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Gnome Pantheon

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1Gnome Pantheon Empty Gnome Pantheon on Wed Oct 27, 2010 12:52 am

The Forgotten Folk of the Realms worship a pantheon or deities known collectively as the Lords of the Golden Hills. They are so named for the region of Bytopia where most dwell. The powers included in the pantheon varies from gnome clan to clan (and even more so from world to world), but those presented hereafter are venerated or at least acknowledged in most gnome settlements in the Realms. Urdlen, the Crawler Below, dwells in the Abyss, but he has tunneled into Bytopia on more than one occasion only to be driven back each time.

While Garl Glittergold is clearly acknowledged as the leader of the gnome pantheon, he has never banished any god from that pantheon, even Urdlen, despite relentless attacks by the Evil One against its fellow powers and the Forgotten Folk. The Lords of the Golden Hills include Baervan Wildwanderer the Masked Leaf, Baravar Cloakshadow the Sly One, Callarduran Smoothhands the Deep Brother, Flandal Steelskin the Master of Metal, Gaerdal Ironhand the Shield of the Golden Hills, Garl Glittergold the Watchful Protector, Nebelun the Meddler, Segojan Earthcaller the Lord of the Burrow, and-by nature of the threat he embodies-Urdlen. As noted later in this chapter, Nebelun is a special case. Although the Meddler is a deity and is venerated as such on other worlds, in the Realms, Gond the Wonderbringer has assumed Nebelun's aspect and is venerated by the Forgotten Folk in his stead. It remains to be seen whether or not the followers of Nebelun will eventually separate from the church of the Wonderbringer. This seems unlikely for the foreseeable future given Gond's widely heralded appearance in the form of a gnome on the shores of Lantan during the Time of Troubles. As such, Gond/Nebelun is currently counted as a member of both the gnome pantheon and the human Faerunian pantheon.

Several of the Lords of the Golden Hills have a boon companion that accompanies them wherever they may go. Some examples include Arumdina, the sentient battle axe of Garl Glittergold, Chiktikka Fastpaws, an intelligent giant raccoon who accompanies Baervan Wildwanderer everywhere, and the intelligent stone golem that accompanies Segojan Earthcaller. Other gnome deities typically travel together or in the company of a nongnome deity of a related portfolio. Mythic tales almost always involve the gnome hero being accompanied by one faithful companion or receiving significant aid from a deity (often in the form of hints and riddles) presented by well-disposed creatures as the adventure unfolds. This reflects the value the Forgotten Folk place on companionship and sharing with trusted fellows, whether they are gnomes or of other races. The gnome deities, it is said, were born as gems or veins of rich ore in the heart of the world. The gentle erosion of underground waters eventually released them. Some members of the pantheon are still associated in myth with the gems or metal from which myth says they were birthed- Baervan with emeralds, Callarduran with rubies, Flandal with the magical ore, arandur, Garl with gold, and Segojan with diamonds. Other deities have lost this association. Little in the way of familial relations has ever been ascribed to the Lords of the Golden Hills, although some legends refer to gods of the pantheon as brothers. Some myths claim that there were once female gnome deities, by their fate, assuming they ever existed, has long been forgotten. Members of the all-male pantheon have nothing to say on the matter except to betray a hint of ancient sadness.

Notwithstanding, it is an ancient tradition of the Forgotten Folk that when a young gnome wishes to leave the close bonds of his or her community, even for a short period of time, that she or he avoid engendering a feeling of rejection in family and friends by attributing his or her wanderlust to a divine vision to search for the missing sister gods. The Lords of the Golden Hills are actively involved in the lives of the Forgotten Folk.

Compared to the gods of other pantheons, they frequently dispatch avatars to intercede on behalf of their worshipers. However, instead of appearing to their worshipers on a regular basis, the gnome gods typically dispatch avatars only to undertake adventures that will indirectly benefit the Forgotten Folk. A subtle but important aspect of such exploits, as chronicled by gnome legends, is that they encourage small groups of worshipers to settle new lands that they might not otherwise explore. While the Forgotten Folk are not in decline like the dwarves and the elves, their numbers are no longer increasing significantly. The out-of-the-way, relatively untrammeled corners of the Realms that gnomes prefer to inhabit have become less and less remote as the years unfold. This has lead to increased competition for living space with both allies and foes. While some nongnome sages claim that Forgotten Folk are the creation of Netherese arcanists seeking to create a race of perfect servants, more cautious scholars note the existence of gnome artifacts dating back long before the appearance of the Forgotten Folk during the Silver Age of Netheril. Gnome folklore holds that the first gnomes were born from gems discovered by Garl and Arumdina in a fashion similar to that ascribed to the gods. The Watchful Protector discovered a sealed cavern whose walls and ceiling were studded with countless gems embedded in veins of valuable ore. When Garl polished the gems and breathed on them, the jewels opened like a blossom to release the first gnomes. Before leading them into the world, Garl bequeathed laughter and a spirit of mischievousness to the newly born race by telling them a joke. Those who were born of diamonds chose to dwell beneath the land and became the rock gnomes, those born of emeralds chose to dwell amidst the great trees and became the forest gnomes, and those born of rubies wandered deep into the heart of the earth and became the deep gnomes (or svirfneblin).

One is struck, in the study of gnome theology, by the relationship between the Forgotten Folk, particularly their heroes, and the Lords of the Golden Hills. In general, gnomes are not a tremendously devout folk, yet they have a rich oral tradition that shows the tales of gods blending with those of mortal heroes. The gods embody the sense of mischievous fun and enduring community that characterizes gnome society, coupled with a strong sense of wanderlust and desire for adventure that is less common among the Forgotten Folk. The relationship between the gods, the people, and the gems and ores with which they work is tightly intertwined.

It is unknown where or when the Forgotten Folk first appeared in the Realms, for gnomes have little in the way of recorded history. Since the Forgotten Folk are rarely referred to in other races' historical texts, there is a dearth of information concerning the emergence and migration of the gnomes across Faerun. What is known is that a large population of the Forgotten Folk were enslaved by the wizards of Netheril several millennia ago, until the Fair Folk of Illefarn and Eaerlann began to assist small groups to escape their Netherese masters. The elves hid the gnomes in the frontier garrisons they had built to defend their forests. They taught them the art of weaving illusions, so they could hide from those who might try to recapture them. A wave of escapes inspired a series of revolts, and after several ill-fated attempts to magically bind gnome artisans to their will, the Netherese arcanists freed their gnome slaves in -2387 DR. The great dispersion of rock and forest gnomes that followed scattered scores of gnome communities throughout the quiet backwaters of the Realms, predominantly to the south and east of what is now Anauroch. Although they were not part of the main wave of emigration, those gnomes who dwell in the Backlands and Sunset Vale of the Western Heartlands - particularly forest gnomes who dwell in the Forgotten Forest, a small remnant of the Far Horns forest, and rock gnomes who dwell in and around the Trielta Hills-have preserved a large stock of stories that tell of their flight from the mad Netherese arcanists and the resulting trials they endured while forging their own communities. Of particular note, it was in these communities that the first spriggans appeared, a legacy of Netherese magical tinkering.

The diversity of the gnome pantheon reflects in part the differences between the gnome subraces. But the interlocking aspects of the various gods' portfolios and the same powers' close cooperation reflects the close ties the various gnome subraces retain. While Segojan is predominantly identified with rock gnomes, Baervan is identified with forest gnomes, and Callarduran is identified with deep gnomes, each is venerated in communities of all three subraces, as are the other gods that constitute the rest of the pantheon. While duergar and derro share a mutual enmity with surface dwarves and drow are implacable foes of the surface elves, deep gnomes entered the Underdark voluntarily, and they maintain good relations with their surface kin. The only evil branch of gnomes in Faerun are spriggans, but while Urdlen has adopted them in part, they are more of a nuisance than a major threat, and their numbers are limited.

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2Gnome Pantheon Empty Baervan Wildwanderer on Wed Oct 27, 2010 12:53 am

Baervan Wildwanderer
The Masked Leaf, the Forest Gnome, Father of Fish and Fungus

Intermediate Power of the Twin Paradises , NG

PORTFOLIO: Forests, travel, nature, forest gnomes
DOMAINS : Animal, Gnome, Good, Plant, Travel
HOME PLANE: Dothion/the Golden Hills (Whisperleaf)
SUPERIOR: Garl Glittergold
ALLIES: Brandobaris, Clangeddin Silverbeard, Cyrrollalee, Damh, Emmantiensien, Fionnghuala, Gwaeron Windstrom, Marthammor Duin, Mielikki, Nathair Sgiathach, Rillifane Rallathil, Shaundakul, Sheela Peryroyl, Shiallia, Silvanus, Skerrit, Tapann, Thard Harr, Verenestra, various Animal Lords, the gnome pantheon (except Urdlen)
FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Malar, Urdlen, the goblinkin pantheon (orc, goblin, hobgoblin, bugbear, kobold, urd deities, among others)
SYMBOL: Raccoon's face

Baervan Wildwanderer (BAY-ur-van WILD-WAN-der-er) is the god of forest-dwelling gnomes and their communities, travel, and the outdoors. He loves oak trees and all forest animals and is guardian of the wild. Baervan gifted forest gnomes with the ability to communicate with forest animals, and taught them to how to hide in and move through wooded environments without being detected. The Masked Leaf is the patron god of forest gnomes, but he is well loved by all of the gnome subraces. He is even revered by the svirfneblin as the Father of Fish and Fungus. Baervan is worshiped by those who love the woodlands, as well as many wanderers, thieves, fighter/thieves, and fighters, particularly those who prefer living in the outdoors rather than in a city all the time.

Baervan's friend and constant companion in his escapades is a giant raccoon named Chiktikka Fastpaws, who is highly intelligent but prone to act before he thinks. Many stories are told of the adventures that this duo has shared, often started by Chiktikka's humorous ability to get into trouble by borrowing something valuable, such as a minor artifact. Baervan is closely allied with the other gods of the gnome pantheon, with the notable exception of Urdlen. He works closely with Segojan Earthcaller, for both gods are concerned with the natural world.

Traditionally, their portfolios are divided between caring for forest animals and plants for Baervan, and burrowing animals for Segojan. Baervan sometimes accompanies Garl, or even Baravar, on their mischievous escapades, and the trio's shared interest in mischief embodies and encourages this aspect of the gnome psyche. Baervan's carefree nature and penchant for jests strains the patience of Gaerdal Ironhand, albeit not to the extent that the pranks of Baravar Cloakshadow do. Baervan is closely allied with many of the sylvan powers of the Seelie Court. His passion for oak trees has led to his endless, if so far fruitless, pursuit of Verenestra's affections. The Masked Leaf is a frequent participant in the councils of Emmantiensien, Rillifane Rallathil, and Silvanus, though he rarely has the patience to sit through an entire discussion with these slow-speaking woodland giants. Baervan has few foes aside from Urdlen, although the Beastlord has earned his ire for hunting forest gnomes under the Masked Leaf's protection.

Baervan is gentle, good-natured, and mischievous. His penchant for good-natured pranks rivals Garl Glittergold. Except for Chiktikka's company, he tends to keep to himself. Though Baervan sometimes plays jokes on others, it is hard not to like him. The Masked Leaf's tricks are often designed to serve some purpose, unlike the mischief typical of Forgotten Folk. If Baervan wants to send someone a message, he does so in the form of a joke. Baervan dispatches avatars to help repair severe damage to nature, though sometimes just to create mischief.

Other Manifestations

The Masked Leaf may manifest as an amber radiance to settle over a worshiper or any type of plant. This manifestation can confer upon a favored worshiper the benefits of a spell such as 'barkskin', locate plants and animals, pass without trace, plant door, speak with plants, or tree or coalesce into a handful of goodberries. Baervan’s manifestation can animate a tree as a treant for up to seven rounds, create a spike growth effect, or act as combined entangle and plant growth spells.

The Church

Baervan is served by forest animals of all types (particularly raccoons and giant raccoons), amber dragons, dryads, earth elementals, faerie dragons, feystags, hamadryads, hybsils, leprechauns, nature elementals, singing trees, sprites, swanmays, treants, wild stags, and wood giants. He demonstrates his favor by permitting his faithful to discover acorns, pieces of amber, emeralds, oak leaves or the sudden growth of plants on a welltrodden trail where such would seem out of place. The Masked Leaf indicates his displeasure by causing a tree branch to gently strike the target of his disaffection or by causing small animals to behave oddly (like pelting a gnome with acorns).

The church of the Masked Leaf is well regarded among most gnome communities, particularly forest gnomes, for Baervan and his followers are a likable bunch. Baervan's penchant for getting into trouble has long been a source of amusement and pride for the Forgotten Folk, and they generally embrace his mischievous nature as portrayed in the behavior of his clergy. Among other races, the church of Baervan is little known save among other elven and sylvan deities. The Fair Folk, particularly the Sy-Tel'Ques-sir, view the cult of the forest gnomes with great affection, as they do the followers of the Seelie Court.

Baervan's worshipers assemble in forest clearings to venerate their god, preferably sylvan glades ringed by a circle of ancient oaks, although such arboreal menhirs are not required. Longstanding shrines of the Masked Leaf are transformed into woodland chapels with the circle of broad trunks growing closer together and the canopy of intertwined limbs and leaves forming a natural roof.

Novices of Baervan are known as Acorns. Full priests of the Masked Leaf are known as Wildwanderers. In ascending order of rank, the titles used by Baervanian priests are Chipmunk, Squirrel, Opossum, Hedgehog, Marten, Red Fox, Lynx, and Wolf. High-ranking priests have unique individual titles. Specialty priests are known as fastpaws. The clergy of Baervan includes forest gnomes (65%), rock gnomes (33%), and deep gnomes (2%). His priesthood is split almost evenly between males (55%) and females (45%). Baervan's clergy includes specialty priests (45%), cleric/thieves (35%), clerics (12%), cleric/illusionists (6%), and fighter/clerics (2%).

Dogma: The great forests of the outdoors await those Forgotten Folk daring enough to venture forth from their burrows. Wander the great woodlands in search of excitement and sylvan sites of incredible beauty. Befriend and protect the creatures of the forest. Care for and nurture the woodlands where you live. Be ever curious, and follow life wherever it may lead. Defend your community and yourself against the incursions of goblinkin and other brutish races.

Day-to-Day Activities: Members of Baervan's priesthood are found mostly in aboveground gnome communities in the great forests of the Realms. Individual priests often wander far afield, typically accompanied by a raccoon (or giant raccoon) companion. All members of the Masked Leaf's clergy are concerned with the protection of nature (and the gnomes who dwell in harmony with it). They are actively involved in driving off evil creatures, particularly spriggans.

Holy Days/Important Ceremonies: Baervan's priests gather monthly in sylvan glens under the light of the full moon to dance, hurl acorns at each other, and sacrifice magical trinkets or other treasures to the god. If a follower has been unable to acquire any magical gift to offer to Baervan over the course of the last three tendays, a knickknack of some value temporarily enchanted by means of some minor magic (often a light spell) is commonly offered up to Baervan.

Major Centers of Worship: The Forgotten Forest is a mature wood filled with huge oak, walnut, and shadowtop trees. Nestled between the Greypeak Mountains, the Lonely Moor, and the Marsh of Chelimber, few travelers have even circumnavigated the edges of this mysterious and over grown forest. The woods are known primarily as the home of Fuorn, the legendary treant king of the Forgotten Forest spoken of in the few bard tales that discuss this land. A large and thriving nation of forest gnomes is hidden beneath the forest canopy, reveling in the arboreal isolation of their sylvan home. Only the Fair Folk of the Vale of Evereska and the Greycloak Hills are welcomed as visitors, and it is through these frequent guests that this greatest concentration of followers of Baervan in the Realms conduct limited trade with the outside world.

At the heart of the Forgotten Forest, near Fuorn's favorite place, stands a circle of twelve great chime oaks (transplanted centuries ago from the eastern starwood of the great forest of Cormanthor) whose trunks have grown so close together that only a Small-sized creature can pass between them. Oaksong Tower, so named for the melodies of the chime oaks and the towerlike natural cathedral formed by the ring of trees, is the central chapel for a community of 100 or more priests of the Masked Leaf who dwell in the surrounding forest. Baervan's followers work closely with their kin throughout the forest as well as the great treant-priests of Emmantiensien to nurture and protect the forest and defend its borders against interlopers from the surrounding dangerous regions. While leadership roles in the temple are shared by the senior priests of the faith, the current high priest is Briar Farwalker, a venerable forest gnome who recently returned from a decades-long trip to the Chondalwood.

Affiliated Orders: The Wild Wayfarers are a loosely organized band of rogues, priests, and cleric/thieves found in both city and sylvan settings. Members of this fellowship share a love of travel, new experiences, adventure, and good times. Many serve their communities as far-ranging scouts who keep tabs on emerging threats in the region, while others bend their talents to a life of adventuring. Their experiences with the world at large encountered during their travels serve both to entertain and enlighten their home communities of the Forgotten Folk.

Priestly Vestments: The clerical garb of Baervan's priests includes a green cap (always worn at a jaunty angle), and wood brown clothing (leather armor will do in a pinch). The holy symbol of the faith is an oversized acorn, carefully tended so it achieves triple the normal dimensions before is it ritually harvested by asking the tree that bore it for its use in Baervan's name.

Adventuring Garb: When adventuring, members of Baervan's priesthood favor woodland armor, such as leather armor and wooden shields, and weapons of the forest, such as clubs, slings, spears, and staves.

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3Gnome Pantheon Empty Baravar Cloakshadow on Wed Oct 27, 2010 12:54 am

Baravar Cloakshadow
The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin

Lesser Power of Bytopia NG

PORTFOLIO: Illusions, deceptions, traps, wardings
DOMAINS : Gnome, Good, Illusion, Protection, Trickery
HOME PLANE: Dothion/the Golden Hills (the Hidden Knoll)
SUPERIOR: Garl Glittergold
ALLIES: Azuth, Brandobaris, Clangeddin Silverbeard, Erevan Ilesere, Leira (dead), Mystra, Sehanine Moonbow, Tymora, Vergadain, the gnome pantheon (except Urdlen)
FOES: Abbathor, Cyric, Kuraulyek, Kurtulmak, Mask, Urdlen, the goblinkin pantheons
SYMBOL: Cloak and dagger

Baravar Cloakshadow (BARE-uh-vahr CLOKE-sha-doh) is a sly, sneaky protector of the Forgotten Folk. His defenses and protective strategies are rooted in deceit-illusions, traps, ambushes, and the like-and his jests and tricks may cause their victims some pain (emotional if not physical). In addition to teaching the arts of disguise, stealth, and spying to the gnomes, the Sly One creates traps and illusions of incredible depth and cunning, a skill he has passed on to gnomes throughout the Realms. As the patron of illusions, Baravar is the preeminent gnome god of magic. The Sly One oversees the magical arts of gnome magical craftsfolk as well. All those who survive by their wits venerate Baravar, particularly those who must often combat kobolds, goblins, and other humanoids. Most gnome wizards venerate the Sly One as well, though they do not necessarily participate in their god's ongoing war with the goblinkin powers.

Baravar is closely allied with the other gods of the gnome pantheon, and despite Baravar's somewhat mean-spirited nature, the Sly One follows Garl's lead in emphasizing trickery over strength. Baravar works closely with Segojan Earthcaller, as the Lord of the Burrow once included illusions in his portfolio, and Callarduran Smoothhands, for many deep gnomes are well versed in the art of magical deception. While the Baravar and Gaerdal Ironhand share similar concerns, Baravar's deceits do not sit well with the Shield of the Golden Hills and Gaerdal sometimes chooses to foil the Sly One's plans. Baravar has a genuine dislike for deities of many goblinkin races, particularly the powers of the goblin and kobold pantheons, and unlike the other gnome gods, he is none too restrained about expressing his view. Baravar and Leira were once closely allied, and the apparent death of the Leira at the hands of Cyric has earned him Baravar's eternal vengeance.

Baravar is a crafty, vengeful power who specializes in deceptions. He is unforgiving of any who threaten his charges, and he feels no compunctions about acting against those who have earned his enmity. Although he shares Carl's love of a good practical joke, Baravar's jests and tricks may cause no small discomfort to the victims. He is also a thief and enjoys using illusions to confuse creatures before robbing them. Baravar most often steals out of sheer boredom. The Sly One dispatches avatars to defend gnomes oppressed by humanoids; he often sends one to harass goblinkin from a distance even before they threaten gnomes: "Do unto them before they have a chance to do unto you" is a philosophy he often acts upon.

Other Manifestations

Baravar commonly manifests through the form of widely varying illusions. Such manifestations often serve to hide a favored worshiper from enemies or mislead those who seek to do harm to a particular follower. Sometimes the Sly One communicates to his faithful via illusions, depicting scenes of what may come to pass or speaking through sounds that seem to emanate from stone statues, babbling creeks, giant boulders, or ancient trees.

The Church

Baravar is served by a variety of creatures, including blink dogs, brownies, change cats, dopplegangers, ethyks, faerie dragons, leprechauns, pixies, sprites, and thylacines. He demonstrates his favor through the discovery of aventurine, jade, scapras, star diopside, and zarbrina. The Sly One indicates his displeasure by causing illusions to nicker and fade, destroying their effectiveness.

The church of Baravar is highly regarded for its efforts on behalf of the Forgotten Folk in the ongoing battles between goblins, kobolds, and gnomes over he same tunnels and caves, even if the more cultured gnomes find the priesthood's methods somewhat brutish. Baravar's faithful are deservedly admired for their skill in manipulating the Weave and Grafting illusions of incredible realism. But their penchant for deception has earned them a measure of distrust among most gnomes, even those who seek to emulate the trickery of Garl Glittergold. Baravar's faithful maintain a low profile around humans and other demihuman races, and they are often viewed as little more than a priestly variant of the gnome illusionists. Dwarves in particular exhibit a degree of distaste for the priesthood of the Sly One, for Baravar's faithful embody nearly everything the Stout Folk dislike about gnomes.

Temples of Baravar always appear to be anything but a house of worship. Cloaked in the guise of another business, the Sly One's priests assemble in secret chapels behind hidden doors guarded by an elaborate array of tricks, traps, and illusions. The interiors of Baravar's churches are cloaked in a mosaic of shifting illusions and omnipresent shadows that befuddle and mislead intruders.

Novices of Baravar are known as the Cloaked. Full priests of the Sly One are known as the Illusory. Baravarian priests employ a wide variety of titles, seemingly changing them to suits their purposes in any given situation. It is not clear that any true hierarchy of titles actually exists. Specialty priests are known as hoodwinkers. The clergy of Baravar includes rock gnomes (60%), deep gnomes (30%), and forest gnomes (10%). Males comprise a slight majority of his priesthood (60%). Baravar's clergy includes specialty priests (40%), cleric/illusionists (30%), illusionists (12%), cleric/thieves (10%), fighter/clerics (5%), and clerics (3%).

Dogma: The world is a dangerous place, and the only sure defense is to cloak oneself in shadows under a web of deception. Strive to master the art of illusion and the game of deceit for therein lies security. Protect yourself and other gnomes. Do not completely trust anyone who has not proven himself or herself. Hope for the best, but prepare for the worst in life and in others' behavior. If folk do you or yours ill, do not fear showing them the error of their ways through making them the butts of a few pointed jokes. Desperate times call for desperate measures, and in time of battle or war, use the craft of illusion and camoflage to make sure that the right side wins- yours. Do not flout laws openly, but do what is best for those in your care whether or not that course of action is the one approved of by those in authority. Finally, devote yourself to your art and those you love with equal fervor, for one must have a reason to live beyond mere survival.

Day-to-Day Activities : Baravar's priesthood is deeply involved in refining the art of illusions. A sizable number of the clergy are adventurers, charged with finding new spells and magical items that allow the creation and control of effects from the school of illusion/phantasm. Other priests work as researchers, everrefining their magical craft. Priests of Baravar are generally sneaky, smart gnomes, and they serve their communities as spies and investigative agents and by teaching skill such as disguise, camouflage, hiding, and the like.

Holy Days/Important Ceremonies : The clergy of Baravar venerates the Sly One in a monthly ritual known as the Cloaking. Although such rituals are always observed on the night of the new moon, the exact location and nature of the ceremony varies every time. The Cloaking is often held in public places, and it is considered a point of honor by the participants that such assemblies are never detected as such by outsiders. This practice has led to a common joke among the Forgotten Folk that any unexplained gathering of two or more gnomes must be "another meeting of the Illusory." Baravar's priests make offerings to their god by creating illusions of items they have seen or heard or otherwise sensed. The greater the realism of such deceptions, the more the god is pleased.

Major Centers of Worship: The Hill of Tombs, a prominent knoll at the southern extent of the Earthfast Mountains of western Impiltur, has long served as the burial ground of Impiltur's monarchs and war-captains. If the tales are to believed, this is an ancient tradition begun by the longlost realms that preceded the kingdom founded by Imphras I, War-Captain of Lyrabar. Unbeknownst to the human inhabitants of this young land, a secret temple of Baravar is located in the hill's heart. The Vault of Seven Mysteries houses a small community of priests and illusionists who gather beneath the tombs of the dead to develop their craft in utter secrecy. The only clue to their presence is the inordinate number of reported hauntings in the vicinity of the hill, coupled with a comparable lack of sightings of the undead. The folk of Impiltur ascribe the reports of numerous spirits guarding the Hill of Tombs to the dutiful service of pious lords whose souls linger after death to safeguard the populace of Impiltur in times of danger. In truth, the gravesite is overrun with gnome pranksters who nevertheless serve much the same function.

Myth Dyraalis, a mythal-cloaked town of elves and gnomes in the Forest of Mir, has served as a safe haven for the Fair Folk and Forgotten Folk who have dwelt therein since the settlement's inception in the Year of Clutching Dusk (-375 DR). The elven and gnome clergies of Sehanine Moonbow and Baravar claim that the two demihuman powers of illusion keep the "Phantom City of Drollus," as it is mistakenly called, a secret, locked away from the rest of the world. Many worshipers of the Moonlit Mystery and the Sly One may be found within the borders of Myth Dyraalis. They gather to worship both powers at the Twin Spires of Mystery, a temple jointly administered by the clergies of Baravar and Sehanine.

Affiliated Orders: The Knights of the Shadowy Cloak is a mysterious organization with cells in most gnome communities who re Baravar is venerated. Members of this order include specialty priests, illusionists, cleric/illusionists, fighter/illusionists, and illusionist/thieves. The Knights work alone and in small groups. Their guiding principles hold that goblins, kobolds, and other humanoid races are an ever-present threat to the safety of the Forgotten Folk, and that, as a rule, members of these races cannot be redeemed. As such, the order is dedicated to driving away or exterminating humanoid tribes that might someday threaten neighboring communities of gnomes. Their methods are chosen not to draw attention or incite retaliatory attacks against those they are trying to defend. Many members of this order are members of multiracial bands of adventurers, for it is considered more effective to direct the militant talents of nongnomes against the enemies of the Forgotten Folk.

Priestly Vestments: The ceremonial garb of priests of Baravar consists of a hooded black cloak, a gray cloth mask, and an ornate silver dagger with a wavy blade. The holy symbol of the faith is a tarnished miniature of the silver dagger.

Adventuring Garb: Baravar's priests favor the garb of rogues, including leather armor, light weapons, and a concealing dark gray or black cloak

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4Gnome Pantheon Empty Flandal Steelskin on Wed Oct 27, 2010 12:54 am

Flandal Steelskin
Master of Metal, Lord of Smiths, the Armorer, the Weaponsmith, the Great Steelsmith, the Pyromancer

Intermediate Power of the Twin Paradises , NG

PORTFOLIO: Mining, physical fitness, smithing, metalworking, weaponsmithing, armoring
DOMAINS : Craft, Gnome, Good, Metal
HOME PLANE: Dothion/the Golden Hills (the Mithral Forge)
SUPERIOR: Garl Glittergold
ALLIES: Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Geb, Grumbar, Kossuth, Moradin, Urogalan, Vergadain, the gnome pantheon (except Urdlen)
FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Urdlen, the goblinkin pantheons
SYMBOL: Flaming hammer

Flandal Steelskin (FLAN-dahl STEEL-skin) is a master of mining and one of the finest and strongest smiths in creation. The Forgotten Folk hold that he helped create the craft of metalworking along with several of the dwarven powers. In particular, Flandal devised an alloy first employed by gnomes known as telstang, and he was the first to discover the properties of arandur, a legendary metal once known only to the Forgotten Folk. Flandal is physically the strongest of the gnome gods, and his prodigious nose gives him an uncanny ability to sniff out veins of metal that thread the earth. The Master of Metal is the patron of gnome miners, artisans, craftsmen, and all smiths—not just blacksmiths, but goldsmiths, silversmiths, and all other workers of metal. They venerate Flandal in the hope of gaining a fraction of his skill. A large number of gnome warriors venerate Flandal the Armorer as well, for his skills help ensure their continued survival.

Flandal has excellent relations with the other gnome powers, with the notable exception of Urdlen. It was Flandal who helped forge and enchant Arumdina, Garl Glittergold's battle axe, and the Master of Metal is a trusted advisor to the head of the gnome pantheon. Flandal is friendly toward Segojan Earthcaller, for both oversee the safety of gnome miners. Similarly, Flandal and Nebelun (Gond) share a strong bond as fellow craftsmen, though the Master of Metal despairs that the Meddler will ever get his projects to actually work. Flandal is also closely allied with many of the good aligned deities of the dwarven pantheon, and he shares a particularly strong bond with Moradin the Soul Forger. Like all gnome powers, Flandal opposes the various humanoid powers, particularly the kobold pantheon. The role the Master of Metal takes in combating them is indirect, for his primary focus is to pass on secrets for forging armor and weapons to the Forgotten Folk, so that they may defend themselves.

Flandal is a true master craftsmen. He is ever-demanding of his own work and strives tirelessly to increase his skill. He is also a patient tutor; only lazy and indifferent craftsfolk draw his ire. The Master of Metal is often found traveling with one or two of the other gnome powers in search of new ores and veins of metal to use in his forges. When Flandal is not traveling, he can be found in his workshop, planning or making a new magical weapon. He is no stranger to battle, trusting in the creations of his forges to see him to victory. Although Flandal's war hammer Rhondang is capable of conversing with all fire-using creatures, its language proficiencies in no way means that Flandal is friendly toward those beings. Still, this god is pr ne to talk first in preference to combat. On rare occasions, Flandal dispatches an avatar to instruct gnomes in some very tricky smithing process or to guide them to hidden veins of ores. He may also send an avatar to deal with any disputes between gnomes and firedwelling creatures.

Other Manifestations

Flandal may manifest as flares of fire in a forge or hearth or jets of flame dancing about a bare floor or earth. Such naming manifestations can erupt into a fireball, flame strike, or pyrotechnics effect or serve as a pyromantic scrying device.

The Church

Flandal is served by earth elementals, fire elementals, helmed horrors, iron golems, khargra, living steel, metal masters, mineral quasielementals, rust monsters, steel dragons, xavers, and xorns. He demonstrates his favor through the discovery of precious metals of any sort (particularly arandur and telstang), beljurils, fire agates, fire opals, flamedance, and mellochrysos. The Master of Metal indicates his displeasure by causing small tremors in the earth and by causing metals to crack or shatter as they cool or are struck by a hammer.

The church of Flandal is highly regarded by most gnomes, for its priests are typically master smiths, a very respected occupation in the societies of the Forgotten Folk. They are known to share the secrets of their crafts with gnome artisans and craftsfolk without prejudice. The Stout Folk also hold the Master of Metal in high regard, and Flandal's followers are considered on the average to be the equal of dwarven smiths, a high compliment from the proud children of Moradin, and the followers of Flandal Steelskin are seen to embody nearly everything dwarves-like about the gnome character. Humans, elves, and half-elves respect the workmanship of the Forgotten Folk, but their work lacks the mystique that enfolds dwarven smithcraft, and as a result, Flandal's faith is less widely known than that of Moradin.

Temples of Flandal are typically subterranean forges that serve the faithful as both houses of worship and working smithies. Most temples are built atop the mines from which the ore for the priesthood's smithy is brought to be smelted.

Novices of Flandal are known as the Unworked. Full priests of the Master of Metal are known as the Tempered. In ascending order of rank, the titles used by Flandalian priests are Tinsmith, Bronzesmith, Brasssmith, Coppersmith, Silversmith, Electrumsmith, Goldsmith, Plarinumsmith, and Steelsmith. High-ranking priests have unique individual titles. Specialty priests are known as pyrosmiths. The clergy of Flandal includes rock gnomes (65%), deep gnomes (25%), and forest gnomes (10%). Males make up the majority of his priesthood (88%). Flandal's clergy includes specialty priests (55%), fighter/clerics (35%), clerics (7%), cleric/illusionists (2%), and cleric/thieves (1%).

Dogma: The treasures of life were buried within the earth's embrace at Segojan's hand, and only hard labor, dedication, and great craftsmanship, as taught by the Master of Metal, can reveal their hidden beauties and wonders. Dig mines, extract ores, and forge suits of armor, weapons, and other items of metal. Strive to refine known techniques of metalworking, invent new processes for tempering and refining it, and discover new alloys and test their potentials. Finally, stay physically fit to enable you to pursue the rigors of the forge and mine with your whole heart.

Day-to-Day Activities: Members of Flandal's priesthood are in veterate miners and smiths. They continuously hone their skills in underground environments, seeking an intuitive understanding of the earth and stone. Many serve as teachers, instructing other gnomes in the art of detecting veins of ore, unsafe environments, and the presence of hostile creatures. Priests of the Master of Metal oversee the safety of gnome miners and inspect the output of gnome smithies. Nearly all members of the clergy are considered master smiths when working with one or more types of metal, and they produce fantastic weapons and suits of armor whose quality rivals that of priests of Moradin. Flandal's priests are expected to undergo regular strength and stamina training, a practice that keeps them physically fit for mining, smithing, or battle, as needed.

Holy Days/Important Ceremonies: Members of Flandal's priesthood assemble annually on Midsummers Day in great moots to celebrate the holy day known as the High Forge. The faithful gather in the morning to make offerings of forged metal weapons to the god and offer praises to him through rhythmic, percussive hammer hymns culminating at midday with a brief period of utter silence. In the afternoon and evening, the participants exchange ideas and new techniques and exhibit the finest of their wares, and by evening the gathering is overwhelmed by merchants seeking to acquire new trade goods.

Major Centers of Worship: In the Cold Lands north of the Moonsea, a small mountain range runs east-west along the northern edge of the Border Forest, dividing the Tortured Land from the Ride. On the southern flanks of the White Peaks, as the snow-capped range is known locally, lies the small town of Whitehom. Like Ilinvur to the south and west, Whitehom is an outpost of Melvaunt and Thentia where the ore brought from nearby mines is crudely smelted before shipment to the cities to the south. Although individual gnome and dwarven miners are a regular, if infrequent, presence in Whitehom, the humans who make up the majority of the town's population believe they are simply a handful of isolated miners who eke out a living by trading ore for food and equipment. Unbeknownst to the merchants of the Moonsea, the White Peaks are home to a large city of gnomes (as well as a few dwarves) named Forham. Forham was founded over five centuries ago by an order of Flandalian priests after their leader, a gnome priest known only as the Arandhammer, discovered a massive vein of arandur in the heart of an ancient volcano. Begun as a temple-foundry consecrated to the Master of Metal, the Vitreous Forge has since grown into a city of over 10,000 gnomes and nearly 500 dwarves. Forham is ruled by the Hammers of Flandal, a ruling council composed of senior miners, master smiths, and the Arandhammer (the seventh high priest of Flandal to hold that title). Arandur from the city's mines is smelted and forged into iron-plated trade bars and then sold to allied merchant concerns in Whitehom by gnomes and dwarves pretending to be miners from isolated iron mines in the surrounding mountains. When Forham's trade bars reach Melvaunt or Thentia, they are repurchased discreetly by traders in the employ of gnome-owned trading companies and shipped to communities of the Forgotten Folk throughout the southern Realms. By this means, the followers of Flandal are able to ship great quantities of this legendary metal across the Realms from mines right under the nose of the Zhentarim. When the occasional caravan carrying the trade bars of Forham is lost, an elite company of gnome warriors and priests is dispatched to recover the lost trade bars before anyone discovers their arandur cores. A fact that would greatly alarm the human miners of Whitehom, if they only knew, is the presence of a young red dragon and an adult blue dragon in the catacombs of Forham. Raised from birth by the temple's clergy, both wyrms have reached a mutually beneficial agreement with the city's smiths in which they lend their breath weapons during the smelting of arandur in exchange for a significant tithe of the profits.

Affiliated Orders: The Fellowship of Steel is an order of fighters, clerics, fighter/clerics, and specialty priests that defend the mines of the Forgotten Folk. Members of this order serve their god by guarding miners and clearing regions of tunnels which gnomes are planning to mine of any dangerous creatures.

Priestly Vestments: The ceremonial garb of Flandal's priests is a steel helm and a suit of metal armor, typically chain mail or plate mail. Senior priests tint their metallic vestments the redorange hue of the forge. The holy symbol of the faith is a miniature steel hammer engraved with a flame.

Adventuring Garb: Priests ofFlandal favor the most durable metal armor available when adventuring, trusting their safety to the quality of workmanship and strength of materials. They only employ weapons made at least in part of metal, and solid metal weapons are always preferred.

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5Gnome Pantheon Empty Gaerdal Ironhand on Wed Oct 27, 2010 12:55 am

Gaerdal Ironhand
The Stern, Shield of the Golden Hills

Lesser Power of Bytopia LG

PORTFOLIO: Vigilance, combat, martial defense
DOMAINS : Gnome, Good, Law, Protection, War
HOME PLANE: Dothion/the Golden Hills (Stronghaven)
SUPERIOR: Garl Glittergold
ALLIES: Arvoreen, Clangeddin Silverbeard, Cyrrollalee, Gorm Gulthyn, Helm, Torm, the gnome pantheon (except Urdlen)
FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Urdlen, the goblinkin pantheons
SYMBOL: Iron band

Gaerdal Ironhand (GAIR-dahl EYE-urn-hand) is the stalwart defender of the Forgotten Folk, the most martial deity of the gnome pantheon. His serious nature garners him sober respect, instead of the gentle affection that is lavished on the other deities. The Shield of the Golden Hills guards against threats from above and below and teaches gnomes to hold their own in combat with larger and more powerful creatures by using their size and natural abilities to their advantage. Gaerdal has a small but devout following among gnome warriors and those responsible for defending gnome communities against outside threats, and he has earned the respect of the Forgotten Folk in general.

Gaerdal has generally good relations with the rest of the gnome pantheon, with the notable exception of Urdlen, but his stem nature keeps him somewhat aloof from the mischievous antics of the other gods of the Forgotten Folk. In particular, the Shield of the Golden Hills is somewhat hostile toward Baravar, disliking deceitfulness, and to a lesser extent Baervan, disliking foolish pranks and other jests, and he may work to thwart their plans if he learns of them. In times of danger for the Forgotten Folk, however, Gaerdal cooperates with all the gnome gods, except the Crawler Below. Among other pantheons, Gaerdal is closest in temperament with the gods of the dwarven pantheon, particularly Gorm Gulthyn and Clangeddin Silverbeard. Gaerdal works well with Helm and Torm of the human Faerun-ian pantheon.

The Shield of the Golden Hills is ever vigilant in guarding against Urdlen's insidious attacks, and he battles the gods of the kobold and goblin pantheons regularly. Gaerdal Ironhand is the most dwarflike deity of the gnome pantheon, rarely smiling, and he is the only gnome god who could be considered stern. Gaerdal takes his duties as the protector of gnome burrows very seriously, at the cost of sacrificing a playful spirit. The Shield of the Golden Hills has no use for tricks, jokes, or deceits, and he remains unsmiling at gnome tales and pranks (save those of Garl himself). The other gnome deities say he chuckles in private, but this is uncertain. Gaerdal often sends an avatar to assist gnomes preparing for battle.

Other Manifestations

The Shield of the Golden Hills may manifest as an aura of shimmering silver and gold light that envelops a living creature and then withdraws into his or her body. The effects of Gaerdal's manifestation are three-fold: the recipient receives the benefits of blessed watchfulness, iron vigil, and protection from evil spell. Gaerdal is served by earth and fire elementals, galeb duhr, guardiaii nagas, helmed horrors, incarnates of courage and faith, maruts, noctrals, per, sapphire dragons, silver dragons, and spectators. He demonstrates his favor through the discovery of alestones, alexandrites, amaratha (also known as shieldstone), camelian, hypersthene, peridot, sapphires, star rose quartz, star sapphires, and topazes. The Shield of the Golden Hills indicates his displeasure through slightly exaggerated and rather bombastic omens, underground rumblings, a statuette cracking very loudly, rocks detonating, and the like.

The Church

Gaerdal's stern nature is faithfully matched by his priests, and as such, while his faith is well respected among the Forgotten Folk, it is not greatly loved. The faithful of the Shield of the Golden Hills have more in common with the Stout Folk than their own kin, and Gaerdal's church is well respected by those dwarves who venerate Gorm Gulthyn. Although the existence of this cult is not widely known among other races, it is well regarded by those halfling followers of Arvoreen and human followers of Torm and Helm who have learned of their gnome analogs.

Temples of Gaerdal are fortified subterranean strongholds formed from worked caves that serve as both houses of worship and defensive fortifications. Small statues of the god are erected at the center of such shrines, symbolizing Gaerdal's unflagging vigilance, but otherwise each temple is relatively austere, adorned only with the shields of the fallen. Novices of Gaerdal are known as the Eyes of Shield. Full priests of the Shield of the Golden Hills are known as the Vigilant Host. In ascending order of rank, the titles used by Gaerdalian priests are Stern Watcher, Stem Observer, Stern Guard, Stern Sentinel, Stern Sentry, Stern Guardian, Stern Defender, and Stern Protector. High-ranking priests have unique individual titles. Specialty priests are known as sternshields. The clergy of Gaerdal includes rock gnomes (75%), forest gnomes (15%), and deep gnomes (10%). Males make up the majority of his priesthood (85%). Gaerdal's clergy includes specialty priests (60%), fighter/clerics (24%), clerics (13%), cleric/illusionists (2%), and cleric/thieves (1%).

Dogma: The best defense is unswerving vigilance. Gaerdal charges his followers to serve him with absolute dedication and devotion. Defend and protect communities of the Forgotten Folk against all invaders, both obvious and hidden. Never cease to hone the skills of battle and war, and use times of peace to pass such talents on to gnomes at large so that they can eventually preserve peace for all the Forgotten Folk forever by presenting a defense that none dare challenge. Be fair to those in your charge, and ask of them nothing that you would not do yourself- including laying down your life for your friends, relatives, and brothers and sisters of battle. Follow orders given you to preserve the efficient function of the chain of command, but do not be blind to the consequences of your actions or the implications of a command. You have a right to question once any order that seems to run counter to the common good or the ideals of our society, for in doing so you may unmask a spy, a traitor, or an invader cloaked by magic.

Day-to-Day Activities: Gaerdal's priests are as close to being a warrior caste as one could find among gnomes. Their numbers are fairly small. They are much less given to levity than most gnomes and may often be administrators, judges, and the like. Their role as protectors is of major importance to both their religious teachings and the safety of the communities where they dwell. Although temples of the Shield of the Golden Hills are rare, Gaerdal's priests usually erect small statues of Gaerdal at major entrances to gnome settlements to remind other gnomes of their daily duties. The closest most members of Gaerdal's clergy get to actively seeking enjoyment is their perennial and self-assumed task of making life difficult for the followers of Baravar, and to a lesser extent, Baervan and Garl.

Holy Days/Important Ceremonies: The followers of Gaerdal refer to tenday periods as Tenhammers, a name referring to the marking of the passage of each day by striking a great hammer against a metal shield, for such is the typical length of service for guard duty for members of this faith. The tenth day of every ten Tenhammers is a holy day of the faith, known to gnomes everywhere as the Great Clang and on such days the cult of Gaerdal assembles to pay homage to the god through battle hymns and rhythmic chants.

Major Centers of Worship: The Rathgaunt Hills, located due east of Lake Lhespen and the Shaar, midway between the cities of Shaarmid and Sebben, are a dangerous and unforgiving region for surface dwellers, for many predators who hunt on the plains of the Shaar and Eastern Shaar, including perytons, wyverns, and manticores, dwell amidst these rocky crags. A scattered community of rock gnomes, well skilled in the art of camouflage, dwell in shallow burrows throughout the range of hills working small, scattered veins of gold and silver. The ever-present need to defend the burrows of the Forgotten Folk, coupled with the need for armed caravans to bring their wares to Shaarmid and the Great Rift for trade, has given unusual prominence to the cult of Gaerdal. At the heart of Sevenstones Hill, a prominent tor whose rounded peak overlooks the northern branch of the Traders' Way to the east, lies the Shield of the Rathgaunt Hills, a fortified abbey of 200 warriors and priests whose vigorous efforts keep the range relatively safe for its gnome inhabitants. The temple's high priest and de facto leader of the scattered gnome enclaves is Shield Genera Martak Ironwall. The most notable aspect of Martak's term as Shield General has been the amicable resolution of many long-standing points of friction between the Forgotten Folk of the Rathgaunt Hills and the Stout Folk of the Great Rift, a development that recently led to a treaty of mutual defense between the two races and regions.

Affiliated Orders: The Shields of the Golden Hills are a strictly organized militant order with semiautonomous chapters in most large gnome communities. Strictly divided into four individual branches according to skill, this group includes specialty priests, fighters, fighter/clerics, and cler- ics. The Shields are charged with defending the Forgotten Folk against attackers as well as serving as both the champions and officers of any larger force raised by the gnomes in time of need.

Priestly Vestments: The ceremonial vestments of Gaerdal's clergy include a suit of chain mail, an open-faced helm, and a shield emblazoned with the god's device. The faith's holy symbol is an iron or steel band worn on the right forearm.

Adventuring Garb: The strictly functional ceremonial garb of priests of Gaerdal serves them well in dangerous situations. Nevertheless, members of the clergy acquire the best armor that they can afford, and most senior priests commission a suit of gnome-sized plate mail at some point in their lives.

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6Gnome Pantheon Empty Garl Glittergold on Wed Oct 27, 2010 12:56 am

Garl Glittergold
The Joker, the Watchful Protector the Priceless Gem, the Sparkling Wit

Greater Power of the Twin Paradises LG

PORTFOLIO: Protection, humor, trickery, gem cutting, fine-smithing and lapidary, the gnome race
DOMAINS : Craft, Gnome, Good, Law, Protection, Trickery
HOME PLANE: Dothion/the Golden Hills (Glitterhome)
ALLIES: Brandobaris, Clangeddin Silverbeard, Corellon Larethian, Cyrrollalee, Dumathoin, Erevan Ilesere, Gorm Gulthyn, Grumbar, Moradin, Tymora, Vergadain, Yondalla, the gnome pantheon (except Urdlen)
FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Urdlen, the goblinkin pantheons
SYMBOL: Gold nugget

Garl Glittergold (GARL GLIHT-ter'gold) is the Watchful Protector of the Forgotten Folk and the leader of the gnome pantheon. He is said to have discovered the first gnomes while exploring a new cavern and then told them a joke before leading them into the world. All gnomes who embrace the communal life of the Forgotten Folk venerate the Joker, even if they also worship another deity. His name is invoked by gnomes involved in smithcraft (particularly those who work with gold) and gem cutting. Gnomes who wish to play a prank or tell a joke invoke his name, as do those who seek to protect and strengthen gnome communities.

with the notable exception of Urdlen. He insists they cooperate in all endeavors, and he shares with them his responsibilities and concerns, thus mining and smithing are also overseen by Flandal Steelskin, illusion is also the province of Baravar Cloakshadow, protection and combat are responsibilities shared with Gaerdal Ironhand, and so on. Garl's boon companion is Arumdina the justifier, a great intelligent two-headed battle axe, commonly referred to as female, who serves him as both weapon and friend. The sight of the gleaming weapon that cleaves through stone as easily as through air and slices through metal armor as if it did not exist has probably encouraged more than one victim of one of Garl's jokes to laugh it off with good humor rather than get too mad.

The Joker is often found in the company of other powers of other pantheons of similar perspective, including Brandobaris, Erevan Ilesere, Tymora, and Vergadain. The various powers worshiped by humanoids and creatures of the Under-dark are often the target of Garl's jests, and he usually leaves them helpless helpless and humbled, a victim of self-inflicted folly. As a result, despite his ever-optimistic hope that they might learn a lesson about overweening pride and pomposity, the Joker has garnered many enemies from among their ranks, particularly among the kobold pantheon. Notable among the Joker's exploits are the story of how he pretended to be caught by Kurtulmak before escaping as he collapsed the kobold god's cavern on top of Kurtulmak, and the story of how Garl dressed up as a deer to lure Grankhul, the bugbear hunter god, out into the open before trapping him with an illusion and leaving him trussed up like a turkey.

Garl is a gentle and approachable power, one who values quick thinking and a clear head more than almost anything. He rarely stays in one location for very long. Though physical prowess and spiritual might are important, nothing is more crucial than keeping it all in perspective. Garl watches over cooperation among gnomes at all times; he may send omens, even an avatar, to resolve strife and serious disputes. Garl prefers trickery, illusion, and wiles to direct physical confrontation, although if forced to fight he is hardly weak. The leader of the gnome pantheon often steals evil weapons and magic intended for malefic ends from their owners and then disposes of them. The Joker is also a mischievous trickster, said to have the largest collection of jokes in the multiverse, and he has always got one appropriate to the situation. The Joker usually carries plenty of props for his illusions and practical jokes as he never knows when they might come in handy. There is another side to Garl than that of the witty adventurer who collapsed the kobold god's cavern. The Watchful Protector is ever alert to threats to the Forgotten Folk and watches directly over their affairs. If such threats cannot be forestalled, Garl will defend his people as needed and appropriate. Although his military prowess is almost always used defensively, when Garl's people are physically threatened, the god is a grim and determined war leader who out-thinks as well as out-fights his opponents.

Other Manifestations

Garl commonly manifests as an enchanted mouth similar a magic mouth spell. Such manifestations may speak, cast spells (even those that would normally require somatic or material components), or most frequently, tell a joke or a tale. The Joker sometimes manifests as a cloud of glittering, golden particles. Such manifestations may hover in place, equal to a glitter-dust spell, or coalesce on a bladed weapon, equal to an edge of Arumdina spell. Either effect lasts 7 rounds.

Garl is served by aurumvorae, badgers, chipmunks, golden hamsters, moles, raccoons, shrews, ground squirrels, weasels, and a handful of sentient magical weapons. He demonstrates his favor through the discovery of exquisitely carved gemstones of all sorts or by a ghostly chuckle in response to some particularly humorous jest. O ens take the form of gentle proddings through trickery, mischievously telekinetically moved objects bobbing about, or some illusion that makes a gnome appear momentarily foolish. The Joker indicates his displeasure by spoiling some achievement, causing some prized object to break, shattering a gemstone, etc.

The Church

The church of Garl is highly regarded throughout gnome society for its role in bringing the community together, and the Joker's priests often serve as both the spiritual and temporal leaders of their communities. In the conscious emulation of the overlapping interests of the god and the other members of the pantheon, the church of Garl works closely with most other gnome churches, engendering a great deal of good will. A significant minority of the church clergy seeks to emulate the adventures of Garl, and it is this subgroup that is primarily visible to members of other races. As such, the other human and demihuman races commonly regard the Joker's faithful as a loosely organized, ebullient, and friendly bunch, forever getting involved in shenanigans of one sort or the other and inveterate practical jokers. The mischievous exploits of both god and clergy are told and retold around the hearths of gnomes throughout the Realms.

Temples of the Joker are typically located in worked caves just below the surface at the heart of gnome communities. The central sanctuary is usually circular with a domed ceiling divided into four quadrants by great soaring arches. Each arch is carved with depictions of gnomes from all walks of life engaged in all of life's activities, a recurring theme in the church of Garl suggesting the contribution of each individual member of the community to the collective prosperity. The walls and ceilings of such temples are typically plated with gold leaf or studded with brightly polished gold nuggets that gleam in the light of flickering torches. Concentric circles of stone pews, split into four quadrants by narrow aisles that run beneath the arches, face inward to the central, slightly raised dais. The church of Garl encourages the use of the Joker's temples for more than just worship services, for this advances the interests of the god. Entertainers of all types, particularly joke tellers and illusionists, hold many concerts and shows in the round that are open to all members of the community.

Novices of Garl are known as the Uncut. Full priests of the Joker are known as Jewels. In ascending order of rank, the titles used by Garlian priests are Amethyst, Topaz, Opal, Jacinth, Diamond, Emerald, Ruby, and Sapphire. High-ranking priests have unique individual titles, but high female priests are known collectively as Star Rubies whereas high male priests are known as Star Sapphires, although neither gender-based group is considered senior to the other. Specialty priests are known as glitterbrights. The clergy of Garl includes rock gnomes (73%), forest gnomes (25%), and deep gnomes (2%). His priesthood is split roughly evenly between female and male gnomes (48%/52%, respectively). Garl's clergy includes specialty priests (40%), cleric/illusionists (19%), cleric/thieves (17%), fighter/clerics (15%), and clerics (9%).

Dogma: While life may sometimes be hard, it is important to keep a sense of humor and always welcome opportunities for laughter and delight. Communities are forged through the cooperation and communal spirit of a group of individuals who work and play together. The strength of a community is the cooperation that binds individuals into more than the sum of their contributions. A great prank can help to lighten hard times and make good ones shine- Those who are in authority should never take themselves too seriously, or they lose touch with those they direct and care for. Teach and preserve the tales and traditions of the Forgotten Folk, so that they are never forgotten among their own kind. Do not fear change or the unorthodox, for therein lies the future. Finally, in all things, do what works.

Day-to-Day Activities: Garl's priests serve their communities as craftsmen, educators, entertainers, mediators, and protectors. Even those who wander in search of adventure serve this function, for their exploits are incorporated into the oral tradition of the Forgotten Folk and related for generations thereafter. In their teaching of the young, members of the Joker's clergy combine a very earthy practicality with a streak of humor that keeps their young charges entertained and their interest and subsequent learning heightened. Many also work as smiths (particularly goldsmiths), miners, and gem cutters, and they are expected to contribute to the best of their ability, regardless of their seniority. The priesthood maintains a careful vigilance to protect against hostile races, especially kobolds, and watches over the welfare of the Forgotten Folk. The priesthood must maintain a good archive of jokes, jests, and tales, and priests are expected to be able raconteurs capable of enthralling an audience through a combination of all three.

Holy Days / Important Ceremonies: The church of Garl holds monthly worship services on the 13th day of each monthan auspicious day in gnome folklore. Known as the Communion of Laughter, the Forgotten Folk venerate the head of the gnome pantheon through a variety of activities that last the entire day. Although the order varies from temple to temple, the Joker's rituals include a period of prayer and quiet contemplation, dancing atop the central dais, the sharing of communal meals, storytelling to the accompaniment of visual displays of magic, and joke telling contests that last late into the night. Individuals are expected to offer a bit of gold (or other precious metals, if gold is not available) to the god, even if it is just a handful of gold dust. The moneys so collected are used by the temple for the collective benefit of the community.

Major Centers of Worship: At the headwaters of the northwestemmost tributary of the River Murghol, on the eastern slopes of the Sunrise Mountains, midway between the Lake of Mists and the ruins of Delhumide, lies the Hidden Kingdom of Songfarla. Although it is commonly known throughout the region that a few isolated communities of rock gnomes survive in the shadow of Thay, learning of the existence of an entire kingdom of the Forgotten Folk so close to the borders of the land of the Red Wizards would shock even the Zulkir of Divination. The Hidden Kingdom is largely self-sufficient, although it does trade with its neighbors in ways designed to continue its anonymity and preserve its sanctity and security. The inhabitants of Songfarla have a few representatives in the city of Almorel who trade the Hidden Kingdom's wares with traders traversing the Golden Way, in the city of Murghyr who trade with merchants on the River Rauthenflow, and in the city of Duirtanal who trade with merchants embarking on the Silk Road. Gnome goods are brought into all three cities in small quantities in the wagons of gnome merchants pretending to be itinerant peddlers and are then sold by a handful of gnome merchant families who have dwelt in each city for centuries. The secret of Songfarla's existence has thus been kept secret, even from the fanciful tavern-tales of bards that inspire adventurers.

At the heart of Songfarla is the Gilded Nugget, so named for the giant chunk of gilded granite or iron pyrite (tales vary) with which the lands of the Hidden Kingdom were purchased centuries ago. This vast cavern at the heart of a great vein of gold studded with gems (an unexplained natural phenomenon) and a web of innumerable illusion-cloaked passages connecting the burrows of the Hidden Kingdom, this great amphitheater serves as a center of worship, government, commerce, and the arts for the entire community. Under the able leadership of an aged rock gnome known only as the Laughing Mime, the clergy of the Joker knit this disparate kingdom together in common purpose and harmony.

Although it is hardly the preeminent temple of the leader of the gnome pantheon, the Temple of Wisdom, called the Shrine of the Short by some humans, is one of the few gnome temples that regularly admits human supplicants, having even won a few converts among them, and it is thus the most widely known temple of Garl outside the insular communities of the Forgotten Folk. The Temple of Wisdom, run by the quiet, observant Gellana Mirrorshade, is located in the Friendly Arm, a waystop for caravans passing along the Coast Way between Beregost and Baldur's Gate. Gellana and her husband, Bentley Mirrorshade, run an inn also called the Friendly Arm as a safe, secure place for travelers. Located within the secure walls of the holdfast, the Temple of Wisdom is a low building whose interior walls are studded with gems and gold nuggets and which is guarded by many illusions.

Affiliated Orders: The Companions of Arumdina are a military order of Garlian fighters, clerics, fighter/clerics, and specialty priests with strong links to the church of Gaerdal Ironhand. Dedicated to the defense of gnome communities across the face of Faerun, members of this order are unusually stern by the standards of the church. Justifiers, as members of this order are sometimes known are skilled in defensive military tactics, particularly in the rolling hills and deep forests where most gnome communities may be found. Individual members often double as marshals, although their duties in this regard are usually light given the general law-abiding character of gnome society. Members of this order are commonly called in to combat ankhegs, bulettes, and other burrowing monsters that pose a threat to gnome settlements and they specialize in tactics to combat such beasts.

The Glittering Jesters are a loosely affiliated band of individuals who seek to relate and/or imitate their god's most outrageous exploits. Many travel from community to community, acting as performers and pranksters to the delight of common folk at the expense of the pretentious and highbrow. An elite minority of Jesters become adventurers in the hopes that their exploits will make their way into the oral tradition of the Forgotten Folk, to be told and retold for generations thereafter. Participation in events worthy of relating as a tale is considered to be an offering to the god. In the gnome oral tradition, the better the tale, the more likely it is to be attributed to a great, legendary hero of the gnomes or even to one of the gnome gods themselves. To the members of this group there can be no greater measure of their deeds than to have a tale relating their actions eventually attributed to Garl himself. It is the quality of the tale a deed inspires, not the accuracy of the tale or even the deed itself, by which their offerings are judged.

Priestly Vestments: The ceremonial garb of Garl's priests includes a gold-plated war helm, a golden belt, and if possible, a suit of gold-plated chain mail or plate mail. The holy symbol of the faith is a brightly colored gold nugget worth at least 10 gp.

Adventuring Garb: Garl's clergy employ a wide variety of weapons, including battle axes, crossbows, darts, flails, hand axes, maces, short bows, short swords, slings, spears, picks, and war hammers. Although those who wish to exercise their rogue or illusionist skills often prefer lighter armor or none whatsoever, most priests of the Joker favor the heaviest defensive mail available.

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7Gnome Pantheon Empty Segojan Earthcaller on Wed Oct 27, 2010 12:57 am

Segojan Earthcaller
Earthfriend, the Rock Gnome, Lord of the Burrow, Digger of Dens, the Badger, the Wolverine

Intermediate Power of Bytopia NG

PORTFOLIO: Earth, nature, the dead, rock gnomes
DOMAINS : Cavern, Earth, Gnome, Good
HOME PLANE: Dothion/the Golden Hills (the Gemstone Burrow)
SUPERIOR: Garl Glittergold
ALLIES: Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Oeb, Grumbar, Kelemvor, Psilofyr, Sehanine Moonbow, Sheela Peryroyl, Urogalan, various Animal Lords, the gnome pantheon (except Urdlen)
FOES: Abbathor, Cyric, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Myrkul (dead), Urdlen, Zuggtmoy
SYMBOL: Glowing gemstone

Segojan Earthcaller (SEH-goe-jann URTH-cahl-ur) is the gnome god of earth and nature whose primary concern is creatures who dwell within the ground and burrow through the earth. He is a friend to all living animals that move above and below the earth and one who speaks to the very rock itself. Segojan gifted rock gnomes with the ability to comrnunicate with burrowing animals and taught them how to befriend moles, badgers, and other subterranean creatures. Much like Urogalan of the halfling pantheon, the Lord of the Burrow has assumed oversight of funerary rituals and the dead, for the Forgotten Folk inter their fallen kinfolk in his domain. Segojan was one of the first gods to be worshiped by the gnomes of the Realms, second only to Garl Glittergold. Some scholars of other races have postulated that the Lord of the Burrow has declined in influence and power over the centuries. In truth the emergence of other powers-Baervan Wildwanderer, Bar avar Cloakshadow, Callarduran Smoothhands, and Flandal Steel-skin-who took over responsibility for aspects of gnome life that Segojan once oversaw is more an indicator of the maturation of gnome religious beliefs than a suggestion of weakness on the part of the Lord of the Burrow. Segojan is widely worshiped by those who dwell within the earth, particularly rock gnomes, and to a lesser extent, deep gnomes. The Lord of the Burrow is revered by gnome miners, jewelers, illusionists, and artificers, but most members of these professions venerate Flandal Steelskin, Garl Glitter-gold, or Baravar Cloakshadow, respectively. With the notable exception of Urdlen, Segojan is closely allied with the rest of the gnome pantheon, for his areas of control overlap the portfolios of the other gnome powers. Segojan works closely with Baervan Wildwanderer, the gnome god of forests, travel, and nature, and their shared oversight of the natural world is divided between burrowing animals of the deep earth for Segojan and forest animals and plants for Baervan. Similarly, the Lord of the Burrow is closely allied with Callarduran Smoothhands, and their shared oversight of those who dwell within the earth is divided between creatures of the shallow earth for Segojan and creatures of the deep earth on the Deep Brother's part. To a lesser extent, the portfolios of Segojan and Flandal Steelskin overlap as well, for (he Master of Metal governs mining by the Forgotten Folk, a particular type of burrowing. Both powers work closely together to ensure the safety of gnomes engaged in extensive tunneling beneath the earth. In addition to his oversight of earth and nature, Segojan was once venerated as a gnome god of magic as well. The growth of Baravar Cloakshadow's cult in the Realms and the predominance of specialists in the school of illusion/phantasm among gnome spellcasters-gnome artificers being a rare exception-has led to the Sly One being revered as the sole gnome god of magic by the Forgotten Folk. Segojan is no longer seen as having influence in this aspect of gnome life. Nevertheless, Segojan and Baravar work closely together overseeing the development of gnome wizardry. Outside the ranks of the gnome pantheon, Segojan is most closely allied with other gods of nature and the earth, and to a lesser extent, death.

He has a particularly close relationship with many of the Animal Lords of the Beastlands. He is an ardent foe of the kobold gods and often battles the various humanoid powers. The ancient enmity between Urdlen and the gnome pantheon unfolds in large part in endless battles between Segojan and the Crawler Below, for of all the gnome gods, Segojan's area of concern is most directly threatened by Urdlen's campaign of bloody terror and destruction. Much more than the other members of the gnome pantheon, Segojan and Urdlen are engaged in an ongoing and brutal war of attrition.

Segojan is an earthy and pragmatic deity who always communicates in a direct and straightforward fashion. Although he attempts to defuse and avoid conflicts if possible, he is a fierce opponent if he or his followers are attacked, particularly when he or his followers are threatened in their homes. The Lord of the Burrow is only likely to dispatch an avatar when gnomes who dwell within the earth are threatened, usually in situations when interactions between rock gnomes, deep gnomes, and other races who inhabit the Underdark conflict.

Other Manifestations

In keeping with his penchant for plain-speaking, Segojan rarely sends omens to members of his clergy, preferring to either dispatch an avatar or manifest in the form of a magic mouth spell that speaks directly to one or more of his followers. When discretion is required, the Lord or Burrows dispatches a small burrowing animal to communicate in a fashion similar to that of a messenger spell.

Sometimes Segojan manifests as a newly constructed tunnel. In most cases, such tunnels move with the intended traveler, collapsing behind him and opening before him as he moves through the earth. In other cases such tunnels are permanent and can be traversed in either direction as desired. In rare situations, when a follower is besieged by a potentially deadly opponent, the Lord of Burrows has been known to manifest as an earthen pit that suddenly appears directly beneath the opponent, enabling the gnome to flee.

The Church

Segojan is served by aurumvorae, badgers, earth elementals, galeb duhr, groundhogs, moles, raccoons, shrews, stone golems, stone guardians, weasels, wolverines, and voles. He demonstrates his favor through the discovery of small tunnels dug by burrowing animals, the discovery of gems of any sort (but diamonds are especially favored) in the soft earth or other types of ground where they do not occur naturally, and by gentle zephyrs that blow through tunnels opened by gnomes bringing fresh air and the god's good will. The Lord of Burrows indicates his displeasure by causing tremors in the earth that lead to localized cave-ins and by causing gems to change to water and soak into the earth.

All The church of Segojan holds a prominent position in most rock gnome communities for the god is the patron of this subrace and his priests are involved in nearly every important aspect of gnome society. Although the clergy of Callarduran Smoothhands and Baervan Wildwanderer occupy more prominent positions in deep gnome and forest gnome communities, respectively, Segojan's church serves an important secondary function and works closely with the other clergies. In particular, forest gnome priests of Segojan emphasize their god's oversight of the natural world, while deep gnome priests of the Lord of Burrows emphasize their god's interest in the earth. Segojan's temples are always constructed underground in a series of linked caverns connected by twisting passages. Such houses of worship share the traits of both a museum and a zoo. The creations of generations of gnome artisans adorn nearly every surface and include metal sculptures, sparkling jewels, elaborate illusions and others. Running wild amidst the displays of gnome craftsmanship are hundreds of small animals, ranging in size from tiny shrews to giant badgers.

Novices of Segojan are known as the Unearthed. Full priests of the Lord of Burrows are known as Earthcallers. In ascending order of rank, the titles used by Segojian priests are Shrew, Mole, Vole, Ermine, Groundhog, Wolverine, Badger, and Aurumvorax. High-ranking priests have unique individual titles. Specialty priests are known as earthfriends. The clergy of Segojan includes rock gnomes (80%), deep gnomes (18%), and forest gnomes (2%). Females make up the majority of his priesthood (70%). Segojan's clergy includes specialty priests (50%), clerics (30%), fighter/clerics (10%), cleric/illusionists (9%), and clerics/thieves (1%).

Dogma: The earth is the heart and soul of the Forgotten Folk. From its nurturing embrace spring forth the children of Garl on its surface and amidst its tunnels and caves they dwell in life, and beneath its silent shroud they rest in death. Many are the treasures, both living and mineral, that Segojan has hidden beneath the earth's surface; preserve and protect the natural world that lies beneath the roots of those who dwell on the surface. Dig burrows, tunnel, and explore, for Segojan welcomes all gnomes into his domain. Beware the evil that ensnares those blinded by avarice and the destructive impulses from the Crawler Below. The Lord of Burrows shall protect those who dwell in his demesne and live in harmony with his teachings.

Day-to-Day Activities : Members of Segojan's clergy work closely with the priesthoods of other gnome gods. In conjunction with the clergy of Baervan Wildwanderer, they work to preserve and protect the natural world, particularly the diverse ecology found beneath the surface. In conjunction with the clergy of Flandal Steelskin, Segojan's faithful supervise mining operations and oversee the safety and protection of gnome miners. In conjunction with the followers of Callarduran Smoothhands, they work to forge ties between gnomes who dwell on or directly beneath the surface and the deep gnomes of the Underdark. Segojan's priests go further than others in actively seeking to protect boundaries between the various races of the Underdark whose tunnel' and cavern homes lie deeper underground than gnomes usually explore. Rock gnome priests, who form the core of Segojan's clergy, often serve as emissaries to deep kinfolk on behalf of surface communities of gnomes, and many seek to establish and maintain trading between the two subraces. In accordance with their god's supervision of the dead, the priests of the Lord of Burrows preside over most funerary rituals for the Forgotten Folk, interring the mortal forms of gnomes in his domain.

Holy Days/Important Ceremonies : Segojan is venerated at quarterly holy days that mark the first day of each new season. His faithful gather in plainly adorned earthen dens and offer up gemstones, both worked and unworked, in honor of the treasures of the earth that the Lord of Burrows provides. Such treasures are then placed in small holes dug by badgers before covering them with dirt. Segojan is said to command small burrowing animals to move the jewels elsewhere for gnomes to discover anew. Those corrupted by the taint of Urdlen have occasionally returned to the burrows where Segojan is worshiped in hopes of stealing the offerings. Despite timely excavation, none of the buried offerings have been found where they were buried.

The Earthen Embrace is a relatively widespread funerary ritual observed in most gnome communities, particularly among rock gnomes. Gnome customs regarding the interment of the dead are believed to date back to the enslavement of the Forgotten Folk by the Netherese before their emancipation in the latter half of Netheril's Silver Age in 1472 NY. In gnome communities, the bodies of the fallen are rarely placed in any form of coffin or sarcophagus (except for some communities of forest gnomes who employ wood coffins). Instead gnome corpses are slathered with a thick coating of specially prepared mud by priests of Segojan. This coating dries and hardens over a period of three days until it achieves the consistency and strength of stone. During the three days it takes to prepare an earthen mummy, gnome illusionists work small magics into the hardening earthen shell to replicate the image of the deceased as she or he appeared in life. After preparation, an earthen mummy is adorned with lifelike illusions and then carried on a carpet of furs of small burrowing animals to the central gathering spot of the community, or in larger settlements to the temple with which the deceased was most closely associated. Friends and relatives, a group that often encompasses the entire community, then gather around the body to recount favored stories of the deceased and to tell tales of his or her life. Finally, the body is blessed by the assembled clergy and borne off by the priests of Segojan to its final resting place in an earthen burial niche. Burial practices vary slightly from community to community, but generally changes to the basic ritual are performed only for gnomes who have received some measure of renown and thus entered into the rich oral tradition of gnome folklore. A fairly common practice in such cases is the placement of small gemstones and other treasures in the coating of mud before it hardens. This practice has resulted in grave robbers (including avaricious followers of Urdlen) plundering gnome burial sites in search of hidden treasures and the desecration and destruction of mummies thus unearthed. As a result, gnome burial sites are unmarked so as not to betray their location to nongnomes.

They are often located deep beneath the surface at the end of narrow winding tunnels that are then completely collapsed. Other prominent gnomes are recognized by permanent illusions that persist long beyond the three-day mourning period that may actually move about as the gnome did in life. In the rarest of ceremonies, gnomes of great renown are honored by wrapping their earthen shell in the hide of an aurumvorax.

Major Centers of Worship: The fortified village of Hardbuckler sits astride the Dusk Road, midway between the cities of Hill's Edge and Triel. Inhabited largely by gnomes, the village sits at the heart of an incipient realm of the Forgotten Folk whose small communities may be found in the neighboring Trielta Hills, Northdark Wood, and Reaching Woods. Hardbuckler's major industry is the provision of secure storage facilities, and innumerable caverns have been tunneled beneath the village's streets to house the valuables of several score merchants and adventuring bands. Deep below the storage caverns lies a hidden temple of Segojan called the Den of the Great Badger. It is said to have been the site of a great struggle during the Time of Troubles between the avatars of the Lord of Burrows and the Crawler Below. The temple stood inviolate thanks to the heroic defense mounted by its resident priests and warriors from the surrounding region in the face of the disorganized assault mounted by the ragtag army of followers of Urdlen. Nicknamed the Impregnable Den ever since, Segojan's preeminent house of worship has been greatly expanded in the decade since it was nearly overrun. Seven primary hollows (caverns hewn from the surrounding earth) are linked to each other and the storage caverns above by a labyrinth of tunnels, most of which are barely wide enough for an unarmored gnome to pass with difficulty.

Countless burrowing animals make their way through the gnome-carved tunnels as well as their own smaller passageways. Illusions and simple traps are everywhere, placed to hinder invaders but not those who dwell in the Segojan's warm embrace. In addition to the temple's resident priesthood, a large community of gnome scholars, sorcerers, and artisans, as well as their extended families, dwell amidst Segojan's hallowed halls. They seek to preserve the cultural heritage of the Forgotten Folk and to develop new modes of cultural expression. A group of tinkerers continues to experiment with the rich trove of Netherese artifacts stored within the temple, a legacy of their emancipated ancestors who took their fair share of magical trinkets in payment for generations of labor without recompense. This bustling hive is presided over by Heart of the Wolverine, Finn Hollowward, whose regal demeanor and extensive contacts among the gnome communities above has led to legends of a gnome king among visitors to Hardbuckler.

Affiliated Orders; The Watchers Below are a loosely structured order of gnome fighters, fighter/clerics, clerics, and specialty priests found in most rock gnome communities, as well as among the svirfneblin. The members form semiautonomous chapters that are affiliated with one or more gnome communities. These groups govern themselves with fairly flat hierarchies. The primary aim of the Watchers Below is to guard gnome homelands against the ever-present threat of Urdlen and depraved Forgotten Folk who follow the Crawler Below. In addition, members of this fellowship defend the subterranean borders of gnome communities against the numerous evil races of the Underdark who seek to extend their reach into gnome-held territories through conquest and raids.

Priestly Vestments: The ceremonial vestments of Segojan's priesthood include a fur cap and a suit of leather armor of gray or dark brown hue. The Lord of Burrows insists that no pan of any animal that must be hunted for sustenance go to waste, and the use of animal furs and skins in the vestments of the church is a way of abiding by this teaching. The holy symbol of the faith is a large and skillfully cut gem into which a light or continual light spell has been cast. The power of the god changes this incantation causing the jewel to glow from within for as long as it serves as a holy symbol of one of Segojan's priests.

Adventuring Garb: In times of potential danger, priests of Segojan are permitted to use any armor or weapon that is a product of the earth. As this command is interpreted by the church to include any item made of wood, metal, or stone, priests ofSegojan are essentially unlimited in their choice of armor and weapons (although clerics must still abide by the restriction to use only blunt, bludgeoning weapons). At other times, members of the clergy favor leather armor and usually carry a stone or metal rod as a weapon (treat as a club that inflicts ld6+l points of damage), even within the sanctity of their own burrow.

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8Gnome Pantheon Empty Callarduran Smoothhands on Wed Oct 27, 2010 12:57 am

Callarduran Smoothhands
Deep Brother, Master of Stone, Lord of Deepearth, the Deep Gnome

Intermediate Power of Bytopia N

PORTFOLIO: Stone, the deep underground, the Underdark, mining, the svirfneblin
DOMAINS : Cavern, Craft, Earth, Gnome
HOME PLANE: Dothion/Deephome
SUPERIOR: Garl Glittergold
ALLIES: Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Eilistraee, Grumbar, Psiloryr, Shevarash, Urogalan, Vergadain, the gnome pantheon (except Urdlen)
FOES: Blibdoolpoolp, the Blood Queen, Deep Duerra, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, llxendren, Laogzed, Laduguer, Maanzecorian (dead), Urdlen, the drow pantheon (except Eilistraee)
SYMBOL: Gold ring with star pattern

Callarduran Smoothhands (KAAHL-ur-duhr-an SMOOTHhands) is the gnome god of the earth's depths. He oversees the deepest mines and provides protection against the horrors of the Under-dark. The Deep Brother is the patron deity of svirfneblin, also known as deep gnomes, who dwell in the lightless tunnels of Deepearth. Unlike the other demihuman powers whose worshipers reside largely in the Underdark, Callarduran is not an outcast; he voluntarily led the ancestors of the svirfneblin deep underground to encourage diversity among the Forgotten Folk. It was Callarduran who taught the deep gnomes how to summon and befriend earth elementals. A svirfneblin legend tells that his hands are worn smooth from his polishing of a massive stone of controlling earth elementals that he hides at the center of the world, granting deep gnomes their summoning abilities. Ignored by the other gnome subraces, the Deep Brother is venerated primarily by svirfneblin as their patron, with a strong emphasis on his protective aspect and his lordship of the all-encompassing earth and the treasures to be found within. Svirfneblin warriors and illusionists who defend and hide the deep gnomes from their numerous enemies form the core of the Deep Brother's faithful.

Callarduran is closely allied with the other gods of the gnome pantheon, with the exception of Urdlen, despite the geographic division that separates his worshipers from the rest of the gnome race. The Deep Brother encourages his followers to communicate with the other gnome races and faiths. In particular, Callarduran works closely with Segojan Earthcaller, the god of the earth, Flandal Steelskin, the god of mining, and Gaerdal Ironhand, the god of protection, all of whom have portfolios related to that of the Deep Brother but who are more involved with rock gnomes than deep gnomes. As a matter of practicality, Callarduran has forged alliances with other nonevil powers with interests in the Underdark, including Eilistraee, Psilofyr, Shevarash, and Urogalan. The Deep Brother despises drow, charging his people to drive away the Spider Queen's worshipers whenever possible. He is always battling Lolth, Ghaunadaur, and the other evil drow powers. Similarly, Callarduran opposes the gods of other evil creatures of the Underdark, including those powers venerated by aboleths, beholders, duergar, kuo-toa, illithids, ixzan, and troglodytes.

The Deep Brother is by nature solitary and thoughtful. He rarely consorts with others, even other gnome gods. He is a benign, but secretive deity, caring only for his own people and their defense. He frequently dispatches his avatars to defend his followers from dangers of the Underdark. The avatar's arrival is heralded by the sound of its humming, which can be heard through solid rock.

Other Manifestations Callarduran can manifest as a deposit of smoothed stone or a stone-shaped ring, a subtle clue to guide poor svirfneblin to a cache of gems the god has hidden. He is served by dao, earth elementals, galeb duhr, khargra, mineral quasielementals, xorn, and countless other creatures from the Elemental Plane of Earth and the Quasi-elemental Plane of Minerals. He demonstrates his favor through the discovery of rubies, or in truly rare circumstances, star rubies or star gems. The Deep Brother indicates his displeasure by causing the earth to tremble and shake as if a minor, localized earthquake.

The Church

Callarduran's church is little known beyond the Underdark cities of the svirfneblin, even among the other gnome subraces. Among the deep gnomes, the Deep Brother's priests are highly regarded for their wise council and steadfast dedication to protecting their kin. The drow are well aware of this cult's zeal in hunting the minions of the Spider Queen, and they return the favor whenever possible. Other evil-aligned Underdark races mark this church as anathema to their people, an opinion that is a positive measure of the priesthood's effectiveness in safeguarding the communities and mines of the svirfneblin.

Temples of the Deep Brother are constructed in natural caverns worn smooth by a centuries-long process of Callarduran's priests rubbing the rough stone with their bare hands. At the center of such subterranean chapels is a stalagmite altar raised from the stone floor by stone shape spells and inlaid with hundreds of tiny rubies. Suggestive of the Deep Brother's giant stone of controlling earth elementals, such solitary menhirs are said to house a great deal of magical power derived from the Elemental Plane of Earth, including the ability to animate itself as a 24-HD earth elemental should the temple ever come under attack.

Novices of Callarduran are known as the Unworked. Full priests of the Deep Brother are known as the Smoothed. In ascending order of rank, the titles used by Callardurian priests are First Facet, Second Facet, Third Facet, Fourth Facet, Fifth Facet, Sixth Facet, Seventh Facet, Eighth facet, and Ruby High-ranking priests have unique individual titles. Specialty priests are known as earthbloods. The clergy of Callarduran includes deep gnomes (97%), rock gnomes (2%), and forest gnomes (1%). Only males are permitted in the priesthood (100%). Callarduran's clergy includes cleric/illusionists (45%), specialty priests (40%), fighter/clerics (8%), clerics (5%), and cleric/thieves (2%).

Dogma: Callarduran led his chosen people into the deepest depths of the earth so that they might discover the joyous beauty of rubies and other gems. Beware the dangers of Deepearth, and guard against evil races who employ any means necessary to seize what is not rightfully theirs, such as the drow. Protect and serve the interests of your community. Preserve and nurture the depths that give you and your people life, cradling you in their dark safety. Celebrate the intricacies of minerals, especially gems, and their many forms, uses, and subtle variations-including their latent magical potentials.

Day-to-Day Activities: Callarduran's priesthood is ever vigilant against the very real threat of drow incursions into the territories of the deep gnomes. Many lead small war bands against the drow in the hopes of exterminating them before they inevitably turn against nearby svirfneblin enclaves. The Deep Brother's priests are teachers of magic, particularly that of the schools of elemental earth and illusion/phantasm, and work within their communities to spread such knowledge among all the deep gnomes.

Holy Days/Important Ceremonies: The followers of Callarduran assemble on Midsummer day and on Midwinter night to venerate the god in sister ceremonies known as (he Festivals of the Ruby and the Star, respectively. The Festival of the Ruby marks Callarduran's hiding of rubies and other gems in the depths of the earth for the deep gnomes to find, a story symbolized in svirfneblin mythology by tales of the Great Red Ruby (the setting sun) sinking into the earth (dipping below the horizon). The Festival of the Star celebrates the continued protection the Deep Brother provides to the descendants of the svirf-neblin who followed him into the Deepearth. The holy day is marked by deep gnomes who assemble on the shore of a subterranean lake or pool to observe an annual event when small patches of a specially bred species of phosphorescent fungi in the cavern roof tight up like stars, creating an illusion of the night sky reflected in the waters below. For deep gnomes this event reaffirms their ancestral ties with the surface world and reassures them that they have not been abandoned in the hostile environment deep beneath the surface of the earth.

Major Centers of Worship: Of the score or more major cities of the deep gnomes, only three are reasonably well known to surface dwellers: Blingdenstone, an ancient city of svirfneblin astride the tunnel route from Menzoberranzan to Mithral Hall, Corundruby, in the depths of the Bloodstone Mines beneath the Galenas, and fallen Mycaern, deep beneath Caer Callidyrr in the Underdark of the Moonshaes. These cities have chieved some measure of renown of late in the Lands of Light as a result of their recent alliances with surface dwellers against the evil races of the Underdark. However, many far larger communities of deep gnomes are hidden in the deepest caverns of the Underdark, far beyond the knowledge of most surface dwellers.

The Vault of the Star Ruby is a great temple-city of Callarduran located at least three miles beneath the floor of the Sea of Fallen Stars, roughly beneath the Pirate Isles on the maps of surface dwellers. Legendary even among other deep gnome communities, this is said to have been among the first settlement of the gnomes who followed Callarduran into the depths of the Underdark. At the heart of the central cavern hovers a gigantic star ruby nearly 10 feet in diameter. Said to be the heart of the Deep Brother, the Star Ruby of Callarduran is the greatest relic of the faith and the source of incredible magical power. For centuries, Callarduran's followers have studied the great gem and hidden the secret of its location from other creatures. With the god's assistance, it is believed that the priests of the Vault have learned how to call forth a veritable army of earth elementals and how to awaken volcanoes anywhere in the world. Such power, if it fell into the wrong hands, would create a disaster of incredible proportions, and so, the svirfneblin have avoided calling on the gem's powers and thus calling attention to its existence.

Affiliated Orders: The Wardens of the Webspinners are a tightly knit order of warriors, warrior/priests, and priests with chapters in most cities of the Forgotten Folk that must regularly battle drow for control of territory. Members of this group are trained in battle tactics designed for use against the followers of the Spider Queen. Many members of this elite company are deep gnome burrow wardens (6th or greater level fighters), hence the name of the order.

Priestly Vestments: The ceremonial garb of Callarduran's priesthood includes simple, slate-gray robes adorned with tiny gems of varying hue (although red is favored). A silver or mithral circlet is worn on the brow and steel sandals on the feet. The holy symbol of the faith is a ruby, with the size of the gem identifying the relative importance of the priest in the church. The highest ranking priests of the faith use star rubies as their holy symbols.

Adventuring Garb; Priests of Callarduran favor leather jacks sewn with rings or scales of mithral over fine chain mail shirts. In addition to battle axes, they favor picks, daggers, stun darts as weapons, and crystal caltrops that release a powerful sleep gas when stepped on.

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9Gnome Pantheon Empty Urdlen on Wed Oct 27, 2010 12:58 am

The Crawler Below, the Evil One

Intermediate Power of the Abyss CE

PORTFOLIO: Greed, bloodlust, blood, evil, hatred, uncontrolled impulse, spriggans
DOMAINS : Chaos, Earth, Evil, Gnome, Hatred
HOME PLANE: 399th level of the Abyss/the Worm Realm
ALLIES: Zuggtmoy
FOES: Gaknulak, Grumbar, Kuraulyek, Kurtulmak, the dwarven pantheon, the gnome pantheon, the halfling pantheon, Psilofyr
SYMBOL: White mole

Urdlen (URD-len), a neuter and sexless being, is the epitome of the evil impulse that rules some gnomes and is feared by the rest. A mindless force of malicious evil and destruction, Urdlen serves as a warning for every gnome to beware the taint of greed that lies within the gnomish delight in gems and jewelry. It is telling that gnomes have no myths of how this evil arose, but that they simply fear Urdlen's vicious, life-hating evil and bloodlust. Just as the Crawler Below can burrow into the earth of the Abyss, so it hopes evil will burrow into the hearts and souls of gnomes everywhere. Urdlen thrives on trickery that harms the innocent and the good. It is commonly venerated by evil thieves and fighters, although gnomes from all walks of life have succumbed to its evil taint. Spriggans are said to be the twisted offspring of gnomes who succumbed to Urdlen's taint early in the history of the Forgotten Folk, and they honor their god and patron by perpetuating its reign of terror.

Urdlen's place in the gnome pantheon is oddly unquestioned, though the god is greatly feared and secretly reviled by nearly all the Forgotten Folk. Urdlen hates all the other gods of the gnomes with a passion, and they in turn war against it. Further, the Crawler Below has garnered the enmity of dwarven and halfling powers as well. Urdlen contests with Flandal Steelskin, Garl Glittergold, Segojan Earthcaller, Callarduran Smoothhands, and Urogalan, for those gnomes and halflings under their protection are most often the target of Urdlen's attacks. Although it may be more of a rivalry, the Crawler Below and Zuggtmoy, the Demoness Lady of Fungi, are supposed to have an understanding of some sorts, an alliance that allows isolated followers of the Crawler Below to eke out a living on the wild fungi and lichens of the Underdark.

The Crawler Below crushes all life without regard. It wants to spoil or destroy everything. Urdlen is a half-mad, blindly destructive impulse; the blindness of its chosen avatar form is very tellingly symbolic. No one can predict where it will strike or what its plans are to further the cause of evil among the Forgotten Folk. The nature of its plans to bring evil into the hearts of gnomes is not understood even by the other gnome deities. It is said that Urdlen lusts for precious metals, jewels, and the blood of any human, humanoid, or demihuman.

Other Manifestations

Urdlen almost never uses manifestations, preferring to ignore its followers and appear in avatar form. On occasion the Crawler Below has manifested in a worshiper as the effects of a blur spell. However, if the worshiper is slain anyway, Urdlen dines on the gnome's soul in the Abyss. Even more rarely, it is sometimes known to manifest as an earthquake spell, and tremors in the earth are commonly attributed by the Forgotten Folk to Urdlen's destructive impulse.

Urdlen is served by ankhegs, brain moles, bulettes, crysmals, dao, earth elementals, earth elemental vermin (crawlers), earth grues (chaggrins), earth mephits, earth weirds, garmorm, giant white moles, gnome vampires, imps, incarnates of covetousness, envy, gluttony, lust, and sloth, khargra, larvae, metal masters, white moles, nightshades, osquips, purple worms, spriggans, thoqqua, tieflings, vargouilles, werebadgers, weremoles, will o' deeps, and yeth hounds. The Crawler Below largely ignores its followers, but it occasionally gives cryptic omens in the form of blood bubbling from the earth, claw marks in rock, foul odors of blood or sulfur, and sudden severe nosebleeds

The Church

Those who follow Urdlen are despised and feared by the Forgotten Folk. Its cult is a particular threat to rock gnomes and deep gnomes, but even forest gnomes suffer from its followers' depredations. Spriggans both venerate and fear the Crawler Below, and most are members of its cult. Urdlen's cult is opposed by good-aligned dwarves, gnomes, and halflings, and tales of the god's hunger for blood and destruction are a growing part of the mythology of the Small Folk. Other surface races have little knowledge of this obscure cult, typically merging tales of the god's rampages into stories of a wide range of horrors from below. Subterranean races are more likely to have been assaulted by Urdlen's avatar or that of its followers, and as such, its cult is a more credible threat.

Temples of the Crawler Below are few and far between, for rarely do its followers set aside their proclivities for destruction long enough to build a house of worship. Those few temples that do exist are typically little more than blood-spattered shrines, always located underground in lightless natural caverns dominated by a crude stone altar stained with the lifeblood of countless sacrifices.

Novices of Urdlen are known as the Unblooded. Full priests of the Crawler Below are known as Deep Crawlers. Individual priests have their own unique titles. Specialty priests are known as bloodstalkers. The clergy of Urdlen includes rock gnomes (60%), deep gnomes (18%), forest gnomes (12%), and Spriggans (10%). Males make up the majority of its priesthood (70%). Urdlen's clergy includes specialty priests (60%), cleric/ thieves (15%), clerics (12%), fighter/clerics (10%), and cleric/ illusionists (3%).

Dogma: Succumb to bloodlust. Seize power-directly. Hate, covet, crush, despoil, and kill. Revel and exult in orgies of death and destruction. That which is living or created by life must be murdered or destroyed because that is the ultimate end of all and to deny it is to deny the truth of all existence. The strong survive and the weak are their cattle. Do what Urdlen wants first; second, do whatever you want. Give in to every evil impulse, for what use is there in covering over the truth of your nature? Propitiate the Crawler Below with sacrifice so that it does not come for you. Existence is a cosmic joke before death, the truth behind it all, comes at Urdlen's claws. Sharing the cruel ironies and harsh humor of existence with others is only kind, for it helps to toughen them for what is coming in the end.

Day-to-Day Activities: From their subterranean warrens, Urdlen's priests wage an unending war on communities of the Forgotten Folk, particularly the clergies of the other gnome gods. When not hunting other creatures, members of the priesthood work to steal, deface, or destroy objects of value, particularly gems and works of art. They share their lord's love for evil and deadly pranks directed against all creatures, including gnomes.

Holy Days/Important Ceremonies : In a regular ritual known as the Feeding, Urdlen's priests appease their god by spilling the blood of their prey on the ground and burying it. Jewels and valuable metal goods are also sacrificed to him by ruining, breaking, tarnishing, or melting them and then burying them. On Midwinter night, followers of the Crawler Below gather in subterranean caverns to offer blood sacrifices to the god to appease its wrath. If Urdlen is displeased by the volume of blood or the value of the despoiled goods offered on the Night of Blood, it may appear and slay all the assembled worshipers in an orgy of unbridled destruction.

Major Centers of Worship: All manner of beasts wander the Bandit Wastes north of Halruaa, including a pack of bloodcrazed gnome weremoles with priest abilities led by a gnome vampire priest known only as the Blood-Curdling Scream. The Blood Screamers, as the greatly feared hand is known, hunt all manner of living creatures from the Shaar to the Nathaghal, as the mountain range that forms the North Wall of Halruaa is known. The band is a recurring foe of Forgotten Folk who dwell in the mountain valley of northeastern Halruaa known as the Nath, as well as the well-entrenched communities of gnomes in the Rathgaunt Hills, located due east of Lake Lhespen on the road between Shaarmid and Scbben. If the Blood Screamers have constructed a temple to their god or even a warren in which to retreat, its existence has survived undetected for decades, despite the efforts of brave gnome adventurers seeking to end the reign of terror.

Affiliated Orders: Aside from small family groups of Spriggans, Urdlen's followers are too chaotic and consumed with bloodlust to organize into long-lasting bands, let alone militant orders. At most they gather together in small groups to maximize their opportunity for destruction, but such bandrarely stay together for more than a few raids.

Priestly Vestments: During depraved ceremonies, priests of the Crawler Below wear blood-stained white cloaks made from the pelts of animals such as polar bears, winter wolves, and the like. The holy symbol of the faith is a blood-soaked skull, although most of Urdlen's priests keep a bloodfed white mole as both a pet and a symbol of their god.

Adventuring Garb: Members of Urdlen's clergy employ the best armor and weapons available. Specialty priests of Urdlen prefer edged weapons to maximize the amount of blood shed, and all priests favor weapons that inflict a great deal of pain on their victims. Some members of the priesthood employ magical steel claws similar to that employed by the cult of the Beastlord . Claws of Urdlen are metal gauntlets with a row of large, curved knives affixed atop the knuckles.

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