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.