic, often from tombs and dangerous ruins. They consider it more crucial to know the precise location of artifacts and items of magical power than to posses them, but wherever possible, they work to wrest control of such things from aggressively evil, the irresponsible, and the unsound of mind.

Regards to Undead - While all magic is sacred, nearly all followers of Mystra are very uncomfortable with the idea of creating undead. Those few that would use undead try to keep it a secret from the rest of the faith, due to the harsh lectures they would receive. Still the use of undead is rare in the faith, as often not liches are a problematic source for the followers of Mystra. Those followers of good and almost all neutral ethos would never willingly create undead or use them. Some necromancers though do exist in very small numbers in the faith who do create undead, to better learn about the magics used in the process, and to aid the faith in destroying undead they encounter. These necromancers, appointed by the church, are the only ones in the faith who are an exception to the faiths dislike of the undead.

Titles Given to Priests - Priests of Mystra are known as Servants of Mysteries. High level priests are called Lord/Lady of Mystery.
Knights of the Mystic Fire is an order inside the faith of Mystra composed of cavaliers and holy knight. This invitation only prestigious order works across the lands to stem the ways of out of control mages who misuse magic, as well as the enemies of the faith.

Vestments - The ceremonial garb of Mystarn priest sis simple blue robes that are sometimes trimmed with white. They are accented by a cloak of deep blue in colder climates. Some form of headgear is requires, though this may range from a simple blue skullcap for the scholarly orders of the Sword Coast North to wide, ornate, blue hats and helms in southern lands. In the field, followers of Mystra are free to dress in the fashions of the land they inhabit, though some usually work in blue or white accessories either in form of jewelry, scarves, or sashes.

Oghma - Knowledge


Titles - The Lord of Knowledge, The Binder, The Lord of Song, The Wonderbringer
Domain - Knowledge, inspiration, invention, bards, song, craft, literature, artifice
Symbol - A blank scroll
Sacred Colors - Shades of White, Black, Purple, and Gold
Sacred Animals/Plants - songbirds, white horses, calico cats, lillies, falcons, metallic dragons
Sacred Stones/Metals - Fluorspar, Jade, White sardonyx, Gold veined onyx

Day to Day Actives - Clerics of Oghma are known as Namers. The church welcomes members of all races and various philosophies, provided prospective clerics swear to the doctrine of the Binder of What is Known and dedicate themselves to acquiring, administering and protecting knowledge. Members of the church are also strongly encouraged to take up a craft, be it as a tailor, armorsmith, weaponsmith, jeweler, or scribe. It is also their duty to assist inventors and innovators, typically but not limited to master crafters, builders, smiths, and engineers. Those of the church might remain cloistered in temples (usually academics or sages more at home among scrolls and books than among their fellows) or travel the land, recording their experiences and periodically reporting to the temples they encounter on their travels. Wayfaring clerics and bards within the church tend to be adventuresome and curious, bon vivants who occasionally come into ideological conflict with their academic counterparts. The two branches need each other, however, and such reprobation seldom escalates beyond mild disapproval.

Regards to Undead - The faith of Oghma is rather neutral in its use of undead. Those followers of good and nearly all neutral ethos would never create or use undead, as the practice is seen as an evil act. Though there are some who are curious by the undead and create them as a way to learn more about how they work, and help battle them better. A very rare few actually use undead, but they almost always keep this a secret.

Titles Given to Priests - Acolytes in service to Oghma are called Seekers. When the acolyte becomes a full priest they are known as Loremasters. As they rise in the ranks new titles are given to them, they are in ascending order: Loremaster, Loremaster Amanuensis, Loremaster Venturer, Loremaster Bold, Lorescribe of the God, Wise Anticipator, Inspirator, Inspirator High, Song of the God, Higher Song of the God, Loremaster High, Loremaster Most High, Eye of Oghma, and Divine Hand of Oghma.

Vestments - All priests of Oghma have the same ceremonial dress - white shirt and trousers with a vest of black and gold brocade. The shirt sleeves are wide, but tied at the wrists. The vests, known as kantlara, depict many glyphs, sigils, runes and symbols of magical power, arcane meaning, and significance in various realms down through the ages. Such markings are sewn on by the wearer using gold braid. At any time a priest ascends a level, she or he usually sees the symbols to be sewn in a dream vision. Kantlara are thus personal and individual garments. A small boxlike hat is worn in ceremonies held on sacred grounds, off of a holy site the hat is removed. In the field, Oghmanyte priests have a relaxed dress code, wearing whatever they choose.

Selune - Seekers/Moon


Titles - Our Lady of Silver, The Moonmaiden, The Night White Lady
Domain - The Moon, navigation, questers, stars, wanderers, patron of women
Symbol - Pair of female eyes surrounded by a circle of seven silver stars
Sacred Colors - Shades of White, Blue, and Silver
Sacred Animals/Plants - Owls, wolves, pixies, silver dragons
Sacred Stones/Metals - Moonstone, opals, and silver

Day to Day Actives - Priests of Selune spend their time wandering, reaching out to the faithful and to potential worshippers of the moon goddess, since Selune can be worshipped anywhere. They make small coin by telling fortunes, because they can call on Selune for guidance and have much greater success than those who read the stars. In this way, Selune gains worshippers. Members of the Selunite priesthood are, by the Lady's command, generous with their healing. Selune's way thus makes the goddess ever more popular and keeps her clergy hardy, well-traveled, and in practical touch with the natural world. The Moonmaiden's clergy believe that "any where the full moon shines is a place for Selune". Her worshipers tend to be patient, accepting all with an understanding ear and a healing hand. Clerics of Selune value self-reliance, humility, and practical applications of common sense far more than rigid adherence to stogy ceremonies.

Regards to Undead - Selunites abhor undead almost as much as the Lathanderites, and seek to destroy them when possible. They encounter undead often with their battles against the forces of Shar that no Selunite would ever create or use undead. Such a practice is the work of Shar, and not part of the doctrine that Selune teaches her followers.

Titles Given to Priests - Selunite priests use a wide variety of titles, but novices are known as the Called. Typical Selunite titles are (in ascending order): Touched, Enstarred, Moonbathed, Silverbrow, Lunar, Initiate, and High Initiate. All of these titles are followed by "Priestess/Priest".
The Swords of the Lady is small order inside the faith made up of cavaliers and holy knights dedicated to leading Selune's forces in battle, and questing in her name. Paladins of Selune value compassion as much as courage, and spend much time helping common folk.

Vestments - The ceremonial costume of Selunites varies from place to place. Selunite clergy members wear everything from plain brown robes to only a little moonstone jewelry as an accent to normal clothing to rich bejeweled gown of the finest make and haughtiest of fashion. In the field, the followers of Selune, dress practically for the task they are undertaking. They tend to dress fashionably, but not gaudily, in day-to-day life.

Shar - Loss/Darkness


Titles - Mistress of the Night, The Lady of Loss, Nightsinger, The Dark Sister
Domain - Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
Symbol - Black disk with a deep purple border
Sacred Colors - Shades of Purple and Black
Sacred Animals/Plants - Ravens, crows, panthers, black cats, shades, shadows, hellcats
Sacred Stones/Metals - Onyx, Jet, Obsidian, Amethyst, and Purple Jade

Day to Day Actives - The clergy of Shar seem to pursue practical, local goals designed to further the power of the priesthood and of those who worship Shar, rather than to openly oppose other faiths (save that of Selune). Shar desires to bring all humans under her sway by promoting general lawlessness and strife. In this way, most folk will suffer loss and turn to her for peace (especially through vengeance), and the influence of all other faiths will be lessened. Shar's clergy always act through manipulations and behind-closed-doors intrigue. They also work through and support shadowy organizations that appeal to human desires to be a part of something elite and important, to keep secrets, and to be involved in the mysterious.

Regards to Undead - Sharran make frequent use of the undead in their war against the forces of Selune. Nothing delights a follower of Shar more than to animate the bodies and corpses of loved ones or known friends of those they go against.

Titles Given to Priests - Most Sharran clergy use such titles of address as "Brother/Sister of Night", to superiors they say "Mother/Father Night". Their formal titles include Adept of the Night for novices, Watcher, Hand of Shar, Darklord/Darklady, Nightseer, and Flame of Darkness (a title only granted by Shar herself to a priest). The Dark Justicars is an order inside the faith composed of cavaliers and holy knights dedicated to leading Shar's forces against the Selunites, and other foes of the Mistress of the Night.

Vestments - The colors purple and black are used extensively in Shar's church and among her followers. Most Sharran clergy dress in black cloaks or soft, silent dark garb with purple trim, piping, or accessories during rituals. High ceremonial dress for those of rank or taking a special role in a ritual is a long-sleeved robe of deep purple over black tights or a black velvet chemise. A black skullcap covers the entire head, except on women with jet-black hair. Such hair is seen as a symbol of the Dark Lady's pleasure and is left to flow unfettered and long. Sharran clergy wear practical clothes in the fashion of the land while pursuing day-to-day life. They are found of jewelry fashioned from obsidian, black onyx, amethyst and purple jade, but they are not required to wear it.

Shaundakul - Travel/Trade


Titles - Rider of the Winds, The Helping Hand
Domain - Travel, Trade, Exploration
Symbol - An upright silver left hand with rippling winds on a black or deep purple background
Sacred Colors - Shades of Black, Blue-gray, and Deep Purple
Sacred Animals/Plants - Hawks, Gulls, Rabbits, Squirrels, and Wolves
Sacred Stones/Metals - Blue Amethyst, Purple Jasper, and Lodestone

Day to Day Actives - Priests of Shaundakul are expected to provide for themselves by living off the land, hiring themselves out as scouts and caravan guards. Many serve as guides for adventuring companies or as explorers. All seek to visit the scattered shrines of Shaundakul as frequently as possible and to construct new ones when they acquire sufficient resources.

Regards to Undead - Shaundakul has a strong distaste for undead, seeing them as dangers to the travelers and traders he watches over. Followers of Shaundakul would not summon or create undead, in fact many of them work to clear out infested areas of undead to allow safe passage by others.

Titles Given to Priests - Priests of Shaundakul use a variety of self-chosen appellations, but a loose hierarchy of standard titles does exist. In ascending order of rank those include: Seeker of the Wind, Scout, Trailblazer, Explorer, Guide of the Hidden Ways, Rider of the West Wind, Rider of the South Wind, Rider of the East Wind, Rider of the North Wind, and Lord High Windhand.

Vestments - The Shaundakun has a straightforward ceremonial raiment. All priests sport a dark swirling cloak over garb appropriate for the trail. They wear a leather or chain gauntlet stained deep purple or tinted black on their primary hand (and sometimes on their off hand as well). The symbol of Shaundakul is depicted on the palm and back of the gauntlet. The adventuring garb of Shaundakul's priests is not noticeably different than their ceremonial vestments. His priesthood typically favors leather armor, but sometimes wears studded leather armor or chain mail. They always wear dark, swirling cloaks and the gauntlet of their faith.

Sune - Love/Beauty


Titles - Sune Firehair, Lady Firehair, The Lady of Love
Domain - Love, Beauty, Passion, Patron of Enchanters
Symbol - Face of a red-haired, ivory-skinned beautiful woman
Sacred Colors - White, Deep Crimson, Gold, and Shades of Red
Sacred Animals/Plants - Fire Doves, Chestnut Horses, Satyrs, Nymphs, Dryads, Tressyms, Poppies, Roses(especially deep crimson ones)
Sacred Stones/Metals - Rubies, Ivory, Carnelians, and Fire Opals

Day to Day Actives - The followers of Sune are believers in romance, true love winning over all, following one's heart to one's true destination, and that beauty is more than skin deep, it issues from the core of one's being and shows one's fair (or foul) face to the world. Fated matches, impossible loves, and ugly ducklings becoming swans are all part of the teachings of Sune. Sune's clerics are flighty and somewhat vain, given to dancing and wild celebrations. The hierarchy is loosely organized, and clerics are free to join or leave a temple's ranks as they wish. They preside over marriage and rites of passage ceremonies for the young, although they are not required to marry, for Sune's concern is love, not necessarily marriage. Members of Sune's clergy spend their days cultivating beauty and love in all their myriad forms. Many of Lady Firehair's clerics tend fine gardens, while others amass personal or temple-based collections of gems, crystal sculptures, and other fine works of art. While things of gold and ivory, particularly jewelry and statues, are favored, beautiful art in any form is admired, collected, and displayed. Sune's clergy sponsor artists, build friendships and romances with themselves and among others, and destroy those who vandalize things of beauty. They are also defenders of love, working against those who try to sour or ruin relationships.

Regards to Undead - Sune Firehair abhors undead, seeing the creation of undead as a disgusting act. None of her clergy would ever create or summon something as ugly and foul as an undead. Her followers destory all undead they encounter.

Titles Given to Priests - The Sunite church's organization is loose and informal. Thus there are no set title given to the priests of the faith, other than the titles Brother and Sister. Instead some priests create their own titles.
The church has a small affiliated knightly order called the The Sisters and Brothers of the Ruby Rose. Members in this order are given to writing essays, poems, and songs of courtly love when not engaged in vital business. Paladins of Lady Firehair defend things of beauty. They seek out and destroy creatures that are particularly hideous in their evil. They tend to be incredibly self-confident and are particularly effective at destroying undead.

Vestments - The standard ceremonial and official garb of Sune priests are monastic robes for men, habits for women, both cut to show off the figure and dyed a deep crimson. Men wear a crimson bandanna, or their hair tied back with a crimson silk scarf, while women wear a red wimple with a v-shaped forehead piece. Hair is normally worn long, and while red hair is considered touched by the goddess, all shades of hair and skin are welcome. When not in ceremonial garb, the clergy of Sune dress as they wish, but always striving to present themselves in the best possible ways.

Talos - Destruction


Titles - The Destroyer, The Raging One, The Stormstar, The Storm Lord
Domain - Storms, destruction, rebellion, conflagration, earthquakes
Symbol - Three lighting bolts, each a separate color, radiating from a central point
Sacred Colors - Black, Silver, and Gold
Sacred Animals/Plants - Crows, boars, wolves, chimeras, tigers, bloodhawks
Sacred Stones/Metals - Blue quartz, pyrite, red agate, black jasper

Day to Day Actives - Talos always has too few worshipers for his liking, so his clergy are sent out into the world to spread word of his might and to try to recruit others to his worship - either out of fear or because such people enjoy the wielding of raw power. As example to all, the fatalistic clerics of Talos tend to indulge in acts of random or spiteful destruction as they travel and to make examples of all folk who stand up to them or try to prevent them from entering a community or passing along a road. Some clerics pillage, burn, and steal as enthusiastically as any brigand, and hamlets that fight them off tend to be visited a season or so later by a gathering of Talassan cleric who try to slaughter everyone and lay waste to the place. Talos does not seem to mind clerics who indulge in fulfilling personal desires for wealth, food, luxury items, and wanton behavior as long as they call up a storm or engage in random, spectacular acts of violence once every week or so. As a result, some clergy have taken up a life of brigandry. They pose a lunatics in order to spread the word of Talos as ordered, and the rest of the time they adopt disguises to scout out rich prizes.

Regards to Undead - Talassan followers make regular use of undead as a way to spread destruction and sow the seeds of chaos.

Titles Given to Priests - Typical titles used by the Talassan clergy are as followed (in ascending order): Storm Supplicant, Weatherwise, Talon, Lady/Lord of Fury, Eye of the Storm, Reaver, Stormherald, High Stormherald, and Weathermaster/Weathermistress.

Vestments - The clergy of Talos dress in robes and cloaks of black shot through with teardrops and jagged lines of gold or silver - garb which has earned them the unflattering name "doom crows". The robes have jagged hems and rough, uneven sleeves. A black eye patch is also worn, even if the clergy member has good vision in both eyes. When not involved in ceremonies, Talassans tend to go to one of two extremes. Either they armor themselves to the hilt in the most menacing looking armor they can obtain, or they wear next to no armor and use protective magics instead so that to average observers they look almost suicidal in their fervor to get into the thick of destruction.

Tempus - War


Titles - Lord of Battles, Foehammer
Domain - War, battles, warriors, physical strength
Symbol - A blazing silver sword on a blood red shield
Sacred Colors - Brown, white, wine purple, amber, and blood red
Sacred Animals/Plants - Eagles, badgers, war horses, war dogs, panthers, tigers
Sacred Stones/Metals - Steel, hematite, garnet, fever iron, and red jasper

Day to Day Actives - Priests of the war god are charged to keep warfare a thing of rules, respected reputation, and professional behavior, minimizing uncontrolled bloodshed and working to eradicate feuding that extends beyond a single dispute or set of foes. Warriors - especially mercenaries - who employ poison or taint well, sow fields with salt, kill noncombatants, indulge in torture or the random slaughter of innocents when they are not at war, or commit similar sins against fair battle are to be denied the favor of the god, their crimes are to be publicized far and wide, and they are to be made to atone for their deeds or perish.

Regards to Undead - Tempus views war and battle as something among the living. The Tempites hold a deep regard for the dead, honoring their memories and retelling stories of famous warriors who died in battle. For this reason the use of undead and creation is a practice not performed in Tempus' faith.

Titles Given to Priests - Military ranks within the faith are common. Ranks typical of many temples of Tempus are Warpriest, Swung Sword, Terrible Sword, Lance of the Lord, Shield of the God, Battlelady/Battlelord, Swordmaster/Swordmistress, and Lady/Lord of the Field.

Vestments - When not in battered armor, the clergy of the war god wear helms or steel skullcaps, though they are careful never to cover their faces, for such a close emulation of Tempus is thought to be an affront to the Lord of Battles. Some of the fanatical wandering priests never remove all of their armor at any time. The robes of a priest of Tempus always sport trim in the crimson hue of fresh blood, but vary in overall color. Darker colored robes are worn by those of lower ranks. Most war priests wear ceremonial garments in brown or wine purple. Red or amber is worn by senior clergy, and yellow or white by those of the most exalted rank. When adventuring, most wear the best armor they can obtain, though it is battle-worn and battered as it is for use, not show. A full helm is usual, but it is worn either with an open face plate or no face plate.

Torm - Protection


Titles - The True, The True Deity, The Brave, The Lord of Fury
Domain - Duty, loyalty, obedience, patron of paladins
Symbol - Right hand gauntlet held upright with palm forward
Sacred Colors - Shade of White, Gold, and Blue
Sacred Animals/Plants - Lions, golden eagles, gold dragons, silver dragons, pegasi, white roses
Sacred Stones/Metals - White diamond, lapis lazuli, hyaline, yellow and blue sapphires

Day to Day Actives - Tormish provide training for, give sanctuary to, and lend support to guardians, orders of paladins, and loyal knights. They watch for impending trouble and for young folk who could be recruited into the service of Torm. On rare occasions they act militarily against forces of evil. The priesthoods of Helm and Torm have been long engaged in a rivalry, and its friendliness has been waning over the years. Tormtar keep a close eye on all faithful of Helm they encounter, anticipating betrayal at any time.

Regards to Undead - The use and creation of undead in Torm's faith is seen as a sin. Agents of Bane and other dark gods use undead to serve their purpose, the Tormtar see themselves as far more noble than that and would never seek to use or create undead for any reason. Like followers of Selune, Lathander and Kelemvor, the Tormtar seek to destroy undead when they are encountered.

Titles Given to Priests - Torm's faith has a strict hierarchy, much like a military order. The hierarchy among Torm's disciples ascends from The Unproven to the Andurans, Faithblades, Wardens, Vigilants, Watchful Ventures, Loyans, Enforcers, Guardians, Knights, Vanguardiers, and Champions.
Paladins and cavaliers in Torm's faith seek the chance to become a member in The Order of the Golden Lions, the most popular and well respected order in the faith. Paladins of the True God defend the weak, defeat evil, and uphold the high moral standard required for the servants of Torm.

Vestments - Priests of Torm wear clean, bright, smooth-polished plate armor (or robes, a breastplate, and gauntlets) and helms. Gauntlets are a common theme among all faithful, either for decoration or functional. The hue of the armor (or robes) denotes the rank of the wearer: Unadorned metal is for the Unproven, dark crimson for Andurans, rose red is for Faithblades, deep amber is for Wardens, sunrise orange is for Vigilants, harvest yellow is for Watchful Ventures, pale green is for Loyans, dragon green is for Enforcers, sky blue is for Guardians, twilight blue is for Knights, amethyst is for Vanguardiers, and dusky purple is for Champions, the most holy priests of the faith as well as the greatest heroes of Torm. In potential combat situations and in the wild, Tormtar always wear their best armor and weaponry. They are expected to keep their armor clean and brightly polished even in the worst conditions, except where such activities would interfere with the execution of their duty.

Tymora - Good Fortune


Titles - Lady Luck, The Lady Who Smiles, Our Smiling Lady
Domain - Good fortune, good luck, skill, victory
Symbol - Silver coins featuring Tymora's face surrounded by shamrocks
Sacred Colors - Blues and Silver
Sacred Animals/Plants - Silver birds, pegasi, leprechauns, shamrocks, faerie dragons, swanmays, unicorns
Sacred Stones/Metals - Alexandrite, opals, sapphires, and blue jasper

Day to Day Actives - Clerics of Tymora favor gaiety and spontaneity, believing that those who enjoy the greater fortune are those who take the greatest risks. The clergy go through the lands urging folk to take chances and pursue their dreams, and to not spend all their days planning and daring nothing. They do not, as some folk say, encourage folk to indulge in reckless whims and frivolity. The position their temples as refueling stops for adventuring bands, often offering such staples as holy water and healing. Some churches take this a step furthers, offering excessive secret aid to the most daring of adventures in a public relations effort to "prove" the value of Tymora's doctrine. Clerics hail the miraculous successes of these heroes upon their return from dangerous dungeons and haunted tombs, declaring their survival and plunder the reward of Lady Luck.

Regards to Undead - Tymora restricts the use of undead among her followers, for the undead are servants, messengers, and tools of Beshaba and her misfortune. For a follower of Tymora to use or create undead it is seen as inviting the misfortunes of Beshaba into their life.

Titles Given to Priests - Among the followers of Tymora titles are used and change with ease and informality, but "Lord Priest" and "Lady Priestess" are respectful forms of address that apply to all, and "High" is added in front of this for clergy senior in years or in demonstrated powers.

Vestments - The standard clerical dress varies from priest to priest. Some favor full habits and headpieces while others like simple robes. Blue and silver are colors often seen. Personal taste of the dress code, climate, and availability of cloth determines what a Tymoran will dress in. All adventuring or traveling clergy members wear whatever garments they please, though the colors blue and silver are still predominant. High boots also seem a favorite fashion element.

Tyr - Justice


Titles - The Even-Handed, Grimjaws, The Maimed God, The Just God, The Blind Overlord
Domain - Justice
Symbol - Balanced scales resting on a warhammer
Sacred Colors - White, Blue, and Purple
Sacred Animals/Plants - War dogs, silver wolves, gray owls, bald eagles, sphinxes
Sacred Stones/Metals - Amethyst, hematite, blue diamond, purple sapphires

Day to Day Actives - Priests of Tyr serve as judge, jury, and executioner in wilderness areas where there is no law but that of the sword. If a being is truly ignorant of the proper behavior, minor transgressions can be forgiven once with a warning, an explanation of the proper law - and a record of the warning being written down in the priest's Book of Lawgiving for later distribution to other Tyrans so that the particular being will not be forgiven twice. Tyrans often go about lecturing others on their shortcomings as to following laws, rules, and regulations, but they also serve to fearlessly take complaints about such formalities to the authorities who make the laws. No Tyran will enforce a law that contradicts other laws or can be shown to be unjust. Priest of Tyr have the duty of delivering just vengeance as punishment on the part of those who cannot do it themselves. Tyrans undertake formal missions to do this, making promises to those to be avenged and forcing open confrontations with that the vengeance is to be visited upon, rather than working behind the scenes.

Regards to Undead - The faithful of Tyr would never create or use undead, as doing so breaks not only the laws of communities, but the laws of nature as well. When undead are encountered, the Tyranns seek to destroy them first before hunting for those that created them, to make them stand trial for their crimes.

Titles Given to Priests - The Church of Tyr is a highly organized, formal priesthood that maintains internal rules and a system of fortified temples. Level titles used by the clergy in order of ascending rank are: Acolyte of Laws, Solemn Brother/Sister, Lawkeeper, Sword of Tyr, Hammer of Tyr, Vigilant Watcher, Just Captain, Avenger, Master Avenger, Abbot, High Lord Abbot, High Avenger, Knight Commander, Hammer Lord, Defender of Justice, and Keeper of the Balance. Maverick titles are few indeed, as this is a closely regulated priesthood.
The Hammers of Grimjaws is the most popular and respected knightly order within Tyr's faith. Paladins of the Just God are front-line warriors in the battle against evil and untruth, and often lead military and adventuring groups to further their cause.

Vestments - The vestments of Tyrans are blue and purple robes with a white sash. A white glove or gauntlet is worn on the left hand and a black one on the right to symbolize the loss of the god's right hand. When out in the field, most priest of Tyr wear armor or practical clothing adorned on the shoulder and back with the symbol of the hammer and scales of Tyr.



Please be aware that while the mud is based as a dungeons and dragons setting, these deities are not all exactly identical to those found in forgotten realms and similar realms. Help files on each specific deity's faith can be found in the internal mud help files by typing "help deityname> i.e. "help mask", "help istishia".