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Netheril : Age of Magic

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Author Topic: Deities of Netheril: Age of Magic  (Read 18904 times)

Professor Misclick

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Re: Deities of Netheril: Age of Magic
« Reply #15 on: January 24, 2018, 06:09:13 am »

All-Father, The Creator, Dwarffather, Soul Forger
Symbol: Hammer and Anvil
Home Plane:Dwarfhome
Alignment: Lawful Good
Portfolio: Dwarves, creation, smithing, protection, metalcraft, stonework
Worshippers: Dwarven Defenders, dwarves, engineers, fighters, miners, smiths
Favored Weapon: Soulhammer (Warhammer)
Cleric Alignment: LG, LN, NG
NWN Domain: Good, Earth, Protection, War

History Relationships: Moradin was held in dwarven myths to have been incarnated from rock, stone, and metal, and that his soul an ember of fire. It was said he forged the first dwarves from metals and gems and breathed souls into them when he blew on his creations to cool them. Moradin charged his followers with the task of wiping out the kingdoms of orcs and wiping out the followers of Gruumsh.

Dogma: Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by the Soul Forger. Honor your clan leaders as you honor Moradin

Day-to-Day Activities:   The church of Moradin had an active role in guiding the morals of dwarven communities; they emphasized his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoked his blessing when these tasks began. They led the push to found new dwarven kingdoms and increase their status among surface communities.

Holy Days/Important Ceremonies: Offerings are made to the Soul Forger on a monthly basis. The ranking cleric of a community can declare any day a holy day to celebrate a local event.

Affiliated Orders: Hammers of Moradin: The Hammers of Moradin were an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers served both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from large groups of orcs to great wyrms to malevolent fiends from the Fiendish Planes. The order was dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories. Individual chapters had a great deal of local autonomy but, in times of great crisis, a Grand Council assembled to plot strategy and divine Moradin's will.

Priestsly Vestments: Flowing, shining robes of woven metal (Chainmail) with silvered helm, warhammers and earth-brown leather booots

Adventuring Garb: Chainmail or plate, helm, shield and dwarven weapons (Warhammers, Dwarven War axes, Battleaxes, Great Axes, Hand Axes)
« Last Edit: January 24, 2018, 10:16:27 pm by Professor Misclick »

Professor Misclick

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Re: Deities of Netheril: Age of Magic
« Reply #16 on: January 24, 2018, 06:09:53 am »

The Protector and Provider, the Nurturing Matriarch, the Blessed One
Symbol: Cornucopia on a shield
Home Plane: Green Fields on the plane of Mount Celestia.
Alignment: Lawful Good
Portfolio: Protection, Bounty, Halflings, Children, Security, Leadership, Wisdom, Creation, Family, Tradition
Worshippers: Children, halflings, leaders, paladins, parents. Yondalla smiles upon her followers when they aid and help others and respect the dead. She frowns upon sacrifices and killing fellow halfings. Despite her widespread worship among halflings and her central role in their society; her temples were unusually rare, those that did exist were designed to look like a well-hidden halfling burrow-home and were filled with weapons and food so that the communities that surrounded them could hold out against possible invaders. Her clergy were afforded a lot of respect by the followers of other gods for their defensive capabilities in spite of their small stature.
Favored Weapon: Hornblade (Short Sword)
Cleric Alignment:LG, LN, NG
NWN Domain: Good, Healing, Protection, Trickery

History Relationships: Yondalla had close bonds with Garl Glittergold, Corellon Larethian and Moradin. With the passion with which she loved and admired her fellow halfling deities, sometimes known as 'Yondalla's Children', she scorned certain evil deities.

Dogma: Those who seek to live in accordance with the way of the Provider will be blessed with a cornucopia of riches. Seek peace and comfort, for a life lived with both is true wealth. Although violence should never be welcomed, the Protector's aegis will extend to those willing to fiercely defend their home and community. Lead through example, and know the activities of those you lead so that you can help shoulder their burdens when need be. Treasure your family, for your parents gave you life and your children are your future. Care for the aged and the weak, for you never know when you may be one of the strong laid low.

Day-to-Day Activities: Perhaps surprisingly, Yondalla’s clerics build few temples. Worship of the Nurturing Matriarch is so ingrained into nearly every aspect of halfling society that the hin treat the idea of specific services to their goddess once a tenday with bemused dismissal. This isn’t to suggest halflings have a theocratic culture, but rather that Yondalla (and by extension, her clergy) presents through her actions (as interpreted through stories taught to all halflings in their youth) the values of a halfling should embrace to live life to its fullest and to benefit the community, namely: acceptance, community, love, gaiety, curiosity, loyalty, diplomacy, tradition, and a well-developed sense of mischief. The fact that many members of the clergy double as community leaders reinforces the influence of Yondalla’s credo upon halfling society. Clerics of the Protector and Provider pray for spells in the morning. Though organized common rituals and celebrations are rare, most halfling communities hold periodic gatherings in which clerics of the Blessed One minister to the public. Even nonhalfings are invited to take part in the festivals that follow these congregations, which often involve a tour through the local enclave that gives village elders the opportunity to share locale lore with the young folk and visitors, strengthening the sense of community. Clerics offer even secular guidance to their communities, often acting in important government roles.

Holy Days/Important Ceremonies: Halflings set aside one day a week for worship of Yondalla (this day is called "Safeday"), a day which is mostly spent in rest, playing, and eating. Yondalla is worshipped in the homes of Halfling with priest going from house to house leading each family in brief devotions. A feast is prepared from the food offerings, sacrificed to Yondalla and the families gather together in eating, drinking and story-telling. In the late afternoon, the Small Folk are led by a the highest ranking priest on a walk-around, symbolically joining Yondalla in her defense of the settlement then back to finish the day with more festivities. Unlike other the religious ceremonies of other races and powers, allies and even strangers are invited to contribute and partake in the feasting and merriment. Strangers, unknown to the community are discreetly watched, just in case.

Affiliated Orders: Yondalla has a special order of priests called "The Wayward Wardens". It is made of priests stricken with wanderlust who wish to see the world. They never settle long in one place for long periods of time. They come to the aid of halfling communities needing protection. The Wayward Wardens are a loosely organized fellowship of Yondallan priests. Wayward Wardens serve the Provider and Protector by coming to the defense of besieged or threatened halfling communities in need of additional protectors.

Priestly Vestments:  Yondalla's priests wear yellow-green saffron cloaks over loose-fitting green and brown robes, keeping their heads bare. They carry a shield, usually wooden, emblazoned with the cornucopia symbol of the goddess.

Adventuring Garb: When expecting combat, priests wear the best armor available and always carry a shield, mblazoned with the cornucopia symbol of the goddess. They favor short swords, hand axes, slings, short bows, short spears, hammers and morningstars.

« Last Edit: January 24, 2018, 10:17:17 pm by Professor Misclick »


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Re: Deities of Netheril: Age of Magic
« Reply #17 on: June 21, 2018, 06:41:22 am »

The following deities are now represented. I will tidy the thread up in due time:

Thanks to lavishfeast who put these together.

The Doombringer, Lord of the Three Thunders, Poet of Justice
Symbol: A coin with a two-faced head
Home Plane: Zigguraxus
Alignment: Lawful Neutral
Portfolio: Revenge, Retribution, Poetic Justice
Worshippers: Seekers of vengeance, bounty hunters, jailers, headsmen
Favoured Weapon: Retributions Sting (Javelin of lightning)
Cleric Alignment: LG, LN, LE
NWN Domain: Travel, Destruction (?)
History Relationships: Assuran is an ancient Untheric deity worshiped predominantly in the Inner Sea lands. Of the Untheric pantheon Assuran retains contempt for Ramman, the Untheric God of War, with whom he has quarrelled for generations.
Both Achanatyr and Shar vie with one another for influence over Assuran, The Dark Goddess pushing him to become more like his "Doombringer" persona and be her servant of bitter vengeance at all costs, whilst The Just God cajoles him to embrace the humour and irony of life and bring poetic and satisfying justice to those with a sad view of fate. The Lord of the Three Thunders as yet rebuffs both endeavours, however persuading.
Dogma: Uphold true and fitting justice and maintain the spirit of law, not the letter of law. Fitting recompense will always accrue for one’s actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. Walk the line of the Doombringer’s teachings, seeking retribution, but do not fall into the trap of pursuing evil acts for evil’s sake, for that way is seductive and leads only to one’s downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dear only invite future attacks.
Day-to-Day Activities: There are few actual temples of Assuran in the western Realms. Instead the Doombringer's priesthood is composed primarily of itinerant wanderers who travel from town to town agreeing to pray for Assuran’s intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee. Charlatans masquerading as members of Assuran’s clergy or priests who neglect the prayers they have promised to make receive a fitting punishment by Assuran’s hand.
If one wanted to seek vengeance on another by praying to Assuran, it was believed that writing prayers down made them more likely to be answered. To ensure a long-lasting reach for prayers, some vengeance seekers carved them into items made of lead. These were then buried to keep others from knowing about them.
Holy Days/Important Ceremonies: The clergy of the Doombringer celebrate few major holy days. Instead, each priest is encouraged to celebrate the anniversaries of his most fitting and sweetest acts of revenge. Each priest is also expected to mark the anniversary of each injury, insult, or slight as yet not avenged with quiet contemplation (many persons not of the faith would call it brooding) upon strategies for appropriately enacting that revenge. However, true members of Assuran’s clergy are also to remember those who have helped them unselfishly, protected them from harm, or otherwise provided them aid and contemplate ways to reward them personally and lastingly, rather than with meaningless titles, shallow items of wealth, or faint and passing praise. Silent or thunderous praises (as appropriate) must be given to Assuran each and every time some vengeance is exacted by a priest of the Doombringer.
The Impending Doom is observed on the 11th of Marpenoth with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be remembered.
Affiliated Orders: The Hunters of Vengeance are an informal order of bounty hunters and vigilantes active throughout the Realm, predominantly the North. Few in number, their actions are spoken of with admiration and dread long after they have moved on.
Priestly Vestments: The clergy of Assuran wear their ceremonial garb whenever possible except when they wish to conceal their identity while stalking a perpetrator of some injustice. Their ceremonial raiment always includes a black tunic over a long gray robe, soft, black leather gloves, and a surreal mask that covers their faces when they are officially on a "hunt" for vengeance. Priests typically keep small tokens of their successes on silver-bordered, dark red sashes slung from their waists. They carry curved daggers, and sport the symbol of Assuran worked into a piece of jewellery as a holy symbol.
Adventuring Garb: When adventuring, priests of the Doombringer wear whatever garb is best suited for the mission. Typically they garb themselves in leather armour when stealth is required, and the heaviest armour available when a frontal attack is anticipated. While they can wield any weapon, Assuran priests must carry at least one blunt, one piercing, and one slashing weapon at all times. When injured (or anticipating injury) by an opponent, Assuran priests are expected to use a weapon of the same type or at least the same damage type in response, as such attacks are more fitting in their impact. Those who deserve death should be finished off with their own weapons.

The Crying God, the Lord on the Rack, the One Who Endures, the Broken God
Symbol: A blood stained rack
Home Plane: Martyrdom
Alignment: Lawful Good
Portfolio: Endurance, Suffering, Martyrdom, Perseverance
Worshippers: The lame, oppressed, impoverished, peasants, slaves, monks, paladins
Favoured Weapon: An open hand (unarmed strike)
Cleric Alignment: Lawful Good, Neutral Good, Lawful Neutral
NWN Domain: Good, Healing, Strength
History Relationships: Ilmater is an obscure God who offers succour and calming words to those who are in pain, oppressed, 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 unjustly treated.
Ilmater's closest ally is considered Achanatyr the Even-Handed God, God of justice. Ilmater showed Achanatyr that true justice required a judge to know how much punishment was sufficient, whether it was too harsh or whether mercy was better.
Ilmater stood against those gods and goddesses who enjoyed causing destruction and spreading pain and suffering for others. In particular, considering their contrasting portfolios, the Crying God and his followers were a bane to Loviatar, the Maiden of Pain, and her worshipers. Loviatar in turn hated Ilmater with a passion, as he protected her victims from her torments.
Dogma: The Ilmatari are taught to help all who hurt, no matter who they are, and that the truly holy take on the suffering of others. Ilmater tells them that if they suffer in his name, he will be there to support them. They should stick to their cause if it is right, whatever the pain and peril. They are to stand up to all tyrants, resisting in ways both great and small, and to allow no injustice to go by unchallenged. They believe that there is no shame in a meaningful death. Some followers of Ilmater take a negative or darkly humorous view of the world, and the church accepts them as well. "Today is the first day in what's left of your life" fits very snugly into Ilmater's dogma, but most Ilmatari would add, "So live it well."
Novices in the faith are charged to: "Persevere in the face of pain. Heal the sick, the wounded, and the diseased. Comfort the dying, the grief-stricken, and the heartsick. Take on the burdens and the pain of others. Champion the causes of the oppressed and unjustly treated, and give shelter and kind counsel to the lonely, the lost, and the ruined. Pursue the service of Ilmater, and he will provide—leave gross riches and the acquisition of all but medicines to others. Take up the tasks no others dare.
Day-to-Day Activities: Ilmatari share what they have with those in need and always take time to counsel those who are upset and give healing and tender care to the injured. They speak for the oppressed, guide the lost, feed the hungry, shelter the homeless, and gather herbs and make medicines at all times for disasters to come. When war is expected and time permits, priests of Ilmater gather in strength with litters, shovels, tents, splints, bandages by the cartload, and wagons of medicines and healing potions to tend those who will soon suffer.
Priests of Ilmater see life as sacred and suffering as holy, but they do not stand in the way of others' desires or condemn them for their chosen path. For instance, Ilmatari would not stop a sorely injured warrior from rising up half-healed to plunge into battle again, openly seeking death while fighting the foe. Instead, they would freely assist the warrior by healing him enough to be mobile so that he could follow his own doom wish in the most honorable manner available to him.
Ilmatari bury the dead, treat the diseased, and give food, drink, and firewood to the poor. They also tour the wealthier cities and settlements of Faerûn soliciting moneys to support the church. Increasingly, since so many folk personally received the benefit of their kindnesses during the Time of Troubles, people of all faiths give generously to the church of the Crying God. As the merchant Ashaerond of Westgate put it: "If I pay for one extra potion today, it may be the last one tomorrow—but the one needed then to heal me."
Holy Days/Important Ceremonies: There are no calendar-related special holy days or any other festivals observed by the Ilmatari. Instead, the daily rituals of prayer to Ilmater at least six times per day govern each and every day of service.
A special Plea must be made to Ilmater to receive divine dispensation for a Rest, which is a tenday vacation from serving Ilmater's dictates. Usually Ilmatari request this when they are emotionally exhausted, but some adventurer-priests use Rests to perform things Ilmater would otherwise frown upon. This custom is an established tradition that some leaders of the faith rely upon, sending their best fighting clergy out to do things that the church cannot otherwise accomplish (covertly removing a tyrant rather than confronting him openly, for example).
The most important ritual of the Church of Ilmater is the Turning: It is the duty of every priest of Ilmater to try to get dying persons to turn to Ilmater for comfort, receiving the blessing of the Broken God before they expire. As the veneration of Ilmater grows, even in death, his healing power becomes greater.
Affiliated Orders: Ilmater's church has several affiliated knightly orders of paladins and warriors, including the Companions of the Noble Heart, the Holy Warriors of Suffering, the Order of the Golden Cup, and the Order of the Lambent Rose. Monastic orders are also numerous, and include the Disciples of St. Sollars the Twice-Martyred. (Monks of this monastery specialize in genealogical studies.) Other Ilmatari monastic orders include the followers of the Unhindered Path, the Disciples of St. Morgan the Taciturn, and the Sisters of St. Jasper of the Rocks. Most Ilmatari monasteries traditionally are named after flowers which symbolize something of significance to the order, though this is not mandated.
Priestly Vestments: For ceremonial functions, Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes. They wear skullcaps in gray (most clergy members) or red (senior priests). Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck and serves as a holy symbol. Some of the older members of the faith have a gray teardrop tattooed to one side of their right or left eye.
Adventuring Garb: In the field or on quests, Ilmatari priests dress appropriately for the mission and the weather, but usually wear gray tabards decorated with Ilmater's symbol stitched on the chest near the left shoulder over any other clothing or armor they wear. They are never without their holy symbols and a satchel of medicines, bandages, salves, splints, and slings.

The God of Justice, Grimjaws, The Even-Handed, The Just God
Symbol: Balanced scales resting on up-right warhammer
Home Plane: The Court
Alignment: Lawful Good
Portfolio: Justice
Worshippers: Judges, lawyers, magistrates, the oppressed, paladins, police
Favoured Weapon: Justicar (Longsword)
Cleric Alignment: LG, NG, LN
NWN Domain: Good, Knowledge, War
History Relationships: Achanatyr was a power before the time of Jhaamdath and over the millennia, was known by a multitude of different names such as Anachtyr, Arrtyr Judge Of All, The Sword of Justice, and several others. He was a member of the Jhaamdathi Pantheon and sponsored cults as well as priests.
Achanatyr is known to have travelled with Ilmater, who sought to temper The Wounded Ones enactment of justice.
Dogma: Novices of Achanatyr are charged to "Reveal the truth, punish the guilty, right the wrong, and be always true and just in your actions." Achanatyr and his followers are devoted to the cause of justice, to the righting of wrongs and the deliverance of just vengeance. This is not necessarily equality or fairness, as some make the Just God out to represent, but rather the discovery of truth and the punishment of the guilty. Achanatyrrans tend to be stiff-necked about theology and to see matters in black and white terms. 
Clergy of Achanatyr are sworn to uphold the law wherever they go, and to punish those wronged under the law. They are to keep complete records of their own rulings, deeds, and decisions. Through these records, a priest's errors can be corrected, his or her grasp of the laws of all lands can grow and flourish, and lawbreakers can be identified by others. No known injustice done by a Achanatyrran priest must go unbalanced. Priests of Achanatyr should also always be vigilant in their observations and anticipations, seeking to see what forces and which beings intend or will cause injustices and threaten law and order in the future. They should then act to prevent such challenges in justice in coming to pass. In short: Abide by the laws, and let no others break them. Mete out punishment where lawbreaking occurs.
Day-to-Day Activities: Priests of Achanatyr serve as judge, jury, and executioner in wilderness areas where there is no law but that of the sword. When doing so, their code cleaves fairly close to "an eye for an eye, a tooth for a tooth," but does adhere to common trade custom leavened by "the mercy of ignorance." This last means that if a being is truly ignorant of the proper behaviour, 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 Achanatyrrans so that the particular being will not be forgiven a second time. 
 In civilized areas, Achanatyrrans, or, Tyrrans, become legal experts and serve as the lawyers by dispensing advice and "speaking for" accused persons in trials. The fees they charge go to the Church of Achanatyr. 
 Achanatyrrans 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 such rules. No Achanatyrran will enforce a law that contradicts other laws or can be shown to be unjust. Note the concern is not that it is unfair, but unjust—defined in the Achanatyrran church as out of compliance with the principles and definitions adhered to by other laws in the body of legal doctrine of which it is a part. Priests of Achanatyr also have the duty of delivering just vengeance as punishment on the part of those who cannot do it themselves. Achanatyrrans undertake formal missions to do this, making promises to those to be avenged and forcing open confrontations with those the vengeance is to be visited upon, rather than working behind the scenes or employing intrigue.
Holy Days/Important Ceremonies: Achanatyrrans celebrate daily rituals of prayer to the God, which take the form of a sung invocation, a series of responsive prayers led by a senior cleric, a short sermon of instruction or reading of wisdom from the Sacred Judgments of Achanatyr, and a rousing closing anthem. In temples and abbeys dedicated to the God, such rituals are celebrated every two hours around the clock, with the most important offices taking place at dawn, highsun (noon), the equivalent of six o'clock, and the equivalent of none o'clock. The dawn ritual, The Awakening, is a gentle, uplifting renewal of faith. The noonday ritual, the Hammer at Highsun, is a stirring, exultant expression of the church's vigilance and martial might. The evenfeast ritual, High Justice, is a stern, proud celebration of Achanatyr's commandments and the church's purpose. The evening ritual, the Remembrance of the Just Fallen, is a haunting, softly chanted reverence for those who have laid down their lives for justice, both inside and outside the faith—a ritual of quiet dignity and respect that always leaves many witnesses, even those who do not follow Achanatyr, in tears.
Affiliated Orders: The church of Achanatyr has many affiliated knightly orders. Individual temples often have special orders or companies attached to them or supported by them, such as the Just Knights of the House of Achanatyr's Hand in Milvarune. Two church-sponsored orders of paladins are the Knights of Holy Judgment and the Knights of the Merciful Sword. The first order tends to attract those who emphasize the "lawful" in their alignment, and the second the "good." Knights from either order may join an elite order of paladins known as the Hammers of Grimjaws. 
 To join the Hammers, a paladin must be nominated by a member of the Hammers, and his or her nomination must be seconded by a senior priest of Achanatyr. If both these requirements are met, she or he must stand vigil in the holy sanctuary of a temple of Achanatyr all night. If the paladin is judged worthy by Achanatyr, Achanatyr sends the paladin a vision of his war hammer. If no vision appears, the paladin is deemed yet too inexperienced, but not a failure, and may be nominated again after some time has passed. If Achanatyr sends a vision of his sword, the paladin has knowingly or unknowingly failed Achanatyr in some way and must immediately complete a quest to atone. If the quest is completed, Achanatyr is pleased and forgives, and the knight is admitted into the Hammers. There is no quitting a quest under these conditions; either the paladin succeeds or dies trying.
Priestly Vestments: The vestments of Achanatyr 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.
Adventuring Garb: For everyday use, most priests of Achanatyr wear armour or practical clothing adorned on the shoulders and back with the symbol of the hammer and scales of Achanatyr.

The Queen of Spiders, Queen of the Demonweb Pits, Dark Mother, Mother of Lusts, The Lady of Chaos
Symbol: Black spider with female drow head (at bottom of figure)
Home Plane: The Demonweb Pits
Alignment: Chaotic Evil
Portfolio: Assassins, chaos, darkness, drow, evil, spiders
Worshippers: Drow, depraved elves, sentient spiders
Favoured Weapon: A Spider (Dagger)
Cleric Alignment: CN, NE, CE
NWN Domain: Chaos, Destruction, Evil, Trickery
History Relationships: Lolth is the goddess of the drow race and drow society. She is responsible for the nature, customs, laws, and survival of most drow communities. The Spider Queen maintains her absolute rule over drow cities by means of her clergy, who tirelessly seek out and destroy all traces of dissent, disobedience, rival faiths, or sacrilege and ruthlessly enforce the Way of Lolth. The Spider Queen foments unending chaos in drow society and sets the drow eternally at war with each other both for her own amusement and to prevent complacency, runaway pride from asserting itself, or the rise of other faiths. Lolth is also venerated by chitines, a small spiderlike race that are castoffs of the drow.
As Araushnee, Lolth was once a lesser power of the Seldarine and the consort of Corellon Larethian. She was the patron of artisans, the goddess of elven destiny, and-later, by Corellon's decree-the keeper of those elves who shared her darkly beautiful features. The Weaver of Destiny bore Corellon twin godlings-Vhaeraun and Eilistraee-before she turned against her lover and betrayed him. First she aided Gruumsh One-Eye, chief among the orcish gods, in one of his perennial battles with the Creator of the Elves, and then she set Malar on the trail of the weakened Corellon after observing the Beastlord defeat Herne on Faerun. When these plots failed as a result of Corellon's skill at arms and Sehanine's interference, Araushnee raised a host of hostile powers-the anti-Seldarine-to assault Arvandor.  Despite the treachery of Araushnee, and to a lesser extent, Vhaeraun, the assault failed and the perfidy of Corellon's consort and son were revealed.  By order of the Council of the Seldarine, Araushnee was transformed into a spider-shaped tanar'ri and banished to the Abyss.
As an Abyssal Lord, Araushnee assumed the name Lolth and conquered a considerable portion of that foul plane, driving off Ghaunadaur and subjugating Kiaransalee in the process. The Spider Queen then turned her attentions toward corrupting the mortal children of the Seldarine and reclaiming her divinity. Lolth's attentions were drawn once again to Abeir-Toril by the intrusion of the moon elven heroine Kethryllia Amarillis into her domain, and the Spider Queen immediately began to cultivate followers among the most cruel and corrupt of Corellon's children in Faerun. In the centuries that followed, Lolth made great inroads among the warlike Ilythiiri, who had long since spread across the South conquering their kin-folk under the careful guidance of Vhaeraun, and to a lesser extent, Ghaunadaur. Lolth's machinations among the elves culminated in the Crown Wars, and eventually, the descent of the drow into the Underdark, but by that time she had enmeshed most of the dark-skinned Ilythiiri, now drow, in her webs and engendered the death of countless elves and the destruction of much of elven civilization in Faerun.
In the centuries since the Crown Wars, Lolth's followers have continued to spread throughout the Underdark, from Dusklyngh to T'lindhet. While other powers contest her rule, the Spider Queen's dominion over the dark elves continues to expand, albeit more slowly than before. Lolth's followers have been occupied with the conquest of the Underdark and the destruction of the faerie elves of the surface, and the Spider Queen has never ceased in her efforts to destroy the elven sanctuary of Evermeet.
Dogma: Fear is as strong as steel, while love and respect are soft, useless feelings that none can lean on. All drow who do not worship Lolth must be converted or destroyed. All weak and rebellious drow must be weeded out. All who impugn the faith must perish. Males or slaves of other races who act independently of Lolth's dictates (and those of other priests) must be sacrificed to Lolth. Those of the faithful whose loyalty is weak must be eliminated. Children are to be raised as loyal worshipers of Lolth, and each family should produce at least one priest to serve the Spider Queen better than his or her parents. Arachnids of all sorts are to be revered, and anyone who mistreats or kills a spider must die.
Day-to-Day Activities: Lolth's priests are the rulers, police forces, judges, juries, and executioners of drow society. They wield power daily, and most do so in a manner in keeping with the cruel and capricious nature of Lolth herself. Priests of Lolth strive to act as Lolth wishes and to manipulate (often by brutal force) their fellow drow to do so too. The ultimate aim of every priest is to achieve and keep the Favor of Lolth. The spirits of priests who die in her favor are believed to go to the Abyss, where they become yochlol and other servant creatures. Those who die in Lolth's disfavor are thought to pass into torment on another plane somewhere, perhaps to someday return to the Realms as a snake or spider.  (Drow beliefs are confused on such matters, and often change with time and location.) The duties of a good priest, then, are to do whatever is necessary to gain and to keep the Spider Queen's favor. Although treachery and cruelty are often rewarded, Lolth does not look kindly on those who let personal grudges and revenge-taking bring defeat or shame to their House, clan, city, or band.
Holy Days/Important Ceremonies: Lolth requires homage-submission in prayer, plus offerings regularly from her priests. Ceremonies involving the sacrifice of surface elves are performed monthly during nights of the full moon as deliberate affronts to Sehanine, Lolth's hated rival. Rituals to Lolth are customarily practiced in female only company in a sacred room or area. Rituals requiring extraordinary power or a public display may be celebrated in the open and in all sorts of mixed company When Lolth's aid is required, sacrifices must be made. These are traditionally the blood of drow faithful and/or captured foes, spilled with a spider-shaped knife whose eight descending legs are blades. In other cases, gems or other precious objects may be burned in braziers, as prayers of offering are chanted. In large, important rituals, priests of Lolth customarily use eight braziers to provide additional flame material and in homage to Lolth (the flames represent her eight legs). The most powerful rituals to Lolth defy detailed description and are seldom seen by nondrow.
Rituals to Lolth involve the burning of precious oils and incense, live offerings, and riches of all sorts, particularly gems. These are customarily placed in a bowl-shaped depression in a black altar (or burning brazier).  These offerings are always consumed in the flames of Lolth at some point in the ritual. If Lolth is particularly displeased, or impostors are present, the black-and-red flames that leap from the braziers to consume the offerings may also arc to consume other valuables present, such as magical items, jewelry, and clothing.
Affiliated Orders: The Militant Myrlochar, also known as the Order of Soul Spiders, is an elite military order composed solely of male crusaders and found in the few dark elven cities where Lolth is revered and males are permitted to enter her priesthood. The Militant Myrlochar directly serve the ruling Matron Mothers of the city in which they are based as agents of uncontrolled destruction, tirelessly hunting any creature designated as their quarry or who interferes with their pursuit and wreaking havoc until recalled (which rarely happens) or destroyed (their most common fate).  The Handmaidens of the Spider Queen is an order of female crusaders with no permanent ties to any individual city. Also known as the Daughters of the Yochlol, the Handmaidens serve as instruments of Lolth's will in times when the Spider Queen needs to bring an entire city into line. At least three times in recorded history the Handmaidens of the Spider Queen have assaulted and destroyed an entire dark elven city that threatened to drift from Lolth's web of chaos. When not assembled into an army of chaos and vengeance, the Handmaidens work in small companies scattered throughout the Underdark, harassing merchant trains that look to Vhaeraun for protection and conducting hit-and-run raids on cities ruled by clergy of the Masked Lord or That Which Lurks.
Priestly Vestments: When participating in rituals, priests of Lolth work unclad or wear robes (black, trimmed with dark red and purple-or, for lesser or novitiate priests, dark purple or red trimmed with black). In some cities ornate helms carved to resemble writhing spiders are worn by Lolth's clergy, while in others heads are always left uncovered. Jewelry worn by the Spider Queen's priests consists of spider medallions and other spider designs, all made of platinum. The holy symbol of the faith is a platinum disk at least 3 inches in diameter with an embossed depiction on both its obverse and reverse in jet black enamel of a black widow spider or a platinum spider figurine on a platinum or mithral chain necklace.
Adventuring Garb: Lolth's clergy favor drowcraft chainmail with magical bonuses. Some priests also carry adamantite bucklers with similar properties to that of drowcraft chainmail. Clerics of the Spider Queen typically wield adamantite maces-again in addition to maces, crusaders and arachnes sometimes wield adamantite short swords and long daggers. Most senior clerics of Lolth carry snake-headed whips of fangs, and delight in using them often.

The Masked Lord, the Masked God of Night, the Shadow, The Masked Mage, The Lord of Shadow
Symbol: Black Half-mask
Home Plane: Colothys & Ellaniath
Alignment: Chaotic Evil
Portfolio: Thievery, Drow males, territory, evil activity on the surface world,
Worshippers: Assassins, male drow and half-drow, poisoners, rogues, shadowdancers, thieves
Favoured Weapon: Shadowflash (short sword)
Cleric Alignment: CN, NE, CE
NWN Domain: Chaos, Evil, Travel, Trickery

History Relationships: Vhaeraun is the god of thievery and the furthering of drow aims, interests, and power in the Night Above, as the surface world is known to the faithful. He is also the god of drow males opposed to the matriarchy of Lolth, teaching that males are as skilled and valuable as females, and thus passively opposing the teachings of Lolth's clergy on this point. He believes that drow should work with the other elven races for common advancement and never associates or trade with Duergar, Svirfneblin, or other Dwarven and Gnome races. (Humans and Halflings can be tolerated, however).

Vhaeraun is vain, proud, and sometimes haughty, bears grudges of legendary length, and never forgets slights or deceptions. Any underhanded means and treachery is acceptable to him if it furthers his aims or is done in his service--but if others so treat him or his people, it is a deep sin that cannot go unpunished. He actively involves himself in drow affairs and moderately often sends an Avatar to assist the work of his priests if the proper rituals are performed and the need is genuine.

Vhaeraun is the brother of Eilistraee and the son of Araushnee, who was cast out and became Lolth, and Corellon Larethian. The Masked Lord was cast out of the Seldarine and banished from Arvandor, along with is mother and sister, when his complicity was revealed in Araushnee's plot to destroy Corellon. While he hates all of the Seldarine, Vhaeraun harbors a particular enmity for Sehanine Moonbow, who escaped the Masked Lord's prison at great cost to herself and unmasked the culpability of both Vhaeraun and Araushnee. Likewise, the Masked Lord nurtures an abiding hatred of Eilistraee. The Dark Maiden always held Corellon's favor more than her hateful brother, and she thwarted Vhaeraun's early efforts to bring all the Ilythiiri (southern, dark skinned elves) under his sway, enabling Lolth and Ghaunadar to make great inroads among those who would become the drow. Vhaeraun reserves his greatest hatred for the Spider Queen who gave birth to him long ago. The Masked Lord lacks the strength to challenge Lolth directly, so he works against her in shadow, undermines her in silence, and looks to unite the other drow powers against her

Dogma: The shadows of the Masked Lord must cast off the tyranny of the Spider Queen and forcibly reclaim their birthright and rightful place in the Night Above. The existing drow matriarchies must be smashed, and the warring practices of twisted Lolth done away with so that the drow are welded into a unified people, not a squabbling gaggle of rival Houses, clans, and aims. Vhaeraun will lead his followers into a society where the Ilythiiri once again reign supreme over the other, lesser races, and there is equality between males and females.

Clergy of Vhaeraun must encourage, lead, or aid bands of drow and aligned chaotic evil creatures in thievery and instigate plots, intrigues, and events to continually increase drow influence and real power in the surface Realms. They must manipulate trade, creatures, and intrigues designed to lessen the power of and frustrate the plans of drow priests (particularly those who serve Lolth), and continually foment rebellion or disobedience among drow males. Drow thieves in need must be aided (even if female): healed, bailed out of jail, or forcibly rescued. Drow men oppressed or under attack by drow women must be physically aided in any circumstances. Cruelties against drow men must be avenged.
Day-to-Day Activities: Vhaeraun's priesthood is nearly exclusively male and practices passive opposition to Lolth's clergy. They are also active in the surface world, and some preach a heresy of the unity of elven races and their need to work together for dominion. They specialize in intrigue, trickery, and treachery, and foment disobedience and rebellion among males. In drow communities, Vhaeraun's clergy often disguise their allegiance, for obvious reasons.

Contact and marriage with other elven races is encouraged. Half-drow in such unions usually breed true back into the drow race; Vhaeraun sees this practice inexorably raising drow numbers in the surface lands. Every cleric seeks to establish some sort of permanent drow settlement on the surface world, and either support that settlement's needs personally, or (preferably) make it self supporting.

Poison use, manufacture, and experimentation is also common. Especially effective spells, poisons, and tactics devised by a cleric are to be shared with the Masked Lord--and thence, all clergy.
Holy Days/Important Ceremonies: The most important attacks, negotiations, and other activities of the clergy must occur at night. Clerics of Vhaeraun utter prayers to the Masked God of Night whenever they accomplish something to further his aims. Offerings of the wealth and weapons of those they vanquish (enemies of the drow, or regalia of female drow priests) are to be melted in black, bowl-shaped altars. Offerings of magic and wealth are made regularly. The more and the more value, the more Vhaeraun is pleased, though he favours daily diligence more than rare, huge hauls.

Midwinter Night, known to Vhaeraun's followers as the Masked Lord's Embrace, is the most sacred time of year to the followers of the Masked Lord. This annual holy day is celebrated by the Masked Lord's followers with daylong introspective rituals of total sensory deprivation. Each worshiper is expected to cloak himself in a region of magical Darkness and Levitate at the middle of the effect for a full 24 hours while contemplating Vhaeraun's teachings and dreaming up schemes to advance the Masked Lord's goals in the coming year. All followers of Vhaeraun who wish to perform this ritual are granted the ability to employ both spell-like effects on this day, with the necessary extended duration, by a special boon of the Masked Lord himself.

In the Night Above, nights of the new moon are considered sacred to the followers of the Masked Lord. Such occasions are observed with midnight stag hunts that range over miles of shadowy woodlands, such as the Forest of Lethyr, the Forest of Mir, the Frozen Forest, the Lurkwood, Rawlinswood, the Trollbark Forest, and the Winterwood. Packs of Vhaeraun worshipers, mounted on riding lizards brought up from the Underdark, run down a noble hart and then sacrifice it's rack of antlers and still-beating heart to the Masked Lord in dark rites that pervert the ancient ways of the surface elves.
Affiliated Orders: The Dark Dagger, composed of drow who venerate Vhaeraun, is a whispered name of growing weight in the dark alleys around the Inner Sea lands. Individually powerful but few in numbers, the Dark Dagger agents habitually use poison (which they are largely immune to, thanks to lifelong incremental dosage procedures). Active in Skullport (in Undermountain, beneath Waterdeep), in Turmish and the Vilhon Reach, and to a lesser extent in Amn and Calimshan, the various Points of the Dagger are now beginning to infiltrate coastal cities all around the Sea of Fallen Stars. They like to take control of local thieving guilds and fellowships behind the scenes, hire skilled human and humanoid agents, and establish hidden temples to Vhaeraun. They recruit disaffected half-elves and humans to worship the Masked Lord, whose symbol is nearly identical to that of Mask, Lord of the Shadows.

Very rare, but greatly feared in Lolth-fostered drow folklore and among living clergy of Lolth, is the traitor priest who serves Lolth and another deity (usually Vhaeraun). It is for this reason that male drow who aspire to be priests in Lolth's service seldom rise very far in levels: even if they overcome the hatred and resentment of any female drow clergy they must work with, the Spider Queen simply does not trust them--they tend to end their days quickly, being used as temple enforcers or guards. In this role they face many spell battles with intruders (such as drow trying to settle grudges with enemies in the clergy) or priests who are rebellious, or feuding, or who have succumbed to insanity under the pressures of their station or contact with lower-planar creatures. There are priests who serve Lolth on the surface and Vhaeraun underneath. The reverse is almost unknown, though the destructive potential of such a one would be very great, but finding suitable candidates and steering them alive through the perils of preparation without losing their loyalty to Lolth and to their handler is unlikely in the extreme--and so far, as far as it is can be told from the news of the Underdark, so unlikely as to be unknown.

Priestly Vestments: Vhaeraun's clergy garb themselves in half-masks, loose silk shirts, form-fitting pants, and leather boots, all of which are jet black. They are never without at least one black-edged bladed weapon on their persons, and most are bedecked with half a dozen or more such weapons. The god's holy symbol is a black half-mask that can, of course, be worn and used like any mask. Clergy of Vhaeraun need only be within a mile of the holy symbol to use it in working spells given to them by the Masked Lord. It need not ever be on their persons (except when they first wear it to become attuned or linked to it) or brandished in spellcasting or dealing with undead.
Adventuring Garb: No clergy of Vhaeraun can wear any type of armour except leather armour, and dark garb is always preferred. Vhaeraun's clergy favour daggers, short swords, and long swords, but they always select the most appropriate weapon for the task at hand. The Masked Lord's clergy are well versed in the use of poisons, and typically prepare several varieties of wildly varying onset times, methods of application, and strengths before embarking on a dangerous undertaking.


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Re: Deities of Netheril: Age of Magic
« Reply #18 on: April 28, 2019, 07:11:48 am »


The Mother, Mother of Monsters, Death's Dream

Symbol: Large Tooth with runes carved into it
Home Plane: The Pregnant Womb of Evil
Alignment: Chaotic Neutral
Portfolio: Rebirth, Revenge, Death
Worshippers: Monster Adventurers
Favored Weapon:Tooth or Bone club.
Cleric Alignment: CG, CN, CE
NWN Domain: Death, Healing, Knowledge, Evil
History Relationships: This Demi-God was the original and first Sullivan of the Black Market Trading Port. Sylansia was an Orge Magi that wanted to bring the monster races to one place where they could trade rare and hard to get goods, in safety from the Humans and Elves of the region plus provide a place. It took all her strength and wisdom to bring the monster races to the table and set some ground rules for trade but in her haste to do so she was not watching over her shoulder as those around Sylansia had seen her power grow and influence over the area. Over the following years her powers and knowledge grew and focused on the power to resurrect that that had served her. It was at this time that a Pirate Captain took the opportunity to move in on her power over the trading port and took control by force. With her last action after being chased into the Underdark,  Sylansia vowed to return and jumped into the abyss casting a number of spells/incantations on to her favourite large rune tooth and was never seen or heard about until now. The tooth was from an large planer extinct creature that was able to travel between other planes.

Dogma: She takes the souls of her followers and grants them a new existence but if they have not the will to return lets them past in the afterlife and eternal resting via the path set out by Jergal which was chosen for them at the moment of their creation.

Day-to-Day Activities: converting monster tribes to the faith, either by preaching or force. Ceremony of Rebirth, offer the corpse of a chosen or prospective subject (tribe/war chief or equivalent) to the goddess.

Holy Days/Important Ceremonies:  Summer and Winter solstice for days of death and rebirth. Another important day is the the Day of Return and rebirth into a Demi-God, where the Mother appears at the Tooth in the Cave of Rebirth blessing those that attend the ceremony.

Affiliated Orders: Followers of Jergal find this new god of interest as it Sylansia Domain's sits on the edge and may even over lap into the Realm of Jergal but know path to eternal resting was set out long ago and this would only be a bump in the path. The main group that follows the this new Demi-god is The Chosen of the Mother, who watch over the Cave of Rebirth and the bring in new followers on a daily basis.

Priestly Vestments: Bone armor with runes carved into it, wearing an Amulet of Teeth and a skull helm/mark. The Amulet of teeth is rumoured to be touched by the Mother herself.

Adventuring Garb: Both those of the faith and true followers, hold a Symbol of the Mother. This is used to convert monsters to the Mother's faith, again rumoured to hold special powers that aid in this process.
« Last Edit: April 28, 2019, 07:16:18 am by Rainman »
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Re: Deities of Netheril: Age of Magic
« Reply #19 on: September 03, 2020, 01:21:16 pm »
Details/Information will also be added to the new Netheril Wiki
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