The Trove is the biggest open directory of RPG PDFs on the Internet!. Sword Coast Survival Guide Original Manual Writing & Compilation: Drew. Karpyshyn, Ray Muzyka, Lukas Kristjanson, and James Ohlen, with Ross. Gardner. Hoard of the Dragon Queen Online dancindonna.info K. Bookmark Sword Coast Adventurer's dancindonna.info M.
|Language:||English, Spanish, Arabic|
|Genre:||Fiction & Literature|
|ePub File Size:||18.49 MB|
|PDF File Size:||12.70 MB|
|Distribution:||Free* [*Register to download]|
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Sword Coast Adventurer's Guide, Player's Handbook. Original filename: 5E Sword Coast Adventurer's dancindonna.info This PDF document has been generated by Adobe Acrobat Pro / Adobe. Parent Directory, -. [ ], Dungeon Master's Basic dancindonna.info, , M Sword Coast Adventurer's dancindonna.info, , M. [DIR].
Members of the Green Ronin creative ea rn are marked with an asterisk below. Jeremy Crawford Editor: Emi Tanji Cover Illustrator: Tyler Jacobson Interior Illustrators: Conceptopolis, Olga Drebas, Jason A.
Expanding the Realms. This Guide specifically covers the southern portion of the Sword Coast, south of Waterdeep and north of Amn. The Sword Coast was overall the first area of the Forgotten Realms developed by Ed Greenwood; starting in he wrote the adventures of the mischievous merchant Mirt, in this area. However, most of those adventures actually occurred in the Sword Coast North, beyond Waterdeep—but he did travel to Baldur's Gate, too.
However, after guarding some caravans in the north, they were eventually drawn to southern caravan cities like Berdusk, Elturel, Iriaebor, and Scornubel. It was an eclectic collection of articles that showed how many different things Greenwood was writing about, before the Realms appeared as an in-house setting.
The southern Sword Coast got a starring role in the first-ever original Forgotten Realms adventure for TSR: N5: "Under Illefarn" was set in the small town of Daggerford, which has frequently been used as an introductory adventure location over the years. Despite that, the southern Sword Coast has never gotten a lot of attention—it's generally been more of a place to travel through than the focus of adventure.
With one exception Future History. More recently, a fair amount of attention has been focused on the city of Baldur's Gate. That's primarily due to the computer games: Baldur's Gate , Baldur's Gate II: Shadows of Amn , and a series of expansions and revisions for that franchise. Greenwood himself supported the games with Volo's Guide to Baldur's Gate II , although that book is really more of a guide to Amn than the eponymous city.
About the Creators. Ed Greenwood is, of course, the creator of the Realms. For a time. For centuries one of the greatest concentrations of magical might in Faerfin. Then Unther suddenly returned to Faerfin a few years ago and promptly went to war against Tymanther. The recent battles with the demon Eltab. Most traders exchange their taols for standard coins before traveling.
Reminders of the century-old war with the Tuigan horde remain throughout Thesk. On the southern shore of the Sea of Fallen Stars. After being much diminished by the devastation wrought in this area a century ago. Thay is ruled by the ancient lich. Before Netheril claimed Sembia as a vassal state. Turmish is the birthplace of the Emerald Enclave. Turmish is currently enjoying a revival of its fortunes. The Unth cri tcs ha ve r e lake u rnucl1 uf the land they form erly held.
It is thought of as a vast desert. Alamber Sea and Ash Lake. For example. Days of the month are designated by a number and the month name. Under the leadership of this reincarnated god. The gods that humans worship in FaerGn are unknown there. Zakha ra is a place less hospitable than most. Westgate is considered by some FaerGnia ns as a harbinger of the eventual fate of places like Arnn and S embia. Gilgeam wants nothing short of a complete return to Unther's former glory.
Even the cultures a nd races that don't favo r this method of marking time are aware of it. On the eve of a great battle. Kara-Tur is like another world. Their mages. Roma ntic tales abound of scimitar-wielding rogues riding flying carpets a nd of genies bound in service to humans.
The city's proximity to Cormyr makes it a breeding ground for that nation's enemies. Oth er dragons. To most people of FaerGn. As in many such places. Five annual holidays. In the Calendar of Harptos. A year on Tori! Some of Tyma nther's dragonborn have spread across FaerGn and ga ined reputations as competent. Individual days of a tenday have no s pecial na mes. Then among them arose one who called himself Gilgeam.
The dragonborn that have withdrawn to those areas have lost none of their military tradition. Many explorers have visited s uch lands. And its mages practice form s of magic mysterious even to a rchwizards of FaerGn. S urrounded by waters thick with pirates a nd corsai rs. This achievement will require utterly destroying Tymanther.
Zakhara seems a world away to Fae rGnians. Once every four yea rs. S tories of Ka ra-Tur tell of gold and jade in great abundance. In addition. A month is made up of th ree tendays.
Trapped in another world. Like Kara-Tu r. The dismal city of Westgate isn't a romantic place. Ma ny tournaments a nd contests of skill are held on S hieldmeet. The' first festival day of the year is known generally as Midwinter. Midsummer Quadrennial Holiday: The traditiona l beginning of s pring. Much of what follows in this section is known mainly by sages. A day of fe asting a nd thanks.
The common folk across the continent have little knowledge of. If a local temple or civic structure has a clock that tolls out the passing of the hours. The great holiday of the Calendar of Harptos. As nights lengthen and winter winds begin to approach. During festivals on this day. Many who make their living by traveling road or sea set out immediately following the holiday.
The winter of Nobles a nd monarchs of the Heartlands look to the High Festival of Winter as a day to commemorate or renew alliances.
S torms on Mids ummer night a re seen as bad omens and signs of ill fortune. The midpoint of summer is a day of feasting. They built great cities of s tone and glass. Commoners in the North. The Feast of the Moon. Shieldmeet occurs once every four years immediately after Midsummer.
This shift in seasons has caused some sages. It was then noted that the solstices and equinoxes had somehow shifted. Greengrass is celebrated by the dis play of freshly cut flowers grown in special hothouses wherever the climate doesn't permit flowers so early that are given as gifts to the gods or s pread among the fi elds in hopes of a bountiful a nd s peedy growing season.
The next S hieldmeet will be observed in DR. Comparatively recent history is the story of the rise and deeds of humans and other younger races. The seasons followed suit. The concept of hours and minutes exists mainly where wealthy people use clocks.
Astronomers and navigators who closely watched the stars couldn't fail to see that there were nights when they seemed to hang in the sky. Highharvestide marks the fall ha rvest. It is a day for plain speaking and open council between rulers and their s ubjects. News does travel.
Most humans give tha nks to Chauntea on this day fo r a plentiful bounty before winter approaches.. The Proud People regularly defended their homelands against ore hordes that arose from the mountains of the Spine of the World and surged southward to attack and pillage.
Wars soon began between the drow and the underground cities of the dwarves. For whatever reason. The city of Neverwinter. The age of the creator races came to a sudden end some thirty thousand years ago.
All that remains of them are ruins and the scattered lizardfolk. The elves raised up the nations of Aryvandaar. Wood elves and moon elves founded the kingdom of Eaerlann in the Delimbiyr Valley and the High Forest. The Netherese learned the use of magic from the Eaerlanni elves and became renowned wizards. On the banks of the River Raurin. Far from its western shores rose the isle of Evermeet. Netheril grew to become an invincible nation of magic and wonders.
The resulting disruption in the fabric of magic sent Netheril's floating cities crashing to the ground. The vengeful dark elves of Ilythiir turned to corrupt and demonic powers. In the centuries of destruction that followed. The high mages of Aryvandaar are blamed for the destruction. Now finding themselves pained by exposure to daylight. Then the power-mad Netherese arcanist Karsus attempted to usurp the role of the goddess of magic. The largest continent of this new world is now called Faert1n.
They abandoned all loyalty to the elven gods who betrayed and banished them. They settled Illefarn along the Sword Coast. A monument called the Standing Stone was erected to mark the occasion. Nearly fifteen hundred years ago. This method of numbering the years in Toril's history has spread across Faert1n and is commonly understood if not universally accepted.
Centuries later. Lasting some three thousand years. Those were the Days of Thunder. Deep in the Underdark. The dwarf clans united as the nation of Delzoun.
Perhaps their wars reached a terrible and inevitable crescendo. The spell succeeded. On no fewer than three occasions.
In Anauroch. Amid this tumult. The fi rst indication of new turmoil ca me in DR. In seeking to recover their divinity. Cormyr repulsed the last of the S embian a nd Netherese forces from the nation. These and other nations and great city-states rose to prominence along the Sword Coast. Some of the gods-turned-mortal were slain. Throughout this period. Ahghairon declared that wisdom.
Like their elven a nd dwa rven predecessors. This act ripped asunder the fabric of magic in the world. On the Sword Coast. In The ores of Many-Arrows warred agains t the dwarfholds of the North and their a llies. Late in As if to offset the drought in the south. The last one hundred fifty yea rs have comprised one of the most cataclysmic periods in Faeriln's history. S ome seemed driven by divine purpose. The return of Bhaal and his appa rent recla mation of the doma in of murder fro m Cyric led some scholars a nd sages to believe that the rules by which all deities must abide were in flu x.
Entire nations were displaced or exchanged with realms from other worlds. Also during that year. Netheril brought forces to Cormyr's border. In Cormyr and S embia.
Some of these so-called Chosen were at the root of the conAicts that gri p the land. W hile the waters rose to the east in early Magic became unpredictable. A plague of locusts afflicted Arnn. An earthquake s truck Iriaebor. In Waterdeep a nd Neverwinter. The S ea of. In DR. The shadow-touched nobles of the city almost immediately began hunting for ancient Netherese ruins and artifacts and preparing for a restoration of their once-great empire.
Sembia invaded the Dalela nds. Dro ughts gripped the southern la nds as the sea steadily receded in places. Thousands of prac- titioners of the Art were driven mad or killed. T he place became known to sea capta ins as "Waterdeep.
Having defeated or besieged the dwarfholds of the North. Early in The battle awakens what turns out to be a hive of the creatures. Any understanding of magic begins.
For most folk. Fallen Stars had grown. It became appa rent that some of the effects of that terrible time had been reversed. Daily concerns and the da ngers and opportunities just beyond their doors take precedence. While a handful of settlements s urvived. The solstices and equinoxes had somehow drifted. The world today seems a place filled with new lands and opportunities. Some creatures. The Weave isn't norma lly visible or detectable.
Prayers to the gods for knowledge and mercy seemed to go unacknowledged. During the year. The rema inder of the Netherese forces battle with the Bedine over control of the Memory S pire. In a struggle for control of Myth Drannor's my thal and the Weave itself. Sembia divided into separate city-states only nominally allied with one another. The gods were no longer silent but quiet. Rumors spread of chasms caused by the Spellplague suddenly vanishing.
Detect magic doesn't let you perceive the Weave. As the year drew to a close. Ta les spread of the legendary skyships of Halruaa being spotted in southern skies. In two senses. Since the end of the most recent Sundering. Word began to s pread of places and peoples not heard from s ince the S pell plag ue. The mental state of the user is vita lly important: No longer engaged in Cormyr. Creatures with the necessary talent and s kill can also manipulate the Weave to perform magic by casting spells.
With Mystra's last death and the coming of the Spellplague. By Later seasons followed suit. She is its keeper and tender. Netheril attacked Myth Drannor by floating the City of Shade over it.
Although the ores were defeated in the North. How these abilities are related to the Weave remains a matter of debate. The Weave provides immediately available energy for spells and also enables those who know the craft to har-. Other conflicts arose. S tudents of history and those elves and dwarves who recall the past that short-lived humans see as distant perceive a world much like it was over a century ago.
Netheril's ancient enemies. The Weave isn't magic. Throughout much of Faeriln. In an area of wild magic. In its original usage.
Although exceptions exist.
Myth Nantar. Not only do spells and magic items cease to function. The ruins of such places are certain to have unpredictable effects related to their damaged or destroyed my thals.
Mythals can also sometimes heai themselves. Permanent effects. A magic item appears enmeshed in the silvery-blue threads of the Weave. Detect magic reveals threads of the Weave woven together through spellcasting.
Even the many-layered wards and effects of Undermountain. It has since been expanded to cover all manner of similar protections.
A powerful spellcaster might learn how to access or repair a mythal without assistance. In many ways. Evereska's mythal influences the weather of the area and wards its inhabitants against disease. Myth Glaurach. Each active mythal has one or more beings attuned to its effects. Detect Magic. In rare areas of dead magic. Most people worship a deity associated with their livelihood.
Except in cities such as Silverymoon and Evereska. As with all matters related to magic. Dispel magic unwinds and prematurely ends magic. The various races of Tori! Dispel Magic. Antimagic effects can dispel existing spells and unravel any magic woven from the Weave.
Although an identify spell might reveal some of the simplest effects of a mythal. Most my thals are defensive in nature. Individuals often carry or wear a small token of thei r favored deity: Dead Magic.
Most vocations have a patron deity: A m ythal is a permanent field of overlapping magical wards and effects tied to a specific location. The gods play a role in the lives of nearly everyone.
Any elven city with Myth in its title Myth Drannor. The Weave itself also has irregularities that affect spells. Wild Magic. It also tends to twist the constructs of the Weave created by spellcasting. The servants of the gods come to collect such souls and.
Temples are places where worshipers go either to spend personal or family time in a space consecrated to a deity or to seek the aid of the priests for some reason. Because most folk in FaerO. Nonhuman races honor their own gods. Small shrines and private chapels. Gods were struck down during the Time of Troubles. Temples in FaerO. These prayers and other acts of devotion are generally performed quietly at the shrine in one's household or community. The kind of person attracted to a deity's priesthood depends on the tenets of that god: Some deities have even been slain by mortals wielding impossibly powerful magic.
Souls that are unclaimed by the servants of the gods are judged by Kelemvor. The truly false and faithless are mortared into the Wall of the Faithless. The work of a priest is to serve one's deity and that deity's faithful. The methods of resolving such conflicts range from friendly dueling festivals or rites meant to emphasize the glory of one god over another. To the deity's worshipers in the world.
Even priests of particular gods acknowledge the roles that other deities play in the world and in their lives. As the Sage of Shadowdale once noted. Whether a small. Some are charged with serving as guides for other lost souls.
The burgeoning worship of a new deity is rarely a concern to the other gods of the FaerO. A hunter or a farmer might make offerings to Malar in hopes of keeping predators at bay. In cosmopolita n places such as Waterdeep and Calimshan. More than a few supposed ly dead gods have returned and amassed a new body of worshipers. Over generations. In general. Forms of worship are often acts of veneration: Group observances in a temple occur only at specific festival times.
Life Pa ir of eyes surround ed by seven stars Shar. Trickery Upright coin with Waukeen 's profi le facing left Waukeen. Trickery Three inverted triangles arranged in a long Auri l. War A cloud and three lightning bolts Knowledge. Trickery Black dis k encircled with a purple border Nature Oak leaf Oghma.
Knowledge Circle of seven stars. Knowledge Lit candle above an open eye Eldath. Light Staring eye on upright left gauntlet Hoar. Nature Waterfall plungin g into a still pool Gond. Light Golden sun Asmodeus. Death A skull biting a scroll Kelemvor. Knowledge Crys tal ball containing man y kinds of eyes SelOne.
Tempest Azuth. Light Face of a beautiful red-haired woman Talona. North lander god of sailors CG Tempest. Nature Paw print with a five-pointed star in its center Helm. Light Road traveling into a sunrise Leira. Knowledge Left hand pointing upward. Trickery Upright mace in front of a ta ll boot Moradin. A family or business might maintain a shrine or a chapel to its favored deity.
Let each worshiper commune in their own way. Divine magic also provides a means of communing with the gods and can be used to call upon their guidance. A tyrant might outlaw worship of Torm. Divine pronouncements of this sort are often personal in scope and brief. Once acolytes complete their education. On a practical level. A shrine might be as modest as a roadside well.
The most common kind of communion that worshipers and priests find with their deities is in prayer. Of course. When word gets around that a traveling priest of Elda th has come into town. Li ght Intertwined silver rings Cl angeddin Silverbeard.
Larger temples can accommodate groups of acolytes. After all. Traveling priests often seek out and visit these sites. Most governments that engage in persecution limit such restrictions to the establishment of formal temples. For instance. S uch experiences are intensely personal. Some places take this form of persecution a step further. Most cultures and societies aren't nearly as cosmopolitan as the population of FaerO. Individual citizens or families who revere Talona might be viewed as misguided.
At a small temple. For the most part. Death Broken arrow Marthammor Duin. Knowledge Mounta in si lhouette with a central gemstone Gorm Gulthyn. Know ledge Silhouette of a dog's head Yondalla. Knowledge Setting sun Rillifane Rallathil. Li ght Crescent moon Deep Sashelas. The makeup of the pantheon has shifted over the ages. Tempest Fl owe r Urogalan. Nature Sword-wielding dancing drow fema le si lh ouetted Kiaransalee.
Tricker y Bird si lhouetted aga in st a cloud Angharradh. There is no formula for who does and doesn't receive this divine insight. Some who are favored seek to ignore or deny their gift. Other practitioners of divine magic discover and nurture their gods-given power entirely on their own.
A chosen few have their minds and souls opened to the power of magic. The deities of the Faerunian pantheon are by no means the only powers worshiped in the Realms. The following pages describe the most prominent members of the pantheon. Some who display the potential for divine magic develop and practice their abilities in a temple. Life Triangle with three interlocking circl es with in Corellon Larethian.
The nonhuman races have pantheons of their own described in chapter 3. They often witness contracts and signed agreements. That catastrophe left many asking why the gods were angry or had abandoned them. To those questioners. Trickery Face of a raccoon Dagger against a hooded cloak N Know led ge. War Wa r Life.
But the most common form of propitiation to Amaunator is the practice of swearing oaths. Nature Broken thigh bone Unblinking eye Upright blood -s pattered sword Orcish rune meaning "cave entrance" Shargaas.
His priests help establish bureaucracies and lawful order in communities. So ingrained in the common perception is the connection between a solemn oath and the sun that those engaged in closing deals or issuing edicts often pause and wait for a passing cloud to clear the sun before completing the transaction or pronouncement.
His priests teach that Amaunator has died and been reborn time and again. Like the s un. War White clawed mole emerging from ground Alignment Baervan Wildwanderer. Old Hoof and Horn Open worship of Asmodeus began roughly a century ago when small cults with charismatic leaders sprang up in the aftermath of the Spell plague.
The Cloven. Amaunator is seen as a stern and unforgiving deity. Farmers and travelers beseech him when they pray for rain or sun. Asmodeus is Lord of the Ninth. They then journey between six white pillars known as the Kisses of Auril. In winter. They practice celibacy and remain aloof from others when not serving in their official capacity.
Few favor Auril except for those who make their livelihood from winter or those who truly love the season. Azuth takes aspects of these general fields and applies them to the specific practices of wizards. The parade runners are cheered on by patrons who come out of nearby taverns to place bets on the stamina of the participants.
Icedawn Auril. All souls wait on the Fugue Plane for a deity's pleasure. The faithful of Asmodeus acknowledge that devils offer their worshipers a path that's not for everyonejust as eternally basking in the light of Lathander or endlessly swinging a hammer in the mines of Moradin might not be for everyone.
The structure is a roofless array of pillars and arches carved of white stone. In the beliefs of the people of the North. Those who lived their lives most in keeping with a deity's outlook are taken first. They yearn for the chance to master their own fates. The worshipers move from pillar to pillar. People who fear such a fate can pray to Asmodeus. In Luskan. Upon reaching a pillar. Those who transgress in great ways often ask Asmodeus to hide their sins from the gods. Asmodeus is known to grant people what they wish.
Her priests warn others to prepare for winter. After transgressing against a god in some way. To those not so dedicated. Mystra serves as goddess of magic. Those who serve Asmodeus in life hope to be summoned out of the moaning masses of the Fugue Plane after death. It's said that when a soul waits on the Fugue Plane for a deity to take it to its appropriate afterlife.
Azuth is god of a wizard's long hours of study. The rituals of Auril's worship often seem cruel to outsiders. Her rare priests tend to be folk who would. Lady Frostkiss. Folk propitiate Auril with offerings and prayers for mercy. All a soul needs to do is take one step out of the dust and the milling crowd and put a foot on the first rung of the infernal ladder that represents the hierarchy of the Nine Hells. For them. Luskan has a temple dedicated to Auril.
Those who finish the race are thought to have helped make the winter easier. People know devils to be iron-minded and silver-tongued purveyors of temptation. Oghma is god of knowledge. Sometimes he is represented by merely the hand. Lady Doom. Temples dedicated to Azuth are scarce. But in just as many other places. Folk make the symbol of Beshaba by folding in their thumbs and extending their fingers on one or both hands mimicking the horns of her holy symbol to ward off misfortune. In cities.
Often this acknowledgment comes in the form of silently forming Azuth's holy symbol. Many druids worship Beshaba as one of the First Circle. A tyrant who is able to seize power must do so. For many wizards. It's common. According to these druids. More often.
Wizards invoke Azuth when they scribe scrolls. Bane is vilified in many legends. Bane represents ambition and control.
They propitiate her with dances while wearing fire-blackened antlers dipped in blood. Beshaba's name is invoked when someone is beset by bad luck-which could be as minor as stubbing a toe or breaking a wagon wheel. These "shrines.
It is said that Bane favors those who exhibit drive and courage. At many times and in many places in Faen1n. Temples to Beshaba are virtually unknown. Sometimes a statue or a shrine dedicated to him stands in a corner of a temple to Mystra or another deity.
When a ruler succumbs to decadence. Although most people tremble in fear at the prospect of Beshaba's attendance at any event even in spirit. Black Bess Beshaba is the counterpoint to Tymora and is just as frequently acknowledged in daily life as is her more benevolent "sister.
It is also invoked to ward off her attentions when someone is doing something in which good luck wouldn't play a part but bad luck might. Throughout history. If she isn't invited to such an event.
Azuth is represented at such sites as a hooded and bearded figure with left hand held high. The same gesture raised to the head signifies a salute. In either case. Beshaba is almost always invoked and welcomed formally in the opening speeches or ceremonies of formal functions such as marriages and coronations.
Even in magic-saturated Halruaa. More formal shrines to Beshaba exist in places where folk frequently hope to ward off misfortune. Temples of Chauntea maintain a great body of lore about farming and cultivation. Those who don't worship Cyric see him as a god of madness.
Other folk pray to Cyric when they want to do wrong but don't want others to find out about it. It's rare for anyone but assassins or compulsive killers to take Bhaal as a patron. Their Prince of Lies isn't a twisted madman. Her priests work closely with communities in rural areas. In this aspect she is a rural deity rarely prayed to behind the walls of a city except by kitchen gardeners. Temples and shrines are similarly rare. To some mainlanders. The moonwells of the isles are her sacred sites and her windows onto the world.
Some people pray to Bhaal when they want to commit murder. Destruction for its own sake. He is seen as a deeply evil and destructive deity who hungers for death. Agricultural aphorisms and farming parables dot her teachings. But Chauntea is also the Great Mother. Few dare to take Beshaba as a patron. Such shrines typically feature a skull or a severed head surrounded by drops of blood often both from the murdered victim.
Cyric murdered Mystra and thus caused the Spellplague over a century ago. Chauntea's faith is one of nurturing and growth. Those who erect a shrine to Bhaal usually do so to thank him for a successful murder. See "Druids" in chapter 4 for more information. But it's far more common for prayers to Bhaal to be uttered by those who seek to kill someone out of jealousy. Cyric continued to work various plots of deceit and murder.
The rare clerics of the Maid of Misfortune are those who have been deeply affected by great misfortunes and who seek to warn others of the essential unfairness of life. Both types have a stone or bronze bowl where coins can be tossed or burnt offerings made.
The Red Wizards of Thay commonly erect such shrines outside their ritual chambers to guard against unfortunate mistakes. A person might have good reason to resort to murder. These sites tend to be posts or stones painted red with blackened antlers attached to them. Cyric's church works openly in Arnn. Cyric was a mortal during the Time of Troubles and the key to how that chaotic period resolved.
Murder cults of Bhaal have arisen in the past. When he became a god. Growing and reaping. The god's followers tend to be individualists.
It is taboo to strike a priest of Eldath. Anyone who is crafting something might say a prayer to Gond to guide the work.. Deneir is often portrayed as being a scribe in service to Oghma. Her blessed waters heal the sick. Eldath's priests don't organize into large sects. They consider literacy an important gift of the gods. His followers are scribes and scholars devoted. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts.
If the holy site is a glade. Contemplation of the faith's most holy book. The faithful of Eldath are usually close to nature. Priests of Deneir take an oath of charity as well. Eldath is a goddess of comfort. She is thought to be present at many such places. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties.
A body of water such as a pond or a spring typically serves as a repository of offerings. Despite the measure of protection that this belief affords them. Many of those who favor Eldath are pacifists or people who are troubled by violence they have witnessed or experienced.
It's common practice for someone who writes a letter or records information to say a prayer to Deneir to avoid mistakes. Priests of Gond wander the North dressed in saffron vestments.
This behavior is supported by the fact that Deneir's blessings of divine magic are more often bestowed on those who lose themselves in written works than on those who fancy themselves part of any temple or religious order. Typical offerings are broken weapons or items that are remembrances of arguments. In legend. Most rural places have a pond or a glade that locals ascribe to Eldath.
Followers of Deneir believe that information not recorded and saved for later use is information lost. He is revered by blacksmiths. His is the power to accurately render and describe.
Helm is a favorite deity of people who make a living by protecting someone or something. Helm embodies the spirit of watchfulness without regard to good or evil. Rangers pray to Gwaeron because he represents much of the work they do. Most of his followers believe that the Watcher can never be vanquished utterly. He of the Unsleeping Eyes. When a guilty party falls prey to fate.
These traits don't necessarily make them nice people. Each one is denoted by a carving of Gwaeron's symbol. Even so. He is seen as a master ranger. All priests of Gond keep journals in which they record ideas. He is said to look like an old man with a long white beard who is still hale and mighty. Helm's priests teach that one must be ever vigilant. Said to have been a mortal man elevated to godhood by Mielikki. He is venerated by those who need to remain watchful for enemies or danger.
Gwaeron serves rangers as their intercessor with Mielikki. In legends. Although his faith has known dark days.
A traveling priest of Gond offers services to distant villages as a tinker. Most who favor G9nd practice time-honored crafting professions: In the North. They also wear belts of large. In large cities.
He isn't typically worshiped habitually. Helm is seen as the epitome of the guardian. Lantan had been the preeminent place of Gond's worship in the world until a century ago. Poet ofjustice Hoar.
Those who favor Helm strive to be alert. Wandering priests turn their journals over to the resident scribes at such temples. Gwaeron has no temples. He is the god of the oppressed and the unjustly treated. It is said that if he had his way. Thus it was that Bane assumed the portfolio of strife. Folk speak Hoar's name when they want revenge. Jergal is now seen as an uncaring custodian of the dead.