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T O P I C    R E V I E W
Charles Phipps Posted - 25 Jan 2008 : 23:33:19
This is a thread for my sharing all the little fun stuff from my personal Forgotten Realms campaign. A lot of this stuff is not necessarilly canon to the Realms as created by Ed Greenwood, however, since plenty of the Forgotten Realms aren't either (:-)) That doesn't necessarilly mean much.

I hope people will comment on the many wonderful things that I've had so much fun placing in the Realms. My campaign notes are from 3rd Edition but might soon be updated to 4E.

Enjoy.
15   L A T E S T    R E P L I E S    (Newest First)
Charles Phipps Posted - 13 Feb 2008 : 01:44:16
What Divine Rank do you assign to him, and how do you define the domain of "Arcane Secrets"?

Divine Rank 13. He's about middle of the road for a Lesser God at this point.

Arcane Secrets represents, for Velsharoon, hidden and lost knowledge of Wizardry. Anything the Netherese and other Ancient Empires knew, Velsharoon is willing to share so long as he's placated. Also, any wizard who dies and his knowledge is lost will also tend to find their knowledge into his hands.

His dogma as you present it is remarkably similar to Vecna-as-usually-presented. If the Age of Worms is played out on Toril, do you consider the "Hand of Vecna" artifact to be a deception arranged by Velsharoon?

I view Velsharoon and the Hand of Vecna to be him attempting to spread his influence on the material world. Thus, Velsharoon has created the legend of Vecna and nurtured it over the past few centuries. Toril's "Hand of Vecna" is a piece of his mortal body that he's fused with a sliver of his essence.

Ditto his eye.
Jamallo Kreen Posted - 06 Feb 2008 : 01:19:00
quote:
Originally posted by Charles Phipps

Velsharoon
(The Dreadmaster, The Undying, The Revancer, The Witch King of Faerun)
Lesser God of The Negative Material Plane

Portfolio: Arcane Secrets, Betrayal, Grave Robbery, Evil Magic, Necromancy, Undeath, Undead
Alignment: Neutral Evil
Aliases: Mellifleur, Kiaransalee (Special), Myrkul (Special), Nergal, Vec'na, Orcus (Special), Zhengyi
Superior: Bane
Allies: Bane, Shar, Oghma, Talona, Talos
Enemies: Azuth, Lathander, Kelemvor, Mystra
Symbol: The Crown of Horns over a Glowing Eyed Skull
Domains: Death, Evil, Magic, Undeath
Worshiper's Alignment: N, LE, NE, CE


(snip)

Dogma: Seek knowledge at all costs for it and power are one in the same. Ethics are merely tools for the simple minded while the power of magic transcends such things. Immortality, pleasure, and god-like will to shape the cosmos are all things that Velsharoon will aid you in acquiring if you placate him. Be aware that lesser beings will often not be as intelligent as you but do not submit to their petty ideals.




What Divine Rank do you assign to him, and how do you define the domain of "Arcane Secrets"?

His dogma as you present it is remarkably similar to Vecna-as-usually-presented. If the Age of Worms is played out on Toril, do you consider the "Hand of Vecna" artifact to be a deception arranged by Velsharoon?



Charles Phipps Posted - 04 Feb 2008 : 05:14:04
Thanks man.

I appreciate the input.

crazedventurers Posted - 02 Feb 2008 : 12:41:28
quote:
Originally posted by Alaundo

Well met

Many thanks for posting your notes herein, Charles. They've certainly been a pleasure to read



I agree, nice stuff, thank you for thread

Damian
Alaundo Posted - 02 Feb 2008 : 12:05:46
Well met

Many thanks for posting your notes herein, Charles. They've certainly been a pleasure to read
Charles Phipps Posted - 02 Feb 2008 : 08:14:28
Most of my stuff will be here from now on

http://forums.gleemax.com/showthread.php?t=983248
Charles Phipps Posted - 30 Jan 2008 : 01:24:32
Raising the Dead in Charles Phipps' Faerun

I made it a point in my games that Resurrection does exist but it's a lot less common in my games than people think. Basically, in my realms, most churches aren't made of Spellcasting priests to begin with and levels are more like Eberron.

I.e. 13th level is fairly High Level in my Faerun.

But in addition to all that. Raise Dead and its variants are only granted as "Special" Gifts from One's Deity. Thus, only like 13 guys in the whole of Faerun have the ability to raise the Dead and most of them don't do it for money.

A short list for my games is provided here.

1. Fzoul Chembyrl (See FRCS)

Conditions: Only resurrects worshipers of Bane or members of the Zhentariam. Fzoul Chembyrl will often do this service for "free" if the operatives are especially valuable to him. Fzoul has been known to Speak with the Dead first to see if a powerful adventurer is willing to become a Banite if he's brought back, if so, he's been known to raise enemies and charge them a quest.

2. Cadderly (See Silver Marches)

Conditions: Cadderly will only resurrect children, innocents that have been murdered, and individuals who have perished on a quest that needs to be completed. Part of his powers as Chosen of Deneir means that he automatically knows the Alignment and disposition of a subject who wants to be raised. Cadderly shells out the cost of the Diamond Focus out of his own pockets in the case of kids. Deneir Clerics also can 'work it off' at the Spirit Soaring Cathedral by doing healings and other jobs.

3. Grand Harvester of Souls Merlyn the Second (LN Female Half-Elf Priest of Kelemvor 17)

Conditions: Will only ressurrect "Heroes" of Good or Neutral alignment. They must be of exceptional fame (13th level or above) for her to consider any that do not worship Kelemvor. One must make a donation equal to twice the cost of the diamond and destroy a sentient undead creature as a sacrifice as part of the ceremony. She will not attempt to resurrect anyone who died of natural causes or a particularly glorious death.

4. Elminster of Shadowdale (See FRCS)

Conditions: Technically not a Priest but one of the few granted the power to Raise the Dead by Mystra. Elminster can be entreated to do so, begged, bribed, or pleaded with to no avail or might simply raise the dead on a whim. Bizarrely, there's a 20% chance he'll do it if one presents him a barrel of pipeweed though.

5. Dawnmaster Gavin Brightstar (Baldur's Gate NPC, NG Male Human Priest of Lathander 18)

Conditions: The head of the Church of Lathander outside of Bereghost and self-styled Patriarch of all "true" worshipers of Lathander, Gavin will only raise the dead if one spends up to twenty minutes flattering him. A donation is required equal to the cost of the diamond and an additional twice as much. Gavin's hatred of Cyricists actually means he'll wave the donation and half the diamond's cost if one can bring him proof of a slain High Priest of that God.

6. Dawnmistress Alexia Soulkeeper) (N Female Half-Priestess of Lathander 16)

Conditions: The Dawnmistress of Waterdeep has been blessed with Lathander's power ever since they spent the night together. Dawnmistress Alexia Soulkeeper refuses to raise Evil NPCs or anyone who doesn't worship Lathander, unlike her counterpart in Bereghost. She only charges the cost of the Diamond, however. The Raised are expected to go on a quest in Lathander's name afterwards.

7. Grand Justicar Foehammer (LG Male Dwarf Priest of Tyr 15)

Conditions: Grand Justicar Foehammer will only resurrect LG worshipers of Tyr normally but will make an exception for Dwarves of Good Alignment due to his racial loyalty. The Grand Justicar will automatically refuse any request that brings up the painful subject of his being a Dwarf that doesn't worship the Dwarvish pantheon. He charges nothing but a quest to do something that strengthens the Justice in the North.

8. Manshoon (See FRCS)

Conditions: Provided one can get an audience with one of the Manshoon clones (The Vampire Manshoon being the exception) and one is sufficiently grovelling, the former Lord of the Zhentariam can be persuaded to Clone a subject. It will require a fairly massive bribe in spell books, magical items, and gold (equal to ten times the cost of a Resurrection Diamond). He will also expect a "favor" in the future with the implicit understanding he'll incinerate anyone who welches. Manshoon only needs a piece of the subject's flesh and is talented enough that post-death doesn't matter.

9. Lord Darkness Volthume (NE Male Elf Priest of Shar 15)

Conditions: The Netherese missionary Volthume will resurrect any Shar worshiper that is willing to pay twice the cost of the diamond and will raise a Shadow Weave user that doesn't worship Shar in exchange for three times the cost. Volthume will only raise Neutral or Evil subjects as a general rule. Volthume has rather demonic tastes and will require the offering of a Young Maiden as part of the ritual for his own use then sacrifice (Mystra or Selune female clerics will have Volthume wave the fee). Finding him will be a problem since he wanders the Realms but a message can be left for him in Shade.

10. Witch King of the Hidden Blood Acturus (NE Male Lich [Dwarf] Priest of Velsharoon 18)

Conditions: Acturus is an insanely evil and twisted Necromancer that had no real talent for magic but is grateful for Velsharoon's ascension. A former Acolyte of Orcus, he's almost completely amoral and will only raise Evil individuals. Acturus requires a blood offering of ten sentient humans or humanoids in exchange for the ressurection plus the Diamond's expenditure. However, he has no problem performing the act as often as the individuals require so long as they pay. Acturus has a 10% chance of bringing them back as Mummies or Vampires however.

11. Aelyse (CG Female Priest of Llirra 15)

Conditions: A bright, happy, and bubbly woman whom absolutely adores the world around her. Aelyse is blessed with the power of raising the dead and does so without the requirements of the diamond. Her requirements are usually that a person be both Chaotic and Good though she's made exceptions for Neutral and Chaotic Neutral individuals before.

Aelyse, does however usually only help those out to help the world in some suitably romantic and dashing way. She often insists that they go forth on a quest to prove themselves as well, though she may do a resurrection on the spot anyway. Serious individuals have very little chance of getting help but, bizarrely, due to a past relationship with Kelemvor the God she will raise his followers for free.

12. Great Druid Robyn Kendrick (see FRCS)

Conditions: Will Reincarnate a sincere worshiper of the Earthmother into a Demihuman race of their choice. The subject in question must set forth on a quest to slay some horrible monster of the Moonshaes before the ritual stabilizes though, this represents death.

13. The Lord Coin Jobison: (Human Male Priest of Waukeen 10)

Conditions: Only knows the Raise Dead Spell but will perform the act purely for a flat fee of x10 the cost of the Diamond and Travel expenses with no questions asked. The Lord Coin can be bargained with down to x5 but is aware that his services are well desired.
Charles Phipps Posted - 28 Jan 2008 : 23:21:06
Oh, those who wanted my Bhaal analogue can look here now.

Garagos
(The Reaver, Lord of Murder, Master of Rage, The Six-Armed Nightmare, Targus)
Intermediate God of The Abyss

Portfolio: Berserkers, Horror, Massacre, Monsters, Pillage, Rage, Rapine, Slaughter
Alignment: Chaotic Evil
Aliases: Bhaal
Superior: Bane
Allies: Bane, Talos, Loviatar, Talona, Velsharoon, Xvim
Enemies: Cyric, Ilmater, Kelemvor, Tempus, Torm, Sune, Red Knight
Symbol: Six Arms wielding swords in a circle.
Domains: Chaos, Destruction, Madness, War
Worshiper's Alignment: CN, LE, NE, CE

Garagos (GAH-rah-gohs) is a figure that once was worshiped by many who preferred the wild and unpredictable ways of war to the half-hearted heroism that Tempus followed. Now, most of Garagos' old followers have abandoned him as his current state is such a depraved and monstrous thing that only the vile immoral scum choose to wretched thing that has crawled its way out of the Abyss.

Garagos used to appear solely as a six armed warrior wading across battlefields. Recently, he has begun appearing as a vareity of bizarre monsters when not showing up as a much more intelligent figure that dresses well in a fashion that seems utterly at odds with his psychotic portfolio.

History and Relationships: Garagos long resented the sharing of his portfolio with Tempus and sought a way to escape the shadow of his master. The opportunity came when Bane was resurrected and offered to aid Garagos in gaining his long sought revenge if he would turn over the elements of War that appealed to Bane like Conquest. Garagos agreed and Bane lead his new ally to the River where Bhaal died. There, Garagos gorged himself on the fragments of Bhaal's personality that were still entrusted there.

Garagos proceeded to seize the vilest war crimes and excess as his portfolio while appearing to many as the god Bhaal resurrected. His current crop of worshipers are mostly formed from roving assassins, bandit gangs, depraved barbarians, monsters, pirates, and serial killers. He is less interested in the actual crop of his worshipers than making sure that the entirety of the Realms knows and prays that he never visits his wroth upon them.

Bizarrely, despite assuming the portfolio of the most heinous destructive impulses in man, Garagos has started to grow smarter and more cunning since drinking down the essence of the late Bhaal. He is focused in slowly undermining the religion of Cyric and eventually hopes to seize the Portfolio of Murder from him. He also hopes to eventually make his presence so synonomous with War and Death that they will both ascede to him. Garagos dreams big now and believes he might someday assume the portfolios of even Talos to become the most powerful God in all the Realms.

This boundless ambition does not yet worry Bane, whom considers Garagos an easily manipulated imbecile. The fact that this is no longer the case and he lacks Bhaal's former devotion is something that has seemingly not yet occurred to Bane. Both Loviatar and Xvim despite Garagos for various reasons but have grudgingly agreed to work with him so long as they are all under the dominion of Bane. Bizarrely, Velsharoon and he get along the best as the two recognize they are plotting against the whole of the rest of the gods. Talos likes Garagos' style but is starting to get vexed with the god's new naked ambition.

Torm and Red Knight have both decided to destroy Garagos for the Greater Good of Faerun. Red Knight can feel the unholy corruption that Garagos brings to any conflict and the excesses are driving her mad. Cyric and Kelemvor have an enimity for them but the former would more like to win Garagos over to his side than destroy him (at least until he can subsume the god's portfolios). Tempus is glad that he no longer has to share war with the god but nominally supports Red Knight's desire to destroy him. Both Ilmater and Sune are incensed about the creature's depravities across the land.

Dogma: There is nothing more beautiful than unchecked butchery on the battlefield. Murder and Destruction are arts to be cultivated with the most terrible acts providing a power over those mortal minds too fragile to deal with them. Garagos will provide you the strength to seize power, wealth, and slaves so long as you provide him with the lives he demands in homage. Show no one is beyond the reach of Garagos and his many hands.
Charles Phipps Posted - 28 Jan 2008 : 23:20:23
Cyric
(Prince of Chaos, The Jester of Sorrow, The Dark Sun, The Black Sun, The Tormented One)
Intermediate God of Pandemonium (Presently Carceri)

Portfolio: Deception, Humor, Illusion, Murder, and Strife.
Alignment: Neutral Evil
Aliases: Kaelfka (worshiped as a CE Deity), Kobul (worshiped as a LE Deity), Loki (CN & CE churches), Nadirech (worshiped as a NE deity), Rallaster (worshiped as a NE deity), Zagyg (worshiped as a CN deity)
Superior: None
Allies: None
Enemies: All the Gods
Symbol: A Dark Sun Disc, Increasingly a Skull Covered by a Jester's Hat
Domains: Chaos, Evil, Madness, Illusion
Worshiper's Alignment: N, CN, LE, NE, CE

Cyric (seer-ick) is a deity that most of Faerun has forgotten in the past one hundred years as a concrete force in the Realms. The church is almost universally outlawed, even in religously tolerant cities like Silverymoon, and there are a number of individuals who believe the god's faith is actually extinct. Nevertheless, everyone knows Cyric for his part in the creation of the Spell Plague and they frequently mention his name to ward off evil with vague gestures while privately muttering any catastrophe probably has his hand in it. Thus, Cyric remains a strong and vigorous deity despite one hundred years of torment.

Cyric cannot manifest his avatars anywhere but the Fugue Plane where he's been cast down to his own layer and bound at the base of Dendar the Night Serpent's cave by the gods. He avoids Kelemvor's domain tremendously but often can be found meeting with the Titans or other imprisoned deities as he plots his revenge or seeks some way to escape this horror. Cyric often visits dreams of his followers and provides portents despite his state of other impotency. In the meantime, Cyric's true form is fed horrific nightmares by the Elder Evil while she drips acidic venom on his stomach.

History and Relationships: Cyric finally crossed one too many people when he murdered both Helm and Mystra in sucession. Leira had been a goddess with few friends thanks to her secretive ways while the Dark Triad had been loathed by all but themselves. Helm and Mystra, however, were deities with powerful allies while Spell Plague devastated much of Faerun. All of the gods unanimously turned against Cyric with Shar being one of the first to declare the act to be entirely his doing. Honestly, only the fact that the evil gods feared being punished for their own misdeeds kept Cyric from being sentenced to death.

After a century, most believe Cyric to be completely mad. Bizzarely, the exact opposite is the case. The constant pain, torment, and horror has allowed Cyric to move past his arrogance while giving him something concrete to focus on. Cyric has not been as sane now since his days as a mortal. Unfortunately, that hardly improves his situation as he still finds himself a despised god in a nightmarish situation. His faithful are no help since Tyr launched a Crusade in Helm's name while Bane lent his own power to Mystra's former allies in rooting out almost the totality of the Dark Sun's faithful.

Cyric's remaining Church is almost completely underground. Cyric has been busy shoring up the pitiful remnants so that they have numerous abilities not commonly found amongst the faithful of Toril. The majority of them spend their time masquerading as members of other Churches and are composed of career con men or charlatans. They still spread Chaos and Deception in the name of their god but are extremely careful to move out of the way whenever it is done.

Most of them have very little loyalty to Cyric himself but are grateful for the power he gives them. Cyric no longer sews dischord amongst his own clergy, which would be quite impossible given almost every priest is autonomous with a few acolytes or a small cult around him. Cyric has spent most of his time creating false names for himself in hopes of moving past the negative P.R. he's achieved. Some of these have been moderately successful as he's developed a surprisingly large faithful amongst jesters and entertainers whom have forgotten his diabolic origins. Most murderers and many liars find praying to Cyric also helps them.

Cyric has no allies and only have a few deities started to begrudingly forget the aftermaths of the Spell Plague. Arguably, it is safer for the Dark Sun to remain locked away than be freed given the vengeance burning in the hearts of some. Should Cyric ever be freed he might find that his new disposition is somewhat more agreeable to Mask (whom might accept him as an abused subordinate as his form of personal revenge), Shar (whom Cyric blames for this debacle), and Garagos (whom would more likely want to subsume his portfolio of murder). Oddly, Eldath routinely visits Cyric's tormented form to occasionally bail away some of the venom as an act of mercy.

Cyric will likely be on his best behavior if he's ever freed but this is only because he's learned the worst lesson possible from this ordeal; patience. Like Shar, Cyric is filled with a desire to see the whole of the gods destroyed and the world of Toril laid waste to. Cyric's vengeance will take however long it must but he's got nothing but time to think.

Dogma: Clearly, life is a joke. The absurdity of human (or elven, dwarven, gnomish, etc) existence is self-evident. There's something terribly funny about human suffering and we all just need to outright acknowledge it from underneath these polite facades we present. All it takes is one bad day to turn the greatest saint into a cold blooded monster. Spread the Mayhem and Horror around just to reveal the ugly true face of humanity. Cyric will reward you for the laughter you provide him.
Charles Phipps Posted - 27 Jan 2008 : 02:30:27
Ilmater

Ilmater is in Faerun; explicitly the God of Mercy, Healing (which he shares with Selune), and Fortitude in addition to Suffering. This helps justify to me the Greater God status that he enjoys. Ilmater's Clergy aren't just composed of Lepers and people who are interested in martyring themselves but anyone who wants to enjoy the benefits of having their various diseases or ailments healed. He's pretty much worshiped by the majority of those poor huddled masses in the streets and impoverished serfs of the land.

In light of this, I also altered Ilmater's Foe List slightly. Talona is as much Ilmater's foe as Talona and he was the enemy of Bhaal in the Triad. Just as Tyr was the enemy of Myrkul, Torm the enemy of Bane, Ilmater was the eternal foe of Bhaal.

Lathander

It's my statement that Lathander is the former Netherese God of the Sun Reborn (who was LG rather than LN in my campaigns until the end of Netheril when he fell from grace). He's still physically the embodiment of the Sun and Light in Abber-Toril as well. However, the transformation from his previous self into Lathander has loosened him up considerably with the message of Lathander being "loosen up and be happy" while Amaunator was "obey or I'll spank you."

The Risen Sun heresy is explicitly LN and LE in my campaigns as well. It's an attempt by Cyric and Xvim to corrupt Lathander's worship. In the end, Xvim hopes to either seize Lathander's worship for himelf or force Lathander to divorce himself from his faithful to become a lesser god. The possibility of him becoming Amaunator again is something that none of his allies would tolerate since that phase of him was hated.

Lathander is the God of Resurrection and adopts some Jesus-like attitudes (specifically the laid back take to scripture). This is because Lathander rose from Amaunator's corpse.

Mask

I add an explicit origin for Mask here, in that he's actually the Drow God of Thieves; Vhaeraun. He's definitely an Intermediate God verging on Greater and manages to return from "death" soon after Eli's plot to kill Lolth fails in my game (Mask, of course, never vanished). Basically, was the idea that Vhaeraun noticed that he lacked a substantial power base compared to Lolth and decided to start recruiting human worshipers.

Thus, he destroyed the Netherese God of Thieves by (literally) stealing his portfolio and leaving him to literally wither away. I also make it a point that Mask is evil but not EVIL. Mask is a murderer and a man with no respect for life but he's not a MONSTER like some of the evil gods. He'd be Chaotic Neutral were he not fine with slitting people's throats. I also provide him with a great deal of panache and Drow bon vivante attitudes.

I'm debating ascending him to Greater God status in my current games by having him steal Assassination, Assassins, Lies, and Illusion from Cyric.

Selune

Selune is likely to take Mystra's place as Goddess of Magic for the time being but she's already a Greater Goddess in my campaign. In addition to being Goddess of the Moon Stars, she's also the Goddess of Enlightenment, Hope, and Healing (which she shares with Ilmater). I'm also fairly explicit about the fact that Selune's version of history is true and that she is THE moon while Chauntaea is the sum of Abber-Toril.

I never quite managed to reconcile Sehaine Moonbow into this mythology, however.
Charles Phipps Posted - 26 Jan 2008 : 23:19:47
Here's a write-up regarding my Forgotten Realms handling of a certain race that everyone knows.

Orcs

Roughly 55% of all Adult Orcs are Chaotic Evil. They kill, fight, plunder, torture, enslave, and are generally unpleasant people but still love their families (unless they :censored: them off). Roughly, 30% of the remainder of Orc civilization is Chaotic Neutral. They're still a bunch of lawless :censored: that are eager to steal and kill in the name of Gruumsh but they're not especially sadistic about the whole deal. About 5% are Lawful Evil and they are primarilly those in the service of Zhentil Keep while worshiping Bane instead of Gruumsh. The remaining 10% of Orc kind are the gamut of other alignments. Bluntly, there's nothing that really keeps a Neutral or Lawful Neutral Orc from functioning fine in Orc society other than he's likely to be frustrated with how lazy or stupid his fellow kind are.

In my Forgotten Realms, Orcs are not really considered vermin inside civilized towns like those along the Sword Coast. While most people in the Heartlands are "shoot on sight", it's not unheard of to see Orcish Dock Workers or people otherwise living in fairly harmonius nature with the rest of the world. Now a lot of those Orcs in Westgate or Luskan might be inclined to join up with Pirate crews as often as legitimate labor but nothing to state "hang them on sight." Thus, you'll also see Ogres and other humanoids around the rougher places as well.

Orcish children are another matter. Until Orcs reach adulthood, they tend towards Neutral and Chaotic Neutral behavior. There's nothing innately evil about Orcs or any of the other humanoid races in the Forgotten Realms. Thus, a person going to go slaughter Orcs is massacring a bunch of Neutral folk rather than evil ones.
Charles Phipps Posted - 26 Jan 2008 : 23:17:58
Torm
(The True, The Pure Knight, The Deliverer, The Archon of the Gods)
Greater God of Mount Celestia

Portfolio: Defense, Duty, Honor, Leadership, Loyalty, Righteousness, The Truth
Alignment: Lawful Good
Aliases: Galahas, Heironeous, Kiri-Jolith, Lawrence
Superior: Tyr (formerly)
Allies: Bahamut, Tyr, Helm (formerly), Ilmater, Lathander, Nobanion, Red Knight
Enemies: Bane, Cyric, Garagos, Loviatar, Shar, Talos, Talona, Tiamat, Velsharoon, Xvim
Symbol: A bright flaming sword, a glowing eye on a gauntlet
Domains: Good, Healing, Law, Protection, Strength
Worshiper's Alignment: LG, NG, CG, LN, N

The Death of Helm at the hands of Cyric's treachery, which all of the gods of the Triad recognize as the true source of the terrible loss of one of their brethren, resulted in the gods portfolio being divided up amongst Torm and Red Knight. Tyr, in grief over having to destroy his longtime friend, proceeds to give up his dominion over leadership to trasform Torm into one of his equals amongst the ranks of the Triad.

Torm is still adjusting to no longer being the fist of Tyr but an equal arm of the Triad that holds dominion over the majority of the military forces of Mount Celestia. Not all of Torm's decisions are good ones, as he's won't to ere on the side of honor than practicality unlike Tyr, but his handling of his new power is far better than many would have guessed it to be.

Torm tends to appear in the form of a Shining Gold Dragon, a Great Glorious Lion, or a grandious knight riding on the back of either. Torm has largely disregarded his former avatar of a gauntlet due to the painful memories of fallen Helm that it still brings up.

History and Relationships: Torm is a former paladin of Tyr that was elevated by that divinity to the status of Demigod during the early years of the faith on Toril. Torm, despite his centuries of existence, still maintains the bright eyed enthusiasm of the young man that he was when he died battling evil for the faith.

Torm is slightly brash, headstrong, and reckless due to his desire to fight the good fight at any costs. Torm has wrongly been accused of being naive but this is mostly due to the fact that he refuses to submit to the world-weariness that his master long ago succumbed to. To Torm, the ways of good and evil are as clearly drawn as they were when he first was ascended into the Heavens.

To seal an alliance between Tempus and Tyr, Torm recently wed Red Knight as both of them were perfectly willing to. Torm dislikes his bride's love of war for its own sake even as she is frequently the voice of bemusement at his belief that one side should be just when most could less about idealism on the battlefield. Nevertheless, the two are strong allies against the forces of evil since her absorbtion of the rest of Helm's portfolio. Torm still views Tyr as a father figure and mentor despite the fact that he's ascended to an even higher rank in most respects than his former deity. Torm's relationship with Ilmater is somewhat more cool as while he respects the Healer tremendously, he would prefer a world without suffering.

The newly ascended Torm has recently brought Nobanion into the House of the Triad and allied with Bahamut the Platnium Dragon. Nobanion acknowledges Torm as his Superior while Bahamut has been nurturing Torm's leadership abilities with a viewpoint somewhat different than Tyrs. Lathander and Torm have also made firm alliance against the forces of Evil. Tyr and he had never been able to reconcile their differences but Torm finds the Morninglord and he to have far more in common than not. This alliance bodes tremendously ill for the forces of darkness as The True has effectively created a force of good that the Realms has never yet seen.

Torm is against all the gods of evil in the Realms but has formally declared his enimity to both Bane and Cyric above all others. Bane considers Torm to be his foremost foe, having ceased viewing him as Torm's lackey and now as a chief rival. Cyric, on the other hand, was caught off-guard by Torm's ascension and it was The True that defeated the Dark Sun before he was chained to the bottom of the Abyss. Shar believes Torm to be far more dangerous than even he realizes and hopes to snuff him before he grows stronger still.

Dogma: Be brave, honest, forthright, stalwart, and true. Remember that those who snicker at the righteous and make mockery of your virtue are individuals who don't have the belly for the kind of life you'd live. Don't shy away from uncomfortable truths or submit to the belief that good can stand toe to toe against evil. The Light is stronger than the Darkness and obliterates it wherever it can be. Protecting the lives of the innocent is even more important than punishing the guilty. Remember, mercy is something that shouldn't be forgotten when a foe might have the chance of redeeming himself. Inspire others with your deeds.
Charles Phipps Posted - 26 Jan 2008 : 04:51:13
Velsharoon
(The Dreadmaster, The Undying, The Revancer, The Witch King of Faerun)
Lesser God of The Negative Material Plane

Portfolio: Arcane Secrets, Betrayal, Grave Robbery, Evil Magic, Necromancy, Undeath, Undead
Alignment: Neutral Evil
Aliases: Mellifleur, Kiaransalee (Special), Myrkul (Special), Nergal, Vec'na, Orcus (Special), Zhengyi
Superior: Bane
Allies: Bane, Shar, Oghma, Talona, Talos
Enemies: Azuth, Lathander, Kelemvor, Mystra
Symbol: The Crown of Horns over a Glowing Eyed Skull
Domains: Death, Evil, Magic, Undeath
Worshiper's Alignment: N, LE, NE, CE

Velsharoon was once a minor god but few in the Realms do not know of the Witch King's ranks anymore. Velsharoon has successfully obscured his origins enough that few remember the rival of Ssass Tam but instead wonder if he is Karsus, Larloch, the former ruler of Damara, or any number of other ancient horrors that might yet have returned to bedevil the whole of Faerun.

Velsharoon prefers to assume the appearance of a monstrous Lich in jeweled Thayan robes with the Crown of Horns resting comfortably on his head. The Lich lacks both an eye and his right arm from where Kelemvor attempted to slay him that has yet to heal. When he wishes to be less intimidating to new recruits, Velsharoon assumes a less intimidating appearance of an old and wizened man of intedeterminate ancestry.

History and Relationships: Velsharoon (pronounced VEL-shah-roon) was long considered something of a joke as his constant scheming and betrayal was viewed to be something that would soon get him squashed like a bug by the more powerful members of the pantheon. In truth, everyone was shocked when Velsharoon proved that the 'transparent' scheming of the Red Wizards of Thay was actually hiding a much larger array of plans that allowed him to seize enough divine power that his place amongst the Pantheon was assured....

He is the party responsible for the resurrection of Bane.

While Bane is not noted for his gratitude, the Tyrant recognized that he was in bad need of allies and the Revanancer was just the sort of magical toadey that he felt would be useful. Velsharoon lost the patronage of Mystra in this act but he's solidifed his position against those greater gods allied against him. Velsharoon has no intention of being lackey to Bane forever but already his power has grown leaps and bounds beyond what anyone thought he'd achieve. It will be very soon that he achieves the rank of Intermediate God.

Known schemes of Velsharoon that have suceeded are; recovering the Crown of Horns and seizing Myrkul's divine essence inside (the former god still lives as a seperate personality in the back of the god's head, advising him), allying with The Dark Maiden of all people to eliminate Kiaransalee before seizing her undead worshipers for himself, and making a deal with the weakened Demon Lord Orcus to supply his clergy with spells while soaking up the monstrous god's worship for himself.

Lathander and Kelemvor have both a utter loathing for Velsharoon whom has brought back the worst of Myrkul's excesses. Mystra and Azuth have, furthermore, no love for his betrayal or seizing the role of God of Evil Magic. Shar has allowed his followers to tap into the Shadow Weave without worshiping him, even though both know the other is no ally to be trusted. Strangely, Velsharoon maintains pleasant ties with Oghma as the neutrality of the god is respected along with their mutual love of knowledge. Both Talona and Talos have found their love of destruction glutted by the man's wicked ways.

Dogma: Seek knowledge at all costs for it and power are one in the same. Ethics are merely tools for the simple minded while the power of magic transcends such things. Immortality, pleasure, and god-like will to shape the cosmos are all things that Velsharoon will aid you in acquiring if you placate him. Be aware that lesser beings will often not be as intelligent as you but do not submit to their petty ideals.
Charles Phipps Posted - 26 Jan 2008 : 03:46:50
Charles' Takes on the Gods Part One

Bane

I use Bane as my blanket Sauron figure in the Forgotten Realms. I give him the "Burning Eye" as his seal and large armies of Orcs that the Zhents have managed to recruit from Thar for their armies. I tend to give Bane's clergy and the service of the Zhents a vaguely Fascist feel. Hobgoblins in my Realms tend to view Bane as their patron deity.

Bane is very much an industrial god and I have the Neutrality of Gond revealed in that a lot of his priests end up in Bane's service developing new technologies and weapons on the fields of war. The average city controlled by Banites is a depressed, broken, and gray place with very little color plus a lot of pollution from the constant churn of the Forge's fires.

Cyric

Cyric is a much more craftier figure here than he is in the Realms and very much of the "Evil Trickster" mold. Cyric takes a genuine delight in sending adventurers on wild goose chases, setting up false prophecies, and having his clergy impersonate the religions of others in order to spread misapprehension or fear. Cyric is still a bit of a dunce and can out-think himself but his religion is actually fairly wide spread.

The Church of Cyric is honestly less interested in getting people to sincerely embrace the cause of evil than just getting butts in their seats. The human sacrifice is usually conducted with kidnappings and in secret places to avoid drawing down the attention of the authorities. Cyric maintains a large selection of ritualized killers who eliminate enemies of his faithful.

It's a lot less "playing sects against one another" and all that nonsense ended when Cyric was cured of his madness.

Helm

In my game, Helm is from the same pantheon as Tyr and Tempus. Like Tyr, however, he's changed a great deal from his Nordic origins. Helm is, primarily, in my Realms focused on the steadfastness of the Watch with none of the "convert by the sword" Maztica nonsense or the attack on the Moonshaes business that occurred in Realms fiction. Helm is a follower but has no truck or allegiance with the forces of darkness.

Conversely, this means that Helm's Knights tend to take an almost Knight Templar Proto-Role as Bankers in the Realms. They don't infest the money, which falls to Waukeen's clergy, but serve as its guardians even in her Temples. The Helm knighthood is that unbesmirchable in its reputation.

The Holy Triad

The Triad is, fairly explicitly, the Catholic Church's analogue in my Forgotten Realms. The symbol for Tyr is a stylized double headed Hammer that's hung from around one's neck with an extended top. It doesn't take a rocket scientist to work out the analogues either. I have the Triad filling the place of the Trinity with most prayers ending "In the name of The Judge, the Knight, and the Blessed Martyr."

The Triad is a somewhat idealised version of the Catholic Church with none of the secretarian conflicts of its past or burning people for heresy. Nevertheless, it's one of the largest religions in the North and along the Sword Coast.

Red Knight

While I really liked the connection with Tempus, in this game, The Red Knight is actually elevated to Godhood by Helm rather than the War God. However, she's still allied with Tempus. Furthermore, it's more explicit that she and Torm are consorts despite their occasionally dueling roles.

When Helm dies in the future of my campaign, Red Knight will absorb most of his portfolios.


Sune

It's a fact that in my Realms that Sune is one of the most widely worshiped goddesses; few beings have any comprehension of just *HOW* widely worshipped she is, however. In my games, Hanelli is actually the elven name for Sune whom is one of the older powers of the Cosmos along with Moradin and Corellon. She's also the goddesses Ishtar and Inanna. The 'competition' between her various clergies is something she actively encourages with many of her faithful not aware their goddess has multiple faces even after death.

Talos

Talos is slightly more worshiped in my Realms than he is in Realms-canon. In addition to those who pray to Talos to advert storms and other natural disasters, Talos has a substantial following amongst Barbarians. Those interested in loot and pillage plus darker sports tend to look to Talos for the fulillment of their basest impulses. Talos has stolen worshipers from Giants, Gnolls, Orcs, and other brutal species.

Talos is also a creature more about Chaos than evil, it's just the things that he does tend to be evil.

Tempus

Tempus is more or less the god Thor after a few hundred generations after Ragnarok was post-poned. Tempus lost the role of Rain to Talos but still maintains his protective role to most Barbarian peoples along with the Rashemi men. He is a god that's prone to ridiculous feats of violence and brutality but is still a "hero" god for the most part. Unfortunately, heroism means accomplishing great deeds much more than serving the cause of good. He is known to frequently appear in the mortal realms and father children as well.
Charles Phipps Posted - 25 Jan 2008 : 23:36:35
Here's my version of Xvim for my 3rd Edition campaign. I always felt that Xvim was pretty much just "the poor man's Bane" so I felt the need to make the character much more unique and fulfill the need that I felt they were doing a poor job of pushing Helm into, which is that of the self-righteous Inquisitor. The result may be too heavy handed but we had a lot of fun with the character and his misguided or malevolent priests.

Iyachtu Xvim
(The Godson, The Shining Lord, The Beginning and the End, The Purifier, The Seraph of Cleansing, The Morningstar)
Lesser Power of The Nine Hells

Portfolio: Bigotry, Genocide, Fanatacism, Hypocrisy, Self-Righteousness, Pride, Persecution (his church teaches that he possesses the Portfolio of Purity, Perfection, and Righteousness)
Aliases: Triel
Domain Name: Chamada/The Bastion of Hate
Superior: Bane
Allies: Bane (formerly Myrkul and Bane)
Foes: Oghma, Mask, Monster Deities, Mask
Symbol: A pair of green glowing eyes peering out of darkness, an angelic figure with bright emerald skin.
Domains: Charm, Evil, Law, Destruction
Worshiper's Alignment: LN, N, CN, LE, NE, CE

Iyachtu Xvim (Ee-YAK-Too ZVIHM) is not the typical evil deity that exists across the Forgotten Realms. His priests wear white robes, are predominantly of 'goodly' races, and preach a doctrine of humility as well as piety before their public shrines. Unfortunately, the truth of Xvim's clergy is in their deeds rather than their appearance. The Church of Xvim fosters a creed of hatred and brutality along with unjustified pride in one's own superiority. It ignores boundaries and spreads its faith as far as Maztica with no corner of Faerun safe from the Purifier's will.

Xvim's preferred form is that of a glorious green skinned angel with emerald eyes. The figure's light is a sickly shade but possesses a hypnotic Charming effect on all those who view it. Xvim is arrogant but charismatic with his voice possessing a silky quality that allows him to reach right into the heart of his listeners. He will often read the minds of listeners in order to know what they want to hear.

History and Relationships: Iyachtu Xvim is the child of Bane the Tyrant with a Archon of Mount Celestia. How such a twisted and debased union came to pass is anyone's guess but the fact was that the figure was raised in the Seven Heavens as the individuals of that realm attempted to control the corrosive influence of his father's blood. Unfortunately, their efforts proved insufficient and Iyachtu Xvim fell to the Nine Hells with a group of his followers after stealing some of Tyr's divine essence.

Iyachtu Xvim now spreads his faith in the shadow of the Tyrants of Bane while working to spread his influence beyond the reaches his father's faith. The Purifiers of Xvim are well versed in playing to their enemies crowds and know well to target those whom are unliked in the regions they find themselves in. They are not above using kindness as a tool with healings and charity designed merely to build up support for their own deeds. Many otherwise good citizens have been swept up in the evil spell of Xvim.

Xvim was, briefly, thought destroyed when his father was resurrected but merely lost most of his power. While no longer able to manage the once great portfolios that he had, the Tyrant's son has since focused on rebuilding what he once lost and it is likely he'll soon return to Intermediate God status. Bane tolerates his son's activities but is, nevertheless, surprised that he managed to survive his resurrection.

Torm despises Xvim even more than Bane for all the corruption of good that he performs. The two gods are arch-enemies with Xvim believing that he can seize the faithful of Torm if the former god is slain. Oghma dislikes Xvim's constant warping of the truth and does his best to set the record straight about the clergy's habits. Many Monster deities dislike Xvim for the constant harassment their followers recieve from the impudent human god. Likewise, thieves are often caught up in Xvim's clergy's attempts to generate fervor to Mask's distaste.

Dogma: The faithful of Xvim are an elect that are above all other petty mortals by virtue of their god's love. Beautiful and perfect races are the ones who deserve to live while those who are unrighteous or malformed should be either driven away, enslaved, or destroyed. The salvation of the soul from darkness warrants any real method to do so with conversion by sword point for their own good. The clergy of Xvim are encouraged to work to the benefit of the governments of a region and encourage patriotism unless it becomes clear that they are unable to enforce the peace, when new patrons should be found.

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