TEXT: f
  aiths and Pantheons by Eric L. Boyd and Erik Mona offers
  an incredible amount of information on the primary
  deities of the FORGOTTEN REALMS® Campaign Setting,
  including hit points, attacks, saving throws, and other abil-
  ities in a format similar to the MONSTER MANUAL’s. At first
  glance, one might expect to treat deities in a FORGOTTEN REALMS
  campaign like any other monster—brought in to harass and fight
  the heroes. Otherwise, why include that combat information?
  In truth, the deities of Faerûn are much more than very power-
  ful monsters and should be treated as such. Epic-level characters
  who have an easy time slaying dragons and the tarrasque should not
  look to the deities as their next conquests, to be pushed off the tops
  of walls, looted of their items, and locked in dungeons to make arti-
  facts. These beings are deities for a reason, so introduce them into
  your campaign after careful consideration and in particular circum-
  stances. This free supplement to Faiths and Pantheons helps guide
  you through this process. 
  To use this web enhancement, you must already have Faiths and
  Pantheons. This bonus material is exclusive to the official FORGOTTEN
  REALMS website: <www.wizards.com/forgottenrealms>.
  Using Deities in the
  Forgotten Realms
  For most creatures in Faerûn, the deities are distant, immensely
  powerful beings to be feared, respected, and worshipped, but never
  seen or spoken to. The vast majority of people will never see a deity,
  let alone speak to one. To them, a deity’s presence is felt through the
  mortal church and servants of that church. The exceptions, of
  course, are adventurers who get mixed up in the deity’s plans, and
  2
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  Additional Credits
  A  FAITHS
  AND
  PANTHEONS
  WEB
  ENHANCEMENT
  BY SEAN K REYNOLDS
  Deity
  Do’s
  and
  Don’ts
  
  those lucky or unlucky souls who interacted with an avatar during
  the Time of Troubles. In most cases, this second- or third-hand con-
  tact is more than sufficient—anything more is far too dangerous to
  comprehend.
  From time to time, adventurers may become tangled in a deity’s
  plans, usually by coming into conflict with that deity’s mortal
  agents. Now that Bane’s church controls the Zhentarim, every fight
  against the Zhentarim is combat against agents of Bane. However,
  Bane’s hand is not behind every Zhent raid, and his eyes do not watch
  over every Zhent caravan; he has clerics to take care of little things
  while he works on his greatest plans. Only after many struggles with
  the more powerful members of a deity’s church are adventures likely
  to interact with direct representatives of that deity, usually in the
  form of servitor demons or other outsider allies of the church. When
  someone attacks the pinnacle of church power, such as the temple of
  Bane in Zhentil Keep or Fzoul Chembryl himself, a deity probably
  will intervene. Under such circumstances, Bane may send an avatar
  to defend his temple or avenge his Chosen. It is only in the most
  strange and dire situations that Bane would appear personally in his
  true form, not in avatar form. Such direct intervention attracts the
  notice of other deities, both enemies and allies, and multiple deities
  appearing in their true form on Faerûn could cause irreparable
  damage—it may actually be forbidden by Ao himself. The deities are
  allowed certain means to express their desires and channel their
  power into the mortal world, normally through their divine spell-
  caster worshipers. Exceeding these means has consequences.
  How to Use Deities
  Here is some advice on how to use deities in a campaign. Remem-
  bering these facts about deities will help ensure that you guard the
  balance of power, keep the heroes as the campaign’s central figures,
  and maintain the suspension of disbelief needed for a fantasy game.
  DEITIES HAVE THEMES
  Every deity has a portfolio: a group of topics, ideas, or emotions
  over which he or she has dominion. The portfolio not only reflects
  a deity’s interests, but shows what traits the deity actually embodies.
  Malar not only has power over hunters, stalking, and bloodlust, he
  is all of those things, and spells, magic items, and sites holy to Malar
  reflect that. Cyric not only controls murder, deception, and illusion,
  he is a divine manifestation of those concepts, and spells, items, and
  sites related to Cyric relate to those themes. The portfolio, align-
  ment, and history paint a broad thematic picture for the deity that
  helps you use that deity in a campaign.
  A deity’s theme has several effects in a game:
  •
  First, the portfolio helps define the deity’s interests and
  how he or she might protect or advance those interests.
  This helps define an ongoing plot for the Dungeon
  Master.
  •
  Second, it defines the sort of agents and worshipers the
  deity attracts, helping the DM devise appropriate adven-
  tures for the heroes. Developing a dynamic site-based
  adventure as described in the DUNGEON MASTER’s Guide
  is easier if you understand the motivations of the villains
  who live there. 
  •
  Third, the deity’s trappings make it easier for characters
  to identify what group they’re facing, such as with the use
  of the Knowledge (religion) skill. Allowing players to use
  the skills they chose for their characters rewards them for
  good planning.
  For example, Cyric’s portfolio includes murder, lies, intrigue,
  deception, and illusion. He is evil, and has a history of battling
  Kelemvor and Mystra. His symbology is obvious—a skull on a
  purple or black sunburst, and the colors black and purple predomi-
  nate. A suitable adventure based on Cyric could involve the murder
  of a noble or government official. The murder was set up to frame
  a rival, possibly by using illusion to disguise the assassin as an agent
  of the person being framed. Eventually the assassin could be traced
  to a particular location—say, an evil chapel at the center of an aban-
  doned building’s basement. The chapel and basement are shrouded in
  illusion magic (rather than full of magical traps that shoot fire and
  summon monsters) and are decorated in purple and black with the
  occasional skull symbol to keep adventurers on the right track. The
  ultimate villain of this scenario is the assassin, who may be a priest
  of Cyric or aided by one hidden elsewhere in the city.
  Another example is Malar, whose portfolio is hunters, stalking,
  bloodlust, and evil lycanthropes. He is evil, has tried to destroy
  Chauntea, and has fought Nobanion many times. His symbology is
  recognizable but not obvious—animal symbols are so common in
  most parts of Faerûn, one might not immediately connect them
  with the Malaran faith. An adventure based on Malar might
  involve the slaughter of remote farmers and Chauntean clerics serv-
  ing that community. All the victims appear to have been mauled by
  a wild animal. Investigating, the adventurers come across a follower
  of Nobanion who may or may not join them on their quest. (Malar
  is taking advantage of the presence of a servant of his enemy rather
  than arranging to have the Nobanionite nearby at the time of the
  maulings; he is a great planner when it comes to stalking and hunt-
  ing, but he is normally too savage to make intelligent plans involv-
  ing others.) The heroes can trace the attacks to a group of wild
  animals, some of which are obviously lycanthropes and People of the
  Black Blood. Rather than fighting openly, the People likely will flee
  if discovered, then return for short nightly raids on the heroes’
  camp. One of the People is a cleric or druid of Malar, easily recog-
  nized with his claw bracers and beast claw symbol.
  DEITIES HAVE SPECIAL MAGIC
  One of the advantages built into the D&D game is domain selection
  for deities. If a spell on a domain spell list doesn’t appear on the gen-
  eral cleric spell list, that spell is limited to just the deities with access
  to that domain. This means clerics of those deities have access to
  magic that other clerics simply cannot get. Clerics of Shar, for
  example, have the Darkness domain, which includes the armor of
  darkness and blacklight spells. No good cleric can cast those spells,
  because only evil and neutral deities have access to the Darkness
  domain. So, a Sharran cleric using these spells can surprise adven-
  turers with her spell selection. Thanks to those spells’ limited access,
  it is unlikely that her enemies could counterspell her spellcasting.
  Because only other clerics with the Darkness domain can cast the
  spell from a scroll, she doesn’t have to worry that the spell will fall
  into the wrong hands if she is killed; this reasoning may convince
  her superiors in the church to give her a scroll of a domain spell
  with a higher level than she could normally prepare, since they
  know enemies of the church can’t use it. Those two spells are both
  darkness spells, so if the cleric can draw upon the Shadow Weave,
  they become even more powerful in her hands.
  Even without using domain spells, divine spellcasters may possess
  magic with visual effects appropriate to their deity. For example, an
  inflict critical wounds spell from a Banite cleric might cause the
  caster’s hand to turn black and radiate beams of green light. A sear-
  ing light from a Lathanderite cleric might manifest as a miniature
  sun that fires a beam. A hallow spell cast by a Silvanite druid might
  cause moss, lichen, and small plants to grow on unattended surfaces.
  An implosion spell cast by a cleric of Ghaunadaur might consume the
  target in horrible black slime. Unlike arcane spells, which draw upon
  the Weave using the mage’s knowledge, divine spells are planted in
  Deity Do’s and Don’ts
  3
  
  the minds of spellcasters: precoded magical instructions that the
  caster doesn’t have to understand to use. These instructions bear the
  signature of the deity that created them, and allowing this signature
  to alter the appearance of the spell effect makes divine spellcasters
  of different deities unique. It also shows the hand of the deity in
  every spell, reminding all observers that this is divine magic in
  action. In a world created and shaped by godly battles, reminders of
  the source of divine magic perpetuate the feel of the FORGOTTEN
  REALMS campaign setting. 
  Of course, while these thematic spells can help maintain the
  flavor of a campaign, you don’t need to describe them every time a
  spell is cast. That just slows down gameplay. Establish a few stan-
  dards, and save most of the thematic descriptions for heroic and
  monumental events.
  DEITIES HAVE TIME
  Even more than vampires and liches, deities have all the time in the
  world to bring their plans to fruition. Not every act by a deity has
  to be an overt, world-shaking action. Sometimes a thousand small
  steps are better than one large one, if only because the small steps
  are less likely to attract the notice of other deities. Shar is a perfect
  example of this sort of plan; she wishes to bring the world back to
  eternal darkness, but spends most of her time working on small
  things and keeping secrets—even big ones, such as the Shadow
  Weave. If she were to openly attack other deities, the others would
  quickly form a temporary alliance to destroy her, so she refrains
  from such battles (except in the case of Selûne). The deities also have
  the legacy of the Dawn Cataclysm to contend with. They remember
  the horrendous destruction in the divine world the last time they
  warred en masse, so open conflicts between deities are rare. The pres-
  ence of Beshaba and Tymora, whose births came from the fall of
  another deity at that time, serve as a reminder of the consequences
  of war in the heavens.
  So deities take the long view, willing to suffer temporary setbacks
  as long as they realize their end goals. They understand that not
  every effort requires a crusade fought with clashing armies. This
  patience can become a force acting for or against the heroes, with
  consequences unseen for quite some time. The player characters
  often remain unaware of the deity’s long-term plans. It is often the
  next generation of heroes, whether the literal descendants of the
  involved player characters or simply the next group to come along,
  that experience the fruits of the deity’s labors.
  For example, the heroes might take refuge in a church during
  times of difficulty or even after failed missions. There, they estab-
  lish friendly contacts with NPCs, and the clergy make small
  advances by influencing the heroes’ beliefs, receiving much-needed
  funds in exchange for spellcasting services, and hiring the player
  characters to perform tasks. At no time do members of the church
  use the deity’s power as a threat or a reward for the heroes’ actions—
  a quiet subtlety plants the seeds of change in the hearts of the
  heroes. Perhaps the deity’s long-term goal here is the birth of a child
  to one of the adventurers in his service, and it is this child that shall
  someday become a divine champion.
  Another example is a wealthy church that obeys the local laws
  and still frustrates adventurers, such as the church of Siamorphe.
  Adventurers of a more chaotic bent pursuing the downfall of a pop-
  ular and generous noble whom they suspect of trafficking in dark
  magic may find that noble protected by Siamorphe’s church. The
  clergy’s leaders see the nobleman’s public actions (which reinforce
  the image of a protective and responsible nobility) as far more
  important than his private mistakes (which reveal character flaws
  rather than an unfitness to rule). Over time the noble could corrupt
  one of the influential members of the church, ensuring further pro-
  tection for himself despite his continued evil acts, as long as his
  public face remains benign. Backed by the church (and supported by
  local laws), years later the noble might wrest power from less effec-
  tive officials and become a benign despot, acting in the name of the
  common people and elevating the quality of life for most at the
  expense of a few troublemakers (such as the adventures who have
  plagued him since his younger days). All this remains perfectly legal
  and enjoys the support of the common people. Siamorphe benefits
  from this charismatic noble’s increase in status, a reward for years
  of meeting small goals and not pushing for larger ones. In time
  other heroes may come to deal with this noble, having heard rumors
  of his edicts that make adventurers feel unwelcome in his city. Obvi-
  ously the nobleman has something to hide.…
  DEITIES HAVE FOLLOWERS
  No deity in the course of a normal day should be forced to manifest
  on the Material Plane to deal with a problem. Such an act requires
  the expenditure of a lot of divine power and draws untoward atten-
  tion, which can lead to open conflicts between deities. Instead, deities
  have all sorts of servants, from the celestial or fiendish attendants
  to mortal worshipers. Considering that it takes at least a lesser
  planar ally spell to get even a hound archon or a succubus to show
  up for any length of time, it usually proves a more efficient use of
  a deity’s power to send a worshiper to take care of a problem on the
  Material Plane. That worshiper could be a cleric or simply a devout
  member of the faith. Mortal worshipers also have advantages com-
  pared to outsiders in that they actually belong in the world; they
  aren’t thwarted by magical barriers designed to hedge outsiders, they
  don’t radiate an overwhelming alignment aura (a typical evil mortal
  worshiper radiates one-fifth the evil of an outsider of the same Hit
  Dice), and, if slain, they can be brought back easily with a raise dead
  spell (whereas outsiders need a wish or miracle).
  Mortal followers are fun for a Dungeon Master to use because
  they come in such an amazing variety. Bane, for example, has many
  human, half-elf, and dwarf followers, and his more monstrous
  legions include beholders, black dragons, banelars (from Monster
  Compendium: Monsters of Faerûn), and several kinds of new undead.
  While some players may memorize the abilities of every type of
  devil in the book, an unarmored humanoid could be a monk, sorcer-
  er, wizard, rogue, some undead creature in disguise, or a cleric with
  glamered armor. The abilities of such a being remain the DM’s
  greatest secret.
  Deities use mortals to take care of their problems because, while
  they wield incredible power, they wisely conserve it, preferring to
  use the least effort necessary to create an effect. If an evil deity
  needs a monster to attack a village, it is less costly to send a cleric
  to cast endure elements, bull’s strength, and endurance on a dire wolf,
  rather than arranging to send a fiendish dire wolf to the Material
  Plane. If a good deity needs a tracker to hunt down a demon, it
  proves less costly to send a ranger and a cleric than a hound archon
  (and the ranger and cleric won’t attract as much attention); a multi-
  classed ranger/cleric might be an even better choice.
  While it is tempting to reach for the big guns as a challenge for
  the player characters, remember that if it were that easy to send
  such creatures to take care of business, there would be no need for
  adventurers—the good deities would send celestial minions just as
  often as the evil deities sent fiendish ones. Let the heroes be heroes,
  and let the mortal villains be the villains, and have the outsiders
  (and the deities themselves) remain the exception.
  How Not to Use Deities
  The above section describes the normal ways a deity interacts in a
  FORGOTTEN REALMS campaign, as described in published novels,
  game sourcebooks, and adventures. These are by no means the only
  Deity Do’s and Don’ts
  4
  
  ways, but they are certainly the expected methods of involving a
  deity in an active campaign. Should you choose to give deities a more
  active role, carefully examine these pitfalls that arise from relying
  too much on their qualities.
  DEITIES ARE POWERFUL
  Deities are so far above the power level of any adventuring party
  that introducing one as a direct adversary presents an unbeatable
  obstacle to all but the highest-level characters. If, every time an evil
  cleric dies, his deity appears to avenge him, the heroes will end up
  fighting—and losing to—the deity every session. That is no fun for
  the players. Even a limited intervention of this type—such as a per-
  manent bestow curse spell falling upon any character that slays an
  evil priest—discourages heroes from fighting evil. In fact, it pun-
  ishes them for it. If the evil deity is there holding the evil cleric’s
  hand, avenging wrongs and negating ills, the heroes will wonder why
  their cleric’s deity doesn’t back them up the same way. 
  This sort of play causes an escalation of power the game isn’t
  designed to handle and soon reduces the player characters to pawns
  in a game controlled entirely by the DM. D&D is about heroes
  fighting villains, not about heroes watching their deity battle anoth-
  er deity. Use the game’s tools to make level-appropriate challenges
  for the heroes, and remember that adjusting the power of a charac-
  ter at a particular level (even to add something as innocuous as a
  deity-invoked bestow curse at the villain’s death) changes the crea-
  ture’s Challenge Rating and the Encounter Level, so adjust the
  heroes’ rewards accordingly.
  DEITIES ARE KNOWLEDGEABLE
  Another trap to avoid is a deity’s omniscience. If every evil cleric
  the heroes face knows what they can do and has spells and magic
  items to thwart them, the game becomes less fun—the heroes can’t
  do what they are good at doing. The Adventures chapter in the
  DUNGEON MASTER’s Guide says to not preempt character abilities;
  don’t throw a dozen fire-resistant foes at a wizard who just learned
  fireball, for instance. The same goes for using deities in a game.
  Deities may be omniscient, but they normally don’t have the time
  to advise all their clerics of every single foe and how to thwart
  them. This puts the heroes and villains on equal footing, for the
  good deities can’t sneak information to the heroes, either. Of
  course, spells such as augury and divination allow either side to
  anticipate the powers of the other (just remember to account for
  this in the villain’s prepared spells and previously cast spells). Like-
  wise, a recurring villain will learn the player characters’ tactics and
  plan for them. 
  Consider this the reverse of the player knowledge vs. character
  knowledge axiom; if you don’t want the players using out-of-charac-
  ter knowledge of monsters to their advantage, don’t let the NPCs
  use your knowledge of the heroes to their advantage, just because the
  villains enjoy a deity’s backing.
  DEITIES ARE LEADERS
  As beings of phenomenal power, deities attract like-minded individ-
  uals to their service, or create such beings to serve them. In addition
  to their huge numbers of mortal servants, deities acquire, create, or
  enslave many other beings, from fiendish humanoids to conven-
  tional outsiders to bizarre monsters related to their portfolios. It is
  easy to hurl gangs of minions at heroes whenever they deviate from
  an adventure’s plot. However, this is unrealistic, particularly if the
  minions had no reason to be there other than to drive the heroes
  back to the main story. It’s also frustrating for the players, who usu-
  ally resent being railroaded. 
  This trap really is another aspect of the “Deities Are Powerful”
  problem. Just as you shouldn’t use a deity’s overwhelming power as
  an overt foil to character actions, don’t use a deity’s overwhelming
  armies of minions to do it, either. Such actions make the player
  characters feel ignored by their own deity, for no horde of celestials
  ever appears to back them up when the tide turns against them.
  What’s fair for the villains is fair for the heroes. Plus, it’s much
  easier on the DM to run a game for two small opposing groups
  rather than two opposing armies.
  DEITIES ARE ENEMIES
  Sometimes the player characters find themselves used to deploy one
  deity against another. If, while fighting the Banite church, the
  heroes manage to defeat the high priest only to find he has just sum-
  moned an avatar of Bane, the solution isn’t to ask the party cleric to
  summon the avatar of Torm. This reduces the heroes to bit parts in
  a larger drama and forces them to watch the DM roleplay interac-
  tion between the two near-impervious avatars. 
  Just as the FORGOTTEN REALMS Campaign Setting says you
  should make the PCs the stars of your campaign and not sideline
  them with famous NPCs, you also shouldn’t sideline them with
  deities. Making a deity a star in this manner is even more frustrat-
  ing than doing it with a famous NPC. While the heroes (with the
  right multiclassing and the proper spells) theoretically can manage
  the same feats an NPC performs, using “star” deities tells players
  that their characters could never have solved the challenge regard-
  less of smart and resourceful play. Part of the fun of D&D is over-
  coming challenges, and challenges that can’t be overcome aren’t fun.
  DEITIES ARE EXOTIC
  Deities operate at such an incredible level of power compared to
  mortals that any divine appearance should be a remarkable event.
  Even the avatars are usually more powerful than 20th-level char-
  acters, and introducing an avatar should be something special. If the
  deities or their avatars appear often in a campaign, they begin to
  feel mundane. If the heroes get used to encountering avatars on
  every adventure, characters like Fzoul, Szass Tam, and the rulers of
  countries seem lessened by comparison, The heroes are more likely
  to dismiss the presence of their powerful-but-mortal adversaries and
  wonder when Garagos is going to show up. 
  This problem ties in to the “Deities Are Knowledgeable” trap. If
  the deities have so much free time that they can drop by the Mate-
  rial Plane whenever they feel like it, why do they bother with cler-
  ics at all? To preserve the feel of the setting and the role of
  adventurers in the world, actual appearances by deities or their
  avatars should remain scarce. Let the characters be the heroes, and
  save the host of avatars for the Time of Troubles.
  So, Your Players Want
  to Fight a Deity?
  In campaigns where the heroes have become very powerful,
  thoughts eventually turn to the destruction of a deity that has been
  a thorn in their side for a long time. If the death of a deity becomes
  a goal, or if you expect the heroes may battle a deity or avatar, you
  have several things to consider.
  First, deities are incredibly powerful. Even their avatars normally are
  character level 21 or above, with a string of special abilities unique to
  Deity Do’s and Don’ts
  5
  
  deities. If you expect the player characters to fight a deity or avatar, be
  sure to read up on the deity’s abilities, particularly his or her immunities.
  Highlight key abilities or keep notes on a separate card. Invent strategies
  that take advantage of the deity’s strengths and downplay weaknesses.
  Deities are not stupid; they usually know when someone intends to attack
  them, so they try to choose the time and place of the combat and arrange
  the battlefield to suit them. If possible, they bring allies and learn as
  much as possible about the attackers before the actual battle. Like any
  combat with powerful creatures, fighting a deity takes a long time. It is
  best to plan the game session around that combat so the fight begins
  early. Interrupting a complex battle to resume it later not only breaks
  the excitement of the game, but it causes players to forget what spells
  and penalties they have in effect when the game resumes again.
  Most deities fall between character level 40 and 65. This means
  that if the player characters are 35th level or less, they have almost
  no hope of defeating a deity in combat (barring an unusual combi-
  nation of die rolls). This also means that if the player characters are
  more than five levels above that of the deity, the deity as presented
  in Faiths and Pantheons is too weak to be an effective threat. This
  doesn’t mean the deities in the book are too weak or that the heroes
  are stronger than actual deities. It just means that most campaigns
  never reach that power level. The deities as presented are more than
  sufficient to destroy any mortal opposition in 95% of the active
  FORGOTTEN REALMS campaigns. If the player characters grow more
  powerful than the deities, the deities need to be boosted.
  Boosting a Deity
  The easiest way to boost a deity is to add class levels or effective class
  levels. If a deity has already reached 20th level in all of his or her
  character classes, add a similar class or prestige class. For example,
  if a deity has 20 outsider Hit Dice, 20 levels of fighter, and 20 levels
  of barbarian, consider adding 20 levels of ranger, or five levels of
  divine champion and five levels of Purple Dragon knight. If you can
  find no suitable classes or prestige classes, add outsider Hit Dice. 
  Unlike creating normal encounters, boosting a deity isn’t about cre-
  ating an appropriate level of challenge. It is about making the deity
  suitably powerful compared to the heroes, and the power level of a
  demigod is a good benchmark. If the heroes in your campaign are all
  60th level and you think they finally could consider challenging a deity
  in a fight, determine how many levels the average demigod would need
  to gain to reach 60th level, then adjust all deities accordingly.
  However, if your players insist on tackling deities before they are
  ready, let them; hubris among mortals is a common thing. It would
  not be the first time mortals paid the ultimate price for their
  folly—just ask Karsus. On the other hand, if you believe deities are
  more than just a collection of ability scores and powers (they are)
  and aren’t subject to the annoying threats of mortals (they aren’t),
  consider making deities unfightable beings (see below).
  One final point to remember is the general rule of the FORGOTTEN
  REALMS cosmology: Only a deity can truly destroy another deity.
  While mortals can destroy an avatar, barring an unusual circum-
  stance such as the Time of Troubles a mortal cannot permanently
  destroy a deity—the deity always reforms with a lesser portion of its
  power, but alive. Mortals can harm demigods most easily, since they
  are the weakest sort of deity with the fewest worshipers and ser-
  vants, but even a demigod cannot be truly destroyed by a mortal.
  Some point to Finder Wyvernspur slaying the demigod Moander
  and taking its portfolios as a contradiction of this rule, but Finder
  was a devout worshiper of Tymora. To accomplish Moander’s slay-
  ing, it is believed that she sponsored him, presumably investing him
  with some of her power without his knowledge. In any case, mortals
  that manage to dispatch a deity, whether temporarily or perma-
  nently, do not become deities in their own right unless Ao finds it
  appropriate.
  Handling Deities as
  Unfightable Beings
  Sometimes you don’t want to deal with the foolishness of mortals
  attacking deities. You might be inspired by Greek sources, in which
  mortals may injure deities slightly but never truly harm them. Or
  perhaps you draw from more recent literary sources, in which deities
  walking the earth is such an overwhelming event that mere mortals
  can die for striking at them. In any case, sometimes it is best to treat
  deities as beings completely beyond the mortal world, not subject to
  the swords and spells of mortals.
  If you treat deities this way, mortals cannot harm or kill them.
  In most cases, attacks on their divine persons have absolutely no
  effect, or such a trivial one that the deity doesn’t even notice it—
  any more than an iron golem notices a thrown pebble. In this sort
  of campaign, deities are more like fundamental alien forces than
  physical beings, although they take physical shape and usually
  resemble mortals. If Bane chooses to appear in front of the Zhen-
  tarim and a Harper spy attacks him with a lightning bolt, he
  ignores the effect of the spell and its source, despite its inconven-
  ience to anyone around him—he is simply above such things,
  remaining more concerned with the attention of his worshipers
  and the possible manifestation of a rival deity than with a puny
  spell cast by someone not of his faith.
  Sometimes the deity’s power causes attacks to fail in strange ways.
  If Auril were struck by a lightning bolt, the bolt might turn to ice
  and fall to the ground. Talos might cause the bolt to rebound and
  strike the caster or a fragile nearby building. Helm would absorb it
  into himself and protect his worshipers and the innocent from its
  effects. Azuth would cause all knowledge of that spell and any
  others like it to vanish from the caster’s mind forever or strip the
  caster of all magical talent. If struck by a magic sword, Shar might
  cause it to blacken and crumble into dust and shadows. Ilmater’s
  body would yank the sword from the hands of its wielder, and the
  deity’s wounds would scatter healing blood upon those around him.
  Tempus’s armor would cause the sword to shatter, with the shards
  striking the attacker and dealing as much damage as the initial strike
  would have inflicted. In any case, the effect should be particular to
  the deity, and whether any others are healed, harmed, or protected
  by the effect depends upon the nature of the deity.
  If deities cannot be fought, do not use them as direct opponents
  for the heroes—unkillable foes are unfair and frustrating challenges.
  If running this style of play, use deities even more sparingly, and
  introduce the unkillable concept into the game before the heroes
  themselves are ready to challenge a deity. For example, if Tantras
  were attacked by an army of sahuagin and Torm appeared to fight
  them, the heroes watching from a distance should see that the attacks
  had no effect on him and, in fact, did more harm to his attackers
  than anyone else. Don’t punish the players for having their charac-
  ters aim high (what hero doesn’t want to be known as the one that
  helped destroy Bane?), but warn them that some things are beyond
  their reach. In a world created by the deities, challenging them is
  beyond most mortals, even adventurers. 
  Order Descriptions
  The following section expands the list of monk and paladin orders
  of the FORGOTTEN REALMS campaign, most of which have some
  ties to one or more deities.
  Deity Do’s and Don’ts
  6
  
  Monk Orders
  The table below lists other known orders of monks, the deity they
  hold as a patron (if any), alignment restrictions for the order, and
  the character classes open to monks of that order for the purpose of
  multiclassing freely. Some deities have more than one associated
  order of monks; these are listed sequentially. Not all monks have to
  be associated with an order, but only those that are part of an order
  can multiclass freely. There are no known monk orders for other
  faiths.
  Deity
  Monk Order (Alignment) and Allowed Multiclassing
  —
  Long Death (evil): assassin, blackguard, fighter. *
  —
  Old Order (usually neutral, sometimes good, rarely evil):
  rogue, sorcerer, shadowdancer (monk levels must be
  higher than total of all other class levels). *
  Arvoreen Hin Fist (neutral or good): fighter, rogue, paladin. *
  Azuth
  Shining Hand (neutral): wizard (if monk level exceeds
  wizard level). *
  Bane
  Order of the Iron Gauntlet (evil): assassin, fighter. A
  small sect within the Zhentarim, these monks train in
  stealth and assassination. Currently they are few in
  number but their leader has been recruiting widely.
  CyrrollaleeHin Fist (neutral or good): fighter, rogue, paladin. *
  Deneir
  Zealots of the Written Word (good): cleric. These monks
  accompany clerics of Deneir on quests, assist in money-
  making efforts for the church, and are as fond of record-
  ing information as any devout worshiper of Deneir.
  Grumbar Disciples of the Changeless Face (neutral): fighter. This
  stoic and spartan order is obsessed with preserving the
  knowledge of how things are (from laws to traditions to
  manners of speech) so that change can be detected and
  countered (which often involves beating into a pulp some-
  one who disagrees).
  Ilmater
  Broken Ones (good): clerics, divine champions, divine
  disciples, divine seekers, hierophants. *
  Disciples of St. Sollars (Monks of the Yellow Rose) (good):
  ranger, shadowdancer. *
  Kossuth
  Disciples of the Phoenix (good): cleric. This order (and
  the other two orders of Kossuthan monks) is very insu-
  lar and has a rigid tradition of study and fighting style,
  as well as behavioral taboos. They are the most likely to
  espouse the purifying and redeeming aspects of their
  deity’s element.
  Brothers and Sisters of the Pure Flame (neutral): cleric.
  These monks seek a balance between the purifying aspect
  and the destructive aspect of Kossuth’s flame, and are the
  mediators of the three orders. Most of them learn Ignan
  to better communicate with fire elementals.
  Disciples of the Salamander (evil): cleric. Some of these
  monks rival a Talosian fanatic’s love of destructive fire,
  but most see it as a necessary tool for renewal in the
  world. Many of them bear brands of magical symbols on
  their bodies and decorate themselves with fiery tattoos.
  LathanderSun Soul (good or neutral): any one other class (as long as
  monk is the highest class level). *
  Loviatar Disciples of the White Rod (evil): cleric. Monks of Lovi-
  atar prefer using their bare hands to inflict pain rather
  than using weapons. When forced to use weapons, they
  prefer nunchaku with white-bleached leather wrappings
  on the hilts.
  Luthic
  Runeclaws (evil): cleric, runecaster. Because in many orc
  tribes females are not allowed to touch weapons, unarmed
  combat has become a means for female worshipers of
  Luthic to defend themselves against raiders from other
  tribes. Some female orcs that are too old for childbirth
  (particularly older wives of the chief) become runeclaws
  to prove they are still useful to the tribe.
  Oghma
  Children of the Passive Voice (neutral): none. These
  monks serve as guardians to libraries and abbeys, and
  sometimes are sent to find lost stores of knowledge.
  Selûne
  Sun Soul (good or neutral): any one other class (as long as
  monk is the highest class level). *
  Shar
  Dark Moon (evil): sorcerer (monk and sorcerer level must
  be within two levels of each other). *
  Sheela 
  Hin Fist (neutral or good): fighter, rogue, paladin. *
  Peryroyl
  Sune
  Sun Soul (good or neutral): any one other class (as long as
  monk is the highest class level). *
  Tiamat
  Serpent Guards (evil): assassin, divine champion, fighter,
  rogue. These fanatics guard temples, serve as minions to
  dragons, hunt dragonslayers, and assassinate those who
  pry too closely into the activities of the church. They are
  active in Unther and have been known to attack Mulho-
  randi soldiers.
  Urogalan Hin Fist (neutral or good): fighter, rogue, paladin. *
  VelsharoonLong Death (evil): assassin, blackguard, fighter. *
  Yondalla Hin Fist (neutral or good): fighter, rogue, paladin. *
  Yurtrus
  Brotherhood of the Scarlet Scourge (evil): cleric. Monks
  of this strange orc order bleach their hands white and
  grow their nails very long. Before combat they dip their
  nails in a powder made of blood infected with the red ache
  (see Disease in the DUNGEON MASTER’s Guide), which
  lets them infect their opponents.
  * Described in the FORGOTTEN REALMS Campaign Setting.
  Paladin Orders
  The following table lists other known holy orders of paladins, the
  deity they hold as a patron, and the character classes open to pal-
  adins of that order for the purpose of multiclassing freely (orders of
  paladins that do not allow multiclassing freely, such as the Swords
  of the High One—paladins of Azuth—are not listed). Some deities
  have more than one associated order of paladins; these are listed
  sequentially. Not all paladins have to be associated with an order, but
  only those that are part of an order can multiclass freely. Other
  lawful good, lawful neutral, and neutral good deities that are not
  listed here can have paladins, but there are no known paladin orders
  for those faiths (in effect, paladins of those faiths are uncommon
  enough that rarely are there enough to band together and form an
  order).
  Deity
  Name of Paladin Order and Allowed Classes
  Arvoreen Arvoreen’s Marchers: cleric, fighter, rogue. An order in
  Tethyr recognized by the crown, they are highly respect-
  ed by local humans and halflings alike. Their chapter-
  house is called Keeperstone.
  Baravar 
  Knights of the Shadowy Cloak: cleric, fighter, illusionist, 
  Cloak-
  rogue. This order keeps a low profile in gnome commu-
  shadow
  nities and seeks to eliminate goblinoids, kobolds, and
  other evil humanoids, for these creatures cannot be
  redeemed. They work secretly so as to not attract atten-
  tion or retaliation to local gnome communities.
  Berronar
  Berronar’s Valkyries: cleric, dwarven defender. This
  Truesilver order is exclusively female. They observe battles until
  they see a group of allies in particular danger, at which
  point they charge in to help. Most favor training involv-
  ing mobility in battle.
  Chauntea Field Guardians: cleric, divine champion, divine disciple.*
  Deity Do’s and Don’ts
  7
  
  Gaerdal
  Shields of the Golden Hills: cleric, fighter. They are a
  Ironhand strictly organized order dedicated to defending gnome
  communities against any attackers and serving as offi-
  cers and champions of larger gnome military assemblies.
  Helm
  Vigilant Eyes of the God: arcane devotee, cleric, fighter,
  divine champion, Purple Dragon knight. *
  Horus-Re Claws of the Sun and the Ankh: cleric, divine champion,
  divine disciple, hierophant. Caring little for day-to-day
  politics, this relatively new order spends most of its time
  fighting servants of Set (or even Anhur, when he has
  been causing trouble).
  Ilmater
  Order of the Golden Cup: cleric, divine disciple, hiero-
  phant. This order is dedicated to healing and protecting
  the sick, innocent, and weak, rather than seeking out evil
  to destroy. They are not opposed to such actions, but see
  their role as something different.
  Companions of the Noble Heart: divine champion, fight-
  er. The Companions are the aggressive counterparts to
  the Golden Cup, for they are tasked with eliminating the
  cruel and those who are known to enjoy the torture and
  suffering of others. The church of Loviatar is their
  greatest enemy.
  Kelemvor Knights of the Eternal Order: cleric, doomguide (Faiths
  & Pantheons). This is a recently-created order, founded
  to seek out and destroy powerful undead that tax the
  powers of the normal branches of the church.
  Lathander Order of the Aster: cleric, divine champion, divine dis-
  ciple, hierophant, Purple Dragon knight. *
  Milil
  Harmonious Order: fighter. This group of personable and
  swaggering paladins encourages bards (whom they tolerate
  despite alignment differences) to accompany them to
  create ballads based on their exploits. Their role is to guard
  Milil’s churches and do good works in Milil’s name.
  Moradin
  Hammers of Moradin: cleric, fighter, divine champion,
  dwarven defender, runecaster. *
  Mystra
  Knights of the Mystic Fire: guild wizard of Waterdeep
  (Magic of Faerûn), wizard. This group of paladins often
  accompanies other members of the church on quests to
  locate lost hoards of ancient magic. The church draws
  upon their ranks for the leaders of temple guardians.
  Nobanion Legion of Lions (wemics and werelions only): cleric,
  divine champion. Founded shortly after the Time of
  Troubles, this fellowship exists to protect good-aligned
  monsters and slay the servants of Malar.
  Osiris
  Order of the Risen Scepter: cleric, ranger. Drawn exclu-
  sively from those who have died in combat with servants
  of Set and been raised from the dead (sometimes sponta-
  neously by the power of Osiris), they are primarily
  hunters of Set’s minions.
  Red KnightOrder of the Red Falcon: divine champion, fighter.
  Housed in the Citadel of Strategic Militancy (northeast
  of Baldur’s Gate), this small order has a history of tri-
  umphing in the face of overwhelming odds. They train
  officers and others in tactics and military history.
  Siamorphe Order of the Silver Chalice: aristocrat, fighter. This
  group is primarily Tethyrian nobles dedicated to locating
  lost members of noble families and restoring to power
  those who will govern with the interests of the common
  people at heart. After several years of debate, they have
  decided to support the queen of Tethyr, and the crown
  recognizes them as a knightly order.
  Sune
  Sisters and Brothers of the Ruby Rose: divine champion.*
  Torm
  Order of the Golden Lion: Any one other class. *
  Tyr
  Knights of Holy Judgment: cleric, divine champion. This
  order focuses on the more lawful aspects of Tyr’s philos-
  ophy, and hunts and punishes criminals and lawbreakers,
  particularly devils (seen as abhorrent perversions of a
  lawful society).
  Knights of the Merciful Sword: fighter, divine cham-
  pion. This order is focuses on upholding good in the
  world as defined by Tyr, and slays all kinds of evil
  monsters, particularly demons.
  Yondalla
  Shields of Yondalla: monk (Hin Fist). *
  Wayward Wardens: cleric, ranger. This group is a loose
  fellowship of wandering halflings who feel the need to
  see the world and aren’t tied to any particular settlement.
  They protect halfling communities whenever they are
  found in need of help.
  * Described in the FORGOTTEN REALMS Campaign Setting.
  Manifestations
  Although most people alive in Faerûn today are old enough to
  remember the Time of Troubles and think of avatars when they
  speak of deities manifesting in the mortal world, the appearance of
  an avatar is a rare thing requiring the expenditure of a lot of energy.
  In most cases, deities that choose to intercede directly in the world
  of mortals do so through manifestations—supernatural events or
  signs indicating a deity’s power. Manifestations range anywhere
  from an object changing color to the appearance of a glowing
  weapon, face, or hand that blocks, speaks, or gestures. Manifesta-
  tions fall into five primary categories, described below.
  The manifestations of the Faerûnian gods appear in a series of
  tables starting on page 10.
  Animals
  Most deities have some sort of normal animal sacred to their faith,
  and people tend to see the appearance of such an animal as a sign of
  the deity’s favor. The animal may appear out of nowhere or walk in
  under its own power. It may prove tangible or just a vision, act nor-
  mally or strangely. Sometimes they are colored appropriate to the
  deity as well. Animals are good signs for a deity to use, because
  common people seem less likely to be frightened by the appearance
  of a dog or deer than a celestial, fiend, or strange vision. Manifest-
  ed animals that are real (instead of visions) are often caught and
  pampered as a sign of devotion to the deity (in prosperous commu-
  nities) or consumed by the worshipers and the best parts offered up
  as a sacrifice (in needy communities). 
  The animal list in the charts starting on page 10 is also a good
  indicator of common celestial or fiendish creatures serving a deity
  that divine spellcasters may summon.
  Monsters
  Similar to animals, but usually more dangerous or intelligent, mon-
  sters are often dispatched by deities to aid the faithful. Monsters
  include celestials, forest creatures such as centaurs, and other intel-
  ligent beings that worship a deity and usually appear to defend the
  faithful or attack enemies of the faith. In the case of outsiders, such
  manifestations are usually called to the Material Plane for a short
  time and with a purpose, returning to the deity’s plane when they
  complete that service. If common people are being threatened, a
  deity generally sends a familiar monster, saving its stranger or more
  fearsome minions for isolated incidents with less fearful observers
  (such as adventurers). Monsters also make appropriate choices for
  summoning spells (such as summon monster) and calling spells (such
  as planar ally).
  Deity Do’s and Don’ts
  8
  
  Gems and Precious Metals
  This category covers valuables sacred to the deity and therefore
  appropriate for sacrifices or inclusion among items to be consecrat-
  ed in the name of the church. However, the discovery of such gems
  is also considered an omen. For example, a gnome miner who wor-
  ships Baervan Wildwanderer might chip away at a rock wall to find
  a pocket of small but perfectly formed uncut emeralds as a sign of
  his deity’s favor. If the gnome had made some transgression in his
  faith, the emeralds would be flawed or would decay into dust after
  their discovery. 
  Deities also use these valuables as subtle signs of their approval,
  disapproval, or aid. For example, a cleric of Selûne awaiting torture
  at the hands of a Sharran cult might see a brief sparkle of a moon-
  stone ring on the finger of her captor, alerting her to the presence
  of a secret spy of Selûne’s faith in the cult. A cleric of Berronar
  Truesilver whose faith was waning might see her silver jewelry tar-
  nish and her clear gems turn opaque as a warning from her patron.
  Colors
  Even more subtle than the discovery or transformation of gems and
  precious metals, the colors of a deity remain the most common
  minor manifestation. If forced to choose between a red horse and a
  black one of equal quality, a cleric of the Red Knight should choose
  the red horse. A solitary ranger of Silvanus trying to decide which
  of two trees to climb in order to hide from a gang of orcs might find
  the colors of one momentarily fade and the other’s colors become
  shades of brilliant green. These colors also indicate the most
  common shades used in raiment by people of the faith, particularly
  divine spellcasters.
  Miscellaneous
  This category is for manifestations that do not fit the previous cat-
  egories, including visions or solid manifestations of objects, strange
  smells or noises, colored lights or auras, and even possession by a
  deity. Some of these are more common than others, and some are
  unique to certain deities. These unique manifestations are the easiest
  to recognize as signs from a particular faith. 
  For example, while several faiths might manifest a flying metal
  gauntlet, only Torm’s is 12 feet high and surrounded by a white aura
  and arcs of lightning. Those graced with these stranger manifesta-
  tions usually find themselves held in high esteem by others of the
  faith. Whether unique or not, these miscellaneous manifestations
  may be precise (a hand pointing toward a particular path) or vague
  (the vision of a glowing weapon over a battlefield) and are some-
  times interpreted incorrectly by the faithful.
  About the Author
  Sean K Reynolds was born in a coastal town in southern Califor-
  nia. A professional game designer since 1998, he coauthored the
  FORGOTTEN
  REALMS
  Campaign Setting
  and the Living 
  GREYHAWK® Gazetteer for the new edition of DUNGEONS &
  DRAGONS, as well as many other books. After leaving a design posi-
  tion at Wizards of the Coast, he spends his free time reading and
  creating computer animation. His next product, Skreyn’s Register:
  The Bonds of Magic, is due out from Malhavoc Press in Fall 2002.
  Read more about him at <www.seankreynolds.com>.
  Deity Do’s and Don’ts
  9
  The manifestations
  of the Faerûnian
  gods appear 
  in a series of tables
  starting on page 10.
  
  Deity Do’s and Don’ts
  10
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Abbathor 
  werebadgers
  greedy dragons, ghost 
  gold, jewels of all kinds
  red, tan, 
  magical silence and darkness, 
  (dwarf)
  dragons, rust monsters
  crimson
  movement of gems/coins
  Aerdrie Faenya birds, swarms of 
  aarakocras, aasimar, air 
  hornbill ivory, sapphire, 
  sky blue
  strong winds, rainshowers, 
  (elf)
  grasshoppers, tressyms
  elementals, androsphinxes,
  turquoise
  powerful storms
  avoral celestials, cloud giants, 
  djinn, griffons, hippogriffs,
  lammasus, lillends, pegasi, pixies,
  silver dragons, storm giants
  Akadi
  Flying creatures
  air elementals, ice serpents,
  —
  white, light 
  whispers on the breeze,
  air genasi
  gray, light blue
  rising wind
  Angharradh
  as Aerdrie, Hanali, and Sehanine
  (elf)
  Anhur
  lions, falcons, warhorses,
  —
  —
  white, red, 
  lion on the horizon, dark cloud,
  (Mulhorand)
  war dogs, hunting 
  gold
  thunder, lightning, ghostly lance
  cats, battle elephants,
  and battle camels
  Arvoreen
  bloodhounds, owls, 
  celestial halflings (called 
  amaratha
  silver, 
  aura of silver fire, thunderclaps
  (halfling)
  falcons, war dogs
  the Keepers), archons, 
  dark blue
  that sound like bashing shields
  guardian nagas, hybsils,
  lammasus, silver dragons
  Auril
  —
  water elementals, ice 
  —
  ice-white, blue
  icy breath accompanied by a cold
  elementals, undead, winter 
  ruthless chuckling, blue-white
  wolves, frost giants
  radiance that leaves a trail of frost,
  blank-eyed face of frost with hair
  that radiates cold
  Azuth
  gray cats, gray dogs, 
  golems, devas
  —
  shimmering
  intangible mouth with moustache 
  gray owls, gray mice
  gray
  and beard, upright glowing hand 
  with silver aura on extended fore-
  finger, electric blue radiance
  Baervan 
  raccoons, stags
  dryads, earth elementals, 
  amber, emerald
  green, wood 
  amber radiance, sudden 
  Wildwanderer
  hybsils, treants
  brown
  growth of plants on trail
  (gnome)
  Bahgtru (orc)
  bears, dire bears, boars,
  gray renders, fiendish orcs,
  orl, ravenar
  brown
  sound of bones breaking, angry 
  dire boars, dire bison
  fiendish ogres, bulettes, girallons
  howls
  Bane
  vultures, green-eyed 
  baatezu, beholders, black dragons, black sapphire (approval), black, red, 
  eyes of red or green blazing flame 
  blackcats, bats, 
  death tyrants, banelars, beasts
  powdered red carnelian
  vile green
  surrounded by darkness, black 
  black dogs
  of Bane, fang dragons, green 
  (disapproval), hematite,
  taloned hand with an icy touch, 
  dragons, hell hounds
  emeralds, bloodstones
  possession
  Baravar 
  —
  blink dogs, doppelgangers, 
  aventurine, jade
  black, gray, 
  illusions that protect or inform
  Cloakshadow
  pixies
  silver
  (gnome)
  Berronar 
  blooming white flowers
  aasimar, archons of all kinds,
  clear gemstones, silver
  white, silver
  silver aura, small harmless 
  Truesilver 
  earth elementals, guardian nagas
  earthquakes
  (dwarf)
  Beshaba
  rats, cockroaches
  half-fiendish humans, bebiliths, —
  mauve, purple,
  12-foot-tall head with white hair and
  bodaks, quasits
  black
  a maniacal look, a grotesque shadow
  where none should be, accompanied
  by faint maniacal laughter
  Brandobaris 
  blue jays, crows, mice, 
  copper dragons, pixies, 
  —
  brown, silver
  footprints
  (halfling)
  raccoons, ravens
  pseudodragons
  Callarduran
  —
  earth elementals, xorns
  ruby, star ruby, 
  slate gray, red
  ring-shaped stone, smooth stones,
  Smoothhands
  star sapphire
  minor earthquakes
  (gnome)
  Chauntea
  seeds, larks, robins, 
  sprites, talking trees
  —
  white, yellow, 
  flower where none should be that 
  red hens
  forest green
  grows and blooms with great speed,
  motes of light
  Clangeddin 
  cave bears, mountain 
  earth elementals, silver 
  silver, steel
  aura of power 
  earthquakes, rockfalls, earthblood 
  Silverbeard
  lions
  dragons, stone golems
  (amber, red, 
  (red liquid seeping from veins of 
  (dwarf)
  or white)
  ore)
  Corellon 
  —
  aasimar, solars, baelnorns, 
  beljuril, diamond, 
  blue, silver
  blue aura, falling star, rising blue-
  Larethian (elf)
  centaurs, dryads, celestial elves,
  moonstone, star ruby, 
  tinted crescent moon, blue star in 
  gold dragons, hybsils, lillends, 
  star sapphire
  the sky
  lythari, nymphs, silver dragons,
  unicorns, song dragons
  
  Deity Do’s and Don’ts
  11
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Cyric
  —
  nightmares, undead, banelars
  —
  black, dark 
  bloody wraith (in dreams), cloud of 
  purple, silver
  poisonous smoke, a dark space
  filled with phantom images of 
  whirling skulls
  Cyrrollalee 
  brown cats, brown dogs,
  light archons, bronze dragons, 
  —
  brown, deep
  sense of danger, animated objects,
  (halfling)
  porcupines, skunks, 
  celestial halflings, formians, 
  gold, muted
  baking aromas
  squirrels, tressyms
  guardian nagas, lammasus
  green
  Deep Duerra
  werebadgers
  banelars, dark nagas, earth 
  sapphire, silver rings
  silver, dark blue silver crownlike aura, still pools of 
  (duergar)
  elementals, earth mephits, 
  fresh water
  helmed horrors, imps, meen-
  locks, rust monsters
  Deep Sashelas 
  dolphins, whales
  aballins, celestial sea elves,
  aquamarine, beljuril,
  sea green
  distant beaconlike light, dancing 
  (elf)
  water elementals
  coral, pearl, water opal
  air bubbles underwater, dolphin-
  shaped area of water surrounded by 
  silver light
  Deneir
  calico cats, white dogs with archons, devas, planetars
  topaz, iolite, tourmaline,
  tan, white
  glowing nimbus of light around a 
  light golden eyes, pinto 
  star sapphire
  book, glowing humanlike hand,
  and piebald horses, gold
  letters of fire, candles
  or yellow flowers
  Dugmaren 
  —
  light archons, aasimar, 
  king’s tear, pearl
  white, silver
  blue aura
  Brightmantle
  gynosphinxes
  (dwarf)
  Dumathoin 
  —
  azers, earth and fire elementals, —
  brown
  sudden lights in darkness, shifting 
  (dwarf)
  urdunnirs, undead dwarves
  of large rocks
  Eilistraee 
  silver moths, silver-
  aasimar, light archons, lythari, mithral, moonstone,
  silver
  distant hunting horn, silvery
  (drow)
  striped tabby cats
  pixies, silver dragons
  silver
  radiance, harp notes
  Eldath
  bears, raccoons, stags, 
  dryads, sprites, giant owls, 
  aquamarine, clear quartz, green, blue
  whispering wind bearing messages, 
  daisies, water lilies,
  unicorns
  blue topaz, sapphire
  green glowing healing aura
  water lotuses
  Erevan Ilesere
  raccoons, tressyms
  aasimar, centaurs, chaos beasts, amber, carnelian, frost
  black
  green haze that causes wild magic 
  (elf)
  copper dragons, dryads, celestial agate, jade, ruby, 
  effects
  elves, hybsils, korreds, nymphs, turquoise
  pseudodragons, sprites, satyrs,
  song dragons
  Fenmarel 
  —
  —
  —
  brown, green
  subtle omens using wind, leaves, 
  Mestarine (elf)
  sticks, and animal bones
  Finder 
  parrots, songbirds
  giant owls
  Laeral’s tear
  brown, green
  beacon of light, radiant nimbus, a 
  Wyvernspur
  daisy that goes through its entire
  life cycle in minutes
  Flandal Steelskin —
  earth elementals, fire elementals, beljuril, fire agate, 
  red-orange
  flames of fire in a hearth, jets of 
  (gnome)
  helmed horrors, iron golems, 
  fire opal, steel, 
  flame on bare earth, small earth-
  rust monsters, xorns
  quakes, shattering metal
  Gaerdal Ironhand —
  earth and fire elementals,
  alexandrite, carnelian, 
  steel
  aura of silver and gold, rumblings 
  (gnome)
  guardian nagas, helmed horrors,
  peridot, sapphire, 
  and cracklings in earth and stone
  silver dragons, spectators
  star sapphire, topaz
  Garagos
  wolverines, weasels, 
  worgs
  red or black gems 
  black, red
  Blood of the God (fist-sized mist of 
  dire wolves
  of any kind
  glowing blood droplets accompanied
  by wailing and a feeling of danger), 
  the sound of clashing weapons, 
  berserk frenzies
  Gargauth
  hordes of snakes or 
  —
  —
  red, white
  amber radiance with an aura of 
  poisonous insects
  evil, single horn growing from the 
  head of an animal
  Garl Glittergold
  badgers, chipmunks,
  animated weapons
  carved gemstones 
  gold
  disembodied mouth, cloud of 
  (gnome)
  moles, raccoons, squirrels,
  of all kinds
  golden particles
  weasels, dire badgers, 
  dire weasels
  Geb 
  brown rats, bears, 
  earth elementals, xorns, rust 
  gold, silver, electrum
  gray, brown
  cracks forming in walls, 
  (Mulhorand)
  cave bears, moles, 
  monsters, stone golems
  earthquakes
  badgers
  Ghaunadaur
  mauve roses that 
  darkmantles, black puddings,
  amethyst, jasmal,
  black, purple,
  purple mist, golden eye, 
  (drow)
  drip blood
  gelatinous cubes, ropers, 
  rosaline, violine, 
  green
  tentacles
  ghaunadans, gibbering mouthers,
  yanolite
  ochre jellies, ooze mephits
  
  Deity Do’s and Don’ts
  12
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Gond
  —
  golems, pseudodragons, 
  —
  saffron,
  forge hammer wreathed in smoke, 
  animated furniture
  crimson
  black eyes wreathed in smoke and
  accompanied by the distant sound 
  of hammering
  Gorm Gulthyn
  —
  azers, earth and fire elementals, fire agate, fire opal, 
  red, black,
  metal gauntlet that strikes objects 
  (dwarf)
  guardian nagas, helmed horrors, jacinth, ruby
  bronze
  to make noise, glowing hand
  silver dragons, spectators
  Grumbar
  —
  earth elementals, xorns, 
  veins of rich metal
  brown, 
  earthquakes
  earth genasi
  gray-green
  Gruumsh
  dire boars, boars
  fiendish orcs, fiendish ogres
  jasmal
  black, dark red
  glowing spear, fiery aura, single
  (orc)
  baleful eye
  Gwaeron
  deer, boars, crows, 
  pseudodragons
  —
  green, red
  faerie fire, human footprint with 
  Windstrom
  magpies, blue jays
  his symbol
  Haela Brightaxe —
  celestial dwarves, aasimar
  bloodstone, carnelian, 
  steel, scarlet, 
  aura of silver flames with blue-
  (dwarf)
  jacinth, red orl, ruby,
  crimson
  white and amber sparks
  red spinel
  Hanali Celanil 
  tressyms
  aasimar, dryads, celestial elves, 
  gold
  rose-hued aura
  tinkling chimes, rainbows,
  (elf)
  lillends, nixies, pixies,  satyrs
  sudden blooming of flowers
  Hathor 
  hippopotamuses, 
  celestial elephants
  white opals, moonstones
  white, silver
  sound of an infant crying, shaft of 
  (Mulhorand)
  long-horned cows
  moonlight, compulsion to dance, 
  strange actions by infants and 
  young animals
  Helm
  —
  helmed horrors, spectators
  —
  steel, red
  upright metal gauntlet, closed war
  helm, glow or vibration on
  weapons consecrated to Helm
  Hoar
  —
  invisible stalkers, revenants
  red tear-shaped gem
  black, gray
  three rolls of thunder, ghostly 
  (favor), powdered
  hand
  Laeral’s tear (disfavor)
  Horus-Re
  hawks, gold-colored 
  solars, lammasus, 
  sunstone, amber, topaz
  white, gold
  flaming shooting star, the sun, 
  (Mulhorand)
  animals
  androsphinxes
  hawk’s cry, thunderclap
  Ilmater
  white doves, white donkeys, devas, planetars, solars
  —
  gray, red
  unseen watchful presence accom-
  sparrows, field mice, 
  panied by howling, possession
  daisies, white roses
  Ilneval 
  dire boars, boars, wolves, nalfeshnees, howlers, 
  fire opal, jasmal
  red, steel
  glowing longsword, sound of 
  (orc)
  dire wolves
  nightmares, hieracosphinxes
  swords clashing
  Isis 
  lotuses, white rabbits, 
  lammasus, gynosphinxes, 
  pink, white, or blue 
  white, gold
  ghostly woman rising from 
  (Mulhorand)
  white doves, white 
  unicorns
  gemstones of any kind
  turbulent water, benign rainstorm,
  hawks, white donkeys
  freak hailstorm
  Istishia
  fish, dolphins, 
  water elementals, tritons, 
  —
  blue, green
  any sort of watery manifestation
  whales, octopuses
  water genasi
  Jergal
  white-bearded vultures
  shadows, spectres, wraiths
  —
  gray, white
  sound of a heavy book being closed
  Kelemvor
  —
  —
  —
  gray, silver,
  floating skull with hood and 
  tattered robe
  Kiaransalee
  —
  undead of all types, crawling 
  chalcedony, chrysoberyl, 
  black, silver, 
  whirling skull that becomes a 
  (drow)
  claws, nightmares, quasits, 
  ivory, king’s tears, 
  ivory
  female drow face, chuckling laughs 
  vargouilles, yeth hounds
  moonbars, tomb jade
  tinged with madness, skeletal 
  hands bursting from the ground
  Kossuth
  —
  fire elementals, salamanders, 
  —
  red, crimson, 
  any fire of significant size
  efreet, fire genasi, azers, smoke
  orange
  mephits, magma mephits
  Labelas Enoreth —
  aasimar, baelnorns, celestial 
  black sapphire, king’s 
  light gray
  mist that causes or reverses aging
  (elf)
  elves, gold dragons, hybsils, 
  tear, ruby, star ruby, 
  lillends, silver dragons, giant 
  sunstone, tomb jade
  owls, unicorns, white celestial stag
  Laduguer
  werebadgers
  azers, baatezu, banelars, dark 
  adamantine, black sapphire, steel, gray
  flickering dark aura
  (duergar)
  nagas, earth elementals, earth 
  bloodstone, diamond, 
  mephits, helmed horrors, 
  mithral, silver
  meenlocks, rust monsters, 
  monstrous spiders
  Lathander
  robins, red peacocks, 
  —
  —
  yellow, red, 
  intense rosy radiance surrounding 
  butterflies, aster blossoms
  rose
  a person’s body
  Lliira
  butterflies, kittens, robins, aasimar, lillends, devas
  opal, agate, rhodochrosite, orange, yellow, dancing light that can speak, 
  sparrows, bluebirds, puppies,
  star rose quartz, jasmal 
  red
  sudden radiance on an object 
  gold or white goats, daisies, 
  fire opal, diamond
  accompanied by joyous laughter,
  violets, snapdragons, pansies
  rainbows
  
  Deity Do’s and Don’ts
  13
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Lolth (drow)
  spiders
  yochlols, myrlochars, draegloths,
  amber (with a spider
  black, red, 
  spider-shaped shadow, flickering 
  araneas, bebiliths, deep dragons, 
  trapped within), black 
  purple
  black mauve-edged aura, cruel 
  driders, ettercaps, quasits,
  sapphire
  feminine laughter
  retrievers, monstrous spiders,
  chitines, choldriths
  Loviatar
  black rats, black spiders, 
  baatezu, tieflings, nightmares,
  jet, ivory, obsidian
  black, white, 
  flying black whip, flying human 
  black violets, black 
  hell hounds
  red
  female head
  and red poppies
  Lurue
  tressyms, white roses,
  unicorns, pegasi, talking 
  —
  white, silver
  silvery nimbus around the moon, 
  red roses, daisies
  animals
  ghostly silver unicorn
  Luthic (orc)
  dire boars, boars, bison, 
  delvers, thoqquas, night hags
  king’s tear, red tear, 
  brown, black
  deep echo, floating clawed hand,
  cave bear, dire bear
  star sapphire
  sound of crying orc child
  Malar
  bears, wild hunting 
  beasts of Malar, displacer beasts, —
  red, brown, 
  cloud of darkness with two red 
  cats, wolverines, wolves
  fang dragons, leucrottas, evil 
  gray, black
  feral eyes, animate beast limb
  lycanthropes, owlbears, perytons
  Marthammor 
  hawks, hunting dogs, 
  blink dogs, pseudodragons, 
  any gems polished 
  gray, maroon
  glowing floating mace or hand
  Duin (dwarf)
  owls
  storm giants
  by water
  Mask
  gray horses, gray or black
  annis hags, doppelgangers, 
  smoky quartz, gray 
  gray, black
  drifting amorphous darkness with 
  cats, gray dogs, gray goats, ettercaps, wererats, werewolves,
  chalcedony, gray and 
  or without a cowled human head, 
  crows, condors, gray doves
  shadow dragons, shadows
  banded onyx
  quiet chuckling laughter, black
  nail-less hand, shadows where there 
  should be none
  Mielikki
  hawks, songbirds, wolves
  dryads, satyrs, sprites, treants,
  —
  green, red
  glowing white unicorn that gallops 
  unicorns
  through the air, drifting radiance 
  (blue-white or green, gold, and rust)
  Milil
  songbirds, white horses, 
  aasimar, light archons, devas, 
  perfect gems of any kind
  crimson, gold
  haunting music, wordless singing 
  calico cats, red or yellow
  solars, pegasi
  male voice, beautiful radiance
  roses, lilies, peonies, falcons
  surrounding a performer
  Moradin (dwarf) —
  aasimar, azers, celestial dwarves, —
  electrum, silver, white radiance
  gold dragons, guardian nagas, 
  brown
  silver dragons, urdunnirs
  Mystra
  blue jays, sparrowhawks,
  devas, light archons, guardinals
  rainbow tourmaline, 
  blue, white
  blue-white glow that illuminates 
  white cats, dogs, donkeys, 
  (any), metallic dragons, 
  amaratha, beljuril, blue 
  people or objects, graceful female 
  horses, mules with blue 
  pseudodragons, pegasi, unicorns
  or clear gems of any kind
  hand surrounded with blue-white 
  or mismatched eyes
  motes of light
  Nephthys
  crows, raccoons, pack
  celestial dogs, celestial lions, 
  jewelry of all kinds
  white, gold
  sparkling coin, golden mist
  (Mulhorand)
  rats
  celestial elephants, criosphinxes,
  gem golems
  Nobanion
  lions, mountain lions,
  androsphinxes, dragonnes, 
  —
  gold, yellow, 
  rumbling lion’s roar, lion’s head 
  tigers
  lammasus, sea lions
  brown
  outlined in fire
  Oghma
  —
  golems, metallic dragons, 
  —
  white, black, 
  blue-green radiance accompanied 
  lillends
  gold
  by chords of menacing music, 
  blinding white light with or 
  without eyes of fire
  Osiris
  scarab beetles
  celestial elephants, lammasus, 
  wine-red, ochre, gray, 
  white, silver, 
  grinning skull wearing the 
  (Mulhorand)
  animated plants
  black, and maroon 
  gray
  crown of Mulhorand
  gemstones
  Red Knight
  owls, eagles, falcons, 
  stone golems (in the shape
  —
  red, white
  chessboard, ruby chess pieces 
  elephants, warhorses, 
  of chess pieces), pegasi
  (favor), white quartz chess pieces 
  war dogs
  (disfavor)
  Rillifane 
  badgers, bears, leopards,
  centaurs, dryads, earth elementals, amber, emerald
  brown, dark 
  a green or amber light, changing of 
  Rallathil (elf)
  mountain lions, owls, 
  celestial elves, celestial dogs, 
  green
  the colors of leaves, trees shedding 
  porcupines, skunks, snakes, grigs, hybsils, lythari, nymphs,
  their leaves out of season
  tigers, wolverines, wolves,
  pseudodragons, giant owls, 
  stags, boars
  unicorns, non-evil lycanthropes
  Savras
  calico cats, gray cats, 
  spectators
  water opal, white pearl, 
  pale yellow
  single unwinking eye, vision of the 
  lapdogs, fish, birds
  blue quartz
  future or past
  Sebek 
  crocodiles
  werecrocodiles
  —
  green, brown, 
  giant crocodile’s smile
  (Mulhorand)
  black
  Segojan-
  burrowing animals, dire
  earth elementals, stone golems gems of any kind 
  gray, dark 
  disembodied mouth, new tunnels
  Earthcaller
  badgers, dire weasels, 
  (especially diamonds)
  brown
  (gnome)
  dire wolverines
  Sehanine 
  —
  baelnorns, celestial elves, 
  mithral, moonstone, 
  silvery-white, 
  dreams, waking visions, possession, 
  Moonbow (elf)
  lythari, celestial horses, 
  silver, sunstone
  silver
  meteor showers, a single falling 
  pixies, silver dragons
  star
  
  Deity Do’s and Don’ts
  14
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Selûne
  owls
  song dragons, good 
  moonstone
  blue, silver
  trail of dancing lights, moonfire 
  lycanthropes, the Shards
  (from Magic of Faerûn)
  Selvetarm
  spiders
  myrlochars, retrievers
  —
  red
  sphere of blackness that explodes 
  (drow)
  into blades
  Set 
  jackals, crocodiles, 
  monstrous scorpions, nightmares, green, black, or nauseating- green, black, 
  sound of a rattlesnake’s rattle or 
  (Mulhorand)
  scorpions, hyenas, 
  hell hounds, hellcats, rakshasas
  shade gemstones of all
  gold
  jackal’s growl, jackal’s skull
  snakes, poisonous plants
  kinds
  Shar
  ravens, crows
  death tyrants, nightshades, 
  —
  purple, black
  amorphous tendrils of darkness,
  violet auras
  Sharess
  tressyms, cats
  doppelgangers (in attractive 
  jewelry of all kinds
  amber yellow,
  female lips, perfumed scent
  shapes), non-evil tieflings, 
  ruby red
  dryads, satyrs
  Shargaas (orc)
  dire boars, boars, bats, 
  night hunter bats, spectral 
  black opal, black pearl, 
  black, red
  enveloping darkness, floating pair 
  dire bats, owls
  panthers, darkmantles, shadow
  black sapphire, star ruby
  of night-black eyes
  dragons, shadow mastiffs, 
  Sharindlar 
  —
  dryads, celestial dwarves, 
  emerald, moonstone, 
  red, blue, 
  amber or rosy warm aura
  (dwarf)
  korreds, celestial dogs, lillends
  silver coins
  silver
  Shaundakul
  squirrels, wolves, gulls, 
  air elementals
  —
  deep purple, 
  glowing hand surrounded by winds, 
  hawks, rabbits
  silver, brown
  wind walls
  Sheela Peryroyl badgers, bees, butterflies, dryads, earth elementals, 
  amber (with plant inside)
  green
  radiant aura (green, blue, or amber),
  (halfling)
  mice, moles, porcupines, monstrous bees, hybsils, korreds,
  seeds that sprout instantly, benign 
  raccoons, squirrels, wild 
  sprites, pseudodragons, satyrs, 
  weather changes
  cat, wolverines
  treants, unicorns, water nagas
  Shevarash (elf)
  —
  aasimar, ghaele celestials
  —
  silver, red
  bright white flame, torn spider
  webs, crushed spiders
  Shiallia
  deer, acorns
  korreds
  —
  white, brown,
  motes of light surrounded by
  green
  faerie fire
  Siamorphe
  heraldic animals
  heraldic monsters
  king’s tears
  purple, gold,
  ghostly symbol of state
  silver
  (sword, scepter, or cup)
  Silvanus
  deer, badgers
  treants, dryads, unicorns, 
  leaf green
  an oak leaf blown out of nowhere, 
  satyrs, sprites
  green glow that quenches fire, stag-
  horned silent man with shaggy
  barklike fur
  Solonor 
  black and brown bears, 
  aasimar, androsphinxes, centaurs, —
  silver, green
  silver-green aura, tinkling of chime 
  Thelandira
  great cats, wolves
  dryads, celestial elves, griffons, 
  oaks, splitting an arrow with an 
  (elf)
  hybsils, lillends, lythari, pixies,
  arrow, strange flights of birds
  treants, unicorns, wemics
  Sune
  red doves, chestnut horses, satyrs, dryads
  rubies
  deep crimson
  phantom caress or kiss, gentle 
  red poppies, roses, rose petals
  crooning audible to worshipers
  Talona
  rats, dire rats, black lilies, otyughs, quasits, monstrous 
  amber, jasper
  gray, green
  flickering brown and yellow 
  poisonous herbs/fungi
  spiders
  radiance
  Talos
  —
  vargouilles, yeth hounds, 
  —
  black, gold, 
  bellowing laughter in the heart of 
  quasits
  silver
  strong winds, pair of fist-sized 
  storm clouds with lightning and
  thunder, red lightning
  Tempus
  eagles, badgers, war 
  —
  —
  brown, purple, 
  visions of dead warriors, white 
  horses, war dogs, 
  blood red
  mare (Veiros), black stallion 
  panthers, tigers
  (Deiros), sudden appearance 
  of weapons
  Thard Harr
  alligators, bats, crocodiles,
  dryads, earth and water 
  diamond, emerald, gold,
  green, brown
  aura of cherry-red light, thudding 
  (Chult, dwarf)
  dinosaurs, elephants, 
  elementals, celestial wild 
  green spinel
  and snarling sounds
  insect swarms, jaguars, 
  dwarves, treants
  leopards, tigers
  Thoth
  raccoons, weasels, ferrets, golems
  clear and translucent 
  white, gold
  radiance outlining a page, distant 
  (Mulhorand)
  monkeys, sparrows, water
  gemstones of all kinds
  cry of an ibis
  birds, nonpoisonous insects
  Tiamat
  reptiles, snakes
  evil dragons, abishai, dragonkin precious gems and 
  black, gold
  thunderbolt from the heavens
  metals of all kinds
  Torm
  pure white roses
  gold dragons, silver dragons, 
  white diamond
  steel
  12-foot-tall flying metal gauntlet 
  lammasus, pegasi
  with a white aura and arcs of light-
  ning, animated weapons, images
  burned into fabric (usually a
  gauntlet, shield, or sword)
  
  Deity Do’s and Don’ts
  15
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Tymora
  —
  celestial lions, unicorns
  —
  blue, silver
  silver bird, silver pegasus
  Tyr
  war dogs of unusual 
  —
  —
  blue, purple, 
  echoing gong stroke accompanied 
  intelligence and size
  white
  by a chorus of male voices, glowing 
  warhammer
  Ubtao (Chult)
  dinosaurs
  —
  ivory, gold
  green, brown, 
  vision of a placid Chultan male’s 
  gold
  face, thunderous roar
  Ulutiu 
  fish, seals, walruses, 
  —
  —
  white, gray
  icequakes, 3-foot-diameter circle
  (slumbering)
  polar bears, caribou, elk,
  of ice floating on water
  arctic foxes, whales
  Umberlee
  sharks, jellyfish
  sea-dwelling undead, krakens
  —
  blue, green
  wind or waves accompanied by
  cruel laughter
  Urdlen 
  moles
  ankhegs, bulettes, earth
  —
  white, 
  blurring aura, earthquakes, blood 
  (gnome)
  elementals, earth mephits, 
  blood red
  bubbling from the earth, foul 
  gnome vampires, nightcrawler 
  odors of blood or sulfur, severe 
  nightshades, purple worms, 
  nosebleeds
  fiendish gnomes, thoqquas, var-
  gouilles, werebadgers, yeth hounds
  Urogalan 
  black war dogs, 
  celestial dogs, blink dogs, earth
  chalcedony, chrysoberyl, 
  white, brown
  movements in the earth, stones 
  (halfling)
  white lilies
  elementals, celestial halflings,
  ivory, jade, tiger eye 
  that speak, earth tremors, visions 
  hound archons
  agate, tomb jade
  of black hounds, sounds of baying 
  hounds
  Uthgar
  black lions, black ravens, griffons, pegasi, treants
  —
  brown, tan
  vision of a battleaxe
  cave bears, elk, golden 
  eagles, gray wolves, red 
  ponies, red tigers
  Valkur
  silver sea gull or albatross —
  —
  white, blue
  aurora borealis, ghostly ship
  (favor), black raven (disfavor).,
  dolphins, whales
  Velsharoon
  scarab beetles,
  crawling claws, flesh golems
  black, purple, maroon, 
  black, gray
  floating skull surrounded by 
  bloodrose plants
  rust-red, gray, or bright 
  flames
  green gemstones
  Vergadain 
  gold-colored cats
  copper dragons, ghost dragons, gold, jewels of all kinds
  gold, deep 
  unseen dwarven singing or music, 
  (dwarf)
  gynosphinxes
  purple
  possession, rolling gold coin, rope
  Vhaeraun
  black cats, ravens, 
  air mephits, earth mephits, 
  agni mani, black opal, 
  black
  flitting black shadow, half-mask of 
  (drow)
  dead spiders
  shadow dragons, yeth hounds,
  black sapphire, hematite, 
  shadows
  shadows
  black marble, obsidian, 
  black onyx, black pearl
  Waukeen
  palomino horses, golden 
  citrine, gold nugget
  —
  white, gold
  shower of gold coins, gleaming 
  cats, golden lions, 
  gold eyes (in dreams), coins found 
  eagles, daffodils
  unexpectedly
  Yondalla 
  daffodils, black and 
  celestial halflings, gold dragons,
  amber, peridot, serpentine,
  green, brown
  golden radiance, sudden welcome 
  (halfling)
  brown bears, sheep
  guardian nagas, hybsils, 
  star rose quartz, telstang
  or unwelcome changes in the 
  lammasus, silver dragons
  weather
  Yurtrus (orc)
  dire boars, boars, rats, 
  mummies, carrion crawlers,
  amaratha, zendalure
  white
  rotting white hands, white 
  dire rats
  violet fungi, spirit nagas,
  putrescent slime, smell of decay
  otyughs, undead
  
  T
  his bonus supplement, a full description of a temple to
  Oghma,, god of knowledge, was cut from the Faiths and
  Pantheons sourcebook for space reasons. We offer it here,
  including color map, NPC stats, and adventure hooks, as a free supple-
  ment to the product or for use in your FORGOTTEN REALMS® cam-
  paign. For more FORGOTTEN REALMS bonus material, visit the setting’s
  official website every week: www.wizards.com/forgottenrealms.
  The Temple
  The slim-spired temple of Oghma known as the Leaves of Learn-
  ing soars above the streets of Highmoon atop the southern end of
  Highmoon Hill in Deepingdale. One of the finest libraries east of
  Candlekeep resides in the stout stone chambers of the central tower,
  cloaked in the wards to reduce the threat of fire, water, or mold.
  The Tower of Tomes is flanked by a pair of cloisters that face
  inward toward a walled, forested garden where cascades of endless-
  ly pumped water babble past many small bowers and contemplation
  nooks. At the far end of the East Cloister is the Scroll House, where
  the temple staff dwell amid newly acquired books and scrolls to be
  repaired and cataloged.
  Under the leadership of Learned Father Hasicor Danali (who also
  bears the title High Atlar), the Binder’s clergy have assembled an
  unparalleled collection of written records of life in the eastern Heart-
  lands, many of them newly compiled, including diaries, war histories,
  and even campfire accounts from across the region. Clerics keep busy
  buying and reading new books brought to the temple and going out
  asking specific questions of the elder folk of the region and recording
  their answers. The Binder’s servants also copy out books and tracts
  for those who desire them and can afford to pay for their scribing.
  The Leaves of Learning are also famed for the Index of Danali, the
  inspired creation of the temple’s high cleric. The Index consists of a
  strictly ordered compendium of vellum sheets—one for each tome it
  covers—detailing subject matter and topics of interest. The genius of
  the Index of Danali is that it enables visitors to request exactly the
  book they wish to pursue; it lays out the information contained in
  2
  This layout intentionally begins on page 2. There is no page 1.
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  Cartography: Dennis Kauth
  Typesetting: Sue Weinlein Cook
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  Web Development: Mark Jindra
  Graphic Design: Robert Campbell, Robert Raper
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  Additional Credits
  A  FAITHS
  AND
  PANTHEONS
  WEB
  ENHANCEMENT
  BY ERIC L. BOYD
  the
  Leav es
  of
  Learning
  
  each listed volume so clearly, that very little knowledge remains lost
  or forgotten beneath dusty, unopened covers.
  Visitors to Oghma’s temple are welcome, and many travelers
  passing through Highmoon make a point of visiting this famed house
  of learning. Wizards unfamiliar with the temple’s reputation may be
  disappointed to learn that, as a matter of policy, the clerics here store
  no tomes of magic or even those discussing arcane matters within the
  library’s walls. (They believe this policy greatly reduces the number
  of thefts, attempted and successful.) There is always a bard or two
  about the premises, causing the sounds of gentle harp chords to waft
  over the gardens. Many inhabitants of Highmoon count themselves
  as parishioners, and most children born to Deepingfolk in the past
  decade have spent an afternoon hearing stories of adventure read by
  one of the temple’s bespectacled clerics.
  The Leaves of Learning is staffed by kindly old clerics, most of
  whom are absent-minded and prone to mumbling. They report
  directly to Danali. Their ranks are supplemented by a growing
  number of learned monks of the Children of the Passive Voice, an
  Oghmanyte order dedicated to defending libraries and abbeys. Lord
  Theremen Ulath also keeps a loyal detachment of the Tower Guard
  on hand to protect the temple as well. As in the rest of Deepingdale,
  humans, half-elves, and elves are all found within the walls of the
  Leaves of Learning, and most are of good alignment.
  Within the past few years, Danali’s tireless labors have extended
  his famed Index beyond the books found within the Leaves of
  Learning. Those in search of rare or unique books are increasingly
  likely to find a record of their last known location and a summary
  of their contents within the Tower of Tomes, even if that location
  is as far away as Silverymoon or Calimport. Those who do not wish
  to walk every last mile of Faerûn’s roads in search of some lost bit
  of lore usually find a consultation of Danali’s Index invaluable
  before beginning their search.
  Ceremonies
  Clerics and monks of Oghma observe two rituals of the faith each
  day: the Binding and the Covenant. The Binding is a morning serv-
  ice wherein the symbols of Oghma are written in ashes upon a stone
  altar while a silent prayer of loyalty and praise is made to the
  Binder. The Covenant is an evening service during which a passage
  from some work of wisdom is read aloud or recited from memory,
  a song or poem is offered up to Oghma, and some item of knowledge
  that the presiding clergy member has learned during the day is
  spoken aloud to the god and those present. During the latter cere-
  mony Danali has made a practice of reading aloud from each page
  added to the Index that day.
  The Leaves of Learning also celebrates all the holy days sacred
  to the faith, of which Midsummer and Shieldmeet are the two most
  important. As most contracts, bonds, and the like are signed on these
  two days, the temple staff stays very busy drawing up such docu-
  ments in weeks leading up to either Midsummer or Shieldmeet.
  Most such documents are picked up in person, at which time the
  claimants make a hefty donation to the church’s coffers. Danali tra-
  ditionally invites the public into the temple gardens on holy days,
  and many Deepingfolk take the opportunity to stroll in the cool
  shade among the temple’s bowers to the lilting strains of music from
  an assemblage of skilled harpists.
  Services
  The Leaves of Learning functions as one of the best libraries in the
  Dalelands. Almost any type of Knowledge check can benefit from a
  perusal of the temple’s tomes. Characters using the library for its
  reference books receive a +10 circumstance bonus to any Knowledge
  checks except Knowledge (arcana).
  Under the supervision of at least two members of the clergy, vis-
  itors to the Leaves of Learning can peruse tomes within the library
  for periods of up to a full day upon payment of 15 gp. (Worshipers
  of Oghma pay only 1 gp, a price that applies only to themselves and
  not their inquisitive friends.) Although reading and discussion of
  such books is allowed, copying is not permitted. The temple staff can
  make copies of selected pages on the following day for a fee of 1 gp
  per page and double that if the page contains maps, diagrams, sym-
  bols, or illustrations that must be reproduced exactly (copying by
  hand takes 1 day per 100 pages copied). Prices are negotiable for
  larger works. Books can be copied magically at a cost of 3 gp per
  page, minimum 50 pages. Doing so requires at least one day’s notice
  but takes only one day for any book up to 500 pages long (which
  would be a huge book, five times the size of a normal spellbook).
  All copies of maps sold by the temple are believed to be accurate
  or, if they err in some fashion, the best available. The temple’s cler-
  ics may also be engaged to decipher obscure passages in forgotten
  tongues, at a cost of 1 gp per hour of labor required, including
  research time, if any.
  The Leaves of Learning is home to some of the most skilled book-
  binders in the Dalelands. (See Magic of Faerûn, for further discussion
  of this skill.) As such, wealthy patrons from as far away as Sembia and
  Cormyr bring books to be restored within the temple walls. The cost
  runs between 10 gp and 100 gp, depending on the time and materials
  required to complete the restoration. In cases where no copy of the
  book in question exists within the library, the clerics usually waive the
  fee if the owner grants them permission to make copies.
  The Leaves of Learning
  3
  Lore Lost among the Librams
  The Binder teaches us that ideas have no weight, yet can move mountains; they have no height, yet can dominate a nation; and they have no
  mass, yet can push aside empires. Knowledge is our greatest tool, for ideas are the seeds of creation. Yet like plants grown from seeds, knowl-
  edge eventually will wither and be lost if not carefully tended. The mind stores some knowledge, yet the ravages of time exact their toll on
  individual memories, and death inevitably claims that which has not been shared and remembered. Other knowledge is inscribed in books, yet
  sheets of vellum are not immune to the toll of passing years and must be copied time and time again. Perhaps the greatest danger posed by
  books lies in the nature of their construction. Ideas placed within a book will die as if forgotten if that book becomes a dusty coffer, its con-
  tents locked away. Like gems, ideas will sparkle only if brought into the light of day. To that end we must make our libraries live, so that no
  book remains forgotten. It is for this reason that we labor so, to keep all knowledge accessible and all ideas alive.
  —Hasicor Danali, Learned Father and High Atlar
  
  The temple staff also prepares and sells paper (4 sp), parchment
  (2 sp), and blank books (5 gp, not appropriate for use as spellbooks).
  Upon request, the temple can create a book appropriate for use as a
  spellbook, and can even create more elaborate books with covers of
  wood, metal, or more exotic materials.
  Spell scrolls of clerical spells can be purchased at the Leaves of
  Learning as well, although the clerics remain so busy with other
  activities that they produce fewer such scrolls than do other temples
  of the Binder. Typically available divine scrolls include comprehend
  languages, detect magic, detect poison, detect undead, divination, find
  traps, glyph of warding, make whole, read magic, and tongues. Some-
  times passing Harpers and bards leave scrolls on consignment with
  the temple that are available for sale as well, although in very lim-
  ited numbers. Typically available bard or Harper scout scrolls
  include comprehend languages, detect thoughts, identify, locate object,
  magic mouth, read magic, and tongues.
  Hierarchy
  In addition to Learned Father Hasicor Danali, the Leaves of
  Learning houses seven elderly clerics of the Binder and five Ogh-
  manyte monks of an order whose members protect many libraries
  and abbeys. Among the clerics, four Seekers report to two Lore-
  keepers, who in turn report to Lorekeeper Venturer Tessele White-
  horn. The leader of the Children of the Passive Voice is Lorewarden
  Rowan Silvercrown. Both groups in turn report to Danali, although
  in truth daily life at the temple largely runs itself. The clerics are
  very set in their ways, and probably would continue their daily
  activities even if Highmoon was in danger of being overrun by a
  horde of orcs. Danali largely delegates the temple’s security con-
  cerns to Rowan, leaving the monks free to protect the complex
  however they see fit.
  In addition to the followers of Oghma, Lord Theremen Ulath
  (the ruler of Highmoon) keeps a small contingent of Tower Guards
  at the temple. Guard shifts at the temple last eight hours before the
  next detail arrives to offer relief. Sergeant Mourn Deepwood, a wor-
  shiper of Oghma, commands the guard contingent and lives on site
  at the temple; the guards live off site.
  Finally, Those Who Harp keep a close but informal watch on
  activities at the Leaves of Learning. There is usually one Harper on
  or about the premises on any given day. Of late, that Harper is usu-
  ally Jhenna Iliathor, who all but lives at the temple when she is not
  away on Harper business.
  k Learned Father High Atlar Hasicor Danali: Male human Clr9 of
  Oghma/Dis3 of Oghma; CR 12; Medium-size humanoid; HD
  12d8–24; hp 30; Init –1; Spd 30 ft.; AC 15, touch 9, flat-footed 15;
  Atk +7/+2 melee (1d8/19–20, +1 everbright longsword); SA Turn
  undead 6/day; SQ Divine emissary, imbue with spell ability, sacred
  defense +1; AL LG; SV Fort +7, Ref +3, Will +14; Str 8, Dex 8, Con
  6, Int 19, Wis 20, Cha 16.
  Skills and Feats: Concentration +4, Craft (bookbinding) +16,
  Craft (weaving) +12, Diplomacy +8, Heal +7, Knowledge (arcana)
  +6, Knowledge (geography) +13, Knowledge (the Dales history)
  +14, Knowledge (the Dales local) +13, Knowledge (the Dales
  nature) +13, Knowledge (the Dales nobility and royalty) +12,
  Knowledge (the Dales religion) +14, Perform (glaur, longhorn
  flute) +5, Spellcraft +9; Craft Wondrous Item, Education (the
  Dales history, the Dales religion), Forge Ring, Martial Weapon
  Proficiency (longsword), Scribe Scroll, Skill Focus (Craft [book-
  binding]).
  Divine Emissary: Hasicor can telepathically communicate with
  any outsider within 60 ft. who serves Oghma or is of lawful good
  alignment.
  Sacred Defense: Hasicor gains a +1 bonus on saving throws
  against divine spells, as well as the spell-like and supernatural abili-
  ties of outsiders.
  Spells Prepared: (6/8/6/6/5/5/3; base DC 15 + spell level): 0—
  cure minor wounds (2), detect magic (2), read magic (2); 1st—detect
  chaos, detect evil, detect secret doors*, divine favor (2), doom, sanctu-
  ary, shield of faith; 2nd—aid*, augury, find traps, hold person, lesser
  restoration, shield other; 3rd—prayer, remove blindness/deafness,
  remove curse, remove disease, searing light, suggestion*; 4th—discern
  lies, divination*, neutralize poison, restoration, tongues; 5th—com-
  mune, healing circle, raise dead, scrying, true seeing*; 6th—find the
  path*, geas/quest, heal.
  The Leaves of Learning
  4
  Everbright: Weapon Property The sun elven smiths of Evermeet
  know the secret of forging everbright into blades. These weapons are
  as bright and shiny as polished silver. They never tarnish and are
  immune to corrosive attacks. The weapon flashes with a brilliant
  light up to twice per day upon the command of the wielder. All
  within 20 feet except the wielder must make a Reflex saving throw
  (DC 14) or be blinded for 1d4 rounds.
  This weapon property first appeared in Magic of Faerûn.
  Caster Level: 12th; Prerequisites: Create Magic Arms and
  Armor, spellcaster 12th level+, blindness/deafness, searing light;
  Market Price: +2 bonus.
  Ring of Lore
  A creature wearing this ring can cast legend lore and stone tell each
  once a tenday with a command word, and may find magical traps cre-
  ated through glyphs, runes, sigils, and symbols with a successful
  Search check, just as a rogue does.
  Caster Level: 12th; Prerequisites: Forge Ring, legend lore, stone tell,
  find traps; Market Price: 23,250 gp; Cost to Create: 14,750 gp + 680 XP.
  Robe of Many Sigils
  This garment is a black robe filigreed with mithral threads woven
  in the shape of dozens of runes and sigils. The spells laid on the
  robe enable the inscription of spells into the fabric as if it were a
  scroll. 
  The wearer can cast the inscribed spells as if using a scroll,
  although his hands remain free, and he can cast scrolls from any
  part of the robe, even the back. Inscribed spells can only be cast
  from the robe by its wearer.
  Inscribing a spell onto the robe requires the Scribe Scroll feat and
  8 ranks in the Craft (weaving) skill. It otherwise follows the rules for
  inscribing scrolls. The robe can hold up to 10 inscribed spells at a
  time. Once a spell is cast from the robe, another can be inscribed in
  its place.
  In addition to its other properties, the robe allows the wearer to
  read magic three times per day.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Scribe
  Scroll, read magic; Market Price: 7,300 gp.
  Danali’s Equipment
  
  The Leaves of Learning
  5
  In the Stacks
  Here is a sampling of titles found within the Tower of Tomes:
  Title
  Vols.
  Published
  Author
  A Dove at Dawn
  1
  1329
  Ardreth, High Harp of Berdusk
  A Harper’s Guide
  1
  1264
  Alustriel, High Lady of Silverymoon 
  A Harper’s Song
  1
  ?
  Storm Silverhand
  A Merchant Master’s Life
  1
  ?
  Asargrym of Baldur’s Gate
  A Merchant’s Sagacity
  1
  ?
  Blackthorn Belgadar
  A Merchant’s Tale
  1
  ?
  Jarn Tiir of Lantan
  A Myth Drannan Amphigory
  3
  1337
  Elminster of Shadowdale
  A Ranger’s Road
  1
  ?
  Thaulavvan Tridentstar
  A Small but Treasonous Chapbook
  1
  1359
  Albaertin of Marsember
  A Treatise toward Unity: Comparisons of
  the People and Humanity in Art and Life
  2
  503
  Arun Maerdrymm of Myth Drannor
  A Warrior’s View
  1
  ?
  Galgarr Thormspur, Marshal of Maligh
  A Wayfarer’s Belt-Book of Advice
  1
  ?
  Rasthiavar of Iriaebor, Sage
  An Old Warrior’s Way
  1
  ?
  Dathlance of Selgaunt
  Ballads and Lore of One Dusty Road
  2
  1350
  Sharanralee
  Battered Bones and Scattered Skulls: 
  The Life of a Dwarven Champion
  3
  ?
  Rauthglur Ormyndake
  The Book of the Coast
  1
  ?
  Mespert of Baldur’s Gate
  Dolorous Days in Daerlûn: My Exile from Cormyr
  1
  ?
  Jalduth Mimbraer
  Falcon Fun
  1
  1344
  Edwin Narlok of Waterdeep
  Folk of Renown
  3
  ?
  Glasgert Himlothrith, Scribe of Iriaebor
  The Golden Age of Goblins
  1
  1289
  Artur Shurtmin, Loremaster of Berdusk
  Harping by Moonlight: Approaches to Life
  1
  ? (c. 1330s)
  Elminster of Shadowdale
  I Am Reminded: Memoirs of a Dragonslayer
  2
  ?
  Aernstag Oeblym of Starmantle
  I Harp as I See It
  1
  1365
  Abranthar “Twoquills” Foraeren
  Just Another Tome Among So Many: 
  Last Leaves of a Librarian
  1
  ?
  Beldrim Bessart of Baldur’s Gate
  Lessons to Children
  7
  ? (c. 1310s)
  Aglasz Jhavildar, Sage of Teziir
  Letters to a Sheltered Son
  1
  ?
  Oblut Thoim, Master Merchant of Teziir
  Lyres, Harps, and Horns: 
  Sixty Years at Court in Suzail and Elsewhere
  3
  ? (c. 1360s)
  Aglasz Jhavildar, Sage of Suzail
  Musings on the Realms
  1
  ?
  Oren bel Dannar, Sage of Triel
  My Adventures in the Realms
  6
  ?
  Dathlyr “The Hammer” Graybold
  My Journeys Around the Sea of Fallen Stars
  3
  1298
  Nelve Harssad of Tsurlagol
  None but the Undying: 
  My Days Driving Down Those Who Walk
  2
  ?
  Alabaer Dree, Scourge of Undead
  Posthumous Musings of a Zhentarim Mageling
  1
  1350
  Destrar Gulhallow
  Raging Blades: A Tale of the North
  1
  ?
  Halvidon Maeraed, Bard of Elturel
  Slumbertime Stories for Sprigs
  1
  c. 1330s
  Syluné of Shadowdale
  Speeches of a Most Worthy Sage
  1
  ?
  Thargrin “Threeboots” Ammatar
  The Steel Princess’s Field Guide 
  to Tactics of the Purple Dragon
  1
  1364
  Her Royal Highness Princess Alusair Nacacia Obarskyr of Cormyr
  The Strings of a Shattered Lyre
  1
  1342
  Tammarast Tengloves, Bard of Elupar
  Talk of the Taverns
  1
  ?
  Tasagar Winterwind, Scribe to the Guilds of Selgaunt
  Tall Tales: A Ranger’s Life
  1
  ?
  Amhritar the Tall
  Teachings of the Morning’s Glory
  4
  ?
  Thorndar Erlin, High Priest of Lathander
  Thoughts on a Better Faerûn
  1
  1340
  Albryngundar of the Singing Sword
  To Harp and to Help
  1
  1271
  Alustriel, High Lady of Silverymoon 
  To Rule a Realm, from Turret to Midden
  1
  1346
  Ralderick Hallowshaw, Jester
  Treatise on Good Wifery
  1
  1298
  Miriam Buttercake of Ashabenford
  Treatise on the Flora of the Barren Wastes
  1
  1313
  Gaspaeril Gofar of Arabel
  Unholy Rites of Bhaal
  3
  c. 200s+
  Anonymous clerics of Bhaal
  Valorous and Vanquished: The Dead Heroes of Faerûn
  1
  ?
  Glimmerdarth Gulprin, “the Gnome Sage”
  Volo’s Guide to Cormyr
  1
  1367-1368
  Volothamp Geddarm
  Volo’s Guide to the Dalelands
  1
  1368-1369
  Volothamp Geddarm
  Volo’s Guide to the Moonsea
  1
  1357-1358
  Volothamp Geddarm; unreleased and suppressed by Zhentil Keep
  Volo’s Guide to the Vast
  1
  1358-1360
  Volothamp Geddarm; unreleased
  Volo’s Guide to Westgate and the Dragon Coast
  1
  1360-1362
  Volothamp Geddarm; unreleased
  Why I Am a Harper
  1
  1366
  Belbradyn Tralaer
  The Words of One Dwarf
  1
  ?
  Salhmitarr “Sage” Sorndar
  
  *Domain spell. Deity: Oghma. Domains: Charm (+4 bonus to
  Charisma 1/day as a free action for one minute), Knowledge (cast
  divinations at +1 caster level), Luck (good fortune 1/day).
  Possessions: +2 mithral shirt, +1 everbright long sword, longhorn
  flute, ring of lore, robe of many sigils.
  The Learned Father has spent nearly all his life within the walls of
  Highmoon, yet he rarely emerges from the innermost chambers of
  the Leaves of Learning. For more than 40 years he has been active-
  ly engaged in creating his Index, quiet back-room work that has
  earned him Oghma’s strong approval. The Binder has appeared in
  visions to the church hierarchy time and again, each time instruct-
  ing his followers to promote this favored cleric. As a result, many
  Oghmanyte delegations from other temples, including much older
  and larger ones, come to Highmoon to see the result of Danali’s
  labors. Danali now serves as high priest of the Leaves of Learning.
  Danali’s position protects him from most dangers, but he seems
  quite willing and able to defend his beloved library whenever the
  need arises. He always has a large arsenal of spells available to him
  by means of his robe of many sigils, and he is quite proficient with
  his elven longsword. (The blade was one of several gifts sent by
  Queen Amlaruil of Evermeet in thanks for the Learned Father’s
  work in restoring several elven religious tomes lost during the fall
  of Myth Drannor.)
  Despite his severe expression, the balding Danali is quite fun
  loving and somewhat of an innocent at heart. Of late, he has finally
  met a woman capable of drawing him out from the stacks, if only for
  a few hours, and he now spends most evenings in the temple garden
  accompanying Jhenna Iliathor’s harp with his longhorn flute.
  k Lorekeeper Venturer Tessele Whitehorn: Female human Clr5 of
  Oghma; CR 5; Medium-size humanoid; HD 5d8–5; hp 17; Init –1;
  Spd 30 ft.; AC 12, touch 9, flat-footed 12; Atk +3 melee (1d6–1,
  masterwork quarterstaff); SA Turn undead 5/day; AL LN; SV Fort
  +3, Ref +0, Will +8; Str 8, Dex 8, Con 8, Int 17, Wis 18, Cha 14.
  Skills and Feats: Craft (bookbinding) +9, Gather Information +3,
  Knowledge (arcana) +5, Knowledge (geography) +12, Knowledge
  (nature) +8, Knowledge (the Dales history) +8, Knowledge (the Dales
  local) +12, Knowledge (the Dales nobility and royalty) +8, Knowl-
  edge (the Dales religion) +6; Skill Focus (Craft [bookbinding]), Skill
  Focus (Knowledge [geography]), Skill Focus (Knowledge [the Dales
  local]).
  Spells Prepared: (5/5/4/3; base DC 14 + spell level): 0—detect
  magic, light, mending, read magic, resistance; 1st—bless, charm
  person, command, comprehend languages, divine favor; 2nd—augury,
  calm emotions, resist elements, silence; 3rd—clairaudience/clairvoy-
  ance*, magic vestment, suggestion.
  *Domain spell. Deity: Oghma. Domains: Charm(+4 bonus to
  Charisma 1/day as a free action for one minute), Knowledge (cast
  divinations at +1 caster level).
  Possessions: +1 leather armor, masterwork quarterstaff, circlet of
  comprehending languages and reading magic (as the helm), goggles of
  minute seeing, oil of timelessness, scroll of make whole, scholar’s
  outfit.
  In her youth, Tessele Whitehorn was a legendary adventurer,
  renowned for her wild exploits and her beauty, with a steady stream
  of men in her life. Eventually, she fell in love with one of her
  adventuring companions, only to see him die in the jaws of a dra-
  colich on what would be her last adventure. Brokenhearted, Tessele
  retired to the Leaves of Learning and adopted a life of quiet con-
  templation for many years. Now in her sixties, she has found joy in
  the simple pleasure of going out into the community and recording
  the stories of those who have seen many years.
  Although it has been quite some time since she wielded her quar-
  terstaff in combat, Tessele’s wits remain keen, as does her knowledge
  of battle tactics. She keeps her trusty leather armor oiled and insists
  that her fellows join her in a daily exercise regimen.
  Recently, Tessele experienced a series of troubling visions, most
  of which show a falling star crashing into a great forest, engulfing
  the trees and the elves who dwell among them in a great conflagra-
  tion. Unbeknownst to her, her dreams bear witness to the fall of the
  Lorelands of Uvaeren, an elven civilization dedicated to both mag-
  ical and mundane knowledge that thrived where Mistledale now lies.
  Uvaeren’s founding and fall preceded the raising of the mythal over
  Myth Drannor by millennia. What these dreams portend is known
  only to the Binder.
  k Lorekeepers (2): Male and female human Brd1/Clr2 of Oghma;
  CR 3; Medium-size humanoids; HD 1d6–1, 2d8–2; hp 9; Init –1;
  Spd 30 ft.; AC 12, touch 9, flat-footed 12; Atk +0 melee (1d6–1,
  quarterstaff); SA Turn undead 5/day; SQ Bardic music 1/day (coun-
  tersong, fascinate, inspire courage), bardic knowledge +8; AL LG;
  SV Fort +2, Ref +3, Will +10; Str 8, Dex 8, Con 8, Int 16, Wis 17,
  Cha 15.
  Skills and Feats: Craft (bookbinding) +11, Gather Information
  +3, Knowledge (geography) +8, Knowledge (nature) +6, Knowledge
  (the Dales history) +9, Knowledge (the Dales local) +9, Knowledge
  (the Dales nobility and royalty) +8, Knowledge (the Dales religion)
  +5, Perform +6; Iron Will, Lightning Reflexes, Skill Focus (Craft
  [bookbinding]).
  Bard Spells Known: (2; base DC 12 + spell level; 15% chance of
  spell failure): 0—detect magic, light, read magic, resistance.
  Cleric Spells Prepared: (4/4; base DC 13 + spell level): 0—detect
  magic, guidance, mending (2); 1st—bless, detect secret doors*, entrop-
  ic shield, sanctuary.
  *Domain spell. Deity: Oghma. Domains: Charm (+4 bonus to
  Charisma 1/day as a free action for one minute), Knowledge (cast
  divinations at +1 caster level).
  Possessions: Studded leather armor, quarterstaff, headband of the
  Binder, scholar’s outfit.
  k Seekers (4): Male and female human Clr1 of Oghma; CR 1;
  Medium-size humanoids; HD 1d8–1; hp 3; Init +0; Spd 30 ft.; AC
  12, touch 10, flat-footed 12; Atk –1 melee (1d6–1, quarterstaff); SA
  Turn undead 5/day; AL LG or NG; SV Fort +1, Ref +2, Will +5; Str
  8, Dex 10, Con 9, Int 16, Wis 17, Cha 15.
  Skills and Feats: Craft (bookbinding) +7, Gather Information +3,
  Knowledge (geography) +6, Knowledge (history) +6, Knowledge
  (nature) +5, Knowledge (nobility and royalty) +5, Knowledge (reli-
  gion) +6, Knowledge (the Dales local) +6; Lightning Reflexes, Skill
  Focus (Craft [bookbinding]).
  Spells Prepared: (3/3; base DC 13 + spell level): 0—light,
  mending, read magic; 1st—bless, charm person*, comprehend
  languages.
  The Leaves of Learning
  6
  Headband of the Binder
  This circlet of blue-green metal is stamped with the blank-scroll
  symbol of Oghma. In addition to allowing the wearer to read magic
  three times per day, a bard wearing the headband gains a +4 sacred
  bonus to her bardic knowledge rolls.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, read
  magic, creator must be a bard; Market Price: 2,600 gp; Weight: —
  .
  
  *Domain spell. Deity: None. Domains: Charm (+4 bonus to Charis-
  ma 1/day as a free action for one minute), Knowledge (cast divina-
  tions at +1 caster level).
  Possessions: Leather armor, quarterstaff, necklace of prayer beads
  (blessing), scholar’s outfit.
  k Lorewarden Rowan Silvercrown: Female human Mnk4; CR 4;
  Medium-size humanoid; HD 4d8+0; hp 18; Init +2; Spd 40 ft.; AC
  16, touch 15, flat-footed 14; Atk +4 melee (1d8+1, unarmed strike)
  or +5 melee (1d6+1, masterwork siangham); SA Flurry of blows,
  stunning attack (4/day); SQ Evasion, fast movement, slow fall (20
  ft.), still mind; AL LN; SV Fort +5, Ref +7, Will +8; Str 12, Dex 14,
  Con 10, Int 14, Wis 16, Cha 10.
  Skills and Feats: Balance +10, Climb +7, Concentration +2, Craft
  (bookbinding) +4, Hide +4, Jump +6, Knowledge (geography) +4,
  Listen +9, Move Silently +8, Perform (glaur) +1, Spot +5, Tumble
  +9; Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike,
  Mobility.
  Flurry of Blows: Rowan may use the full attack action to make
  one extra attack per round with an unarmed strike or a special monk
  weapon at her highest base attack, but this attack and each other
  attack made that round suffer a –2 penalty apiece. This penalty
  applies for 1 round, so it affects attacks of opportunity she might
  make before her next action. If armed with a kama, nunchaku, or
  siangham, Rowan makes the extra attack either with that weapon or
  unarmed. If armed with two such weapons, she uses one for her reg-
  ular attack and the other for the extra attack. In any case, her
  damage bonus on the attack with her off hand is not reduced.
  Stunning Attack (Su): Once per round (but not more than 4/day),
  Rowan can stun a creature damaged by her unarmed attacks. The foe
  so struck must make a Fortitude saving throw (DC 15) or be
  stunned for 1 round in addition to suffering normal damage from
  the attack. Creatures immune to critical hits cannot be stunned with
  this attack.
  Evasion (Ex): If Rowan makes a successful Reflex saving throw
  against an attack that normally deals half damage on a successful
  save, she instead takes no damage.
  Slow Fall: When within arm’s reach of a wall, Rowan can use it
  to slow her descent while falling. She takes damage as if the fall were
  20 ft. shorter than it actually is.
  Still Mind: Rowan gains a +2 bonus to saving throws against spells
  and effects from the Enchantment school.
  Possessions: Bracers of armor +1, masterwork siangham, cloak of
  resistance +1, masterwork glaur, monk’s outfit.
  Born in Ordulin, but raised in Tegal’s Mark, Rowan is the daughter
  of a bookbinder who instilled in her a love of books and an abhor-
  rence of those who would destroy them. She joined the Children of
  the Passive Voice at a young age and rose quickly within the order.
  In combat, Rowan prefers to quickly size up her opponents
  before leaping into and out of the fray. She finds that if she con-
  centrates on avoiding an opponent’s attacks, her chance to strike a
  telling blow inevitably occurs. Like most members of her order, she
  favors “Oghma’s quill” (a siangham) as a weapon.
  The Lorewarden treats her responsibility for defending the
  Leaves of Learning very seriously and often finds fault with mem-
  bers of the Tower Guard posted at the temple who do not show the
  same degree of vigilance. She is somewhat of a mother hen to the
  aged clerics of the temple, keeping close watch over them when they
  stray beyond the temple walls.
  k Children of the Passive Voice (variable): Male and female human
  Mnk2; CR 2; Medium-size humanoids; HD 2d8+0; hp 9; Init +1; Spd
  30 ft.; AC 15, touch 14, flat-footed 14; Atk +3 melee (1d6+2,
  unarmed strike); or +3 melee (1d6+2, siangham); SA Flurry of
  blows, stunning attack (2/day); SQ Evasion, fast movement; AL
  LN; SV Fort +3, Ref +4, Will +8; Str 14, Dex 12, Con 10, Int 13,
  Wis 16, Cha 10.
  Skills and Feats: Balance +3, Climb +4, Concentration +2, Craft
  (bookbinding) +2, Hide +3, Jump +4, Knowledge (geography) +3,
  Listen +6, Move Silently +4, Perform (glaur) +1, Spot +5, Tumble
  +5; Deflect Arrows, Dodge, Improved Unarmed Strike, Iron Will.
  Flurry of Blows: The monk may use the full attack action to
  make one extra attack per round with an unarmed strike or a special
  monk weapon at her highest base attack, but this attack and each
  other attack made that round suffer a –2 penalty apiece. This penal-
  ty applies for 1 round, so it affects attacks of opportunity the monk
  might make before her next action. If armed with a kama, nun-
  chaku, or siangham, the monk makes the extra attack either with
  that weapon or unarmed. If armed with two such weapons, she uses
  one for her regular attack and the other for the extra attack. In any
  case, her damage bonus on the attack with her off hand is not
  reduced.
  Stunning Attack (Su): Once per round (but not more than 2/day),
  the monk can stun a creature damaged by her unarmed attacks. The
  foe so struck must make a Fortitude saving throw (DC 14) or be
  stunned for 1 round in addition to taking normal damage from the
  attack. Creatures immune to critical hits cannot be stunned with this
  attack.
  Evasion (Ex): If a monk makes a successful Reflex saving throw
  against an attack that normally deals half damage on a successful
  save, she instead takes no damage.
  Possessions: Bracers of armor +1, siangham, glaur, monk’s outfit,
  potion of cat’s grace, potion of cure light wounds, and potion of spider
  climb.
  k Sergeant Mourn Deepwood: Male half-elf War2; CR 1; Medium-
  size humanoid (elf); HD 2d8–2; hp 7; Init +1; Spd 20 ft.; AC 17,
  touch 11, flat-footed 16; Atk +3 melee (1d8/19–20, masterwork
  longsword); or +5 ranged (1d8/x3, masterwork longbow); SQ Half-
  elf traits; AL LG; SV Fort +2, Ref +1, Will +0; Str 10, Dex 12, Con
  9, Int 10, Wis 10, Cha 12.
  Skills and Feats: Handle Animal +2, Intimidate +2, Listen +3,
  Ride (horse) +4, Search +1, Spot +1, Swim +1; Weapon Focus (long-
  bow).
  Half-Elf Traits: Immune to magic sleep spells and effects; +2
  racial bonus to Will saves against enchantment spells or effects; low-
  light vision (can see twice as far as a human in low-light conditions);
  +1 racial bonus to Listen, Spot, and Search checks (already figured
  into the statistics above).
  Possessions: +1 chainmail, masterwork longsword, masterwork
  longbow, glaur, potion of cat’s grace, potion of cure light wounds (2),
  quiver of 20 arrows, traveler’s outfit.
  k Tower Guards (8): Male and female human War1; CR 1/2;
  Medium-size humanoids; HD 1d8+3; hp 7; Init +2; Spd 20 ft.; AC
  14, touch 10, flat-footed 14; Atk +1 melee (1d8/19–20, longsword)
  or +2 ranged (1d8/x3, masterwork longbow); AL LG; SV Fort +2,
  Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
  Skills and Feats: Handle Animal +2, Intimidate +2, Ride (horse)
  +3, Spot +4, Swim +1; Blooded, Toughness.
  Possessions: Scale mail, longsword, masterwork longbow, glaur,
  potion of cure light wounds, quiver of 20 arrows, traveler’s outfit.
  k Jhenna Iliathor: Female half-elf Brd7/Hpr5; CR 12; Medium-size
  humanoid (elf); HD 12d6; hp 42; Init +3; Spd 30 ft.; AC 20, touch
  13, flat-footed 17; Atk +9/+4 melee (1d8+1/17–20, Cormanthyrian
  elfblade); or +11/+6 ranged (1d8/x3, composite longbow); SQ
  Bardic/Harper knowledge +14, bardic music (countersong, fascinate,
  inspire competence, inspire courage, suggestion) 7/day, Craft Harper
  The Leaves of Learning
  7
  
  Item, Denier’s eye, favored enemy (Cult of the Dragon +2, Zhen-
  tarim +1), half-elf traits, Lliira’s heart, Tymora’s smile; AL NG; SV
  Fort +3, Ref +12, Will +11; Str 10, Dex 16, Con 10, Int 14, Wis 10,
  Cha 18.
  Skills and Feats: Balance +4, Bluff +9, Concentration +5, Deci-
  pher Script +4, Diplomacy +16, Disguise +9, Gather Information
  +11, Hide +5, Intimidate +6, Jump +1, Knowledge (the Dales local)
  +9, Listen +6, Move Silently +8, Perform +16, Search +5, Sense
  Motive +5, Spellcraft +7, Spot +3, Swim +2, Tumble +8, Use Magic
  Device +9, Wilderness Lore +2; Alertness, Blooded, Iron Will, Mar-
  tial Weapon Proficiency (composite longbow), Martial Weapon Pro-
  ficiency (longsword), Skill Focus (Gather Information), Skill Focus
  (Perform), Track.
  Bardic/Harper Knowledge: Jhenna may make a bardic knowledge
  check with a bonus of +14 to see whether she knows some relevant
  information about local notable people, legendary items, or note-
  worthy places.
  Bardic Music: Jhenna can use her song or poetics to produce these
  magical effects on those around her:
  •
  Countersong (Su): Jhenna can counter magical effects that
  depend on sound by making a Perform check for each
  round of countersong. Any creature within 30 ft. of her
  who is affected by a sonic or language-dependent magical
  attack may use Jhenna’s Perform check result in place of
  his or her saving throw if desired. Countersong lasts for 10
  rounds. 
  •
  Fascinate (Su): Jhenna can cause a single creature within 90
  ft. that can see and hear her to become fascinated with her.
  Jhenna’s Perform check result is the DC for the opponent’s
  Will save. Any obvious threat breaks the effect. Fascination
  lasts 7 rounds. 
  •
  Inspire Competence (Su): An ally within 30 ft. who can see
  and hear Jhenna gets a +2 competence bonus on skill checks
  with a particular skill for as long as he or she can hear the
  music. 
  •
  Inspire Courage (Su): Allies who can hear Jhenna receive a +2
  morale bonus on saves against charm and fear effects and a
  +1 morale bonus on attack and weapon damage rolls. The
  effect lasts for 5 rounds after the ally can no longer hear her. 
  •
  Suggestion (Sp): Jhenna can make a suggestion (as the spell)
  to a creature she has already fascinated. A Will save (DC
  17) negates the effect.
  Craft Harper Item: This specialized form of the Craft Won-
  drous Item feat allows Jhenna to create magic musical instru-
  ments, Harper pins, and certain potions (Charisma, detect
  throughts, tongues, and truth). This ability replaces the need for any
  item creation feat for the item. Her caster level for these items is
  12. All the normal requirements for an item (such as race or
  spells) remain the same. All other rules for creating wondrous
  items or potions apply.
  Denier’s Eye (Su): Jhenna gains a +2 sacred bonus on saving
  throws against glyphs, runes, and symbols.
  Favored Enemy: Jhenna has chosen the Cult of the Dragon as her
  first favored enemy and the Zhentarim as her second. She gains the
  listed bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness
  Lore checks, as well as melee weapon damage rolls (and ranged
  damage rolls for ranged attacks within 30 ft.) made against mem-
  bers of these groups.
  Half-Elf Traits: Immune to magic sleep spells and effects; +2
  racial bonus to Will saves against enchantment spells or effects; low-
  light vision (can see twice as far as a human in low-light conditions);
  +1 racial bonus to Listen, Spot, and Search checks (already figured
  into the statistics above).
  Lliira’s Heart (Su): Jhenna gains a +2 sacred bonus on saving
  throws against compulsion and fear effects.
  Tymora’s Smile (Su): Once per day, Jhenna can add a +2 luck
  bonus to a single saving throw. This bonus applies after the die is
  rolled and after success or failure of the unmodified result is deter-
  mined.
  Bard Spells Known: (3/4/3/1; base DC 14 + spell level; 20%
  chance of spell failure): 0—daze, detect magic, ghost sound, pres-
  tidigitation, read magic, resistance; 1st—expeditious retreat, feather
  fall, mage armor, sleep; 2nd—cure moderate wounds, eagle’s splen-
  dor, mirror image, whispering wind; 3rd—haste, scrying.
  Harper Spells Known: (2/2/1; base DC 14 + spell level; 20%
  chance of spell failure): 1st—change self, charm person, comprehend
  languages, spider climb; 2nd—cat’s grace, darkvision, detect thoughts,
  see invisible; 3rd—suggestion, tongues.
  Possessions: +2 elven chainmail, composite longbow, Corman-
  thyrian elfblade (+1 keen longsword) with symbol of House
  Iliathor, lesser Harper pin (functions as a ring of mind shield-
  ing), Rhingalade’s harp, potion of Charisma, potion of glibness,
  potion of truth,, salve of minor spell resistance, quiver of 40
  arrows.
  Jhenna Iliathor is a talented performer whose bardic skills are well
  appreciated in the southern Dalelands and the cities of Sembia.
  Like most bards of the region, many suspect she is tied in some
  ways to the Harpers, although few realize the true extent of her
  involvement. Jhenna oversees the activities of Those Who Harp
  throughout Deepingdale and the Lake Sember region, seeking to
  ensure that the region remains true to the original Dalelands com-
  pact with the elves of Cormanthor.
  Although no stranger to combat, Jhenna prefers to work
  through more indirect means, such as gathering information
  about the Followers of the Scaly Way and then ensuring it falls
  into the hands of those whose interests are opposed to the Dragon
  Cult’s activities. When combat is inevitable, the Harper favors
  her bow and spells enabling her to avoid closing with the enemy.
  Only rarely is she forced to employ her ancestral blade, but, when
  she does, she wields it with the skill and grace of her elf predeces-
  sors.
  Of late, Jhenna has been spending a great deal of time at the
  Leaves of Learning, all but living with the Learned Father.
  Brought together by their love of knowledge, the two have found
  themselves unexpectedly drawn to each other.
  The Leaves of Learning
  8
  Jhenna’s equipment
  Rhingalade’s Harp
  This masterwork harp (+2 circumstance bonus to Perform (harp)
  checks) is carved with images of a multitude of harpists playing in
  a chorus. Once per day it can be played to invoke a simultaneous
  blink and mirror image spells upon its wielder (both effects end
  after 6 rounds). Use of this item requires at least 1 rank in Perform
  (harp).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, blink,
  mirror image; Market Price: 5,400 gp.
  Salve of Minor Spell Resistance
  This salve is based on a drow formula. It requires a full-round action
  to spread on the skin, after which it grants SR 17 for five minutes.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, spell
  resistance; Market Price: 1,250 gp
  
  Initiation
  The Binder welcomes all true seekers of knowledge into his church,
  and the Leaves of Learning is no exception to this practice. All that
  is required to worship or study at the Leaves of Learning is a true pro-
  fession of faith in the Binder’s teachings (see the discussion below of
  the zone of truth spell that permeates the temple compound) and a
  willingness to contribute to its storehouse of knowledge. The latter is
  usually interpreted as the gift of some book or scroll whose contents
  are not as yet found within the walls of the temple library. However,
  those who lack the wealth to make such a donation can instead con-
  tribute an old tale or bit of song to be recorded by a temple.
  Of course, such openness is not without risk, and all who are not
  well known to the clergy are carefully watched during their stay
  within temple walls. The Children of the Passive Voice have even
  been known to discretely follow suspicious persons after they leave
  the temple grounds to see if they are who they claim, a practice jus-
  tified by Rowan with a wink as “the further pursuit of knowledge,
  which the Binder says cannot be a sin.”
  Allies and Enemies
  The folk of Highmoon, now a growing, bustling center of culture,
  are justly proud of the reputation of sophistication that the clerics
  at the Leaves of Learning have given their town. As such, the
  temple has earned the strong support of the population, who will
  brook no plot to undermine their beloved library. Lord Theremen
  Ulath is also a strong backer of Danali’s endeavors, contributing
  both his political aid and a detachment of troops to ensure the
  temple’s continued success. Those Who Harp maintain a benevolent
  watch as well over the Leaves of Learning, for Oghma is one of the
  divine patrons of the Harpers and the temple furthers the preser-
  vation of tales and lessons of the past, one of the chief goals of that
  fellowship.
  Despite such allies, the temple is not without its foes, for not
  everyone is enamored of the continuing spread of knowledge.
  Thieves are the most common threat, dispatched by Sembian mer-
  chant lords, Cormyrian nobles, or various secret societies to
  retrieve or destroy some obscure bit of lore that might invalidate
  some claim or reveal some secret of their lineage they might
  prefer to go undiscovered. Greedy wizards are far less of a threat
  than one might otherwise imagine, for members of the clergy have
  widely advertised the fact that they have not a word about magic
  within their walls.
  The greatest long-term threat to the Leaves of Learning
  comes from an unexpected quarter. The illithids of Oryndoll, a
  subterranean city that lies deep beneath the Shining Plains far to
  the south and west of Highmoon, have a highly developed, theo-
  logically based culture that incessantly plunders knowledge and
  hoards it within their temple. The illithids seek to acquire knowl-
  edge at the exclusion of all others, and thus oppose the efforts of
  Oghma’s priesthood to disseminate knowledge as widely as possible.
  Word of Danali’s Index has recently reached the illithid leaders of
  Oryndoll, who have recognized the threat it poses to their city’s
  ambitions. As such, the quiet, unassuming temple at the heart of
  Highmoon has become the unwitting target of the plots of one of
  Faerûn’s oldest cultures.
  Map Key
  The Leaves of Learning is dominated by the Tower of Tomes, the
  full bulk of which rises six stories and whose roof is topped by a
  parapet and a smaller tower spire. The Tower of Tomes overlooks
  a large forested inner court, dominated by small pools and wind-
  ing paths. Within the inner court lies a free-standing two-story
  wood structure known as the Monks’ House. A narrow parapet-less
  wall, two cloisters, and the inner wall of the Scroll House encircle
  the garden.
  The Leaves of Learning
  9
  
  1. ENTRY HALL
  Visitors to the Leaves of Learning are greeted in the entry hall
  of the Scroll House, a simple chamber. When the temple is open
  for visitors, at least one monk and at least one Tower Guard
  remain on duty here. At other times, it is only infrequently visit-
  ed by Tower Guard patrols. The duskwood doors normally stay
  unlocked during the day and are barred each evening with a stout
  duskwood bar.
  2. CONTRACT ROOM
  The ornate Contract Room in the Scroll House boasts finely
  carved wood paneling depicting scenes from the holy texts of
  Oghma. The room itself is dominated by several writing desks sur-
  rounded by chairs. Visitors who wish to draw up a contract, deed,
  or other document are escorted into this room to consult with one
  of the clerics. Usually at least one of them works in this chamber
  during the day.
  3. DINING ROOM
  The large, wood-paneled dining room looks out into the inner court.
  In the summer months, the doors usually stay open to let in more
  light and a small breeze. Two large wooden tables dominate the
  center of the room. A narrow stairway leads up to the second floor
  of the Scroll House. This room is usually occupied only at meal
  times and in the evening, during the winter, for it is one of the
  warmest rooms in the house. Otherwise, the Tower Guard patrols
  here infrequently.
  4. KITCHEN
  A large walk-in fireplace and two preparation tables dominate the
  Scroll House’s kitchen. The walls and ceiling are hung with cooking
  implements and fresh stores. The door between this room and the
  dining room usually stays open, both to allow easy passage by
  tressyms into the pantry (see area 11) and because cooking at the
  temple is a communal affair with a great deal of traffic between the
  kitchen and the dining area. Several clerics and/or monks occupy
  this room prior to each of the three daily meals, but otherwise the
  Tower Guard patrols it only infrequently.
  5. PANTRY
  The Scroll House’s dark, cool pantry is used to store foodstuffs. As
  the Leaves of Learning lies within a large town, the inhabitants
  of the temple do not need to store large amounts of food here.
  Most of the foodstuffs are roots or grains of various sorts. The
  door to this room usually stays open to allow the tressyms of the
  garden to hunt rodents that make their way in here. The Tower
  Guard patrols the pantry infrequently;  otherwise residents visit
  this room only when meals are being prepared or during food
  delivery.
  6. CLERIC’S QUARTERS
  Seven chambers on the Scroll House’s second floor serve as quarters
  for the venerable clerics who live at the temple. Aside from the
  rooms above the kitchen, they can get quite cold in the winter, as
  they lack fireplaces. Each room is adorned with a bed, a simple book-
  shelf filled with the books the clerics are currently studying, a dress-
  er for storing possessions, a wash basin, and a small stone altar.
  Chamber pots lie under each bed. Most quarters are empty except at
  night, when their inhabitants are reading or sleeping.
  7. DANALI’S QUARTERS
  The Learned Father’s quarters are identical to those of the other
  clerics; they occasionally house Jhenna Iliathor in addition to
  Danali. It is the only bedroom with a window opening onto the inner
  court. With a bit of pluck, it is easy to step out of the room’s window
  onto the roof of the East Cloister. The Learned Father is known to
  take a blanket out and look at the stars on perfect summer nights,
  despite the admonitions of the Lorewarden.
  8. BINDING ROOM
  The largest room on the Scroll House’s second floor is used for cat-
  aloging and repairing newly acquired tomes and scrolls. Much of the
  temple’s bookbinding work is performed here as well. Four large
  workbenches, piled high with a riot of books and scrolls, dominate
  the room. During the day, one of the monks and at least two of the
  clerics are usually found within. At night, wandering guard patrols
  visit it infrequently.
  9. EAST CLOISTER
  A simple portico connects the Scroll House to the Tower of
  Tomes. Four pillars run along the south edge of the East Cloister,
  enabling passersby to look into the forested inner court. Each
  pillar is carved with elaborate scrollwork that intertwines with the
  carved vines that adorn the underside of the cloister roof. During
  the day, this portico sees a lot of traffic as clerics, monks, and vis-
  itors pass back and forth between the Scroll House and the Tower
  of Tomes. At night, a Tower Guard is usually stationed on the roof
  of the East Cloister, in part to deter Danali from risking a fall in
  order to reach this place.
  10. WEST CLOISTER
  A simple portico identical to the East Cloister, but less trafficked,
  connects the Tower of Tomes to the west wall of the temple. Sev-
  eral wooden reading benches make the West Cloister a quiet con-
  templation nook. It is rarely unoccupied during the evening, as
  some of the clerics or monks usually avail themselves of the quiet
  seclusion. At night, one of the Tower Guards is usually stationed
  on the roof of the West Cloister, reached by climbing the branch-
  es of a nearby tree.
  11. INNER COURT
  The forested inner court is dominated by beetle palms, gleaming
  blueleafs, arrow-straight duskwoods, vinelike helmthorns, curving
  hiexels, squat laspars, towering phandars, roseneedle pines, giant
  weirwoods, and even a single transparent chime oak, transplanted
  from the east starwood of Cormanthor. Beneath the trees are an
  even wider variety of flowers, bushes, ferns, and other plants. The
  wide variety of species is greater than one might find naturally in
  such a small area, but all are native to the Dalelands or Cormanthor.
  Although the followers of Oghma are not the equals of Chauntea’s
  clerics, they do know a fair bit about tending to vegetation, and most
  of the clerics and monks spend several hours each day outdoors
  working on their forested garden.
  A maze of narrow paths loops through the walled forest, con-
  necting the cloisters, the Scroll House, the Monk’s House, and the
  Reflection Pool. Small bowers lie within each glade of trees, and
  wooden benches sit beside each pool, offering opportunities for
  peaceful contemplation, writing, or casual reading. A network of
  hidden pumps built by a Gondar engineer ensures that a network of
  tiny streams interlaces the paths of the inner court.
  The Leaves of Learning
  10
  
  Several wild tressyms escaped here after being brought to Deep-
  ingdale from Eveningstar by Cormyrian traders to be sold in the
  High Market. Now they make the inner court of the Leaves of
  Learning their home. They are much beloved by the inhabitants of
  the temple and have been known to alert one of the inhabitants
  when a visitor is doing something suspicious or on those rare occa-
  sions when an interloper makes it over the temple walls.
  The Tower Guard patrol the inner court in pairs of two both the
  day and night, a tour of duty said to be one of the most pleasing
  guard rotations in all the Dales.
  12. TOOL STORAGE
  In the northern half of the Monks’ House’s first floor, temple resi-
  dents store gardening implements and other tools used to maintain
  the temple grounds and buildings. It is only rarely occupied or visit-
  ed by patrols.
  13. GUEST CHAMBER
  Although nominally a chamber for honored guests, in practice this
  room within the Monks’ House quarters the sergeant of the Tower
  Guard. It is adorned in a fashion similar to the clerics’ quarters (see
  area 6). Sergeant Mourn Deepwood is found here most nights, but
  guards visit the room only infrequently.
  14. MONKS’ QUARTERS
  The second floor of the Monks’ House serves as both sleeping quar-
  ters and a training room. The monks each have a simple pallet that
  they roll up every morning before exercising. The floor of the room
  is covered in hay, and simple training weapons—clubs, daggers,
  kamas, light crossbows, nunchakus, quarterstaffs, and sianghams—
  adorn the walls. At night sleeping monks occupy this room, and in
  the early morning the Children of the Passive Voice practice their
  daily training regimen here. Otherwise, few visit it except the occa-
  sional guard patrol.
  15. TOWER OF TOMES: SHELVING FLOORS
  The first, third, and fifth floors of the Tower of Tomes are known
  as the Shelving Floors. Each level contains a metal spiral staircase
  leading up through a hole in the center of the floor (except the first
  floor) to a hole in the center of the ceiling. The rest of the floor is
  taken up by rows and rows of bookshelves, each stretching 15 feet
  high. Book ladders line each shelf, enabling the temple inhabitants
  to reach the topmost shelves. At the end of each shelf is a coffer
  filled with neatly cataloged vellum sheets, part of the legendary
  Index of Danali. (Copies of all sheets comprising the Index that
  were completed through the end of the last tenday are stored at the
  Tower of the Rising Moon in Highmoon as well.) During the day,
  these floors are regularly visited by the clerics as well as wandering
  patrols of the Children of the Passive Voice. At night, only the
  monks pass through, making their rounds.
  The first Shelving Floor has smaller stacks than those above it.
  Two duskwood doors, barred from within by a duskwood bar at
  night, lead out to the East and West Cloister.
  16. TOWER OF TOMES: READING FLOORS
  The second, fourth, and sixth floors of the Tower of Tomes are
  known as the Reading Floors. Each level contains a spiral metal
  staircase leading up through a hole in the center of the floor to a
  hole in the center of the ceiling. The rest of the floor is divided into
  four chambers and a cross-shaped hallway. Every wall, even within
  the Reading Rooms, is lined with bookshelves, stretching up to 15
  feet in the air. Book ladders line each shelf, enabling the temple
  inhabitants to reach the topmost shelves. Within each room and at
  the end of each hallway is a coffer filled with neatly cataloged
  vellum sheets, part of the legendary Index. At the center of each
  Reading Room is a wooden table and several chairs. Visitors to the
  library are brought to one of the Reading Rooms, allowed to consult
  the appropriate sheets of the Index, and then brought the book they
  request to peruse. During the day, these floors are regularly visited
  by the clerics as well as wandering patrols of the Children of the Pas-
  sive Voice. At night, only the monks pass through, making their
  rounds.
  17. TOWER OF TOMES: ROOF
  The roof of the Tower of Tomes consists of a small chamber at the
  top of the spiral staircase leading up from below. The room is dom-
  inated by various sacred, nonmagical relics of the Binder and serves
  as a private chapel for the inhabitants of the temple during religious
  services.
  A single door leads out on to the parapet, from which one can
  look out over Highmoon. Atop the small chamber is a slender spire
  that reaches some 30 feet above the parapet. Two members of the
  Tower Guard are usually stationed atop the parapet at night or
  during the day. From the parapet they can easily signal for rein-
  forcements from the Tower of the Rising Moon or from the Lord’s
  Barracks down the hill, using a glaur.
  Breaking In
  Most folks find that access to the fabled libraries of the Leaves of
  Learning is most easily achieved by knocking on the temple’s front
  door during the day and being admitted by one of the resident cler-
  ics. Although the cost of perusing tomes within the temple’s
  archives is steep for most people, it is not enough to make pilferage
  a reasonable alternative for the risk.
  Those who do attempt to breach the temple’s wards or infiltrate
  the grounds by posing as a visitor find that the entire structure lies
  within the area of a hallow spell to which a zone of truth has been
  fixed, making false professions of faith in the Binder’s teachings dif-
  ficult. The inner and outer walls of the temple are carved with
  runes, many of which are nonmagical but some of which act as
  glyphs of warding, usually triggered by someone trying to scale the
  wall or pass through an area without speaking the proper pass
  phrase. Glyphs on the external walls and in common areas usually
  trigger cause fear or hold person. Glyphs in areas of the library
  restricted to the clergy might trigger blinding/deafness or hold
  person without the proper pass phrase. Should intruders cause an
  alarm to be raised, the simple sounding of a glaur (many of which
  are hung decoratively about the temple) brings guard reinforce-
  ments running from the nearby Tower of the Rising Moon and even
  summons the Watchmen of Highmoon up from their barracks
  down the hill.
  Infiltrating the Leaves of Learning is particularly troublesome
  given the closeness of the small-knit community. One approach
  might be to join the Watchmen of Highmoon and hope to be
  assigned to the Tower Guard, a process that could take months. Even
  then, it might not succeed, for senior members of the Tower Guard
  claim most rotations at the Leaves of Learning. Another approach
  might be to masquerade as an elf of the Semberholme region. Some-
  times the Fair Folk slip out of the nearby woods late at night,
  uncomfortable at the thought of entering Highmoon during the
  hustle and bustle of daytime activity, and make a midnight knock
  on the door of the temple. Because of such cultural differences,
  Danali has instructed the clergy to admit the Fair Folk at all hours.
  The Leaves of Learning
  11
  
  This gives rise to the possibility that a sleepy guard might forget to
  request an oath to the Binder from the midnight visitor or nod off
  instead of supervising the visit appropriately. The dream of many a
  would-be thief is to sneak into the dungeons beneath the Tower of
  the Rising Moon and make their way up into the temple via a long-
  forgotten tunnel. However, if any such tunnel exists, it has never
  been found.
  Adapting the Temple
  Temples of Oghma are found within many major cities and not a
  few large towns as well, and the Leaves of Learning can be easily
  moved to such locales simply by renaming the temple’s inhabitants
  as appropriate for the region. The temple could be turned into an
  abbey set in the wilderness as well, but, if so, its defenses should be
  significantly enhanced, perhaps by placing it within a larger
  enclosed structure staffed by many defenders.
  The Leaves of Learning is easily adapted to other faiths as well,
  particularly those of a more scholarly aspect. All the comments
  about other locales above apply to temples of other faiths as well.
  Simply update alignments, favored weapons, and dogma. If the
  temple lies in a wilderness area or belongs to a less benevolent faith,
  replace the spell glyphs with more deadly spells as well. If the faith
  is of a chaotic bent, replace the monks with rogues or fighters.
  Azuth: The Patron of Mages instructs his clerics to gather and
  archive all manner of spells, so that no workings of the Art are lost
  when a wizard dies or vanishes. The temple becomes a repository of
  arcane knowledge and precious spells, with attendant security to
  match. Replace the Children of the Passive Voice with wizards and
  sorcerers, some of whom are arcane devotees.
  Deneir: The Leaves of Learning can serve as a temple of the
  Lord of All Glyphs and Images almost without change. Simply
  replace the Children of the Passive Voice with the more militant
  members of the Preservers of the Ordered Way.
  Milil: The Leaves of Learning also can serve as a temple of the
  Lord of Song. Simply restrict the library’s contents to poems, songs,
  and eloquent speeches, and replace the Children of the Passive Voice
  with the fighters, paladins, and bards of the Harmonious Order.
  Shar: The Mistress of the Night’s temples contain many secrets
  of the Shadow Weave and are guarded by monks of the Dark Moon
  order. The temple becomes a forbidding fortress cloaked in darkness
  and stalked by shadows and other shadowy horrors in the night.
  Waukeen: Some temples of the Merchant’s Friend operate as
  contract houses, where bills of sale, deeds, wills, and contracts are
  stored and archived so as to promote the orderly pursuance of com-
  merce. Simply replace the Children of the Passive Voice and the
  Tower Guard with hired mercenaries, and restrict access to the
  temple to those whose business requires access to specific pieces of
  documentation.
  Getting the Players Involved
  The Leaves of Learning can serve as an important resource for
  characters based in the Dalelands, western Sembia, or northern
  Cormyr. Initially, the temple can serve as a storehouse of informa-
  tion for characters seeking adventure in the surrounding region,
  providing reasonably accurate maps leading to partially explored
  dungeons and spellbooks to wizards just starting their adventuring
  career. Later, characters might sell books they have acquired in
  dusty crypts or abandoned mansions or exchange such tomes for
  useful scrolls. They might also use the temple’s library to learn more
  about allied or enemy groups, such as the Cult of the Dragon or the
  Harpers, whose paths they have crossed. And finally, the threat the
  illithids of Oryndoll pose to the Leaves of Learning might slowly
  enmesh the characters, as mysterious attacks against the temple
  slowly increase, forcing ever-heightened security measures and
  undermining the role the temple was meant to serve.
  A MISLEADING MAP
  The Binder insists that his clergy only sell copies of maps that accu-
  rately depict their subject or, if known to contain inaccuracies, rep-
  resent the best available depiction. Late one afternoon, a member of
  the Company of the Silver Shaft discovers an old map tucked within
  the pages of a volume he paid to peruse and then manages to hide it
  under his shirt after his venerable escorts nod off in the midst of
  their duties. At dawn the following morn, the Company of the Silver
  Shaft is off to plunder the lost elven city of Tsornyl in the woods
  north of Highmoon and east of Lake Sember.
  Word does not reach Danali until the following afternoon that
  a drunken member of the company let slip the group’s “discovery”
  to a tavern wench at the Oak and Spear. The Learned Father imme-
  diately recruits the first available band of adventurers he can find
  to chase after the Company of the Silver Shaft. Danali explains that
  the map is an old fake designed over a century ago to lure adven-
  turers to their deaths in the heart of the Darkwatch and that its
  presence in the book was overlooked during cataloging. Letting it
  leave the temple, even if it was stolen, is a sin in the eyes of the
  Binder that must be immediately remedied by warning the unlucky
  thieves of the peril they face. (Whether or not they heed that warn-
  ing is not Danali’s concern.) Of course, since the temple does not
  have a true map of the Darkwatch, if the characters would mind
  compiling one during their pursuit, Danali would be doubly grateful
  and willing to reward them accordingly.
  SPELLFILCHERS IN THE NIGHT
  Despite widely circulated reports that the Leaves of Learning con-
  tains no tomes of arcane lore, there are always wizards who believe
  such rumors simply indicate that all manner of books of magic lie
  hidden within the spired tower of the Leaves of Learning. Of late,
  a rumor has been spreading through streets of Highmoon that
  Danali has made an exception for the collection of spell tomes
  amassed by the late Rhauntides, despite more truthful tales that
  sage’s legacy now lies in the dungeons beneath the Tower of the
  Rising Moon. By chance, the characters learn of an apparent infil-
  tration attempt by a noted sorcerer/rogue from Saerloon and have
  the opportunity to foil the attempted theft. Assuming they succeed,
  Danali hires them to supplement the tower’s guards until such talk
  dies down, and, over the next tenday, no fewer than 12 separate wiz-
  ards or their agents attempt to seize Rhauntides’s library from the
  Leaves of Learning.
  INKSHADOW
  Although the Leaves of Learning contains no tomes of arcane
  lore, the knowledge it does contain can be dangerous to possess
  nonetheless. Several days ago, the temple received a consignment
  of books from House Ithivisk of Selgaunt in payment for several
  contracts rendered that cemented a trade alliance between the
  Sembian merchant house and the Silverhand House coster of
  Highmoon. Among the dry accounts of trade agreements and daily
  life dating back more than a century was a small book, long for-
  gotten. Titled Songs of the Bitter Heart, the book contained the
  dark and melancholy songs of Esvele Ithivisk, the long-dead great-
  aunt of the current patriarch. In cataloging Esvele’s writings, one
  of the clerics briefly paged through the book before showing it to
  Jhenna Iliathor to get the bard’s opinion. Jhenna agreed that the
  book was of little import, and Esvele’s labors were promptly cata-
  loged, shelved, and forgotten.
  The Leaves of Learning
  12
  
  Unbeknownst to Jhenna and the cleric, both were afflicted by a
  supernatural contact poison known as shadowspawn that lay latent
  within the chapbook’s ink. Prompted by the whispers of Shar, Esvele
  had concocted the poisonous ink as a trap for the lover who had
  spurned her, in hopes he would suffer as much as she after reading
  of her travails. Esvele’s plot never came to fruition, however, for
  her former lover died at sea before she could deliver him the book.
  Esvele herself died soon after of a wasting disease, and her book was
  shelved away unread.
  Shadowspawn affects only warm-blooded creatures, disjoining
  their shadows from them as they sleep. Each night at dusk the
  victim falls into a tortured slumber, temporarily losing 1d6 points
  of Strength. They cannot be awakened until dawn. During this time
  their shadow transforms into the undead creature of the same name
  and stalks the surrounding area. All successful attacks against the
  shadow are reflected as bloody wounds upon the victim’s body and
  inflict like amounts of damage. If the shadow is destroyed by any
  means, the victim is dead. If the victim is ever reduced to 0
  Strength, they are dead and their shadow becomes a free-willed
  undead creature. Daily application of spells such as lesser restoration
  and restoration can keep the victim alive by restoring lost Strength,
  but do not end the ravages of shadowspawn. Only by casting nega-
  tive energy protection and neutralize poison on the victim can the
  supernatural poison’s ravages be ended, a cure known only to certain
  followers of Shar.
  On the night following the chapbook’s arrival, both Jhenna and
  the cleric fall ill and cannot be awakened. Meanwhile, their shadows
  begin stalking the residents of the temple. Danali destroys the
  cleric’s shadow before the tie between each shadow and victim is 
  realized, causing the cleric’s death. Once they realize the danger,
  Danali orders the other inhabitants to flee the temple, leaving only
  himself to watch over his beloved. The cycle continues over the next
  several days, as Jhenna grows progressively weaker and Danali
  cannot find a cure. Then one night several of the temple’s glyphs of
  warding are triggered and Danali observes several people fleeing
  into the darkness. Knowing that the elderly clerics of the temple and
  Tower  Guard are not up to the task, the Learned Father instead
  recruits a band of adventurers brave and trustworthy enough to
  guard the temple against interlopers while fending off Jhenna’s
  shadow without killing it. He then closets himself in the temple
  library in the desperate hope of finding a cure. Unbeknownst to
  Danali, the interlopers are monks of the Dark Moon order who have
  been instructed by their dark mistress to recover the long-lost book,
  considered a sacred text by the faithful of Shar. They return the fol-
  lowing night prepared for the temple’s wards and engage the char-
  acters in a running battle through the Leaves of Learning. If the
  characters determine the object the intruders seek or track them
  back to their master, Danali has a hope of discovering the chap-
  book’s poisonous secret and curing his beloved.
  About the Author
  Eric L. Boyd is a name well known to Realms fans for his work in
  the previous edition of the campaign setting as well as the new edi-
  tion. Eric coauthored Faiths & Pantheons and is currently detail-
  ing the human ethnic groups and dwarven subraces for a future 
  FORGOTTEN REALMS sourcebook.
  The Leaves of Learning
  13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Deity Dos and Dont's.pdf