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Forgotten Realms: Heroes of Faerûn
Page 95

Chapter 3: Gods of Faerûn

When the people of Faerûn find themselves in need, they turn to their gods. The gods play a role in the lives of nearly everyone, from the mightiest lord to the most unfortunate urchin.

Forms of Worship

The average person worships different gods in different contexts. Most vocations have a patron deity: farmers make offerings to Chauntea for the prosperity of their crops, clerks sharpen their quills with a prayer to Deneir, and pious merchants set coins aside for Waukeen at the end of the day. Most people worship a deity associated with their livelihood, family, or home, while others feel called to a particular god for other reasons. Individuals might carry or wear a small token of their favored deity: a pendant or a pin in the image of the god's holy symbol or another personal keepsake.

In addition, people venerate gods based on their needs and circumstances. A farmer who favors Chauntea might pray to Amaunator for a few clear, sunny days, and a x noble who worships Deneir might give thanks to Sune after a wedding celebration for her son. Even zealous priests of specific gods acknowledge the roles that other deities play in the world and in their lives.

Worshipers view their relationships with the gods as practical and reciprocal. They pray and make offerings because those rituals invite the blessings of the gods and turn away divine wrath. They quietly perform acts of devotion at shrines in their households or neighborhoods, or they visit temples dedicated to a god when they feel the need to demand the god's attention.

Forms of worship include verbal prayer—giving thanks for favor shown, acknowledging the god's dominion and influence, and offering praise for the deity's interventions, large and small. These prayers are typically accompanied by postures of supplication or praise, and sometimes by offerings of incense, burning herbs, small animals, or monetary gifts. Because most people don't want to attract the ire of cruel or wicked gods, beseeching those gods to keep the peace is also an act of worship. A student, farmer, or gambler might pray to

Beshaba to avert bad luck, and a sailor might make sacrifices to Umberlee to avert her wrath for the length of a voyage.

New and Foreign Gods

The Faerûnian pantheon isn't the only one on Toril. Elves, dwarves, and other Humanoid species honor their own gods, for example, and people in faraway lands might worship different gods entirely. Occasionally, foreigners bring the worship of these gods to Faerûn. On rare occasions, a new god comes into being, perhaps a mortal elevated to godhood or a deity whose arrival was foretold by prophets and leaders of new religions. In cosmopolitan places such as x and Calimport, small shrines and temples to strange gods spring up from time to time.

Over generations, a new god might join the pantheon. Scholars posit that Faerûn has many such gods who joined the pantheon's ranks so long ago that their origins are lost to antiquity.

Dead and Resurrected Gods

Over and over, mourning bells have tolled for deities of the Realms. Gods were struck down when ancient Netheril fell during the Time of Troubles and more recently when the Spellplague wrought its destruction. Some deities have even been slain by mortals wielding impossibly powerful magic.

When a god withdraws from a pantheon, miracles and omens associated with that god cease, the deity's priesthood loses faith, and holy sites are abandoned or taken over by other faiths. Clerics devoted to a dead deity don't lose their ability to access divine power and cast spells; once that power has been unlocked, it can't be taken away by the mere death of a deity.

To a deity's worshipers, it is immaterial whether the god is truly dead or merely dormant—the consequences for them are the same either way. Yet, as recent events have borne out, a god who has vanished might not remain absent forever. Supposedly dead gods have returned and amassed a new body of worshipers, most notably in the Second Sundering, when several gods long presumed dead reappeared or returned to life.

The Afterlife

The souls of the recently deceased travel to the Fugue Plane, a demiplane within the Astral Sea. There, they wander the great City of Judgment, often unaware they are dead. Servants of the gods come to collect such souls and, if the souls are worthy, take them to their awaited afterlife in the deity's domain. Occasionally, the faithful are sent back to be reborn into the world to finish work they'd left undone.

Souls unclaimed by the servants of the gods are judged by Kelemvor, who decides the fate of each one. Some become guides for lost souls, while others are transformed into squirming larvae and cast into the dust.

Religious Institutions

The priests of the gods serve their deities and their deity's faithful through commonplace tasks that don't necessarily require magic. The majority of priests aren't Clerics. Indeed, the gods invest power in Clerics and other divine spellcasters (see "x" below) in accordance with their own whims and needs.

The kind of person attracted to a deity's priesthood depends on the tenets of that god: the cunning scoundrels who venerate Mask have little in common with the upright law keepers of Tyr, and neither understand the delightful revelers who revere Lliira.

Temples and Shrines

The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building or a complex of multiple structures built on many acres of land, each temple operates according to the traditions of its faith. Occasionally, powerful or charismatic figures who rise to prominence within the temple hierarchy motivate or inspire changes to those traditions.

Temples in Faerûn don't usually conduct regular public services. Group observances in a temple occur only at specific festival times, and priests go out into the community to perform rites such as marriages and funerals. Worshipers visit temples to spend personal or family time in a space consecrated to a deity or to seek the aid of the priests for personal reasons.

Small shrines and private chapels are common throughout Faerûn, particularly in areas that lack an official temple. Shrines tend to be unstaffed, kept up by the locals and visitors who use the place for prayer. A shrine might be as modest as a roadside well where traveling merchants can drop a coin to request good fortune from Waukeen, or as grand as a statue of Amaunator surrounded by braziers in a pavilion in the middle of a village.

Traveling priests visit these sites, which serve as meeting places for the faithful. For example, when word gets around that a traveling priest of Eldath has come into town, the faithful seek them out at the holy spring at the edge of town dedicated to the god.

Personal shrines abound: A family or business maintains a shrine or a chapel to its favored deity. A fighting school sets a room aside for a lanceboard set dedicated to the Red Knight, or a local mage displays a wooden symbol shaped like the hand of Azuth on a prominent wall, with a space nearby to burn a candle or incense.

Communing with the Gods

Though tales speak of times past when the gods appeared in physical form and walked the land, deities rarely appear in Faerûn. Instead, the gods communicate with their faithful through signs and omens. Of course, some signs are subtler—and thus more open to interpretation—than others.

Priests and worshipers commune with their deities through prayer, song, and meditation. Such experiences are intensely personal, and few worshipers care to relate details of such profound vulnerability. Each worshiper communes with their deity in their own way.

Divine magic provides a direct means of communing with the gods and calling on their guidance. Divine pronouncements of this sort are often brief and personal, and edicts that concern broader matters tend to be open to interpretation or debate.

Priesthood

Priesthood is a vocation, where those who undertake the profession hone their abilities through a system of apprenticeship. At a small temple, a novice or an acolyte studies under the single priest available. Larger temples accommodate groups of acolytes, each learning under the direction of one or more mentors responsible for training them in performing the gods' rites and tending their followers.

Once an acolyte completes their education, they are ordained in a ritual that invests a successful candidate with the responsibilities of the priesthood.

Religion and the Law

The moral and ethical values of the deities in Faerûn express a range of predilections and are embraced by mortals who share those ideals, from principled agents of good to vicious proponents of evil. As a result, worship of certain deities might be frowned on in some places.

It's impossible to prevent individuals from innocuously or secretly worshiping whichever deities they choose, so restrictions on the worship of specific deities focus on formal temples, priesthoods, and organized festivals. For instance, worship of Talona is forbidden in x, like that of many evil gods. This prohibition extends only to the creation of a temple and the presence of her priesthood within the city. Individual citizens or families who revere Talona might be viewed as misguided, but they aren't taken into custody or punished as long as they obey the laws of the city.

Some places take these restrictions a step further. A tyrant might outlaw worship of Torm lest it inspire rebellion, and an otherwise fair-minded mayor of a river-mill community could demand that worshipers of Silvanus find elsewhere to live because the timber cutters have had run-ins with the local druids.

Divine Magic

The gods show their favor toward mortals in myriad ways. A fortunate few have their minds and souls opened to the power of magic. There is no formula for who receives this divine insight, as the gods keep their own counsel concerning their selections. Some of the favored ignore or deny their gift, while others embrace it wholeheartedly.

Some who display the potential for divine magic develop and practice their abilities in a temple, a sacred grove, or another spiritual place, perhaps in the company of fellow students. Other practitioners of divine magic discover and nurture their gods-given power on their own.

Chosen

When a deity wants to take direct action, they turn to their Chosen, powerful mortal agents of a deity. Some deities rely more heavily on Chosen than others, but it's unusual for a deity to go without a Chosen, and most deities imbue several Chosen at the same time.

How a deity selects their Chosen, and the unique magic they grant to those Chosen, varies by deity. In rare cases, an individual might not realize they're Chosen.

Deities of Faerûn

The gods that make up the pantheon of Faerûn are an eclectic blend of deities. The makeup of the pantheon has shifted over the ages as a result of changes in the Realms and its people.

The following pages describe the most prominent members of the pantheon and their followers, priests, and holy sites; these deities are summarized in the Faerûnian Pantheon table. Each entry details how followers of the deity are expected to act and what they're expected to do, and includes suggestions on how the deity might communicate with their followers. Finally, each entry notes how the deity selects their Chosen and what, if any, special powers and responsibilities those Chosen might have.

The deities of the Faerûnian pantheon are by no means the only powers worshiped in the Realms. Scattered cults and local divinities thrive across Faerûn.

Throughout this section, if a creature's name appears in bold type, you'll find that creature's stat block in the Monster Manual.

Faerûnian Pantheon
DeityHome PlaneTypical Worshipers
FRHoF, god of the sunMechanusFarmers, lawmakers, travelers
FRHoF, god of indulgenceThe Nine Hells (Nessus)Corrupt politicians, desperate folk
FRHoF, god of winterPandemonium (Pandesmos)Druids, inhabitants of cold climates
FRHoF, god of wizardryArcadia (Buxenus)Arcane spellcasters
FRHoF, god of tyrannyAcheron (Avalas)Conquerors, Fighters, Monks, tyrants
FRHoF, god of misfortuneThe AbyssGamblers, x, Rogues
FRHoF, god of murderGehenna (Khalas)Assassins, murderers
FRHoF, god of agricultureElysium (Eronia)Farmers, gardeners, homesteaders
FRHoF, god of liesPandemonium (Cocytus)Liars, manipulators, power-hungry folk
FRHoF, god of writingElysium (Amoria)Sages, scribes, students, teachers
FRHoF, god of song and moonlightArborea (Arvandor)Bladesingers, elves, performing artists
FRHoF, god of peaceElysium (Eronia)Druids, pacifists, the dying
FRHoF, god of craftThe OutlandsArtificers, crafters, engineers, inventors
FRHoF, god of watchfulnessMechanusExplorers, Fighters, guards, Paladins
FRHoF, god of enduranceBytopia (Shurrock)Monks, the oppressed, the poor
FRHoF, god of the deadAstral Plane (Fugue Plane)Funeral workers, the dying
FRHoF, god of dawn and renewalElysium (Eronia)Aristocrats, athletes, merchants, youths
FRHoF, god of illusionLimboActors, con artists, Illusionists, Rogues
FRHoF, god of joyArborea (Arvandor)Bards, dancers, poets, revelers, singers
FRHoF, god of spidersThe Abyss (Demonweb Pits)Evil drow, folk who travel the Underdark
FRHoF, god of painGehenna (Mungoth)Those suffering from pain or betrayal
FRHoF, god of the huntCarceri (Colothys)Barbarians, hunters, lycanthropes
FRHoF, god of thievesHades (Niflheim)Assassins, Rogues, thieves, tricksters
FRHoF, god of forestsThe Beastlands (Krigala)Fey, foresters, Rangers
FRHoF, god of poetry and songElysium (Amoria)Bards, orators, poets, singers
FRHoF, god of deathHades (Oinos)Necromancers, undead
FRHoF, god of magicElysium (Eronia)Anyone who uses magic
FRHoF, god of knowledgeThe OutlandsArchivists, cartographers, sages
FRHoF, god of strategyArcadia (Buxenus)Fighters, game players, strategists
FRHoF, god of the moonYsgard (Ysgard)Lycanthropes, sailors, spellcasters
FRHoF, god of darkness and lossHades (Niflheim)Anyone suffering pain or loss
FRHoF, god of travelYsgard (Ysgard)Guides, explorers, Rangers, travelers
FRHoF, god of wild natureThe OutlandsBarbarians, Druids, Rangers, wood elves
FRHoF, god of love and beautyArborea (Arvandor)Artists, hedonists, lovers
FRHoF, god of poison and diseaseCarceri (Cathrys)Those suffering from plague
FRHoF, god of stormsPandemonium (Pandesmos)Barbarians, Druids, raiders
FRHoF, god of warLimboFighters, mercenaries, warriors
FRHoF, god of courage and self-sacrificeMount Celestia (Mercuria)Guardians, knights, Paladins
FRHoF, god of good fortuneArborea (Arvandor)Gamblers, x, merchants, Rogues
FRHoF, god of justiceMount Celestia (Lunia)Judges, law enforcers, lawyers, Paladins
FRHoF, god of the seaThe AbyssCoastal dwellers, sailors
FRHoF, god of tradeThe OutlandsMerchants, the rich, traders