-->

DEITIES

More detailed information to come . . .

NAME DESCRIPTION DOMAINS ALIGN.
Arcanyra Goddess of Magic, Knowledge Good, Knowledge, Magic NG
Beam God of the Sun Good, Healing, Sun NG
Corellon Larethian God of Elves Chaos, Good, Protection, War CG
Coshar God of Weather, Agriculture Air, Chaos, Earth, Plant, Sun, Water CN
Dal God of Darkness, Evil, Destruction, Chaos Chaos, Destruction, Evil, War CE
Detanalie Goddess of Love and Beauty Chaos, Good, Healing CG
Dirkar Lord of the Dead Death, Evil, Law LE
Dolic God of Luck, Thieves, Stealth Chaos, Luck, Trickery CN
Folintor God of Suffering and the Sick Good, Healing, Protection NG
Garl Glittergold God of Gnomes Good, Protection, Trickery NG
Gruumsh God of Orcs Chaos, Evil, Strength, War CE
Hasaar God of Air, Sky, Leadership, Combat, Truth Air, Good, Law, Sun, War LG
Kraz The Barbarian Lord Evil, Destruction, Strength, War NE
Moradin God of Dwarves Earth, Good, Law, Protection LG
Nelamor God of the Roads Luck, Protection, Travel N
Sharra Goddess of the Moon, the Hunt Animal, Earth, Good, Law LG
Sreanna Goddess of Nature, Archery, Poetry Air, Animal, Earth, Fire, Plant, Water N
Telsan God of the Sea, Storms Chaos, Strength, Water CN
Trianda Goddess of Justice/Champion of the Weak, Oppressed Chaos, Good, Protection, Strength CG
Yondalla Goddess of Halflings Good, Law, Protection LG
Zhora Goddess of Combat, Wisdom, Law Good, Law, Strength, War LG

 

Arcanyra

The goddess of magic and knowledge, Arcanyra is neutral good. Her followers call her the Spellweaver, or sometimes just the Weaver. Arcanyra is a greater power, and is often worshipped by wizards, sorcerers, and sages. There are not as many traditional places of worship for Arcanyra as there are for other greater powers, since most commoners in Naeldor have little reason for worshipping a goddess of magic. Nonetheless, Arcanyra still counts many powerful practitioners of arcane magic among her followers. Arcanyra appeared on Naeldor in 1000 AW to rescue the goddess Zhora from the clutches of the evil god Karom. She appears as a beautiful woman with straight, jet-black hair, wearing a white tunic with a short white skirt. She is said to wear a powerful magic headdress that grants her additional abilities, and allows her to communicate with the other gods. It is said that on rare occasions, she will grant a magic item of her creation to a follower who has performed a great deed in furtherance of her name.

 

Beam

Beam is the god of the sun, and is neutral good. His title is the Radiant One. Beam is one of the most commonly worshipped deities among ordinary humans, and his temples can be found throughout Naeldor. Beam has many powerful clerics among his followers, but is worshiped by all types of adventurers. He is said to travel the heavens on a flaming chariot, pulled by eight horses with flaming hooves. Storytellers claim that it is this chariot that carries the sun across the sky every day. Beam is also said to be a peacebringer among the gods, preventing direct infighting among the gods, and is able to reduce such battles so that they are left to the clerics of each sect. Similarly, his followers can often be found as mediators of conflicts on Naeldor. His clerics are recognized by the golden flaming sun talismans they wear on chains as their holy symbols. Beam appears as a radiant individual with long, puffy blonde hair with red streaks.

 

Corellon Larethian*

The god of the elves, Corellon Larethian is chaotic good. His titles include Creator of the Elves, the Protector, Protector and Preserver of Life, and Ruler of All Elves. Corellon Larethian is the creator and protector of the elven race. He governs those things held in highest esteem among elves, such as magic, music, arts, crafts, poetry, and warfare. Elves, half-elves, and bards worship him. The orc god Gruumsh is his nemesis, and it is because of Corellon's battle prowess that Gruumsh is called "One-Eye." Corellon is said to have personally banished such demons as Lolth from the the sunlit upperworld. Elven lore states that the race of elves sprang from the drops of blood Corellon shed in this epic battle. Corellon's clerics are recognized by the blue quarter-moon talisman they all wear. Elves build no shrines, but always use natural geological formations or amphitheaters for places of worship. Other elven deities include Rillifane Rallathil (god of nature), Labelas Enoreth (god of longevity), and Hanali Celanil (goddess of romantic love).

 

Coshar

The god of weather and agriculture, Coshar is chaotic neutral. Coshar is known as the Earthfather. Clerics of Coshar are not typically adventurers, but instead concern themselves with the protection of farmers and their crops. At the same time, however, his priests do not favor the bending of nature towards man's will, but instead stress that nature, in all its divine glory, will chart its own course, and man must learn to accept and cope with the unpredictability of the natural world. Thus, the protection of a cleric of Coshar usually involves spells that do not alter nature directly, but instead allow man to better cope with nature's ebbs and flows. Growing and reaping, along with unpredictability and nature's power, are common threads in Coshar's faith. Coshar's clerics count among their enemies the Stormers, the druid sect that believes that evil gods attempt to sway nature, so it is their duty to bring nature into balance. This is antithetical to the beliefs of followers of Coshar. The holy symbol of clerics of Coshar is a golden lightening bolt. The personality of Coshar himself is said to reflect that of nature - wild and unpredictable. Coshar appears as a young, muscular man, with wild unkempt hair and clothes.

 

Dal

Known as the Lord of Evil and the Lord of Darkness, Dal is chaotic evil. Dal, the most powerful of the evil deities, counts evil fighters and monks among his followers. The ranks of his followers include many humanoids, and the number of followers swelled following the recent destruction of the evil deity Karom, who was residing in Naeldor after being cast from the heavens over 1000 years ago. Prior to being cast from the heavens, Karom was the most powerful evil deity. Dal's powers, and the ranks of his worshipers, increased first when Karom was banished to Naeldor, and again when Karom was permanently destroyed. Dal's places of worship can be found in most cities, although they are often hidden in many locales. He is committed to thwarting the good-aligned gods and is the sworn enemy of Zhora, and he expects his followers to perpetuate evil in Naeldor. He is the god of total battle lust and love of killing and fighting, while Zhora is the goddess of battle as an art and skill. The followers of these two deities are often in conflict with one another. The holy symbol of clerics of Dal is a small black sphere, affixed to a slim black chain. Dal is most often depicted as a muscular man in pitch black plate armor.

 

Detanalie

Detanalie is the goddess of love and physical beauty, and is chaotic good. Known as the Enchanting One, Detanalie is a lesser god, and counts bards and happy-go-luck types among her followers. As might be expected, followers of Detanalie are often selfish and disorganized. They do, however, believe in romance and true love conquering all obstacles. Her temples are scattered, and can be hard to locate. Her priests wear flattering garb, and are all physically attractive. One of Detanalie's domains is healing, for a healthy body is a beautiful body. Detanalie's priests do not view healing as a goal in and of itself, but instead as a means towards preserving and restoring physical beauty. Detanalie's priests do believe in peace and love, however, and thus are second only to priests of Beam in serving as mediators of disputes. Their peacebringer and mediation techniques, however, tend to be more idealistic than realistic. Her followers and indeed many others claim that Detanalie is the fairest of all the gods. She is depicted as the most beautiful woman in the Land, with luxurious blonde hair and irresistible charms. Fittingly, her symbol is her face - that of a flawless blonde-haired, blue-eyed woman.

 

Dirkar

Dirkar is the Lord of the Dead. He is lawful evil, and is known as the Hellkeeper, the Reaper, and the Bane of the Living. His followers include necromancers, evil rogues, and those who thirst for death and decay. A primary belief of those who worship Dirkar is that life is but a temporary stop on the way to inevitable death, and hastening others along to this inevitable fate brings glory to Dirkar, and to his followers. Ironically, many of these followers were drawn to the faith because of their own fear of death, and the hope that Dirkar would spare his own followers from their final fate. Thus, while death in others in desirable, these individuals seek to preserve their own lives. Dirkar's followers are a murderous lot, and often have dark, depressed personalities. They are organized as well, which makes for a deadly combination. Unlike other evil faiths, Dirkar's followers practice openly in Naeldor. They are rumored to be behind many treacherous plots in Naeldor, but do not openly flaunt any such plans. In addition to his followers, there are those less optimistic individuals, even those slanted towards good, who pray to Dirkar in deadly, hopeless situations, seeking to spared. His followers depict Dirkar as a skeletal dark-cloaked individual, wielding a long scythe. This scythe is the holy symbol of Dirkar's clerics.

 

Dolic

The god of of luck, thievery, and stealth, Dolic is chaotic neutral. He is known as the Stealth Lord, and the Gambler. Dolic enjoys any activity in which chance and skill are intertwined, such as gambling and thieving. His followers, who include rogues and bards, believe that stealth and wariness are a measure of skill and are thus virtues, but enjoy activities where success is not assured and some measure of chance is involved. Formal temples of Dolic are a rare occurrence, but many people look to him when luck or good fortune is needed, or when gambling or playing games or sports. His symbol is a pair of dice. Dolic is said to be a master of disguise, and no two descriptions of his physical appearance have been the same.

 

Folintor

Folintor, the God of Suffering and the Sick, is known as the Merciful, and the Crippled One. Folintor is neutral good. He relieves those who are in pain and suffering, and thus the sick and those in pain often look to him for aid. He is depicted as a deformed, unsightly human with uneven legs and seven fingers on one hand, three on the other. He is the willing sufferer, the one who takes on the suffering and pain of others. His sect is a poor one, and preaches the dual tenants of healing and perseverance. Not many adventurers worship Folintor, but his shrines are frequented by common individuals praying for healing for themselves or loved ones. His symbol is a three fingered hand.

 

Garl Glittergold*

The god of the gnomes, Garl Glittergold is neutral good. He is known as the Joker, the Watchful Protector, the Priceless Gem, and the Sparkling Wit. Garl Glittergold discovered the gnomes and led them into the world. Since then, he has been their protector. He governs humor, wit, gemcutting, and jewelrymaking. He is known for the jokes and pranks he pulls on other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of Kurtulmak, the god of the kobolds. Since then, the two deities have been sworn enemies. Garl is not only a prankster, but also a grim and determined war leader who outthinks as well as outfights his opponents. Garl appears as a handsome golden-skinned gnome with ever-changing gemstones for eyes. The gnomes have five or six other deities besides Garl Glittergold, but he is their leader, and none are as popular as he. Garl's clerics require gold (or other precious metals, if no gold is available) for sacrifices to the deity. The holy symbol of Garl's clerics is a flawless gem inlaid in a platinum setting.

 

Gruumsh*

Gruumsh, god of orcs, is chaotic evil. His titles are One-Eye, He-Who-Watches, and He-Who-Never-Sleeps. The orcs have many gods, but Gruumsh is the chief god of the orcs. He calls on his followers to be strong, to cull the weak from their numbers, and to take all the territory that Gruumsh thinks is rightfully theirs (which is almost everything). He harbors a special hatred for Corellon Larethian, Moradin, and their followers. In ages past, Corellon Larethian put out Gruumsh's left eye in a fight. Gruumsh's symbol is a great unwinking eye, which represents the belief that Gruumsh watches each and every orc and judges him fit or unfit. The orcs say that Gruumsh commands a mighty army of spirit-orcs in Hell, and these war continuously with a similar army of spirit-goblins controlled by Maglubiyet. The orcs always defeat the goblins, but the goblin spirits always re-form to start the battle again. To become a shaman of Gruumsh, an orc must pluck out his own left eye. The proper worship of Gruumsh requires blood in large quantities, preferably blood from a human or demi-human race (elves are best of all).

 

Hasaar

Hasaar is the ruler of the gods, and appears as a human bearded male of powerful physique. Although he is the ruler of the gods, and the most powerful of the gods, his rule is not absolute, and his decisions may be disputed by the other deities. Hasaar is known as the Mighty One to mortals and other gods alike, and is lawful good in alignment. He is the god of Air, the Sky, Leadership, Combat, and Truth. His worshipers include paladins, good fighters, monks, and evil-hating clerics. Like the god they worship, followers of Hasaar despise evil in all of its forms. Paladins and clerics of Hasaar are known for their crusades and quests to eradicate evil from the face of Naeldor. While his priests are usually well received wherever they travel in Naeldor, the overbearing and haughty nature of some of the priests can at times wear this welcome short. It is said that worshipers of Hasaar who die a noble death spend eternity in Hasaar's palace in the heavens, Galhanna. His holy symbol is a star.

 

Kraz

Kraz, known as the Ice God, the Skullbasher, and the Barbarian Lord, appears as a massive barbarian clad in hides and furs, and wearing a horned helmet. He wields a massive two-handed hammer. Kraz is neutral evil, and is often worshiped by barbarians and other less civilized folk. Followers of Kraz believe in rule by the strongest, and his clerics are usually the biggest and strongest of their people. His people are often warlike, with a hunger for raiding and pillaging. Kraz is the Ice God, and although he has followers in warmer climates, most of his followers come from the cold wastes of the Wildlands far to the north. His holy symbol is a jagged white shard.

 

Moradin*

The god of the dwarves, Moradin, is lawful good. His titles include the Soul Forger, Dwarffather, the All-Father, and the Creator. Moradin forged the first dwarves out of metal and gems and breathed life into them. He governs the arts and sciences of the dwarves: smithing, metalworking, engineering, and war. The center of a shrine to Moradin is always the great ever-burning hearth and forge. Sacrifices, be they of common or precious metal, are melted down at the forge and reformed into shapes useable by the clergy of Moradin. The holy symbol used by clerics of Moradin is a small hammer. Other dwarven gods include Clanggedin (god of battle), Dumathoin (god of secrets under the mountains), and Abbathor (evil god of greed).

 

Nelamor

The god of roads and travel, Nelamor counts those who travel frequently, such as nomads and caravan masters, among his faithful. Beyond such travelers, others normal citizens invoke Nelamor's name when preparing to undertake long journeys, or in times of trouble while on the road. Nelamor is also the god of luck ,but not in the same sense that Dolic is. The lucks sought by Dolic's followers pertains to games and other activities where skill is involved, while followers of Nelamor seek luck in the form of general good fortune in their travels. Although his sect is small and not large in number, Nelamor's clerics are widespread throughout the land. They are most often found in towns along travel routes, where they give aid to weary travelers. A cleric of Nelamor wears a small replica of a wagon wheel as the symbol of his god.

 

Sharra

Sharra is the goddess of the moon and the hunt. She appears as a serious woman, with long black hair, wielding a black bow, and carrying a falcon on her shoulder. Sharra is a friendly (usually) rival of Sreanna, the goddess of nature, archery, and poetry. While followers of Sreanna are generally pacifists, and appreciate the beautiful, finer aspects of nature and the wilds, followers of Sharra appreciate nature as a mother figure, as a supplier to the races. They believe that nature's creatures must be appreciated and cared for, but that they are also put on Naeldor for the benefit of the intelligent races. Many of Sharra's true followers are hunters and chase down nature's animals, but usually for utilitarian purposes, whether it be for food, or for animal skin to use as clothing. The moon is also Sharra's domain, and Sharra's followers appreciate the mystery of the moon, and believe the moon to be almost magical, holding the answers to many questions, with these answers being found through both dreams and contemplation. The time of a full moon is the holiest of times for followers of Sharra, and their most common time of prayer each day is that time when the moon first rises in the evening sky. It is said that in the heavens, Sharra leads a great hunt at the time of the full moon. Sharra counts many rangers and druids among her followers, as well as members of communities that must live off of the nature's bounty. Sharra's sect tends to have larger concentrations of followers in wooded areas, with sparser numbers elsewhere. The holy symbol of clerics of Sharra is a crescent shaped object, that could either be a crescent moon, or a taut archery bow.

 

*Descriptions of the non-human deities are adapted from the Dungeons and Dragons Player's Handbook, copyright 2000 by Wizards of the Coast, and Deities and Demigods, copyright 1980 by TSR Games (now owned by Wizards of the Coast). The Player's Handbook is an invaluable resource for Neverwinter Nights, and can be ordered here. The 1980 version of Deities and Demigods is now out of print, but a new version can be ordered here.