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Faerûnian Pantheon: Akadi - Mystra


Akadi
Akadi (ah-kah-dee), the goddess of elemental air, speed, and flying creatures, is neutral. Her titles include the Queen of the Air and the Lady of the Winds. Like her fellow elemental deities, she is an alien and aloof deity. As a deity of freedom and travel, she teaches that her followers should move as much as possible from place to place and from activity to activity. She and her worshipers are diametrically opposed to Grumbar and his followers. The domains associated with her are Air, Travel, and Trickery, and her favored weapon is the heavy flail.

Novice Akadians are referred to as Fledglings. Upon undergoing a personally designed rite of empowerment supervised by at least two senior clergy (and usually involving flying), they become full priests. In ascending order of rank, the titles in general use by the priesthood are: Winged One (full priest), Air of the Goddess, Breeze of Light, Zephyr (senior priest), Mistral, Sirocco (leader of a large “church”), and Whirlwind (leader of a very large church or priest of great experience). A priest who has slain or soundly defeated an enemy of the church (usually a high-ranking priest of Grumbar or an earthbased creature of power) may add the honorific “High” to the beginning of his or her title. Specialty priests of Akadi are known as airwalkers.

Priests of Akadi dress for rituals in robes of white, light gray, and light blue, representing the many faces of their goddess. Silk is a preferred material in vestments, as its flowing nature pleases the goddess, and rare silks dyed in flowing or rippling patterns of blue or white are highly prized. Many priests wear jewelry of milky opal, crystal quartz, augelite, turquoise, beryllonite, blue spinel, or sapphire, and these are the stones from which Akadian holy symbols are constructed. Air elementals blow fine grit over one of these gemstones, thereby inscribing Akadi’s symbol; the stone is set into a piece of jewelry, forming a holy symbol.

Auril
Auril (awe-ril), the goddess of cold and winter, is neutral evil. Her titles include the Frostmaiden and the Cold Goddess. She is, not surprisingly, a cold and heartless goddess who would like nothing more than to bring eternal winter to the face of Toril. Her faith is strongest in the wintry north of Faerûn, where she bids her followers to quench all warmth and the revel in the cold. They are to cut down the trees that block the winter wind and to knock holes in building walls so all can feel the icy breath of the goddess. The domains associated with her are Air, Evil, and Water, and her favored weapon is the battleaxe.

Auril’s church has a few males within its ranks, but most clergy of the Frostmaiden are female. Specialty priests of Auril, called icepriestesses and icepriests, make up one-third Auril’s priesthood. The relationship between the specialty priests and the clerics of Auril is very good. The entire church is very loosely and informally organized, and clergy members wander and are largely independent. Most priests of Auril use only the honorific “Hand of Auril” or “Icebreath,” but at temples such as the House of Auril’s Breath at Glister the clergy use formal titles. In ascending order, these are: Postulant, Votre, Icewind, Storm Sister/Storm Brother (a title given to the great bulk of priests between 3rd level and 8th), Frosttouch, Lady/Lord Cold), Lady/Lord Deep Winter, Lady/Lord Cold Circle, and High Hand of Ice.

Priests of Auril wear ice-white ceremonial robes with blue piping. The robes are cinched at the waist by a very wide silver belt, which also holds the requisite ceremonial ice axe. The ice axe bears the snowflake-in-lozenge symbol of the faith. (The ice axe is treated as a hand axe for combat purposes.) A silver circlet on the head is the final touch.

Azuth
Azuth (ah-zooth) is the deity of arcane spellcasters, rather than of magic itself. A somber father figure of a god, he has a dry, sardonic wit and appreciates subtle humor. He carries the Old Staff, a divine artifact with the powers of a staff of power and a staff of the magi and the ability to reflect or absorb magic. His church embraces the use of magic for constructive purposes and tries to acquire copies of every spell ever made (sometimes resorting to spying and temporary theft) so that the loss of a spellcaster doesn’t mean the loss of a unique repertoire of spells. The Azuthan church also sponsors mage fairs, tries to curb the use of destructive or deceitful magic, and gives away spellbooks and minor magic items to people with the potential to become spellcasters. The domains associated with him are Magic, and Knowledge and his favored weapon is the quarterstaff.

Wizards, clerics, specialty priests, and monks serve in the clergy of Azuth. Within the church hierarchy, 45% of the titled clergy are wizards. Another 30% are clerics, who form the strong right arm of the faith, 20% are specialty priests, and 5% are monks. Relationships between the three groups are good, though there is some resentment against a current trend to promote specialty priests into positions of power. However, because of this trend, more novices of the Azuthan faith have chosen the path of a specialty priest than a cleric. Specialty priests of Azuth are known as magistrati. In areas where Azuth has temples, shrines and monastic communities, the ruling (not necessarily the most powerful) clergy member holds the title of “the First” and is addressed as “Revered One.” Other clergy members in large clerical communities have expanded on this idea: The most powerful user of alteration magic is called First Transmuter, the leading specialist in divination magic is First Diviner, etc. The First may bestow or revoke such titles within his or her parish. Clergy members of high rank and long years in the church are granted the title of Master. Azuthan clergy eschew most further titles.

The vestments of the priesthood of Azuth are shimmering gray and usually made of silk, though these are layered with heavier and more sensible materials in the North. The symbol of Azuth is worn on the chest, and the color of the aura on the symbol denotes an individual’s rank within the church. Most acolytes, monks, mage apprentices, and adventurers have a yellow aura surrounding the symbol of Azuth. Higher level adventurers and clergy members at large without official position wear symbols with a red aura. Those with First designation in the church have a white aura. When not used to identify rank, the symbol of Azuth has a blue aura. In the North, usually, only the forefinger of Azuth’s symbol is shown ablaze. From Chessenta southward - notably in Halruaa - the entire hand is surrounded by flame.

Bahamut - Dragon gods are not available for divine worship on TDN
Bahamut (bah-hahm-ut) was returned in avatar form to Toril during the Time of Troubles for the first time since the death of Marduk (in -1071DR). Due to the efforts of Gareth Dragonsbane, the Tree-Gem was eventually planted in Bloodstone Village ushering in a return of Bahamut's church in 1359DR. He is revered in many locales. Though all good dragons pay homage to Bahamut, gold, silver, and brass dragons hold him in particularly high regard. Other dragons, even evil ones (except perhaps his archrival Tiamat), respect Bahamut for his wisdom and power. Bahamut is stern and very disapproving of evil. He brooks no excuses for evil acts. In spite of this, he is among the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can. To Bahamut, it is better to offer information, healing, or a (temporary) safe refuge rather than to take other’s burdens upon oneself. Bahamut has few clerics and even fewer temples. He accepts only good clerics. Clerics of Bahamut, be they dragons, half-dragons, or other beings attracted to Bahamut’s philosophy, strive to take constant, but subtle action on behalf of good, intervening wherever they are needed but striving to do as little harm in the process as possible. The domains associated with him are Air, Good, Luck, and Protection, and his favored weapon is the claw (unarmed).

Bane - Bane is dead and not available for divine worship on TDN
Bane (bain) is the ultimate tyrant. He is thoroughly evil and malicious, and he revels in hatred and fear. A brooding power, he rarely shows himself directly, preferring to plot from within the shadows and destroy others from afar. He hopes to control all of Faerûn and dominate or subsume all other deities, although for now he is willing to work with some of them to advance his cause. Bane’s church has stabilized since the upheaval caused by his recent return, and almost all that worshiped Xvim now hold Bane as their patron, with some Cyric worshipers returning to their old deity as well. Within the church, the church hierarchy resolves internal disputes through cold and decisive thought, not rash and uncontrolled behavior. Bane’s clerics and worshipers try to assume positions of power in every realm so that they can turn the world over to Bane. They work subtly and patiently to divide the forces of their enemies and elevate themselves and the church’s allies over all others, although they do not fear swift and decisive violent action to help achieve their aims.

Specialty priests of Bane were known as dreadmasters, a term used regardless of the gender of its owner. About 10% of the total priesthood of the church of Bane was comprised of dreadmasters and most were kept in lowlevel positions. Some specialty priests of Bane operated outside the rigid church hierarchy; they were mainly adventurers and hermits seeking to create their own power base to eventually destroy the others. Novices of Bane's clergy were addressed as "slave", but if named by Bane from a speaking altar or in a dream vision, they became full priests of the god and gained the title of Watchful Brother/Watchful Sister. From there, they ascended through the following rankings: Deadly Adept, Trusted Servant, Willing Whip, Hooded Menace, Black Fang, Striking Hand, Vigilant Talon, Masked Death, Dark Doom, Higher Doom, and deep Mystery. This latter title was a general one held by all clergy members of 12th and greater level. A priest of this rank addressed fellow clergy members of higher ranks or levels as "Deeper Mystery" (not to do so was regarded as a deliberate insult). Known individual titles among the Banites of Deeper Mystery included Vigilator, Lord/Lady of Mysteries, Lord/Lady of the Hand, Imperceptor, Dark Imperceptor, Grand Bloodletter, High Inquisitor, and High Imperceptor. All except the last title were self-bestowed, but such self-given titles had to be confirmed and used upon the bestower by a higher ranking priest before they were formally recognized.

Banite clergy members always went armed and were required to always wear something black. Ceremonial dress for Banite priests was black armor with blood-red capes, The more prosperous the priest, the finer the workmanship of the armor was. The ceremonial robes of wizards of the clergy were always black; wizard clergy members of the highest ranks enspelled these robes to swirl with ever-present illusions of glittering black stars and splashes of spilling blood. Facial tattoos were common among Banites. After the Time of Troubles, these, unfortunately, made them stand out among clear-faced new Cyricists within the ranks of Cyric's faithful. High-level Banites wore gems on their foreheads.

Beshaba
A chaotic evil goddess, Beshaba (beh-sha-ba) is the deity of bad luck, misfortune, and random mischief. Her titles include the Maid of Misfortune, Lady Doom, and Tyche’s Unpleasant Daughter. She and her sister Tymora sprang from the husk of the former goddess of luck, and the two and their followers have fought ceaselessly ever since. She teaches that too much good luck is unfair and that the fortunate should have some bad luck to even the score. She bids her followers to spread misfortune so that others will pray to her in order to avoid such bad luck. The domains associated with her are Evil, Luck, and Trickery, and her favored weapon is a scourge.

The spiteful, the malicious, and the reckless dominate the exclusively human clergy of the Maid of Misfortune. The Beshahan priesthood is split approximately in half into clerics and specialty priests, with only a smattering of mystics belonging to the priesthood (and most of them dwelling apart in remote regions). Relations are good between the different types of priests, although it should be noted that the faith is led by priestesses - priestesses locked in an endless, vicious struggle for personal supremacy. Male clergy tend to be underpriests or the Black Fingers (professional assassins) of Beshaha; those high in status in Beshaba’s church are almost exclusively female. Specialty priests are referred to as doommasters (a genderless term in this church). In ascending order of rank, the titles in general use by the church of Beshaba are: Bewildered (as in “Bewildered Brother Gorm” or “Bewildered Sister Lashayal” - the Bewildered are the novices), the Unfortunate (full priests who use similar forms of address as the Bewildered), Finger of Fear, Hand of Strife, Higher Hand of Strife, Hand of Gloom, Higher Hand of Gloom, Hand of Horror, Higher Hand of Horror, Hand of Despair, Higher Hand of Despair, Mistress/Master of Dread, and Nails of the Lady.

Female priests of Beshaba wear robes of mauve, purple, and black, and are branded or tattooed on one instep with Beshaba’s Badge (the antlers) and on one thigh with a row of marks of rank which can only be read by fellon initiates. These are covered by normal clothing when the priestess is outside of temples or sites where ceremonies are being conducted. Male priests wear robes of crimson and are tattooed with Beshaba’s Badge on one cheek, a device which can be covered only by a mask, mud (or a similar substance), or long, unkempt hair. In services, doommasters of either gender who are leading a ceremony prefer simple black tunics with the symbol of Beshaba on the chest and black stockings.

Chauntea
Chauntea (chawn-tee-ah) is the humble deity of all growing things, especially those sowed by the hand of humankind. She rarely appears to mortals, nor is she fond of grand spectacles. She prefers quiet and small acts of devotion. Venerated by farmers, gardeners, and comon folk, she is beloved by all that work the soil. Her church consists of two divisions: those who work in civilized areas (clerics) and others who watch over outlying and wilderness regions (most often druids). The two branches of the church are cordial to each other, but relations are sometimes strained, as the progress of civilization continues to push the outlying branch farther afield. Both sides teach others responsibility and respect for nature, how to prevent damage and disease in plants, and how to minister to the land so that it provides year after year. The domains associated with her are Animal, Earth, Good, Plant, and Protection, and her favored weapon is a scythe.

Chauntea’s church has two wings: standard clerics who minister to the faithful in towns, cities, and civilized areas, and druids who work in more outlying regions. With the success of the town priests, the druids have been moving farther and farther afield. The relationship between the druids, who call themselves “True Clerics of Chauntea,” and the more civilized clerics is cordial, but at times strained. The druids have always venerated Chauntea and consider the more recent city disciples to be upstarts. The more civilized priests, in turn, feel that the druids’ day is done, and while druids are still useful in wild lands, the rising nations need an organized, professional faith controlled by a more reasonable and rational clergy. The percentage breakdown of clerics and druids in the clergy is about 40% clerics and 50% druids. Mystics and shamans, who work alone outside of either wing of the church and report only to She Who Shapes All herself, comprise only 5% of the priesthood together, and monks, who are always allied to a particular temple or druidic circle’s leader, round out the remaining 5%. Priests of Chauntea use such titles as (in ascending order of rank) Close One, Watchful Brother/Sister of the Earth, Trueseed, Harvestmaster/Harvestmistress; High Harvestmaster/Harvestmistress, and Onum.

Priests of high rank of all types in the service of Chauntea tend to favor white or sun-colored ceremonial robes trimmed in deep forest green and to use staves smoothed by much handling but otherwise natural in appearance. Some such staves are enchanted to purify or promote the growth of what they touch.

Cyric
Cyric (seer-ick) is a megalomaniacal deity with an immense following. One of the four greater powers of evil on Faerûn, he is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. He drinks the tears of disillusioned dreamers and broken-hearted lovers. He is not above an alliance with another deity as long as he thinks he can betray the other divine power and come out ahead. Cyric’s church is pledged to spread strife and work murder everywhere in order to make folk worship and fear the Dark Sun. It supports cruel rulers and indulges in intrigue in such a way that the world won’t be overrun by wars (and thus fall under the sway of Tempus). His church is often beset by internal feuds and backstabbing, but this conflict has decreased in recent years as Cyric has gained better control of himself and has consolidated the churches of the deities whose portfolios he took over. The domains associated with him are Destruction, Evil, and Trickery, and his favored weapon is a longsword.

The true priests of the Dark Sun Cyric call themselves "the Sworn", to distinguish themselves from priests of the gods he supplanted after the Time of Troubles. The priesthood is still very much in flux. Its members employ a wide variety of titles and dispute each other's rank often. Members of the clergy are always aware of the possibility that a superior may stumble, allowing them to advance. Priests are often encouraged by inner voices that may or may not be the voice of their deity. Popular priestly titles seem to include Dark Master, Hand of Cyric, Watchful Skull, and Dread Death.

Priests of Cyric dress in black or dark purple robes. with or without hoods, trimmed with silver. Silver bracers or bracelets (usually adorned with the stamped skull-and-starburst symbol of Cyric) are worn on the wrists to symbolize the priesthood’s enslavement to Cyric (in a symbolic reprise of Cyric’s one-time captivity), and some priests paint the symbol of their deity on their cheeks or foreheads on high holy days.

Deneir
Deneir (deh-neer), the god of glyphs, images, and scribes, is neutral good. His titles include the Lord of All Glyphs and Images and the Scribe of Oghma. He is dedicated to the accurate rendering of both writing and images, and encourages the spread of literacy, cartography, and art. He instructs his followers to discover and record ancient and long-lost writings and to act as scribes and teachers for the illiterate. His followers include many who are interested in recording knowledge and discovering new things, especially sages. The domains associated with him are Good, Knowledge, and Protection, and his favored weapon is the dagger.

Clergy members are known as Deneirrath. Only about 15% of clergy members are specialty priests. However, specialty priests occupy all the high positions within the church hierarchy. Clerics and monks are welcome, but even if they attain high levels, they are not usually awarded the leadership of temples. Monks may be promoted to the head of an abbey or monastery; however, they are always attached to a temple and rank beneath its high priest. As a result, there is some grumbling among nonspecialty clergy members of the faith, and many turn to adventuring to give them advancement in other areas Though females are as welcome as males in the Deneirrath hierarchy, the title “Priest” is used regardless of the gender of its holder. (The word “priestess” is something for other faiths.) The color of the cloaks priests of Deneir wear denotes their ranks, which are (in ascending order): Applicant, Underpriest, Aspirant Priest, Full Priest, Priest Illuminator, Priest Calligrapher, Priest Editor, Priest Secretary, Priest Librarian, Aspirant Scrivener, Full Scrivener, and High Scrivener (the leader of a temple). The only higher ranks than these are granted personally by Deneir and consist of Writer Inquisitor (used by the most powerful and accomplished traveling adventurers of the faith), Librarian, and High Librarian.

Deneirrath always wear the badge of the god upon their person - if nowhere else, on a gold circlet worn about their brows. They are also never without their most important identifiers, their ubiquitous writing kits: triangular leather pouches belted to their right hips containing paper, inks, and pens. There is a saying about Deneirrath and their kits: "If a Deneirrath is naked in the bath and the ceiling above him catches fire, he will grab any books in the room first, his writing kit second, and the door third, leaving clothes behind for more modest men." The standard dress of priests of Deneir, both in normal daily use and for ceremony, is a tan, off-white, or white tunic with a stiff, circular collar, breeches, and a medium-length ornamental cloak of the sort known as a swirl cloak in the cities of the Sword Coast (because it covers nothing against winter winds and bad weather, but merely swirls out grandly behind the wearer). The color of the cloak denotes the rank of the cleric, from diagonally black-and-white striped for Applicants, to black for Underpriests, black with a maroon collar for Aspirant Priests, black with a gray central strip for Full Priests, gray with black trim for Priest Illuminators, all gray for Priest Calligraphers, indigo for Priest Editors, sepia for Priest Secretaries, turquoise for Priest Librarians, royal blue for Aspirant Scriveners, white with gold trim for Full Scriveners, and pure white for High Scriveners.

Eldath
Eldath (el-dath), the goddess of peace, quiet, stillness, pools, and springs, is neutral good. Her titles include the Goddess of Singing Waters, the Quiet One, and the Mother of the Waters. She teaches that the pursuit of peace is of the highest importance and the quiet of a peaceful grove or pool is the greatest beauty. Her followers spend much time contemplating and meditating in such places, and they only resort to violence in defense of themselves, of their friends and loved ones, and of pools and groves. The domains associated with her are Good, Plant, Protection, and Water, and her favored weapon is the net.

Given the limitations and goals of the specialty priests of Eldath, it should not be surprising that there are not very many of them. Only some 10% of the priests of Eldath are specialty priests, called peacemen and peacewomen in the faith. The remainder of the followers are split between druids, clerics, a scant few mystics, and a relatively recently founded monastic order. Clerics, druids, mystics, and monks, while not as restricted as the specialty priests of Eldath, are encouraged to conduct themselves in a fitting fashion as put forth by their deity. It is a mark of skill among Eldathyn (especially adventurer-priests, known as "Freewalkers") to defeat foes with defensive spells, making an enemy defeat himself through misdirection and manipulation. Clergy of senior years, many accomplishments, or higher rank are styled "Exalted", and traveling Freewalkers rank between full priests and senior priests. From the ranks of the Exalted come the leaders of temples to Eldath, most of whom preside over forest communities with open-air sacred places of worship known as fastnesses. As the leader of a fastness, they are entitled use the title Keeper of the Fastness.

Priests of Eldath dress simply in green and blue robes decorated with water-colored (blue, green, translucent, and opalescent) semiprecious gems and embroidery in water patterns. Specialty priests don a series of sheer robes, each in different shades of blue and green. The sleeves and hems of the garments are artfully cut to look ragged like tossing waves or water ripples. All clergy wear Eldath’s symbol as a holy symbol; the sky-blue disk is fashioned of painted wood and fresh fern fronds are planted or affixed over the painted ones on the symbol whenever possible.

Finder Wyvernspur
Finder Wyvernspur (find-er wihv-urn-spur), the god of the cycle of life and the transformation of art, is chaotic neutral. He is also known as the Nameless Bard, a title he gained during a lengthy period of exile while he was mortal. He is a new deity, having achieved divinity only a few years ago. He teaches that in order to thrive, everything, especially art, much change and grow. Although his faithful are few in number at the moment small, he is worshiped by bards and artisans who wish to explore nontraditional methods of expression, as well as the saurials (civilized lizardfolk from another plane) of the Desertsmouth Mountains. The domains associated with him are Knowledge and Travel, and his favored weapon is the bastard sword.

Garagos
Garagos (gah-rah-gohs), the deity of war and plunder, is chaotic neutral. His titles include the Reaver and the Master of All Weapons. He is an older deity whose place has been more or less taken by his younger rival Tempus. Garagos is more concerned with war’s destructiveness and plundering than with strategy or tactics, and he and his followers attack and destroy any rivals who stand in their way. The domains associated with him are Destruction, Strength, and War, and his favored weapon is the longsword.

Overall, the clergy of Garagos is composed of about 45% clerics, 40% specialty priests, 10% crusaders, and 5% shamans. The organized churches have no shamans in their ranks; the shamans are primarily found in more primitive cultures where berserk raiding is practiced. Garagos used to have many shamans, but his worship has waned in favor of that of Tempus, and their numbers are dwindling. Garagathan clergy members address each other as "Bloodbrother" and "Bloodsister", adding "High" as a mark of respect if they are speaking to a priest of four or more levels greater than their own. They eschew formal titles beyond the rough rankings of Supplicant (novice), Priest/Priestess of the Blood (full priest), Reaver Lord/Lady (senior priests), and Favored (veteran senior clergy of ruling rank). This last title is added to whatever fanciful, self-styled rank the senior priest wishes to assume, such as Favored High Reaver Ounadar the Blood-Drenched or Favored Storm of Battles Athaghon Master of Reavers. When attached to a military force (a rare thing), priests may also hold a rank within that force.

Priests of Garagos wear the best armor they can obtain, though it is usually extremely battle-worn. Many clergy members wear red boots and gloves. High priests usually wear scarlet or crimson over-robes or tabards. Specialty priests often have embroidery or ruby ornaments on their ceremonial robes in the shapes of teardrops of blood. Garagathan clergy members may have belt buckles or cloak pins fashioned in the shape of the tentacus of Garagos or even bear dagger-like belt weapons sporting a basket hilt in the shape of a whirlwind of five blades.
Most clergy of Garagos carry a tentacus as a symbol of their faith and are skilled in its use as a weapon. A tentacus does ld4+2 points of slashing and piercing damage to small or man-sized creatures and ld3 points of slashing and piercing damage to L-sized or larger beings when held or thrown. It has a speed factor of 3, is size S, and weighs 1 lb. It has a range of 1/2/3.

Gargauth
Gargauth (gar-goth), the god of betrayal and political corruption, is lawful evil. His titles include the Outcast and the Hidden Lord. Rumored to have originally been a powerful devil cast out of the Nine Hells (Baator) after crossing the dark powers who dwell there, he has since wandered the Material Plane seeking souls to corrupt. Subsequent to exiting Baator, he gained enough power to ascend to godhood. He grants great powers to his worshipers, but those who accept his bargains inevitably pay a terrible price in the end. The domains associated with him are Evil, and Trickery, and his favored weapons are the dagger and the throwing dagger.

Gargauth's clergy is split evenly between clerics and specialty priests, but the balance is slowly shifting toward the latter, known as malefactors. The Lord Who Watches believes that he gains more benefit from specialty priests than clerics. All clergy are regimented in a strict hierarchy with corresponding titles. Novices are known as Supplicants. In ascending order, Gargauth's clergy are titled Lord of the First Pit, Lord of the Second Pit, etc. Priests of 9th and higher level are known as Lords of the Ninth Pit. Higher-ranking priests often have individual titles as well. Such titles typically include a variant of the true name of at least one baatezu that Gargauth has destroyed in the past.

During their formal ceremonies, priests of Gargauth wear blood-red robes lined with ermine. Junior clergy wear flesh-colored skullcaps studded with a broken horn over the brow. Senior clergy wear or hold before their faces distorted carnival masks or malefic masks carved to resemble various baatezu or gargoyles. These masks are enameled or painted with vibrant, gaudy pigments. All clergy bear daggers and the holy symbol of Gargauth, a necklace set with two halves of a broken animal horn or featuring a broken horn in its design.

Gond
Gond (gahnd) is a driven and energetic deity who is fascinated with making the theoretical real. He often becomes so focused on his current project that he doesn’t realize the long-term consequences or implications of its use. He pushes Oghma to allow new inventions onto the face of Toril, and he often makes shady deals (paying in promises of later goods or favors) to get the strange materials he sometimes needs. The church accepts people of any alignment as long as they are interested in crafting and craftsmanship. Clerics of any alignment may serve Gond. Clerics are discouraged from settling in one place, and they travel to discover inventions in other areas. The domains associated with him are Earth, Fire, and Knowledge, and his favored weapons are the dagger and the warhammer.

In most of Faerûn, the proportion of clerics to Gondsmen (as his specialty priests are called) is 15:1. In Lantan, this proportion is nearly reversed, and there are about 20 Gondsmen for every Gondar cleric. Most specialty priests of the faith are Lantanna, and most Lantanna merchants encountered in the Realms outside Lantan are specialty priests of Gond. Clerics of Gond are called Krii, a Lantanna term meaning disadvantaged. Despite the implied slur, many clerics hold senior positions within the state religion in Lantan. Clergy refer to themselves as the Consecrated of Gond, and may speak of other Gondar priests as “fellow Consecrates,” but their titles of rank are simple: Wonderer (novice), Seeker Postulant (priest in training), Seeker after Small Things (confirmed priest), Greater Seeker, Seeker of the Twelfth Order, Seeker of the Eleventh Order, and so on up to Seeker of the First Order, High Seeker (a title held by all senior clergy), Master (leader of a religious community or one who tends a holy site), Artificer (one who has been personally rewarded and named by Gond for special service), and High Artificer (the supreme priest of the faith). Though Gondar may act independently in their duty of encouraging inventions, their religious hierarchy is ordered and obedience to a superior is unquestioning.

Gondar clergy members wear saffron ceremonial vestments with a crimson collar and stole. Over their right or left shoulder they wear a leather sash ending in a large pouch. The sash is dotted with small metal tools, gears, wire, cord, locks, hooks, hasps, buckles, and bits of steel, tin, and wood that might prove interesting or useful in a pinch (including, for Gondsmen, their lockpicks). Their vestments also include belts of large, linked metal medallions and enormous sun hats. They wear Gond’s holy symbol as a pendant fashioned of bone, brass, bronze, or ivory.

Grumbar
The elemental god of earth, Grumbar (grum-bar), is neutral. His titles include King of the Land Below the Roots and the Earthlord. He embodies the earth and the stability and resistance to change that that element represents. Like all elemental deities, he somewhat distant and aloof. Those who live or work underground, as well as those who resist change, venerate him. He counts many adventurers who venture underground among his worshipers, as well as a few members of underground races such as dwarves and deep gnomes. He and his followers are diametrically opposed to Akadi. The domains associated with him are Earth, and Strength, and the favored weapon is the warhammer.

Before the Time of Troubles, all of the elemental cults had clerics in their ranks. Now, only specialty priests remain. Since the Godswar, the Grumbarryn church has added a small order of monks and an order of crusaders to the church to fulfill duties in the ranks of the priesthood left ill-attended with the loss of Grumbarryn clerics. Grumbar’s priests are organized into Holds. Each Hold comprises 21 priests and as many members of the laity as the Hold can support. The high priest is always a specialty priest. Novice Grumbarryn are referred to as the Unspoken. Upon taking the Oath of Landwalking, they become full priests and are known as the Oathbound. In ascending order of rank, the titles in general use by the Oathbound are: Faithful Bedrock, Granite Flagstone, Righteous Rock, Buttress of the Faith, Steadfast Pillar, Devoted Tribune, Loyal Architrave, Founding Fist, Unchanging Bastion, Surmounting Arch, Loyal Vault, and Keystone of Grumbar. Specialty priests of Grumbar are known as earthwalkers. Monks of Grumbar are known as Cornerstones.

Grumbarryn tend to be large, solid men, and the ceremonial vestments of the faith aim to make them look as large (and in their minds, stable) as possible. Ritual garb includes a brown cassock, belted at the waist; a brown leather hood or hat; a huge cloak of gray-green and rust-brown with artificially extended and stiffened shoulder pads that make the wearer took as wide as she or he is tall; and platform clogs worn over soft leather boots. The holy symbol of Grumbar, a large ruby or sardonyx carved with Grumbar’s symbol and incorporated into a ring or pendant, is always worn.

Gwaeron Windstrom
Gwaeron Windstrom (gwair-on wind-strahm), the god of tracking and rangers, is neutral good. His titles include the Master of Tracking. Once a mortal ranger of the North, he was raised long ago to godhood through sponsorship by Mielikki. He is a master tracker and has no rival in discovering weeks-old paths or obscure woodland signs. He is a foe of Malar, and he and his followers fight relentlessly against that god’s works. His followers ceaselessly hone their tracking and wilderness skills. The domains associated with him are Animal, Good, Knowledge, Plant, and Travel, and his favored weapon is the greatsword.

There is only a small organized Gwaeronan faith distinct from the church of Mielikki. Instead, Gwaeron is generally venerated by rangers and trackers of the North who seek to interpret woodland signs and to track outlaws or game. The Master of Tracking is served in particular by an order of rangers known as the Fellowship of Stalkers of the Silent Path who are drawn from the ranks of Mielikki's clergy. Stalkers of the Silent Path walk the trails and wilderness of the North practicing their craft, becoming attuned to their environment, and observing the activities of the "monster" races. When called upon by the church of Mielikki or hired by local rulers, they track down fugitives from justice, elusive predators (both human and beast), or lost travelers. Some join militias, mercenary companies, or adventuring companies where they typically serve as scouts. In times of famine, Stalkers travel to regions where game is scarce and the inhabitants are in danger of starving and use their skills to provide food. Stalkers of the Silent Path must protect forest life and strive to keep the balance that indiscriminate fire-users, woodcutters, and hunters break. They are to live in harmony with the woods, to teach others to do so, and to punish and frustrate those who hunt for sport (not food) and who practice cruelties upon wild creatures. Gwaeronans are to take their roles as protectors very seriously and to keep in check the numbers of sentient, generally malicious wild creatures and humanoids who would distort the Balance just as much as incursions from civilized, careless and thoughtless humans.

Priests dress practically for their environment, preferring clothing made of supple, sturdy leathers and comfortable boots. They let their hair and beards grow freely, but keep them neatly combed and arranged in practical styles. Female priests wear their hair in a long, loose braid down their back. Male priests rarely go bald and can always grow beards. All priests wear a patch or sport embroidery on their formal vestments displaying Gwaeron's symbol and respect the seasonal colors of Mielikki's clergy's ceremonial raiment in the dyes used to color their formal clothes. Many priests choose to tattoo a blue or brown five-pointed star on themselves in honor of their dedication to the order of the Silent Path.

Helm
Helm (helm) is an unflinching and dedicated deity. He is often viewed as emotionless and unconcerned with moral issues in the face of duty. However, he is merely dedicated to his work and takes pride in putting his work ahead of all other things. He is fond of children and more tolerant of their minor infractions than of anyone else’s. Many believe that Helm would give his own life to guard something entrusted to him. He is silent on the matter. Helm’s churches are often located near dangerous and evil areas, where they form a line of defense against the encroachment of powerful enemies. Major cities usually have a temple or shrine to Helm, for his clerics make excellent guards or leaders of guards. His church spreads the word that only Helm’s clerics and their students are truly worthy and reliable guardians. His church and the church of Torm are coolly hostile rivals. Each church sees the other as a usurper of its chosen duties. The domains associated with him are Protection and Strength, and his favored weapon is the bastard sword.

Priests of Helm are called the Vigilant or Watchful Ones. Titles used by the clergy of Helm are (in ascending order of rank): Novice, Adept, Trusty, Alert, Watchknight, Guardian, Overblade, High Watcher, and Senior Steeleye (a title applied to all senior clergy). These have been adopted only since the Time of Troubles, and members of the Tested and True and Watchers (specialty priests, derisively known as "Godseyes") have been allowed to retain any older, personal, or variant titles. Clergy who lead or occupy an important office in a temple, abbey, or monastery may also bear additional titles pertaining to their duties.

Priests of Helm wear spotless, shining, (often everbright - enchanted), unblemished full plate armor with open-faced helms (a visor reduces vision). Often the helms are topped with plumes. Such armor may be accessorized with red cloaks and tabards of steel gray, and such garments - or the armor itself - may be adorned with the Unsleeping Eye in the center of both back and breast. In southern regions, Helmite clergy members often wear the finest full plate armor set with gems and worked with gold filigree in designs that accentuate great golden eyes set in the centers of their chests (on the breastplates) and backs. In areas where heavily armored clerics are frowned on, the armor is reduced to a set of heavy shoulder plates, but the helm remains in any case.

Hoar
Hoar (hore), the god of revenge, retribution, and poetic justice, is lawful neutral. He is known as the Doombringer and the Lord of the Three Thunders. He was originally worshiped in ancient Unther, but after having been cast out by the old gods of that land, he began to look for worshipers in other lands of Faerûn. He is a moody god who teaches that vengeance and retribution are just, although one must be careful not to slip down the path toward doing evil only for evil’s sake. Retribution done with an ironic twist resulting in poetic justice is especially sweet. The domains associated with him are Destruction, Strength and Travel, and his favored weapon is the javelin.

Approximately 40% of the clergy of Hoar are clerics, 30% are crusaders, and 30% are specialty priests (doombringers). As could be expected, the clergy is splintered into a multitude of backstabbing factions with centuries-old hatreds and constantly shifting alliances. Commonly used titles vary from faction to faction, but in the Heartlands, priests of Hoar are known as (in ascending order): Eye of Irony, Hand of Doom, Fist of Vengeance, Claw of Revenge, Fateful Eye of Irony, Fateful Hand of Doom, Fateful Fist of Vengeance, and Fateful Claw of Revenge. Senior priests are known as Lords of Thunderous Vengeance.

The clergy of Hoar wear their ceremonial garb whenever possible except when they wish to conceal their identity while stalking a perpetrator of some injustice. Their ceremonial raiment always includes a black tunic over a long gray robe, soft, black leather gloves, and a surreal mask that covers their faces when they are officially on a "hunt" for vengeance. Priests typically keep small tokens of their successes on silver-bordered, dark red sashes slung from their waists. They carry curved daggers and sport the symbol of Hoar worked into pieces of jewelry as a holy symbol.

Ilmater
Ilmater (ill-may-ter) is a generous and self-sacrificing deity. He is willing to shoulder any burden for another person, whether it is a heavy load or terrible pain. A gentle god, Ilmater is quiet, kind, and good-spirited. He appreciates a humorous story and is always slow to anger. While most consider him nonviolent, in the face of extreme cruelty or atrocities his anger rises and his wrath is terrible to behold. He takes great care to reassure and protect children and young creatures, and he takes exceptional offense at those that would harm them. Unlike most other faiths, the church of Ilmater has many saints. Perceived by most as a puzzling crowd of martyrs, the church of Ilmater spends most of its efforts on providing healing to those that have been hurt. It sends its clerics to impoverished areas, places struck by plague, and war-torn lands in order to alleviate the suffering of others. The domains associated with him are Good, Healing and Strength, and his favored weapon is an unarmed strike.

The clergy of Ilmater are the Adorned. All the Adorned are priests, but no titles are commonly used in the clergy except Brother and Sister. For senior clergy, Revered is added to this, and for the heads of temples, abbeys, and monasteries dedicated to the Crying God, Father and Mother are used. So, for example, the head of the Towers of Willful Suffering, the abbey to Ilmater in Eshpurta, is known as Revered Mother of the House Heldatha Dhussta. The Adorned include clerics, specialty priests (called Painbearers), and monks. Though the monastic orders usually dwell separately from the rest of the church in monasteries and abbeys, some monks also abide in Ilmatari temples to teach other Ilmatari about fields of knowledge they have specialized in or to provide their special form of hand-to-hand protection to the institution to which they are assigned.

For ceremonial functions, Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes. They wear skullcaps in gray (most clergy members) or red (senior priests). Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck and serves as a holy symbol. Some of the older members of the faith have a gray teardrop tattooed to one side of their right or left eye.

Istishia
The god of elemental water, Istishia (is-tish-ee-ah), is neutral. His titles include the Water Lord. While other gods, such as Umberlee and Eldath, have dominion over differing aspects of water, Istishia embodies water in all its facets. He and his followers do not believe in the widespread use of confrontation or force, but instead in slowly wearing down the opposition, like water on a stone, and in following the path of least resistance, like water to the sea. He and his followers are the sworn enemies of Kossuth. The domains associated with him are Destruction, Travel, and Water, and his favored weapon is the warhammer.

Before the Time of Troubles, all of the elemental cults had clerics in their ranks. Now, only specialty priests remain. Since the Godswar, the Istishian church has added a small order of mystics and an order of crusaders to the church to fill niches in the priesthood that the more generalized clerics used to fill. In primitive or nomadic societies, Istishia is often served by shamans. The Water Lord's faith has four major sects: the Church of the Magnificent Storm, the Church of the Sacred Sea, the Church of Watery Paths, and the Church of the Eternal Transformation. These sects work together with each other, though disagreements have been known to occur. In general, the Istishian faith is constantly evolving and new sects are diverted from or absorbed by old ones as the decades pass. The church holds a unified ranking system throughout the faith, and the sects many dictate how the priests of a particular house of worship view and practice their religion.

- The Church of the Magnificent Storm believes in the cleansing power of Istishia. In its eyes, Istishia washes away the impurities of both the land and sea and purifies the air. "Stormers", as they are known, always try to be present during thunderstorms and other severe weather.

- The Church of the Sacred Sea believes that large expanses of water represent the body of Istishia. Its members pray for calm seas and to protect both ships and ports from the Water Lord's power, but they also call upon the oceans to deliver Istishia's wrath against those who oppose the church. Many sages think that the difficulties that Thay, whose zulkirs have often courted the church of Kossuth, has had with its navy at various times are not the result of interference by Umberlee or even powerful wizardly rivals, but rather the work of this sect of the Istishian church.

- The Church of Watery Paths believes that the rivers and streams of Toril represent the far reach of Istishia's power. Its members view rivers and streams as the veins and capillaries of Istishia and point out that no place on Toril is not shaped in some way by water, even if it is shaped by the absence of water.

- Finally, the Church of the Eternal Transformation believes that just as water moves from one state to another yet remains eternally present, so life moves from one state to another yet continues. Life exists on terrestrial bodies like Toril on the Prime Material Plane and across the many planes of existence, and when life ends on one plane it is merely transformed to a form more suitable for its existence on another. All of the universe is therefore symbolized in the water cycle.

Novice Istishians priests are called Searchers. After completing a series of at three one-on-one courses of learning (a sort of apprenticeship in the faith) with Istishian senior priests, novice Istishians become full priests. In ascending order of rank, the titles in general use by the priesthood are: Essential Servant (full priest), Spring of the God, Tidal Messenger, Cephalian, Full Flood (senior priest), Monsoon, Typhonic Oracle (head of a temple or large shrine), Grand Oracle (senior or elder head of a temple), Stratus Primae (leader of a regions temples and shrines) and Delphine Regent (hereditary leader of the faith). A priest who has slain or soundly defeated an enemy of the church (usually a high-ranking priest of Kossuth or a fire-based creature of power) may add the honorific "True" to the beginning of his or her title. Specialty priests of Istishia are known as Waterwalkers.

Priests of Istishia dress in blue-and-green robes with coral decorations for ceremonial occasions. Exact decorations and garment construction are not mandated by the faith, but shaded or rippled dyeing, graceful embroidery or beadwork, or layered or dagged construction are often employed to convey water theme. The wave of Istishia is usually carved into a gemstone is jade, emerald, malachite, aquamarine, or a ring. Often the gemstone is jade. emerald, malachite, aquamarine, or water opal.

Iyachtu Xvim
Iyachtu Xvim (ee-yak-too zvihm) is said to be the result of a union between the Black Lord, Bane, and a greater or a true tanar’ri, and thus the blood of Bane runs through his veins. During the Time of Troubles, Xvim found himself mysteriously confined to the subterranean depths of Faerûn-specifically, under Zhentil Keep. It took the demi-power from the end of the Time of Troubles until the destruction of Zhentil Keep to escape his earthen prison and establish a base in Gehenna. Shortly after his emergence, Xvim was able to use a group of devout cultists to boost his stature to that of a lesser deity, and he now considers himself a full-fledged power of the planes. Xvim is evil through and through. He is vain, arrogant, and a bully, just as he has always been. However, after his incarceration, he seems smarter, cagier, and cannier than before and has taken a more subtle approach to power than earlier legends give him credit for. With the setbacks that Cyric suffered, Xvim managed to snatch away from Cyric some aspects of the former portfolio of his father, Bane. His plan is eventually to fully subsume his father’s Portfolio and status among the deities of Faerûn. The domains associated with him are Destruction, Evil, and Strength, and his favored weapon is the scimitar.

Followers of Xvim, priests and lay folk, are called Xvimists, while priests of the Godson are known as Xvimlar, and the elite specialty priests of the faith are known as authlims. Xvimlar jokingly title their novices "Vermin" and apply the title "Oppressor" to those of 3rd level or less, "Hatemaster" to clergy of 4th through 8th level, "Ruinlord" to those of 9th through 15th level, and "Tyrannar" to clergy of 16th or greater level. Titles in the church are the same regardless of gender, and temples are run in a strictly hierarchical manner, with the faith being led by a High Tyrannar. Crusaders of the faith, of which there are few as of yet, report directly to a temple's high priest (usually a Ruinlord or Tyrannar), with one exclusive unit of crusaders and battle-hardened warriors directly at the High Tyrannar's disposal.

Ritual vestments for an authlim are a blackened metal skullcap wand a black amice (overmantle) with thin, bright green piping or braidwork worn over a long, black cassock with green maniples attached to its sleeves, so they flash green out of the black garb when the priest gestures. The garb is completed by a green ecclesiastical stole embroidered with the symbol of Xvim. Ritual garments for rank and file Xvimlar are a green surplice adorned on the breast with the symbol of Xvim worn over a plain black cassock. This outfit is augmented out of doors or in ritual processions with a black cope (overcloak) embroidered on the back with the symbol of Xvim, black gloves, and a black miter set with two green gems to represent the eyes of Xvim.

Jergal
Jergal (jer-gull), the god of fatalism and proper burial, is lawful neutral. He is also known as the Lord of the End of Everything and the Scribe of the Doomed. He is an old and little-known deity, having been the lord of the dead in ancient times, but later having stepped down to become the seneschal of the realm of the various lords of the dead who have succeeded him. He inscribes the names of the dead on his scroll as each soul arrives in the afterlife. He and his followers believe that the time of death is predetermined and strive to make that moment as orderly as possible. The domains associated with him are Death and Knowledge, and his favored weapon is the scythe.

Priests of Jergal existed historically only in very lawful and militaristic societies which did not venerate Deneir or any of the goodly gods. In addition to serving as scribes, funerary workers, and morticians, Jergal's priests kept careful records of births, deaths, and taxes for the kings and rulers they served. Jergal's few temples are typically lifeless stone mausoleums or dry, dusty crypts. Animals and plants never live long in these dreary, bleak houses of endless drudgery. Sentients who toil daily in Jergal's dusty temples quickly age and grow weak, yet never die before their appointed time, dooming them to a life of venerability. Rare visitors to such shrines find long rows of scribes dutifully recording the affairs and fates of the short-lived mortals in the surrounding lands. The clergy of Jergal are known as the Scriveners of Doom. Within their ranks, the high priest of each temple is known as First Scrivener of Doom, but otherwise the faith eschews titles or ranks. The faith has always been evenly split between clerics, monks, and specialty priests - known as doomscribes.

Jergal's clergy shave their heads smooth and garb themselves in unadorned gray robes and long, white gloves. At all times they carry a satchel of scrolls, inks, and quills. They also carry a desiccated human skull with the openings plugged that they use to contain the simple mixture of ash and powdered bones employed in Sealing rituals. This skull also serves as their holy symbol.

Kelemvor
Kelemvor (kell-em-vor) assigns the essences of the dead their proper place in the ongoing cycle of existence. Taking a different tack from his predecessor gods of the dead, he is neither malign nor secretive. He promises that the dead shall be judged in an even-handed and fair manner. He is kind, forthright, and earnest, though occasionally stern. His main flaw is that he solves problems with direct action and frequently does not anticipate the negative consequences of his haste down the road. Kelemvor’s church assists the dying, the dead, and their families. Its members see to funerals, burials, setting the affairs of the dead to right, and enacting wills. The church claims the property of those who died intestate and with no clear heirs so that its work in aiding the dying can continue. The church marks sites of disease with plague warnings, hunts down undead creatures to destroy them, recruits adventurers to fend off monsters that cause too much untimely death, and (rarely) grants swift and painless death to those for whom death would be a mercy. The domains associated with him are Death, Protection, and Travel, and his favored weapon is the bastard sword.

Specialty priests of Kelemvor are known as doomguides. The church has not been in existence long enough to develop even an informal consensus about the usage of titles.

Clerics of Kelemvor usually wear smoky gray robes and cowled cloaks. Specialty priests can readily be identified by their silver headbands, which are normally never removed, and by the symbol of Kelemvor displayed prominently in a badge on the chests of their somber, elegant robes. Their robes are always of a single hue without trim or ostentation and of dark, muted hues of green, blue, or gray, in ascending order of rank; they can be worn over armor if need be. The scales in the badge of Kelemvor worn by a priest also denote rank: They are iron-colored for lower clergy, silver for full priests, and gold for higher-ranking priests.

Worshippers of the young Lord of the Dead prayed at evening twilight or any hour of night, offering him nothing but dust or small symbols of natural death like the body of a fly, and broken things which cannot or should not be repaired. Emphasis was placed on the sombre nature of age, natural decay and endings rather than anything macabre. Most offerings were symbolic or actions, such as the tedious labor his living followers performed for the dead or the undead.

Wrinkles, grey hair and signs of age were venerated in the church, as signs of accepting one’s path and fate towards The Great Guide, and as small blessings from Kelemvor allowing them the privilege of a life long enough to acquire them. Disease, injury and accident claimed many within the church as they faced close proximity to the dead, high risk around necromancy, and mistrust or indignation from the public as a nascent religion. To be middle aged or older, within or without the church, was highly respected and even considered beautiful by the poetic some. They may worship a god of death, but daily meditations on the end of living made them also appreciate life moreso than others. To worship further of the veil between life and death, mothers who died in child birth in Murann were always given high honor funerals, burials, urns or plots at no charge to the family could they not afford it, their names inscribed on special walls within the church. This was both a symbolic and personal homage to the cycle of death, and to Kelemvor’s history with his own mother, who supposedly died giving him life.

Kelemvorites loathe to leave any person or creature to die alone, with kind hearted ones declaring a responsibility of companionship on their spiritual passage, and other less tender worshippers insisting that death simply needs a witness - indeed, either one likely feels closer to Kelemvor watching someone pass. Sometimes this means helping the death (if certain) along out of mercy or impatience. This can be done for a loved one, a goblin or a deer. However, the Death Lord’s handmaidens will never taken someone’s life at their request without incredible suffering and certainty of mortality. Murder is similarly frowned upon, less out of moral righteousness and more to not disrupt one’s fated time to meet The Judge. Exceptions are made for necromancers, who all called upon the similar fate of ruin with their deeds.

Kossuth
Kossuth (koh-sooth), like the other elemental rulers, is an alien and enigmatic deity. He holds little affection toward his followers on Toril, but he rewards them more frequently for their attention than do his elemental counterparts. He seems to follow a private agenda, but its intended outcome or even its next steps are unknown to any but him. He actively recruits new followers, possibly because they burn out so quickly. Kossuth’s church is very hierarchical and tends toward a lawful neutral alignment and behavior, depending upon the particular temple. Kossuth appears indifferent to this regimentation, which means that clerics of Kossuth use either neutral or lawful neutral as their base alignment rather than neutral. The primary function of the church is to acquire land, wealth, influence, and power, all of which make the church appealing to potential worshipers and draw new people to the faith. The domains associated with him are Destruction and Fire, and his favored weapon is the spiked chain.

Before the Time of Troubles, all of the elemental cults had clerics in their ranks. Now, only specialty priests remain. Since the Godswar, the Kossuthan church has added several monastic orders and an order of crusaders to the church to fulfill duties in the ranks of the priesthood previously tended to by Kossuthan clerics. Temples of Kossuth are led by a great many proud, deadly, and determined individuals, all convinced that their way is they way. Strict obedience is required - or rather, demanded - within the church. Those who go against the wishes of the ruling priests frequently find themselves tossed into a nearby river or lake and effectively excommunicated from the church. (Splashing a follower of Kossuth with water is considered an insult.) The priests of Kossuth are organized into two factions: the Tendrils of Flame and the Burning Braziers.

- The Tendrils are those who operate the various temples across Faerûn, catering to the faithful and preaching the word of Kossuth to the masses. The Tendrils perform most religious ceremonies and see to the observance of rituals and holidays. They hold most of the power in the faith and hurl themselves into regional intertemple and local political frays, generally making themselves famous for infamous near their temples.

- The Burning Braziers, also known as the Brazier Brigade by critics of the church, are the adventuring arm of the faith. These frequently embittered priests are often former members of the Tendrils who fell out badly in a political squabble in their former temples. They venture forth out into lands that have not seen the "wisdom of Kossuth", often leaving burning buildings in their wake. Preaching the word of the Tyrant, they discover new areas that are ready to accept a church of Kossuth. (Pragmatically, most folk would say that they look for areas ripe for the picking - those with weak leadership or little protection.)

Novice Kossuthans are referred to as the Lightless. Upon taking the Oath of Firewalking, they become full priests and are known as the Promised. In ascending order of rank, the titles in general use by the Promised are: Torch of the Faith, Righteous Flame, Devoted Blaze, Zealous Pyre, Pillar of Flame, Fury of the Faith, Flamebrother/Flamesister, Inspired Forge, Numinous Blaze, Most Fervid Fire, and Eternal Flame of Kossuth. Specialty priests of Kossuth are known as Firewalkers. Monks of Kossuth are known as Faithful Flames.

Those who follow the Tyrant Among Fire dress in light robes of red, crimson, and orange. The use of armor while participating in a ceremony in a shrine or temple is forbidden to all priests except those of the Order of the Fire Drake. The flame of Kossuth is worn as a holy symbol and is usually formed of a ruddy gem (often flamedance) enchanted to glow with an inner fire that is set into jewelry. Embroidery depicting flames of various hues is a popular decoration to ceremonial robes, and the decorations grow more elaborate and expensive with increases in a Kossuthan priest's rank.

Lathander
Lathander (lah-than-der) is a powerful, exuberant deity who is popular among commoners, nobles, merchants, and the young. Although occasionally given to excess, abundant enthusiasm, and vanity, he is an optimistic and perseverant deity who blesses new ventures and destroys undead with his mace Dawnspeaker. Lathander is a vibrant power that enjoys doing physical things for the sake of doing them. The eastward-facing churches of Lathander are generally wealthy and not afraid to show it (sometimes to the point of gaudiness). There is no central religious authority in the church, and the head of each church is respected equally, regardless of the size of its flock. The church encourages its faithful to build new things, restore barren areas, foster growth in cultivated lands, drive out evil, and work to restore or lead civilizations to new heights of harmony, art, and progress. Churches sponsor athletic contests to promote unity and camaraderie, promote the arts through similar competitions, and finance the recovery of lost items. The domains associated with him are Good, Protection, Strength, and Sun, and his favored weapon is the light or heavy mace.

Specialty priests of Lathander call themselves Morninglords. Clerics of Lathander call both themselves and their specialty priest and crusader brethren Dawn Priests, ignoring any difference. About 35% of the organized priesthood are specialty priests; the remainder are clerics or crusaders. A larger number of the adventuring priests who serve the Morninglord are specialty priests. The Lathanderian religion has no overarching hierarchy from church to church and no central authority. When issues of doctrine or policy come up that must he decided upon, a conference is called at the church that initially presented the problem for consideration, and the issue is resolved. Regardless of rank or experience level, each Lathanderite priest is considered the master of the temple, shrine, or parish she or he is responsible for no matter the number of priests staffing the facility under him or her. Novices in the Lathanderian faith are called the Awakened, and they gain the title of Dawnbringer upon becoming full priests. In ascending order of rank, the titles in general use by the Dawnbringers are: Dawngreeter, Dawnlord (the church does not use feminine form of titles often), High Dawnlord, Dawnmaster, Morninglord, High Morninglord, Mornmaster, High Mornmaster, and Sunrise Lord.

Priests of Lathander dress in bright long-sleeved robes of yellow, red, and pink. These are often called "sun robes". Those priests with their own temples have their robes trimmed with ornately crafted gold ribbons. A sunburst headpiece, worn toward the back of the head to emulate a rising sun or radiant sunpeacock, completes the ceremonial garb. The ritual robes used at many rural shrines are simple cassocks with a color scheme by rank. Novices and postulants wear brown; adepts and underpriests wear russet and crimson. Senior priests wear scarlet, and subpriors and those of higher rank wear rose-red. The leader of the temple or shrine wears white. Holy symbols of Lathander are often made of painted wood, cut from rose quartz or similar minerals, or enchanted to radiate a dim, pink glow.

Lliira
Lliira (leer-ah), the goddess of joy, happiness, dance, festivals, and freedom, is chaotic good. Her titles include Our Lady of Joy, the Joybringer, and the Mistress of the Revels. She is a being filled with happiness, always dancing with the joy of life. She and her followers attempt to bring as much joy and happiness to as many people as possible, and the church sponsors countless parties and festivals to lift the hearts of the unhappy and downtrodden. Her worshipers do dozens of little good deeds each day to brighten the lives of everyday people, and they ensure that no joyous occasion is disrupted. Many of her followers learn to use their dancing as a form of unarmed combat that is beautiful to behold. The domains associated with her are Good and Travel, and her favored weapon is the shuriken.

Both specialty priests and clerics of Lliira were called Joybringers until 1365 DR, when the members of the clergy themselves began to be confused by this practice. Now specialty priests of Lliira are known as Joydancers to distinguish their functions from the clerics, mystics, and spellsingers of the church, and all members of the clergy may be addressed as Joybringers. Joybringers tend be folk of whimsy, light spirits, and constant joking (but not pranks). They imitate and lampoon others all the time, try to make folk around them laugh, and spend money like water to bring happiness to others by bestowing gifts and throwing feasts. Joybringers have no organized hierarchy or chain of command. Relations between clerics, specialty priests, spellsingers, and mystics are excellent. Joybringers use few titles, addressing each other as "Brother" and "Sister", and referring to themselves as "the True", novices and laity as "the Tested", and nonbelievers as "the Unseeing". Temples are led by a Master of the Revels (even if female), and she or he is assisted by a High Prior, a Lorespeaker, a Seneschal, and a Quartermaster. The goddess herself is the only Mistress of the Revels, and by her decree such formerly popular titles as Revelmistress have been outlawed.

Ceremonial vestments of Lliira for joybringers of both genders consist of a skin-tight outfit divided into unequal orange, yellow, and red sections. One leg may be yellow, the other red, one sleeve orange, the other yellow, the front orange, and the back yellow. A sleeveless robe is worn over the entire affair in patches of yellow, red, and orange. Plunging necklines are common among both priests and priestesses, and the hair is worn long for both genders of joybringers, although it may flow free or be bound up in any manner of hairdo. Elaborate earrings are also worn by joybringers of either gender, and cosmetics, anklets, bracelets, and delicate chain belts may also be seen; personal variations in dress are permitted and even encouraged.

Loviatar
Loviatar (loh-vee-a-tar), the goddess of pain, suffering, and torture, is lawful evil. She is called the Maiden of Pain, the Willing Whip, and the Patron of Torturers. She is a cruel and sadistic deity, and enjoys nothing more than the agonized screams of those she torments. Torturers and those who derive perverse enjoyment in inflicting pain on others worship her. Her followers believe that pain is the ultimate truth and the greatest pleasure—in both giving and receiving. She and her followers despise Ilmater and his worshipers, and they hate them all the more because they refuse to scream satisfyingly while being tortured. The domains associated with her are Evil and Strength, and her favored weapon is the scourge.

Priests of Loviatar are few in number, but widespread in power. Opponents tend to avoid them, since murder is the least that they will do in revenge against insults to their goddess. Women - both humans and halfelves - dominate the ranks of the priesthood both numerically and in rank and have always done so. Loviatar’s tightly organized priesthood is composed primarily of clerics. Her specialty priests, called Pains, operate as a separate arm of the faith, moving from place to place and ensuring that the goddess’s will is carried out; they serve as the envoys and secret agents/inquisitors of the church. The clerics hold the pains in great regard, since they are often the tools of Loviatar’s punishment. Priests of Loviatar are known as Loviatans (pronounced “Low-VEE-atans”) and in old texts are sometimes referred to as Lovites (LOH-vites). Novices or postulants to the Faith of Pain are known as Kneeling Ones. Confirmed priests use the titles (in ascending order): Taystren, Adept (in Pain), Sister/Brother (in Torment), Supremar, Caressor (of Terrors), Whiplass/Whiplar, Paingiver, Whipmistress/Whipmaster, High Whipmistress/Whipmaster, Branded (of the God), and Truescar. Words in parentheses in the preceding list represent parts of the formal title seldom used except in rituals, disciplinary hearings, or documents. The last two titles are applied to all Loviatan clergy members who have served as the head of a temple, abbey, or monastery of the goddess who who have personally distinguished themselves in their service and taken up a life of wandering to further Loviatar's will and influence, often sponsoring or leading bands of "dark adventurers" to spread torment.

Loviatans of both genders wear high black boots, black choker gorgets, and long black gloves that reach up to their shouders. They also wear daring-looking leather body harnesses over or under side-slit ritual robes of icy white or black lined with scarlet silk (so that movements cause red flashes). Loviatans are usually armed with saw-edged daggers and whips.

Lurue
Lurue (lu-rue), the goddess of intelligent and talking beasts, is chaotic good. She is known as the Unicorn, the Unicorn Queen, and the Queen of Talking Beasts. She teaches that life is there to be lived, and one should live it with zest and flair. Adventures and quests should be taken up on a whim, and life should be filled with good times and laughter. She is worshiped by many unicorns, pegasi, and other intelligent nonhumanoid creatures, as well as by romantic and swashbuckling adventurers. The domains associated with her are Animal, Good, and Healing, and her favored weapon is the shortspear.

Lurue is worshiped in sylvan glades and moonlit glens wherever unicorns tread. She has no temples dedicated in her name, choosing instead to be worshiped at sacred natural sites and holy groves. Priestesses of Lurue have no formal hierarchy of titles. Junior clergy are known as Sisters of the Moonlit Sky, and senior clergy are known as Sisters of the Silver Moon. Those priestesses lucky enough to have ever ridden a unicorn are forever after known as Ladycorns. The clergy comprises clerics, crusaders, mystics, and specialty priests, known as Silvermaids. The breakdown of classes within the clergy is approximately 40%, 10%, 5%, and 45%, with little differentiation between the types in the respect they accord each other or their responsibilities.

When priestesses dedicate themselves to Lurue, their irises change color to a deep shade of blue or purple. Priestesses of Lurue garb themselves in simple white robes of cotton, linen, or silk woven with threads of pure silver, often in form of Lurue's symbol. Most wear their hair long and free, dyed silver or bleached white. (Some say this is not artifice, but another manifestation of their holy calling.)

Malar
Malar (mahl-arr) is a savage and bestial deity who revels in the fear of the hunted. Jealous of other deities and their power, he is constantly trying to steal the portfolios and worshipers of related beings but lacks the intelligence or skill to be very successful at it. He excels at hunting, tracking, and animalistic slaughter. Malar’s church lacks a central authority and consists of small groups of worshipers scattered across uncivilized areas. His church espouses the glory of the hunt, and its members engage in ritualized hunts of wild animals, strange beasts, or even captured humanoids. They prefer to drive hunted creatures along paths dangerous to both the predators and the prey so that the final kill is more worthwhile. They try to stage the bloody finale in or near a settled area so that others can see (and fear) the power of Malar. Church members work against the expansion of farms and civilization and attack groups of nonevil druids, seeing those who promote the gentler side of nature as weak and foolish. In some parts of the Realms, Malarites hold a feast known as a Festival of Sustenance. These great feasts have massive bonfires and great spits holding the larger of animals and creatures. They are at times sponsored by noble houses - or similar counterparts in wilder society - at great expense where all the food is made free to the guests. The size and rarity of a beast is often a challenge among the elite to outdo one another with the church of Malar seeing extensive donations - whenever their worship is permitted within civilised lands - for extraordinary catches. The domains associated with him are Animal, Evil, and Strength, and his favored weapon is the claw bracer.

The church of Malar is loosely bound and without a central hierarchy. This makes it all the more difficult to counter or remove, for as soon as one den of Malarites is contained, another arises. The church organization is built around the concept of the hunt, and consists of local, independent cells or “Hunts.” The leader and most powerful individual of each hunt is known as the Huntmaster, who may be a priest, warrior, wizard (very rarely), or shapechanging predator (such as a wolfwere or evil lycanthrope). If human, the Huntmaster can be identified by his or her headpiece: usually a bear, great cat, or other creature the leader has killed with his or her bare hands. The office of Huntmaster is non by challenge - a fight to the death if the incumbent does not resign - and the Huntmaster decides the locale, time, and prey to be stalked in the ceremonial hunts of the faithful. Malarite priests are known as Lords of the Hunt or Huntlords (to distinguish them from lay followers, who are merely “of the Hunt”). No individual titles are used, except “Old Hunter” as an address of respect to senior clergy, but clergy members are often known by names such as Brother Stag or Sister Wolf in recognition of the most powerful beasts they have slain alone with only their daggers, their bare hands, or claws of Malar. Specialty priests of Malar are known as Talons.

Huntmasters wear headpieces made from the pelt and head of the most impressive beast they have been able to slay with their bare hands (usually a bear or great cat, but sometimes an owlbear, leucrotta, or peryton). Malarites carry hunting horns at their belts and are never without at least three daggers (usually one sheathed in each boot, two in belt sheaths, one strapped to either forearm, and another hidden in a nape-of-the-neck sheath under the hair or in an armpit sheath). Woodland garb of red or brown is the favored dress for hunts. By day, red hunt clothing is often concealed by a woodcloak of mottled black, gray, and green. Necklaces of animal bones, fangs, and claws and a variety of pelts are often worn in addition to normal hunt clothes when priests desire to impress.

Mask
Mask (mask) is a self-possessed and confident deity fond of complex plans and intricate plots, although he has trained himself to become more direct because recently his own scheming caused him a great reduction in power and loss of the intrigue portfolio to Cyric. He is wary, but cool, never losing his temper, and he always seems to be holding back a mocking comment. His sword, Stealthwhisper, makes no noise and has speed and wounding properties. Mask’s church is essentially similar to a network of thieves’ guilds. In large cities with several guilds, his temple is often connected to each thieves’ guild by secret tunnels and is considered neutral ground for meetings by all. Mask’s church promotes stealth over open confrontation, leading the more gullible to believe that Mask is dead. A wealthy religion, the church of Mask uses its resources to pay agents, sway agreements, and manipulate people. Its members spend their time nurturing plots and supporting thieves’ guilds and individual thieves. The domains associated with him are Evil, Luck, and Trickery, and his favored weapon is the longsword.

The priesthood of Mask is independent in each major city or region to prevent the frequent actions against one thieves' guild or temple from spilling over and affecting others. The hierarchy makes use of clerics, specialty priests, and thieves in about a 30/40/30 ratio. Clergy of Mask are known as Maskarran. Specialty priests of Mask are called Demarchesses (deh-mar-KESS-es) if female and Demarchs (deh-MARKS) if male. Maskarran address each other as "Brother/Sister Shadow", regardless of rank, and hold the titles (in order of rank): Unproven (novices), Proven Brother/Sister, Veteran Brother/Sister, and Master Brother/Sister, with the leader of a temple assuming the title Lord/Lady Master. The elite of Maskarran are largely specialty priests, but nonspecialty priest high priests are known as Hidden Ones.

Maskarran wear no badges of rank nor differing vestments, but all senior clergy members strive to purchase, have made, or (preferably) steal useful magical items to aid sneaking and hiding. Ceremonial Maskarran dress consists of tunics and trousers in a bright motley. The tunics sport ballooned sleeves and cuffs and bright embroidery, displaying wealth. The entire outfit is covered with a full-length, hooded gray cloak that can be drawn shut to hide the bright color beneath. A black cloth mask is worn beneath the hood. In some areas where Mask has fallen on particularly hard times, the gray cloak and mask only are worn as a symbol of the Shadowlord's favor. Inside a temple of Mask, the masks are of black gauze and do not conceal the identity of the wearer; in public, such masks are usually thick, black wool or heavy, double-thick silk and extend to cover most of the face in an effective disguise. (A bearded priest, for example, would have a mask that extended well down over the chin.) There is a saying that “the degree of law in a town can be seen on the face of a priest of Mask.”

Mielikki
Mielikki (my-lee-kee) is a good-humored deity who is quick to smile and confident in her actions. Fiercely loyal to and protective of those she calls friend, she considers carefully before including someone among those ranks. While she knows death is part of the cycle of life, she often intervenes to cure the injuries of an animal because she finds them hard to bear. The members of Mielikki’s church are widespread and rarely collect into large groups for any length of time. There are few temples to the Forest Queen, with most worship taking place in glades or at small shrines. The members of the church act as the voices of the trees, protectors of the forests, and warriors of the faith. They teach humans and good races to care for and respect trees and forest life, renew and extend existing forests, work against practitioners of fire magic, and assist good rangers of all faiths. The domains associated with her are Animal, Good, Plant, and Travel, and her favored weapon is the scimitar.

All the faithful of Mielikki are known as Walkers of the Forest Way. They are now organized into three branches of devotion: the Heartwoods, the Forestarms, and the Needles.

- The Heartwoods are the heart of the faith, and serve as voices of the spirits of the trees themselves. These members of Mielikki's faithful include dryads, hamadryads, and treants.

- The spiritual followers of Mielikki, known as the Arms of the Forest, or Forestarms, are the clerics and druids of her faith. They protect the forests of the world. Mielikki's priesthood is open to all good and neutral humans, demihumans, and members of other woodland races, but tends to be dominated by human and half-elf women of battle experience, passionate character, and adventuring interests.

- The Needles are rangers. They are considered to be the most beloved of the Lady of the Forest. They sometimes serve as clergy, but most often act as the warrior arm of the faith and serve a defensive role protecting the forests from marauders, humanoids, and the followers of the god Malar. Included in this branch is a small religious order of druid/ranger woodland knights known as the Shadoweirs (SHA-doh-weerz).

Forestarms and Needles are given to dwelling in the forest. (Heartwoods do so per force.) They tend to be the most adventuresome of forest and wilderness dwellers and to have easy-going dispositions. They are serene in their knowledge of the balance of natural cycles and at peace with all other sylvan faiths except the followers of Malar (whom they call "the Great Beast" or "the Beast of Beasts" or "the Bloodgod").

Forestarms tend to be practical, unfussy folk, reverent in their fireside prayers to the Lady but impatient with too much ceremony. Their titles reflect this: Questers (novices) who are accepted into the ranks of the priesthood may rise through the following ranks: Spring Stag (clergy members of less than two winters of service), Stalkers in the Green (experienced clergy who have not achieved outstanding achievements or appointments to senior temple staff duties), Forest Flames (senior temple staff, envoys, and recognized tutors of the faithful), High Rangers (leaders of temples and champions of the faith), and Hawks of the Lady. This last title is given by the Lady herself to denote her most cherished and high-ranking followers. Temple staff titles tend to be very simple: Cook, Master of Novices, Doorwarden, Housemaster, Prior, Abbot, and Worship Master are all common titles.

The colors of Mielikkian ceremonial garb vary with the seasons, each season having a base color and an accent. Winter is white with green accents, spring green with yellow accents, summer yellow
with red accents, and fall red with white accents. The white and green of winter symbolizes evergreens and the unsleeping life of the forest, the green and yellow of spring is for the slow awakening of the forest to lush life, the yellow and red of summer represents the full splendor of flowers and burgeoning fruits and grains, and the red and white of fall symbolizes fall leaves being overlaid with snow. These colors govern capes worn with armor in times of war and the ceremonial dress of the Forestarms and the Needles: trousers, boots (always brown), a short cape, and a tabard that is longsleeved in winter and sleeveless in summer. Whatever the garb, the unicorn's head of Mielikki, carved of ivory or bone or stitched in silver thread, is always worn over the heart.

Milil
Milil (mihl-lill), the god of poetry and song, is neutral good. He is called the Lord of Song and the Guardian of Singers and Troubadours. He is charismatic, witty, and charming, with a handsome face, a melodious voice, and an endless repertoire of songs and stories. He is also somewhat vain and self-centered. He and his followers are continually creating new songs and bardic tales, and they work to spread knowledge across the face of Faerûn through them. He is allied with the other deities of knowledge and is on the best of terms with other many other deities, such as Lliira and the elven pantheon. The domains associated with him are Good and Knowledge, and his favored weapon is the rapier.

For reasons lost in the mists of time, all clergy of Milil are known as Sorlyn (probably after a founding patriarch of the faith), and specialty priests of the faith are called Tuneservants. Both genders are represented fairly equally in the faith, and the ranks of the clergy are about two-thirds human, with a quarter of the remnant being elves, and the remainder half-elves. Sorlyn all tend to be charismatic and physically attractive. All are also good singers skilled in the use of at least one musical instrument. Additionally, many are accomplished composers and musicians or even dancers. They tend to be active performers and travelers, not recluses or cloistered scriveners. Relations between the clerics and the specialty priests are good, though the more conservative clerics are a bit concerned about recurring incidents of tuneservants using their enthrall and suggestion powers to enhance their own status and the tuneservants' continual support of "ne'er-do-wells" (adventurers).

Milil's is an organized faith, with all churches paying heed (or at least lip service) to the Patriarch of Song in Waterdeep. Unfortunately, the influence of the Patriarch diminishes with distance, such that those congregations in Sembia tend to pay attention only to the most urgent messages. Sorlyn adhere to clear rules and an organized hierarchy. They use the titles (in ascending order of rank) of: Mute One (novice), Chanter, Chorister, Soloist, Lead Voice, First Voice, Songmaster, and Glorian - a title used by all senior clergy in addition to any temple rank or office they may also hold. Typical temple ranks include Castellan, Master Tutor, Master Wind, Master Serenader, Master Librarian, Master Instrumentalist, Prior, and Patriarch. The specialty priests of the faith address each other as Harmonian, regardless of rank or accomplishments, and are noticeably (and acceptably) lax about using the formal titles of other clergy members - except the Patriarch of Song, who they revere profoundly.

Sorlyn wear robes of rich, lustrous fabric - usually crimson adorned with cloth-of-gold dragons, bards, or warriors arching and spiraling the length of the garment. Metal chimes are often worn as earrings, anklets, or on bracelets when outdoors, but these are always easily removable so as not to mar music-making. Hair is worn short or - in the case of tuneservants - bound up in a golden hair-net so as not to get in the way of playing instruments or listening acutely. Their holy symbol can take the form of a real harp or the symbol of Milil formed into an artfully crafted piece of jewelry.

Mystra
The current Mystra (miss-trah), once the mortal Midnight, is a busy and devoted deity, though currently far less powerful than her predecessor. Due to unexplained and uncontrollable fluctuations in the Weave, The Time of Troubles gave way to The Longest Year. For 13 months magic ceased in nearly all forms causing most spellcasters to turn to other arts and professions along with the gods who represent them. Mystra's church began to unravel and her level of power fell considerably. When the portfolios were eventually returned, Mystra found herself lacking the power to fully control the Weave. Forced to greatly limit its use, mortals were unable to make any connections. It would be years before the first spell is able to be cast, and, even many years later, magic is uncommon, uncertain, and widely untrusted. As the goddess of magic, she is also the deity of the possibilities that magic can bring about. Although she is good and has the ability to prevent the creation of new spells and magic items that her philosophy opposes, she rarely exerts this ability unless the creation could threaten the Weave or the balance of magic in general. Mystra’s church preserves magical lore in secret and hidden places so that magic would continue and flourish in the future even if the dominant races of Faerûn were to fall. Its members also search out those skilled in magic or who have the potential to use it. Her clerics are encouraged to explore magical theory and create new spells and magic items. All of those duties aside, Mystra's church is most importantly trying to rebuild. As trust in the Weave returns it's sure that her power will grow, but whether it returns enough for the Weave to become stable isn't yet known. Mystra honors the commitments that some members of her clergy made to the previous goddess of magic (who was lawful neutral). They have not been forced to leave the clergy due to alignment differences. The domains associated with her are Good, Knowledge, and Magic, and her favored weapon is the shuriken.

Clerics, specialty priests, wizards, and bards can all be found in its ranks without regard to experience level or origin. The general rule of the Mystran faith is that talent and ability for the job outweighs social rank or legendary feats. Only those clergy members who gain their spells directly from a higher power gain their spells directly from the goddess, but all are welcome within the church’s hierarchy. Relations between the various orders and subgroups of the faith are very good. The priests of Mystra are known as Servants of Mystery. Higher-level priests, both those with title and lands and legendary adventuring priests, are called Ladies or Lords of Mystery. Titles within the faith vary from temple to temple and follow no standard form across the whole of the church, though most temples are rigidly self-consistent. Specialty priests are called Dweomerkeepers.

The ceremonial garb of Mystran priests is simple blue robes that are sometimes trimmed with white. They are accented by a cloak of deep blue in colder climates. Some form of headgear is required, though this may range from a simple blue skullcap for the scholarly orders of the Sword Coast North to wide, ornate, blue hats and helms in southern lands. Mystra’s symbol was a blue-white star before the coming of the Avatars and now is a circle of stars in a ring, with a red mist rising toward (or flowing from) the center. Both symbols are still in use. Mystran priests are very tolerant of the older symbology and beliefs in Mystra, as they feel that one may only press forward by learning about the past. They let established symbols of the old Mystran faith stand, but when creating new symbols, they always use the new sigil of their goddess.