Hoar

This information is intended for use with the Dungeons & Dragons role-playing game.

Istishia, Jergal, Gwaeron Windstrom, Hoar, and Milil, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast

At a Glance

A power of the Faerûnian Pantheon. Once named Assuran of the Three Thunders, and associated with the Untheric Pantheon.

Symbol of Hoar, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast

Notable Followers

Sources

  • Old Empires [FR10/9274] pages 21, 53, 61, 62, 67, 82, 85
  • Cyclopedia of the Realms [1031a] page 17

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Faerunian Pantheon

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The Faerunian Pantheon is a loose collection of powers, unlike the tighter-knit racial pantheons. Some of them have very large followings, others very small, but they’re united by their interest in the deeds and devotion of the humans of Faerûn… except in the Old Empires, where the Mulhorandi and Untheric pantheons reign. Other races — including dwarves, elves, gnomes, hin, drow, giants, goblins, and orcs — each have their own pantheons.

The Xaeyruudh Campaign

The Xaeyruudh campaign begins in 1365 DR. A few key changes affect the pantheon in this campaign.

  • The pantheon is returned to its roots in Down-to-Earth Divinity, an article written by Ed Greenwood and published in Dragon 54. The biggest change this point introduces is a few new beast cults that 3e players won’t be familiar with, such as Besparr, Hlyyaak, Lolth, and Sneel.
  • Mystra is the same entity in all times, though her face and apparent attitudes occasionally shift in response to events both on Faerûn and among the gods. One dramatic shift occurred with the fall of Netheril, bringing about the revision of rules governing mortal access to the Weave.
  • The Time of Troubles didn’t happen. Thus, Cyric and Kelemvor are not deities, and Bane, Bhaal, Leira, Ibrandul, Mask, and Myrkul are still active at their pre-ToT power levels.
  • A few events associated with the ToT will occur, even though the bigger event does not. Ramman cedes his power to Anhur. Gilgeam is slain by Tiamat. Red Knight was supposedly elevated at the end of the ToT, but I like her, so I’ve declared that she ascended for some other reason.
  • Alignments have been changed for Akadi, Grumbar, Istishia, Kossuth, Mask, and Mystra. Some of these changes may affect Domain availability. Some suggested domains have been added to Bhaal, Earthmother, Entropy, Ibrandul, Iyachtu Xvim, Leira, Moander, Myrkul, and Tchazzar. Some of these powers still need more domains.

Adventurers’ Powers

These powers are the most supportive of adventurers, and therefore the most appropriate choices for patron powers. That doesn’t mean they’re the only choices… just the most obvious ones. These churches are also the most friendly to adventurers who come seeking protection, healing, or paying work.

Name Align Portfolio Domains
Azuth LN Spellcasters Illusion, Knowledge, Law, Magic, Spell
Lathander NG Dawn, spring, birth, youth, vitality, athletics Good, Nobility, Protection, Renewal, Strength, Sun
Mask CN Thieves, thievery, shadows Chaos, Darkness, Luck, Trickery
Red Knight LN Strategy, planning, tactics Law, Nobility, Planning, War
Shaundakul CN Travel, exploration, caravans, portals Air, Chaos, Portal, Protection, Trade, Travel
Torm LG Duty, loyalty, obedience Good, Healing, Law, Protection, Strength
Tymora CG Good fortune, skill, victory, adventurers Chaos, Good, Luck, Protection, Travel

Elemental Powers

Name Align Portfolio Domains
Akadi N/CN Elemental air, flying, speed Air, Illusion, Travel, Trickery
Grumbar N/CN Elemental earth, solidity, changelessness, oaths Cavern, Earth, Metal, Time
Istishia N/CN Elemental water, purification by water Destruction, Ocean, Storm, Travel, Water
Kossuth N/CN Elemental fire, purification by fire Destruction, Fire, Renewal, Suffering

Beast Cults

Name Align Portfolio Domains
Besparr CG Horses Chaos, Good
Hlyyaak CG Camels Chaos, Good
Lolth CE Spiders Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery
Lurue CG Unicorns Animal, Chaos, Good, Healing
Nobanion LG Lions and other strong beasts Animal, Good, Law, Nobility
Repra CE Snakes Chaos, Evil
Sneel CE Rats Chaos, Evil

Other Powers

Name Align Portfolio Domains
Auril NE Air, Evil, Storm, Water
Bane LE Destruction, Evil, Hatred, Law, Tyranny
Beshaba CE Chaos, Evil, Fate, Luck, Trickery
Bhaal LE Death, Evil, Hatred, Law, Suffering
Chauntea NG Animal, Earth, Good, Plant, Protection, Renewal
Deneir NG Good, Knowledge, Protection, Rune
Earthmother N Animal, Moon, Plant, Protection, Renewal
Eldath NG Family, Good, Plant, Protection, Water
Entropy CE Chaos, Evil
Finder Wyvernspur CN Chaos, Charm, Renewal, Scalykind
Garagos CN Chaos, Destruction, Strength, War
Gargauth LE Charm, Evil, Law, Trickery
Gond N Craft, Earth, Fire, Knowledge, Metal, Planning
Gwaeron Windstrom NG Animal, Good, Knowledge, Plant, Travel
Helm LN Law, Planning, Protection, Strength
Hoar LN Fate, Law, Retribution, Travel
Ibrandul CN Chaos, Darkness
Ilmater LG Good, Healing, Law, Strength, Suffering
Iyachtu Xvim LE Destruction, Evil, Hatred, Law, Tyranny
Leira CN Chaos, Darkness, Illusion, Trickery
Lliira CG Chaos, Charm, Family, Good, Travel
Loviatar LE Evil, Law, Retribution, Strength, Suffering
Malar CE Animal, Chaos, Evil, Moon, Strength
Mielikki NG Animal, Good, Plant, Travel
Milil NG Charm, Good, Knowledge, Nobility
Moander LE Evil, Law
Myrkul NE Death, Evil
Mystra N/LN Illusion, Knowledge, Magic, Rune, Spell
Oghma N Charm, Knowledge, Luck, Travel, Trickery
Savras LN Fate, Knowledge, Law, Magic, Spell
Selune CG Chaos, Good, Moon, Protection, Travel
Shar NE Cavern, Darkness, Evil, Knowledge
Sharess CG Chaos, Charm, Good, Travel, Trickery
Shiallia NG Animal, Good, Plant, Renewal
Siamorphe LN Knowledge, Law, Nobility, Planning
Silvanus N Animal, Plant, Protection, Renewal, Water
Sune CG Chaos, Charm, Good, Protection
Talona CE Chaos, Destruction, Evil, Suffering
Talos or Baelros CE Chaos, Destruction, Evil, Fire, Storm
Tchazzar CE Chaos, Evil, Nobility, Strength
Tempus CN Chaos, Protection, Strength, War
Tiamat LE Evil, Law, Scalykind, Tyranny
Tyr LG Good, Knowledge, Law, Retribution, War
Ubtao N Planning, Plant, Protection, Scalykind
Ulutiu LN Animal, Law, Ocean, Protection, Strength
Umberlee CE Chaos, Destruction, Evil, Ocean, Storm, Water
Uthgar CN Animal, Chaos, Retribution, Strength, War
Valkur CG Air, Chaos, Good, Ocean, Protection
Velsharoon NE Death, Evil, Magic, Undeath
Waukeen N Knowledge, Protection, Trade, Travel

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Horus-Re

This information is intended for use with the Dungeons & Dragons role-playing game.

Geb, Hathor, Anhur, Horus-Re, and Isis, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


At a Glance

Horus-Re is one of the God-Kings of Mulhorand.  Although the Mulhorandi pantheon doesn’t do “portfolios” in the same way that powers do, Horus-Re is most often invoked in connection with rulership, kings, the sun, dawn, life, and eternity/persistence/durability.  Within the Old Empires, Horus-Re wholly or partially supersedes Hoar, Lathander, and Nobanion.

Horus-Re’s domains include Good, Law, Nobility, Retribution, and Sun.  His favored weapon is the khopesh.

Symbol of Horus-Re, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


Appearance

What You See
Mannerisms

Personality & Power

What’s Important
Class/Level

The Church

Sects
  • The Eternal Eye of Horus-Re
  • The Holy Ankh of Horus-Re
  • The Outstretched Arm of Horus-Re
  • The Helping Hands of Horus-Re
  • The Ancient Might of Horus-Re
  • The Wise Elder Voice of Horus-Re
Temples
Priests

Personal History

Timeline
Recent Events

Sources

  • Forgotten Realms Campaign Setting Web Enhancement
  • Old Empires [FR10/9274] pages 4, 5, 7, 11, 12, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 30, 31, 61, 81, 82, 84, 86, 93

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Untheric Pantheon

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Gilgeam is the God-King.  There is no other god.  Worship of any other beings is punished by death.”

That’s the official story. Under the propaganda, however, there is more to be known.

DM’s Notes

This “pantheon” was once a living pantheon.  Anu, Ashnan, Enki, Inanna, Kabta, Ki, Lahar, Marduk, Nanna–Sin, Nergal, Ningal, and Utu were slain in the Orcgate Wars.  At the time, the Mulhorandi pantheon was reeling from the loss of Re and the intrigue related to Anubis and Set, so no attempt was made to claim the fallen Untheric God-Kings’ titles or duties.  Since that time, various Faerûnian powers have occasionally considered making a push into Unther, but Gilgeam’s extreme violence toward all other religions is a “turn-off” for most benevolent and neutral powers.

Enlil survived the war, but later ceded leadership of the pantheon to Gilgeam and retired from his active role in the Realms.  Some time after that, Gilgeam expelled Assuran and Tiamat from the pantheon, for offenses which were probably imaginary.  Assuran left grudgingly, and later became Hoar of the Faerunian pantheon… arguably a “step up” in terms of power and respect.  Tiamat’s cult actually grew much larger after she was publicly denounced by Gilgeam, and it remained in Unther to be a thorn in Gilgeam’s side, though her influence had been expanding into the rest of Faerun for some time.

Ramman and Ishtar were harangued for years, and eventually defeated or browbeaten into obscurity by Gilgeam.  Ishtar willingly ceded her divine power and her cult to her friend and rival, Isis — a very old pair; they were students together at the same academy in Imaskar, more than 4,000 years ago.  Ramman submitted his power to Anhur, or was defeated in honorable combat, depending on the story.

Now Gilgeam stands alone against Tiamat, who was old and powerful before he was born.  Tiamat, who styles herself the Nemesis of the Gods, and has the power and cruelty to back it up.  Gilgeam, in contrast, is too arrogant to ponder the possibility that his ambition might outreach his sword, or that millennia of “big talk” with no real challenges might have left him unprepared for a challenger whose bite is far worse than her hiss.

Unlike Mulhorand, where (other than the outsider powers who pose as God-Kings) there’s almost no worship of the Faerunian pantheon, several “foreign” powers have a foothold in Unther.  This is due primarily to the near-universal hatred of Gilgeam among the people of Unther, but it’s also difficult for one god to be all things to all of his people regardless of how much they might like him.  Among the powers who have significant followings in Unther are Anhur, Bane, Mask, Mystra, Sebek, Tempus, Umberlee, and Waukeen.  There is also a cult of “The Old Gods” which remains loyal to the fallen members of the Untheric pantheon… unfortunately they don’t have any magical or political power.

Source

  • Gilgeam, Ishtar, Ramman, and Tiamat are described on pages 44-46 of FR10.  Enlil is mentioned in a couple of places.  Marduk, Nanna-Sin, and Utu are mentioned under The Old Gods. The other gods were added for the Xaeyruudh campaign.

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Divine Minions

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A native outsider.

This is the term given by lay persons to the servants of the God-Kings… not in the sense that “we are all servants of the God-Kings!” but specifically to the individuals who directly attend the manifestations and guard the incarnations. Each God-King has his/her own minions, and they are quite diverse.

DM’s Notes

Divine minions are the messengers and agents of the God-Kings and therefore may be found anywhere in the Old Empires, occasionally in other places around the Realms where a God-King has interests, and rarely in other Primes or other planes. In other words, they can be anywhere.

Source

  • Old Empires [FR10/9274] page 93

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.