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#garl glittergold
dailyadventureprompts · 9 months
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Scragglmop the Destroyer
Once feared throughout the land, a great and terrible dragon grew tired of being endlessly hunted for his hoard and faked his death with the aid of a glory-hungry gnomish bard. Living on for centuries in the guise of a street cat, the dragon is now a hair's breadth from resuming his rampaging ways after the bard's descendants have lost the fortune he gave over to them for safe keeping.
Adventure Hooks:
A series of unexplained fires has wracked the city in recent weeks, which has both the guard and the populace on edge. Rumours swirl blaming arsonists, saboteurs from a rival kingdom, even an illegal duelling society of mages, but none have yet put it together that all of the workshops and businesses were all patronized in one way or another by the famed Candlebright noble family.
Coincidentally, Hignatta Candlebright, young head of that same noble house has sent an invitation to the party to join her at a famed teahouse to discuss a delicate matter involving the retrieval of stolen property. Hignatta has all but taken over the teahouse and its guestrooms since her own family home burned down near the start of the panic, and the party might begin to draw a connection when half way through their meeting the teahouse begins to fill with smoke, panicking patrons, and a booming, sourceless voice that demands "WHERE IS MY GOLD, CANDLEBRIGHT?!"
If you really want to mess with the party, consider introducing them to the fluffy street cat completely independently of the arson plot, making a nuisance of himself in the market while they're trying to shop, or catching mice in their store-room should they have acquired a residence in town. Have them befriend the cat as they might any bad-tempered stray, only to realize after the adventure is half way through that the mice he catches are always somewhat charred. Also imagine the looks on their faces the moment the party's home is broken into by an enemy and their housecat incinnerates a wave of intruders for disturbing his nap.
Background: Everyone knows the story about how the legendary hero Gailen Candlebright saved the realm from the tyrannical dragon Slaggrath, a beast known to devour whole armies and raze kingdoms in search of treasure. It's the ubiquitous tale against which all adventurers are measured against, made all the more ubiquitous thanks to the fact that the deed is memorialized in drinking ballads, children rhymes, and even a few folk operas. Gailen was a troubadour of not insignificant skill before he became a legend, and he had little trouble using that skill and hardwon fame to ensure his deeds would never be forgotten.
As with many tales told by the bards, Gailen left out quite a bit of the truth when concocting his tale: It was a late night in a roadside tavern and the young Candlebright was approached by a sourfaced man with a tangled beard and clothes that might have once been quite fine. Gailen had sung for his supper and then some, his hat was overflowing with tips from a long night's work and a greatful crowd, and the old man wanted to know how it was exactly that the Gnome hadn't yet been robbed; The roads were full of all sorts of rough types who thought that their strength entitled them to others' wealth, bandits yes but worse yet kingsmen, who took what they wanted sure that that they were above any kind punishment.
Seeing that the old man had fallen on rough times, likely having been robbed himself, Gailen spoke from the heart: He'd been robbed a few times yes, but he got by looking like someone that no one would bother to steal from, dressing in his fine clothes only on days he'd perform, and keeping most of his riches in the safe keeping of others, such as the caravan masters he frequently traveled along with.
The old man considered Gailen's words and the two sat up drinking through the night debating the merits of the Troubador's duplicity. Was it not better, asked the old man, to defend what was yours with strength and reputation, That everyone might learn from the failure of those that had trifled with you before?
Gailen looked at the many scars the old man bore and countered that fools never learned their lesson, they just thought themselves better than the last fool who risked it and they'd keep risking it till luck won out or they went to join all the fools that had come before.
It was dawn when the two parted ways, Gailen tottering off to bed thinking he'd given council to a reformed bandit chief, the old man slipping out of the inn and taking to wing thinking he'd concocted a brilliant scheme with the help of his newest, and perhaps first, friend.
i was a week (and one pants-shitting revelation over the old man's true draconic nature) later that the legend of Slaggrath came to an end: Gailen walking into that very same tavern bloodied, burnt, and with the broken off horn of the great wyrm held above his head as a trophy. The news spread like wildfire, the name Candlebright ascended to the shortlist of the realm's great champions, and not a soul questioned when the newly knighted Gailen comissioned the construction of an elaborate series of vaults beneith the castle he'd just been awarded. The bard had everything he wanted, and in return he and his family would hold the dragon's horde in trust, not touching a single copper and adding a little to it each year out of respect for the wyrm's generosity.
Future Adventures:
Even before he charmed his way into unexpected riches, Gailen was an ardent follower of Garl Glittergold, god of ambition, wit, and wariness. Genresavvy bard that he was, he understood that this fabulous windfall wasn't just some gift from his god, it was a test, and that to keep his good fortune going he'd best abide by the exact deal he'd struck in that tavern. Gailen kept Slaggrath's treasure under lock and key all his life and made sure his children did the same despite never telling them where he got it, in accordance with his pact with the dragon . Feeling that the Candlebright family has sat on its laurels for far too long (especially since practical and buisness minded Hignatta has been increasingly questioning why her late grandfather insisted on keeping a giant pile of money in their basement and never spending it), the god has seen fit to shake things up, ensuring that some long lost blueprints for the vault have fallen into the hands of a group of thieves, who broke in and cleared the vault though the very same secret passages Slaggrath used to pop in every decade or so and make sure the count was up to date. The dragon is pissed, convinced Hignatta has reneged on her family's deal.. and all the while the thieves get closer and closer to escaping.
Depending on how the party handles it this situation could break bad in any number of ways: The dragon could give up on being Scragglmop and go on a rampage forcing the party to put him down, they could intercede on Hignatta's behalf and ensure the treasure is returned possibly earning themselves a cushy position as retainers of house Candlebright, perhaps most dangerously they could earn the attention of Garl Glittergold himself and end up being singled out for their own unstable blessing.
In addition to being motivated by the prerequisite desire to get rich, the thieves were hired by an ambitious mage who has long desired to get his hands on Gailen's Horn, the draconic trophy the bard thereafter used as the sigil for his house and hollowed out into a heavy instrument through which he channelled his most showy magic. The mage has designs on the horn as the centrepiece of a ritual drawing on the object's history of power and triumph. Given that the horn is in fact the centrepiece of a giant con it's going to bring some very unaccounted for variables into the mage's ritual which is liable to set off its own chain of problems down the line.
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frozenoj · 7 months
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Curious to know what different gods consider an appropriate prayer for Mayrina's zombie husband? Well here you go!
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pekasairroc · 2 years
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Want to know more about my disaster gnome? Want to see him end someone’s entire career using card houses? Having the first moment of joy in decades of his life? Get beat up? Become a trickery cleric of his god? Well.
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A short story for my page a day as a break from longer stories. Art quality changes daily since this was actually done daily. I rarely post my comics but this one I did knowing I would post it someday.
Words written in a different alphabet are sound effects. The other language is what we use for Gnomish.
✨Here✨
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biggsteppy · 2 years
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Me beginning of summer: This dnd campaign won't effect *that* much, I mean I'll definitely have fun but at the end of the day it's just a game lol
Me now: *Writing a several paragraph long fanfic about my dnd character*
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y-rhywbeth2 · 5 months
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Gods and Clergy: Bhaal
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | Bhaal #1 | Bhaal #2 | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
I'm in a Durge and Orin mood, so we're getting the full details on Bhaal and his priesthood now. Fun fact, did you know the Dark Urge couldn't even die without Daddy's permission?
Featuring:
Intro: Do you realise this cult is basically a crime syndicate supported by the rich and powerful?
Priests: Hierarchy. Responsibilities. Murder. I rather like the ceremonial regalia, personally.
Deathstalkers: Teleporting! Killing people with your mind! Unlimited ressurections courtesy of Bhaal!! And yet more crazy shit!
Bhaal: Kitten thinks of nothing but murder all day. Also mortal backstory and the Slayer is absolutely nothing like the games depict it
Right then, "Bhaal awaits thee," and blah.
"Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified. Tell folk that gold proffered to the church can make the Lord of Murder overlook them for today." - Bhaal's Dogma
Unsurprisingly for an ex-assassin, Bhaal is the patron god of assassins. Assassins, mercenaries, bounty hunters who aren't bringing their quarry in alive and, presumably, executioners all tend to send a prayer to Bhaal for success. Faithful were called Bhaalyn in the East and Bhaalists in the West. As BG3 takes place in Western Faerûn we'll use the latter.
Amongst these assassin worshippers we find the oh-so healthy individuals for whom killing is more than a job. These killers who regard their murders as a "pastime and a duty" join the clergy.
That said, Bhaalists do not murder indiscriminately. The taking of another life is a holy act, a lot of thought and planning goes into both the kill itself as well as what impact the death may have upon the world. Once the target is slain, they are to smear the victim's blood over their hands and draw Bhaal's symbol by the body with it. If Bhaal is pleased then the blood will vanish.
Bhaal supports and encourages his followers attaining wealth and comfort (it's a good hook to draw them in, and it makes him look good if his followers are successful), and in exchange for their worship his priest-assassins receive the priest spells and administer to the lay worshippers, who benefit second-hand. The assassins have an easier time killing people and getting rich and Bhaal profits from more prayer and death. A win for everyone (who didn't die in the process).
Bhaalist temples historically have spent their time founding and sponsoring guilds of assassins and thieves, including infamous organisations such as the Shadow Thieves of Amn. These guilds survived their patron's death, and while they were mostly businesses throughout the years of Bhaal's death many still paid homage (although there was some confusion involving his replacement, Cyric) and have presumably resumed worship. There's a massive old temple still functioning over in Thay; the Tower of Swift Death, and the assassins work closely with the Red Wizards who rule the country.
Bhaalists have no tolerance for rival guilds and organisations not following Bhaal (which would make them independent of their control) and will eliminate them. They will also root out anybody in the area that will attempt to oppose or otherwise interfere in their business and ensure they have freedom to go about their jobs/worship.
Their other job is to ensure the church has a steady income. They terrorise the commoners into paying tithes in exchange for safety from being sacrificed this tenday (a protection racket, basically) while leaving "economically and socially important individuals live unharmed." I mean, the peasantry have far less enemies to assassinate and gold to spend, so. Plus the rich and powerful are brilliant at turning a blind eye to crime when it benefits them, as well as making sure the evidence never sees the light of day - know which side your bread is buttered on, and all. Baldur's Gate has no law against the worship of Bhaal. Why do you think the original temple exists, after all? Bhaalists actively seek out and sway such potential patrons who would be... amenable to sponsoring and protecting their technically-legal church and its not so-legal activities in exchange for their services.
Urban temples of Bhaal are usually dark, subterranean affairs built under the city streets, containing countless branching tombs that are home to the bodies of the clergy's victims - said victims are usually wandering around down there as restless undead.
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Bhaal's clergy can be recognised as Bhaalists by their ceremonial robes - full body robes of black or deep purple with a deep cowl. The robes will be randomly and violently streaked with flashes of violet. Their entire face is fully obscured by a black veil, to both hide their identity and make it appear as though the hood is empty for the intimidation factor.
The leader of the church in an area is the High Primate/Primistress, who can be identified by a red belt/sash they wear over their robes and the fancy curved ceremonial dagger that marks them as a high ranking priest and a specialty priest known as a Deathstalker - more about them in a moment.
High Primates spent much of their time planning the proper strategies of manipulating nearby rulers, inhabitants, and organizations into the deeds and behaviour that the Bhaalyn desired.
The High Primate is directly served by the First Deaths, who in turn can call upon a council of the nine most senior clergy; the Cowled Deaths. Below them were the regular priests, who were known collectively as the Deathdealers and are referred to by the title Slaying Hand. A Bhaalist rises in the ranks by hunting and ritually killing a target with nothing but their bare hands, which they will then report to a higher ranking priest who will confirm that they are being truthful. If they are then there's a party, and a ritual sacrifice is held to celebrate.
When on a job they dress in black - in the form that suits whatever their preferred method of killing in. Leather armour, mage robes, whatever.
Bhaalists pray to their god before sleep. In the temple the entire congregation comes together to pray in a formal ceremony called "Day's Farewell"). Bhaalists are also to pray before setting out on a murder.
Bhaalists only observe one holy day. It's the Feast of the Moon, a continent-wide holiday for honouring the dead and honouring one's ancestors. Bhaalists have their own spin on it where they remember dead Bhaalists and celebrate with stories of murder to honour them.
All Bhaalists are to commit a murder every tenday at midnight, should they be unable to fulfil this duty then they are to kill two people in place of the one who should've died that day. Before the victim dies, the murderer is to ensure that they know their killer and that they died as a sacrifice to the God of Death; "Bhaal awaits thee, Bhaal embraces thee, none escape Bhaal."
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The specialty priests of Bhaal, those who dedicate their devotion and worship no god other than him, are the Deathstalkers.
One does not have to be a cleric to join the ranks, though the majority are. Rogues, rangers, barbarians and fighters are the most common, but all classes make an appearance (and most are multiclassed clerics)
To become a Deathstalker one must have murdered sixteen sapient creatures in sixteen different methods with sixteen different weapons. This presumably is also the rite of passage to becoming a member of the Brethren of the Keen Strike - an order of Bhaalist assassins to which all Deathstalkers belong.
Distressingly for people who aren't Bhaalist, Bhaal's Deathstalkers regained their Bhaalist abilities around 1372 DR, following the end of the Bhaalspawn Crisis, and resumed their duties, spreading death and terror in his name as they worked to bring him back to full power. The most popular argument for how the priests of a dead deity were getting their spells is that another god - likely Cyric, was granting them spells disguised as Bhaal. However, in the wake of the Bhaalspawn Crisis and the wave of fear felt towards Bhaal that resulted (which counts as prayer), the rumour mill became very fond of the idea that, despite how the crisis ended, Bhaal had still managed to resurrect at least some scrap of himself through that fear and the God of Murder was haunting the Realms once more.
The various abilities Bhaal gifts to his Deathstalkers include the following:
[From 3.5e] The ability to identify key weaknesses in a target by studying them for only a few moments, killing them in a single strike. They are also supernaturally good at stabbing people with their ceremonial daggers.
[3.5e] The ability to tap into the hatred of a person, stoking it into homicidal rage and direct it at another person who they will kill in a mindless bloody rage (also called the Urge to Slay, an ability Bhaal himself has)
[3.5e] Bhaal's own inability to just fucking stay dead - a Deathstalker Bhaal doesn't want dead will come back to life an hour after it is killed, with a single hit point left. During the time prior to resurrection they are an actual corpse.
[2e] They can point at a person, sending necrotic energy coursing through them and causing them significant damage, agony and possibly death.
[2e] They can inflict severe wounds on a person just by thinking it.
[2e] They can teleport! A Deathstalker can teleport themselves (and other people, if they're powerful enough) to the Throne of Blood and from there they can teleport to anywhere on Toril that isn't protected by warding magic. Bhaal won't do anything to protect Deathstalkers while they're in the Lower Planes - if you're strong enough to get yourself here, you're strong enough to get yourself out.
[2e] They can affect the emotions of those around them, reversing whatever emotions an individual is feeling towards them into its polar opposite.
[2e] They can accelerate the entropic aging process of objects.
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Bhaal himself is "violent, cruel and hateful at all times." Being in the presence of the living fills him with an overwhelming urge to kill and destroy. He presents himself as either on the verge of a violent rampage or cold and ruthlessly calculating depending on which suits the occasion best. A Lawful Evil deity, his domain is the Throne of Blood in the first layer of the Lower Plane of Gehenna (Khalas), part of Bane's domain (Banehold). Hilariously, not a single Baldurs Gate game has got this right. BG2:SoA claimed it was the Hells, BG2:ToB changed to the Abyss and, for some reason, BG3 has put it in the Grey Wastes.
Bhaal served Bane, and was in turn served by Loviatar (goddess of pain) and Talona (goddess of disease).
His holy symbol is the Circle of Tears; clue in the name, it's a skull surrounded by teardrops of blood forming a circle.
Bhaal rarely manifested in avatar form. When he did, his main avatar in urban areas was the Slayer, which was not a four armed scaly monster:
"The Slayer look[s] like a corpse with a feral face, [bloodless] skin, and deep lacerations that endlessly [weep] black ichor that vanish[es] before it strikes anything."
It makes no noise at all when it moves. it can talk (its softly spoken and sounds creepy). It can levitate at will and summon floating daggers made of bone, that appeared and disappeared at will. They would cause any living flesh they hit to wither and die. Creatures slain this way would rise again as zombies under its control - or have its skeleton shattered into more bone daggers. Enough of these daggers form an area-of-effect; a wall made of a flurry of sharp shards of bone that would trap the soul of anyone they killed. Oh, yeah, and the Slayer can also inflict the overwhelming urge to murder everyone around you on the people around it.
Bhaal's other avatar was the Ravager, which was mostly an angry 30-foot tall giant with horns.
While in either avatar form, Bhaal also had the ability to create any form of undead loyal to him by touching a corpse (greater undead like vampires would be free once they'd completed whatever task he'd assigned them). He could also immediately destroy any undead, turning them to dust at a touch. Bhaal cannot be harmed by the undead.
Rather than using his avatars, Bhaal usually just manifested as a pair of flying undead hands that can shoot bone daggers at people. Or a laughing human skull trailing teardrops. Both these manifestations are capable of speech, casting darkness and driving everybody into a mindless bloodthirsty rampage - you might have noticed he really loves this trick.
He also invented his own undead monsters, the Harrla of Hate. Harrla are invisible creatures, which if you use magic to see them appear like human shaped wavering impressions. Guess what they do?? If you guessed "fill people with a sense of overpowering hatred and drive people into committing homicide" get yourself a fucking cookie!! (This isn't said anywhere in canon, but Bhaal has less imagination than a chunk of rock, I swear to god...)
According to one version of the story; in life Bhaal was a Netherese mortal wizard named Tharlagaunt Bale. He was one of a few hand picked by Jergal to bear a fragment of the god's divinity and raised from a young age to serve him (a Chosen, basically). Hilariously, one of the others was Karsus. These Chosen were promised godhood for their service as they set about performing a ritual to increase Jergal's waning power and make him one of the most powerful deities. Karsus chose to try and make himself a god instead and blew up the Weave, destroying Netheril and the plan and killing all of his coworkers except Bale.
Bale got a job as an assassin, changed the spelling to Bhaal and dropped his first name, teamed up with a bitter ex-slave with no name except the title "Bane of the Ancients" and a necromancer prince called Myrkul Bey al-Kursi.
His other backstory features him as Arabhal; the spymaster and chief assassin of the Netherese City of Rdiuz, and an ally of Bane. The two became unwitting paws of Jergal, who directed them through nightmares to do his bidding and slay various primordial divinities who threatened his plans.
Regardless of backstory, they all grabbed more divinity by killing an ancient god (also Bane's ex-master) and then he went knocking on his old boss' door for that godhood he was promised (Jergal at this point had embraced depression and just went "yeah, whatever, have it. Idgaf, I'm retiring." Or was manipulating them into becoming his divine pawns. There's more than one take on this story.) and Bhaal walked off the god of murder.
He learned of a prophecy predicting he would die when his stupid ex-travelling companions would decide to piss of Ao who would then kick all the gods out and make them mortal, and Bhaal then decided to sleep with what seems to be at least 25% of Faerûn to produce kids who would hold fragments of himself so that they could all fight to the death and he could resurrect himself afterwards. He was killed by the soon-to-be-god Cyric not far from Baldur's Gate during the Time of Troubles. Cyric proceeded to take his job, and there was a huge fight between Bhaalists who converted and those who didn't and the converts killed all the holdouts.
The rest of the backstory is basically just the original Baldur's Gate games.
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beetlethebug · 19 days
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so we know that like, Kristen's whole deal is religion and such, right? I'm just kinda thinking about the other Bad Kids and the Gods. Maybe it's my own multi-deity pagan ass just wanting to consider what it would look like. (I'm using primarily Forgotten Realms Gods and my absolutely vague knowledge of them).
This got long so read under the cut ;u;
Gorgug is absolutely Garl Glittergold's favorite child. He loves the shenanigans. Do you think he starts connecting with Gruumsh when he starts connecting with his birth parents? Baby Gorgug leaving bits of metal and toys he accidentally broke on the altar the Thistlesprings' have in their workshop. Gorgug pre-artificer offering up the songs he makes as a tricky sort of "metal" working. Feeling a connection to Gruumsh in the heats of his rage, the nudge of a hand during his frenzy guiding him to the right target. Keeping bits of scrap from their enemies to melt down into his next artificing project. He also probably talks to Helm, sometimes, asking for guidance on how to best protect his friends. Gorgug has big protector energy.
Adaine who is, in a way, a deity in her own right, depending how revered the Oracle is. I don't know if Adaine would connect with Elvish gods, but she and Oghma vibe. I think that after the Bad Kids all talk and bond, Kristen makes a joke about her being a Gruumsh follower with her furious fist and so Adaine jokingly buys a pin to wear in offering. Jawbone also had a talk with her about sometimes it can help to talk to someone about your anxiety--whether that be a counselor or even the Gods, sometimes. Just Adaine praying to Gruumsh to have the strength to punch her anxiety in the face is very beautiful to me. Azuth is the god of wizards, so he and Adaine might vibe. Adaine feels like the type to vibe with the Gods mostly in jest; she talks to them sometimes, but they're silly little guys to her. Because of Tracker and Jawbone's lycanthropy, I think she either has a small shrine to Galicaea or has the biggest beef with her imaginable. Maybe a little bit of both.
Riz. God. I think once Riz meets his Father, he definitely like, sets up a little shrine to him. Ancestor work feels really important to Riz. He dedicates a lot of self-care things to his dad, I think. Mainly sleeping and drinking water. Does he do them? No. But it's the thought that counts. Riz is definitely the like, mundane acts of worship. Incorporating it into miniscule parts of his day that would go undetected unless you knew him and where to look. He also probably has some devotional jewelry to Yondalla; I think that Penny probably had a habit of repeating prayers while touching the beads of her bracelet (kind of like a Rosary) and that rubbed off on him, especially when she was babysitting him. The whole family also probably have at least some sort of worship to Tyr due to their connection to justice and law enforcement. I think Sklonda is more connected with some of the deities associated with Goblins, specifically Gruumsh (can you tell I love him?) and Maglubiyet. He prays to war gods to get through the absolute shitshow of Adventuring school. He and Adaine probably dedicate their research to Oghma.
Fig is really interesting because I feel like she is probably in the vein of demon work instead of divinity. Although I think that she unironically thinks Riz's dad is super cool so like, playfully worships him. Fig is the Bad Kid that I feel like collects all the different pieces of her friends and wears them proudly upon herself. She dedicates concerts to Kristen's new deity of the week. She sighs and asks Oghma for help on exams; she includes prayers to Gruumsh in her tracks. I feel like Fig also might have a tendency to like, worship the people in her life. She thinks they're so important and she cares about them so much. So she elevates them to the status of a God in her mind. They are invincible. They are young and powerful and the bonds they share are much, much magical then some God who pretends to be high and mighty. Her body is an altar--she wears jewelry and draws sigils and uses so much color magick. She is, in a way, a walking beacon to the gods, saying, "Look at us! We're just as good as you, and if you doubt it, then we'll kick your ass!"
Fabian Seacaster my beloved. This man follows his Father's footsteps for a long time. He worships Gods of the tempest, of the sea and sailing. Yondalla holds a special place in his heart. Riz nearly has a conniption when Fabian corrects him on a prayer to Yondalla, and the two of them bond about it. But once this man starts dancing, this man worships Corellon Larethian with his whole chest. He does a lot of his worship through dancing. Moving his body, getting in touch with his roots. Because of the fire elemental, he also does some like, elemental magic? But I think a lot of his forms of worship come through bodily experiences. Braving a storm, dancing in front of a crowd, making just the right maneuver to protect his friends in battle. Sometimes he and Fig and Gorgug will sit together and make devotional playlists!
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mightymizora · 5 months
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OC Questionnaire!
I was tagged by the wonderful @commander-krios for this fun lil thing!
tagging @razrogue @swindlefingrs @undead-potatoes @thievinghippo @shaxibis-of-starmount @smoreofbabylon and @saturdaysky if you fancy it!
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NAME: Glimra Silvervein Gilbie, AKA The Great Glimmergris
NICKNAME: Glim
GENDER: woman adjacent?
STAR SIGN: I barely know my own lmao.
HEIGHT: 3ft3
ORIENTATION: Pansexual
NATIONALITY/ETHNICITY: Deep Gnome born in Silverymoon. Her family was from Blingdenstone and fled the razing of the city.
FAVORITE FRUIT: Grapes
FAVORITE SEASON: high summer
FAVORITE FLOWER: Moonflowers!
FAVORITE SCENT: Fresh sweat, rosin on a bow, a rich red wine, rosemary
COFFEE, TEA, OR HOT CHOCOLATE: Tea
AVERAGE HOURS OF SLEEP: Absolutely dreadful sleeper. About 4 hours on an average night
DOGS OR CATS: Neither, probably. She's not a big pet person. But if she had to choose, cats.
DREAM TRIP: She wants to go east, as far east as she can. She wants to explore cities like Derlusk, the city of books, and to bring back new songs and learn new instruments.
NUMBER OF BLANKETS: Minimum. She'd sleep with nothing if it didn't make others uncomfortable.
RANDOM FACT: Maybe not so random, but her mother was a semi-famous adventurer and thief called The Gemnose and had Glim in her retirement. Nobody knows who Glim’s father is because technically she doesn’t have one. Her mother swallowed a stolen ruby to keep it from getting taken when she was captured on her last job, and it was a blessed artefact from Garl Glittergold that contained a portion of him sealed away. Her body absorbed it and she got pregnant. So, technically, Glim is a demigod, though nobody really knows, and she doesn’t have any particular powers except for the innate ability to channel magic and an extraordinarily large amount of luck on her side…
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saturdaysky · 27 days
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So… the God of Curiosity! How does he relate to the Lords of the Golden Hill? Is he invited in, is he seen as an interloper or usurper? Absolutely adore these two!
What a great question! I spent the morning refreshing myself on the Lords of the Golden Hills, which is the 5e gnomish pantheon, if anyone's unfamiliar. They are more active in the lives of their followers than other gods.
Also, sorry, this is where I reveal my superpower of being unable to write short answers to anything.
what's a god to a mayhew
Mayhew's parents are historians who take the name "the Forgotten Folk" as a personal insult, so he was weaned on myths and histories of the Lords of the Golden Hills. The Lords set Mayhew's expectations for what gods should be: invested and actively working to make things better.
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(couldn't resist drawing mayhew and mamahew)
In game, Mayhew ran into many awful situations that he thinks good gods could have fixed, but didn't. Refugees slaughtered for sport, children locked in Cazador's dungeons for eternity, families enslaved and used as hostages, children murdered by Gortash's Steel Watch, you name it. These people surely prayed, but gods did not save them. Do gods who do nothing deserve worship?
Not to Mayhew. He was FULLY on board with Gale's astral boat scene logic of "we will be gods but BETTER because we CARE and DO STUFF." Mayhew is not a long-term thinker, especially if people are hurting right now, right in front of him. He sees only trees, never forests.
He views himself and Gale as being on their own side. All of his post-ascension decisions are based on them being an inseparable pair shaking up the system. He's not interested in being part of Lords of the Golden Hills.
what's a mayhew to a god
The Lords probably have mixed feelings about him. They would not invite him into their brotherhood. However, his goals often align with theirs, and as long as Mayhew didn't rock their boat too much, they'd be tenuous allies. More about Godhew and other gods under the cut!
Mayhew himself has many Glittergoldian qualities about him -- he's an elusive tale-teller and a sneak, and if you pried his coping mechanism sense of humor from him, he'd probably die on the spot -- so I think he'd get on with Garl Glittergold and Baervan Wildwanderer. Mayhew's not easily flustered, and he'd find it a hoot to be pranked by Garl, so I expect he'd pass any test of character Garl might run an upstart godling through.
Baravar Cloakshadow, god of illusions and deceptions, would be interesting. Mayhew is a born liar (deception is his second-highest skill after history) who cares deeply about protecting others, so on paper they're aligned. However, Baravar counts Mystra among his allies, so this alliance would be a strained one.
But the biggest reason Mayhew isn't interested in becoming a Lord of the Golden Hills? They're concerned primarily with the welfare of gnomes. As a god, Mayhew has broader designs than that.
a god for whom?
Mayhew cares about everyone, especially people who are unimportant. He was a latchkey kid who wandered all over the city from a very young age, poking his nose everywhere it shouldn't be and talking to people just to hear their stories. He probably even made friends with the sewer kobolds, despite historical bad blood between gnomes and kobolds. Most of the alliances Galehew make after ascension are Mayhew's doing. Gale is always grander and more powerful, but Mayhew is better-liked and better-loved by gods and mortals.
In particular, bleeding heart Mayhew is an ally and protector of children. Troublemakers, especially. The most common name he ends up being known by is the Children's God. In 5e, there doesn't actually seem to be a god FOR children, simply gods with "family" as part of their portfolio. To me, that reads as a god for parents. But Mayhew adores kids! In game, he looked out for all of them and spoiled them shamelessly via the barter menu. All the urchins got cash, clothing, trinkets, snacks, protective magical items, etc. He bought soup from Yenna every day. He gave Mattis 2000 gold (😭) for a key he never even used (😭)...and gave the amulet of greater health (😭)...and some grenades because all children should have a chance to make bad decisions...
To kids, he's like an imaginary friend who'll help you out of a tight spot, aid your capers, and shield you from terrors. When a child ages out of needing an imaginary friend, he's there as the God of Curiosity -- and what is curiosity without drive? Perhaps they'll follow their dreams in the footsteps of his partner, the God of Ambition. Completely unintentionally, Mayhew probably ensures the longevity of the Galerian religion this way.
Not all of Mayhew's ideals survive ascension, though he goes in with good intentions. He loses some of himself, but his love for people is the core of him. It doesn't change.
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handful of memes for my nasty little durge, callix
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kinda back on my bullshit and have brain rot for him and my fic today...
idk it's just so interesting to play as a gnome in the game. i think the struggles and bigotry towards small folk/gnomes specifically in the game is overshadowed by the highlighted tieflings and drow, which is totally fair, but also then when you're rolling around as this murderous little gnome and people are freely threatening you and the party thinks it's lowkey funny... creates an insane vibe lmao. like hooking up with astarion specifically as a gnome lowkey an act of masochism until act 3. (not that callix helps his "beastly gnome" stereotyping at all.) and then having callix as durge as well fixes so many plot holes if you play as a small race tbh because literally at every turn gnomes are being enslaved by the absolutists and its like.. what in Garl Glittergold's name let this fool just be tadpoled instead of put to work... and then the trio of Ketheric, Gortash and Orin is even more insane because the most efficient out of all of them is a pint-sized murder machine.
just truly beautiful accidental story telling idk. i want the free time and energy to write my fic because he was supposed to finally get his supporting character spotlight moment with astarion AND HIS CUTE FANCY REDESIGN his design is purposefully busy bc he serves Talos but alas. school and research work </3
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probablyfunrpgideas · 4 months
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Worldbuilding Idea
Go through the list of deities from a few D&D settings, and pick five to ten that all have the same domain. Then, design a region or world that was made by this pantheon! Maybe the people there have special insights into the domain and how the gods differ from each other.
For example, the island of Ulzikar was created by the clever plots of Beshaba, Malyk, Loki, Garl Glittergold, and Tiamat. The oldest legends claim that their gods (the Keepers of Fate) tricked some dark and greedy ocean spirit and won Ulzikar as a prize, dredging it up from the sea with mountains, trees, and people blinking in the new light. On the island, life is rarely simple. Predators use camouflage and prey develops venom to survive. Sentient beings must learn strategies to cultivate food and know when to betray their allies. Several nations clash and scheme for control of Ulzikar's lands. Their priests pray to Beshaba to avoid disaster, to Malyk for mystical insight, to Loki for cunning, to Garl for luck, and to Tiamat for ambition and might.
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cake-warlock · 5 months
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Because I’m ADDICTED to happy endings, and the idea of Astarion outliving Prunella is depressing as hell (while at the same time I think vampires are too cool to want to make him fully mortal again in my own personal headcanon), I’ve been musing on alternative solutions.
This one somewhat spins off of a previous post that I reblogged and commented on. Astarion says he prayed to every god he could think to, and none of them answered.
But what if one did?
Say, about sixty years before the nautiloid, Cazador creates the final spawn for his “family”, a gnome named Yousen. Astarion hears Yousen pray to the Gnomefather, Garl Glittergold, one night for salvation, and despite his…distaste for gnomes thinks “fuck it, may as well try.” So he prays too, and Garl hears them. The problem is, Garl is a god of jokes and trickery as well as benevolence and protection, and what would be more ironic than sending Astarion a gnomish savior?
And so Prunella Goldenberry is born, unknowing that her fate has been touched by a god. And she did grow up to embody many of his domains: a bard of heroism whose primary weapon was her wit.
And then perhaps some years after the events of BG3, when Astarion and Pru are adventurers, Garl himself approaches them and offers her a deal: as long as she acts as his emissary in Torril and beyond, doing his bidding when he needs, he will continue to extend her lifespan. Astarion is…hesitant to have his lover offering her fealty up to some god, but ultimately agrees. And so they get to be two travelers out of time who get to hop from realm to realm, occasionally running errands for a god for as long as they choose.
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Mini Dungeon: In too Deep
After dicing with a gold-toothed traveller at the local alehouse (or rummaging through his neglected pack) the party find themselves in possession of a treasure map covered in notations which points them in the direction of a disused mine someways outside of town and a haul of bandit treasure resting somewhere at its bottom. Half way through their delve the party realize the layout of the mine has changed and that the entrance is nowhere to be seen. In a peal of scribbled laughter the map rewrites itself, welcoming them to the underdark and offering a few riddles that may contain hints on how they might escape.
As it turns out, Garl Glittergold, god of mines and hardwon fortunes has taken a shine to the party and their antics and has decided to deliver them a test. If they're lucky, steadfast, and above all clever they should be able to make it back home and earn the gods favour in their future adventures. The map may take them on a short jaunt through the depths, into the face of an emerging crisis, or upriver to a foreign port whereupon they must make their own way back.
Maybe they'll even make some friends along the way.
Art
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stupid-tes-nerd · 9 months
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"One might say you're a paragon of luck. I'll be there when it runs out."
Some more of my girl Zehiri. Asmodeus Tiefling trickster cleric worshipping Garl Glittergold. Chaotic Neutral, fighting against her dark urges, and all-around bad decision-making problem child.
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honourablejester · 1 year
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So. Out of curiosity, given recent events, I was looking at Pathfinder 2e, just to see what it felt like. And, being me, I decided to do this by seeing how easy/difficult it would be to port my homebrew deities over to it. And the results were … interesting.
In that it is not necessarily easy to port deities over, but for a rather cool reason and in a cool way. Apparently, if I am understanding things correctly, your deity is functionally your subclass as a cleric in PF2e? As in, you get a couple of spells from your domain, sure, but you get more spells, an ability increase, a skill, a weapon, and your Divine Font all from your deity. You also need to match your deity to your alignment, and your deity gives you edicts to try and follow and anathemas to avoid if you don’t want to face consequences. Your deity is, essentially, your subclass.
(I’m not ignoring doctrines, I’m just mentally thinking of them more like warlock pact boons? Actually, PF2e clerics are reminding me of 5e warlocks in a couple of ways, really)
It's actually … Honestly, I find that really cool? From a worldbuilding perspective. Now, I can see from a player POV how it might feel quite restrictive, particularly the alignment, edicts and anathemas, but from a story-expressed-in-mechanics POV … It always slightly bugs me in DnD5e that clerics of completely different gods who happen to share a domain will be mechanically identical. You can have, for a random example, a Trickery cleric of Asmodeus and a trickery cleric of Garl Glittergold, and they’ll play the exact same way (mechanically, not counting RP). Your deity, to an extent, is kind of a cosmetic choice beyond domain. But in Pathfinder, your deity is distinctly more crunchy and involved, and I do kinda love it.
It does make porting homebrew deities from DnD5e to PF2e a bit more involved. I am going to work on it, just to see what it’s like, but already I’m having to think about a lot more than the alignment and domains of 5e. Though that is … in one sense it’s fun as a worldbuilder, because a lot more of the deity’s ideals and values and pet peeves are represented mechanically. It’s cool. Working out their domains, their edicts, their anathemas, their boons, their abilities/skill, their spells …
As an extension of this, can I say, there’s some really gnarly spells in PF2e. I’ve no idea if they’re good or not, but for ideas alone there’s some spectacular stuff. For Nalashtar, the plague goddess, for example, I was browsing both Blister and Grisly Growths as potential options (I think Grisly Growths might be the one). Absolutely disgusting, but thematically amazing.
The only downside is, again if I’m reading this correctly, the spells given to deities need to not be on the divine spell list, because deity spells don’t work like DnD5e domain spells, where clerics get them as extra prepared spells a day, and instead are more like warlock patron spells, where they’re options that the cleric can prepare, but they don’t get them always prepared for free. So if a deity’s spell is on the divine spell list, it functionally gives the cleric absolutely nothing extra, since they already had that spell as an option to prepare.
This is a bummer, just from a thematic standpoint, because I read the spell Quick Sort and instantly wanted to give it to Alatee. Is it useful? Not a clue. But it’s bang on for theme. And, yes, she has it anyway, in the general sense that her clerics can use it, but it would have been so good to have it front and centre in her bio to remind people. Oh well. If I make a cleric of Alatee, I’ll know it’s there.
This is definitely turning out to be an interesting exercise, whatever else. Heh.
(Sidenote: I’m getting my PF2e info from the Archives of Nethys site)
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slimylittlemaggot · 10 months
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Okay… so I might have also made God as Garl Glittergold. I might have gotten bored and couldn’t get this idea outside of my head until I put it into form.
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Yeah. I got this idea from, yet again, the awesome @shaniacsboogara
Next up is Satan and the Genie!
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y-rhywbeth2 · 5 months
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Gods and Clergy: Bane
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | Bhaal #1 | Bhaal #2 | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
Well, I did the murderhobos, might as well cover the deity and daily business of our favourite hot-topic-shopping dictator and co. now? Ahahahahaaaaa There is too much goddamn material on Bane, I'm going to kill Ed Greenwood-
Intro: If you're not consumed with fear and hatred while trying to take over a city which you intend to rule with cruelty and an iron fist then this is not the religion/political party for you. If this is not the religion/party for you, please lower your neck so that I can attach this slave collar to it.
Banites: The hierarchy and rituals and stupid toys of the church of Bane is what you get when Lawful Evil and Lawful Stupid have a horrible, overcomplicated offspring called Lawful Sadistic. Bring me the avatar of Bane I'm going to stab this fucker Also, being goth is mandatory.
Dreadmasters: More teleporting! Bossy, immune to fear and fond of magic rods. Also, do you remember that "divine oath" Durge and Gortash swore...?
The Chosen: Should be way more impressive than what we saw in game. Forging unbreakable oaths! Pet beholders! Detachable shadow spies! Etcetera!
Bane: Boy, the world (and my sanity) would've been a much better off if this dude had gotten intensive therapy instead of divine power!
(This thing is too fucking long and should perhaps be split into two posts but ooooh my god am I not editing this anymore.)
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Bane's clergy often hear their god whispering his dogma in their dreams:
"Serve no one but me. Fear me always - and make others fear me even more than you do. The Black Hand always strikes down on those who stand against it in the end. Defy me and die - or in your death find loyalty, for I shall compel it. Submit to my will, [as uttered by my ranking clergy] since true power can only be gained through service to me. [Spread the dark fear of Bane.] It is the doom of those unguided by me to let power spill through their hands. [Those who cross the Black Hand meet their dooms earlier and more harshly than those who worship other deities.]" - Bane's Dogma [with 14th century addendums in brackets]
Bane is basically the quintessential villain of the Realms. When a person pictures the face of evil, they picture this god and his followers.
The most important thing to know about Bane and his religion, in my opinion, is summed up here:
"The summons [from Ao] had come wearing the face and form of that which each of the gods feared most. [...] To the Black Lord, Bane, the summons came in the guise of absolute love and understanding, its light searing his essence as it carried him from his kingdom." - Shadowdale
You want to give one of the most evil bastard in the pantheon a panic attack? Give him a hug.
Following a brief version of a backstory that has been given for him; the mortal who would be Bane was born on Abeir, Toril's linked twin planet/parallel universe. There he was a nameless battle slave to Maram of the Great Spear - an ancient primordial being of absolute evil whom the Netherese had summoned into the world, where it broke free and started inflicting horrors upon the world. While in the service of said horrifying evil, the young slave nurtured ambitions of having absolute power for himself.
While on Toril he teamed up with his two future frenemies, Bhaal and Myrkul, and they killed (or possibly subjugated) his master and took his power for themselves, before heading off to nag Jergal for his job. After bickering, the ex-slave known only as "the Bane of the Ancients" wins the draw and gets to be what he always wanted - the epitome of tyranny with godlike power. The next step for him is to conquer the mortal world and destroy all the other gods so that none have power and control over him.
Banite religion is founded on the principle of making Bane's dream of global domination possible. Every Banite is a link in the chains of Bane's power. What they rule, he rules. All Banites strive to take over something (village, city, kingdom, army, whatever). All Banites are expected to aid and obey their superiors in this domination.
When in control, a Banite is to use their power to "further the cause of hate, fear, destruction and strife." Doing so within the control of the law is preferable, but chaos is tolerated as long as that chaos is wielded as a tool with perfect control. You can get voted into power by stirring up people's fears of minorities, or start the apocalypse and present yourself as the saviour - but you must not be overwhelmed, or you have failed.
The world is divided into slaves who have no power and exist to serve, and the powerful who command them. Bane is the rightful master of all and all are to serve him, and by extension his followers (those with the strength to seek, take and hold power), willingly or by force. Control is the key virtue in the eyes of the faith. Always be in control and/or be controlled by somebody more capable/deserving of power than you. As their lessers are expected to obey every order perfectly, the superiors are expected to be competent in their leadership and wield perfect command.
Banites pride themselves on being cold and decisive in all that they say and do. They also enjoy cutting sarcasm. It's vital to appear in command of yourself and the world around you - shouting, loss of temper and other outbursts of behaviour that suggest a lack of control/power are avoided like the plague. Two Banites on the brink of killing each other may appear to be in the midst of only a polite, but insistent disagreement.
Bane used to enjoy watching his power hungry idiots backstabbing each other to climb the ranks while overzealous worshippers splintered into factions and started killing each other (most notably a divide between the divine-magic based orthodoxy and the arcane-magic based reformers/"Transformers".) Then Mystra technically killed him during a fight with Torm in the Time of Troubles, and Cyric took over his church. When Bane made a comeback in the 14th century he immediately decided they wouldn't be doing that anymore. Now it's an united rigid hierarchy from top to bottom, and Banites are a well organised, well equipped unit.
The laws of the heathens are irrelevant, but a Banite who gets caught breaking those law trying to achieve their goals is expected to suck it up and do the time for failure - unless they've been doing such a good job that everybody's too far under their control to try and punish them for it, in which case great job. A+ in Bane worship.
Banites typically establish themselves in an area by finding a location out of sight of a civilisation and building a fortress, where they build their power until they are too strong a force to drive off. Taking over an existing fort is also a possibility. The temple is run like a military base: spartan, with only tapestries showing Bane's symbol and religious texts on it for decoration. The courtyard is meant for military drills and rituals, and there's a mass hall for dining and holding prayer. They like pointy architecture. And black. Oh, and the torture basements! Can't forget those. It's also where they keep a variety of trained monsters in pens. You may end up sharing your cell with a displacer beast or something, but don't worry about it.
Banites have a secret network of teleporting spells. The actual "portals" will be any space of stone big enough to stand on, which are magically connected to other points (also stone). If you stand on one and speak the correct password, then it will teleport you to the destination designated by that password. There are no spells or barriers that can prevent the teleporter from arriving at their destination. Banites can bring others along with them if they are physically connected when the password is said. They can't bring more than 100lbs of inanimate matter with them.
All are welcome to convert to Bane. There will be an interview where your intentions are checked, although if it turns out you're not actually evil-aligned you can still join. There's a good chance that they'll use magic to turn you into an "incorruptible champion of evil and uncompromising disciple of order" anyway; "for Bane recognizes the value of those who have seen the lure of good and turned away from it to serve evil."
Or just use dark magic to twist you from a person into a weapon/guard/servant bound to the service of Bane anyway.
Banites are also able to ensure loyalty with a magically binding divine oath called the Dark Promise, cast by his favoured priests (Dreadmasters). It's an old spell, back from the early days when Bane was a new god and his followers were vulnerable, and is not used as often. When the spell is cast and the oath is made, a set of circumstances are set into motion that targets of the spell must follow to the letter. The promise must have Bane's interests at heart and the conditions and stipulations cannot be endanger the individuals' lives. If the oath is violated, it drains the oath breaker's life force. The damage done by this spell cannot be healed, and if the oath breaking does not cease then they will die.
Bane is one of the few exceptions amongst the gods in that his worshippers are all henotheistic rather than polytheistic. Banites consider worship of other deities "foolish," Bane is the only master you should truly serve. All under Banite rule will be forced to convert to the worship of Bane. They are however willing to cooperate with the followers of Loviatar (pain), Talona (disease), Malar (predation), and Mask (thievery) as Bane has terrified these gods into allying with him. From a certain school of Banite thought, this means that they and their followers are part of the chains of Bane's will (the gods/faithful in question probably wouldn't agree). Bhaal was, or perhaps still is, a servant of Bane and he and Myrkul have also been counted amongst Bane's allies in the past, despite their tendency to squabble, so cooperation with Bhaalists and Myrkulites is not unimaginable when it serves both their deities.
Banites do not get on so well with... anybody, but they particularly hate worshippers of Ilmater (compassion), Tyr (justice), Helm (non-Banite order), Lathander (optimism/renewal), Torm (champion of the innocent), Oghma (knowledge) and Mystra. If they get their hands on one they'll usually torture them and leave their mutilated bodies somewhere for the distressed public to find. Bane and Cyric are still at war, both due to humiliation and the fact that they're still fighting over areas of divine power that the other has stolen/reclaimed from the other, and the corpses of Cyricists that fall into Banite hands are usually found with "heretic" branded on their foreheads as a warning to others who worship the usurper.
Banite clergy are expected to always be armed, and it is mandatory that you at least wear something black at all times. For ceremonial purposes, Banites wear black armour or robes with a blood-red cape. Wizards like to enchant their robes so that they swirl and give off illusions of glittering with "black stars" and have blood dripping off the hem. The higher in the ranks you go, the fancier the clothes get. Banites used to have facial tattooing, although this made them rather easy to identify and kill off when Cyric took over and some purges took place. The highest ranking Banites can be identified by a gem that they wear on their forehead. Banites are not expected to wear anything that would identify their religious affiliations if it would get them persecuted, but they do like decorating their clothes with spikes and are are expected to dress in a certain specific colour that I'm getting sick of typing out. When Bane rules the world we will all be dressing as goths under threat of execution...
Each priest has a ceremonial staff denoting their rank, which they will have at these rituals. When a Banite dies they are buried with it. They are unenchanted and purely for ceremony, at most being used to light braziers. It starts with a simple black wood staff [level 1], which at higher ranks has an ivory skull at the top [lvl 2-4]. Higher yet they add silver plating, and the skull is the size of a fist [lvl 5], and the even higher level priests that skull has ram horns [lvl 6]. After that you get real human skulls! [at lvl 7+]! They're allowed to decorate theirs how they like, as well as adding enchantments. So gemstones, magic runes, etc.
Bane's holy symbol is the Black Hand, a symbol of terror recognisable to the entire Realms. Versions include a black handprint, a black claw or a metal gauntlet embedded with jewels. Priests usually wear a replica of the hand as a carved pendant of black stone. There is another Black Hand seen on his high-ranking priests: elbow-length gloves crafted of flexible metal mesh or chainmail, usually worn on the left hand. It emits an eerie dark radiance, i's supposed to be black, and a non-Banite found wearing one can expect every Banite on the planet to hunt them to the ends of the world for this blasphemy (also it's about 50,000gp in value jfc). The gauntlet cannot be damaged by force and absorbs all spells of third level or less. Area of effect spells are not negated, but cannot affect the wearer. It can drain magic out of items, should the wearer touch them with intent to do so. The wearer can then discharge all of the absorbed magic into the body of another by touching them, causing them damage. They can also paralyze undead and living beings via touch.
To question or disobey a superior is to question or disobey Bane himself, and is answered by torture, disfigurement and/or death. The word of a Banite of superior rank is law, and you will do literally anything they ask you to do.
Banites have invented a magic whip (a mystic lash) that does all sorts of fun nonsense in case that happens. It's made of glowing red energy. If the priest needs their hands free then the whip can actually wield itself (need to scourge that annoying initiate, but you don't want to look up from your book? Then good news!) If the wielder choses, a lash of the whip may cause one of the following; paralysis, memory loss, seizures, extra damage plus the disintegration of equipment, or electrocution.
One is expected to greet those of higher rank by kneeling in front of them and kissing their boots
At the bottom of the hierarchy are the novices, who are addressed by the title of "slave." If they're good enough, Bane will send them a dream vision or manifest as a voice speaking from one of his altars - he will name them, and they are allowed to enter the first rank of the priesthood… of which there are 12 ranks with their own unique addresses, which everybody is expected to memorise. Disrespect to a higher rank will, as mentioned, involve insulting Bane and lead to torture, disfigurement and potential death.
The only time you're not expected to use the titles is when in the presence of heathens, Banites will address each other as Brother/Sister Faithful (when speaking to an equal/lesser) or Dread Brother/Sister (when addressing a superior).
Banites do not refer to each other by name, only by the name of their rank (unless there are too many individuals of the same rank. In the case you had a room full of Black Fangs, you would address them individually as Black Fang [Surname].) It's generally impossible for eavesdroppers to learn the names or personal details of a Banite.
The rankings are determined by character level, and are as follows:
Watchful Brother/Sister/Sibling
Deadly Adept
Trusted Servant
Willing Whip
Hooded Menace
Black Fang
Striking Hand
Vigilant Talon
Masked Death
Dark Doom
Higher Doom
Deep Mystery
The Deep Mysteries include the Deeper Mysteries… which have their own ranks! Secret, higher levels which are unknown to those of the first 11 levels who must address all higher ranking Banites as "Deep Mystery." There is no official means by which a Banite is bestowed this title, they bestow them upon themselves if they believe they should have the rank. The test lies in the fact that in order to keep the title their fellow Banites must also begin using them - in other words if you are not a pretender and truly have the power and authority to hold this title, then your siblings in the faith will follow.
The ranks of the Deep Mysteries, in order of authority, from lowest to highest:
Vigilator
Lord/Lady of Mysteries
Lord/Lady of the Hand
Imperceptor
Dark Imperceptor
Grand Bloodletter
High Inquisitor
The High Imperceptor is the Banite of highest rank of the Deep Mysteries, supreme living servant of Bane, and unlike the prior titles this one cannot be self-bestowed. I haven't seen any explanation for how it is bestowed, but I imagine Bane decides.
Banites don't bother with set holy days. We will have a holy day whenever the leading priest decides we're having one, and it will be called whatever they decide it is. This usually means a) somebody fucked up, time for a public punishment; or b) we've got an enemy/traitor, time for human sacrifice.
Rituals are to be held in as close to pitch darkness as is possible, gathered around the Black Altar (a wood table covered in a black cloth, a block of black stone - whatever, just so long as it's black so we can give it an ominous name). The Black Altar is to be made holy by having a replica of the Holy Hand of Bane floating above it (this too has to be black in colour). This is a levitating 6 foot tall stone hand that can sense alignments within a 60 foot radius, and it will attack good-aligned people on encountering them. When not in use it patrols Banite locations, seeking out spies and intruders and killing them.
And that the Seat of Bane will be placed in front of the Black Altar. The chair is black, its back is carved into the shape of a hand. Senior clergy sit in the throne when acting as Bane's voice for the rest of the congregation. So the leader of the area's Banites sits in the chair, and that means Bane is sitting in the chair. While sitting in it, the seated can read the thoughts of all beings within 90 yards. it can project a forcefield around the chair; can nullify magic in the area; allows the seated to see through illusions and invisibility; know the alignment of everyone present; allow the seated to speak with dead; and also conjure walls of fire. If the chair is knocked over, it causes a massive explosion of fire that kills everyone around it.
Then the party. With minimum partying and maximum solemn, ominous chanting and deep, heavy drum beats. Those guilty of disobedience or other failures will be chained to the altar and whipped in front of the congregation. And then there's the human sacrifice: "Sacrifices had to be humiliated, tortured, and made to show fear before dying to be acceptable to Bane, and they usually met their deaths through slashing, flogging, or being crushed by the Hand of Bane."
The traditional power base of the Banite faith was Zhentil Keep, the base of operations for the Zhentarim. The Black Network has once again been taken from Bane by Cyricists however, after the death of Fzoul Chembryl a few decades back - Fzoul was a Chosen of Bane and basically his favourite servant (who has since been made into a quasi-deity bearing some of Bane's divine power, that he may continue to serve) and Zhentil Keep is currently in ruins. The loss of the Keep (for a second time) destroyed Zhentarim power, and now they're mostly just a bunch of mercenaries with good connections on the black market trade routes (slaves, drugs, weapons, etc) as far as I can find.
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The Dreadmasters are Bane's specialty priests, making up 10% of all Banites. Dreadmaster is a unisex title. They spend their time doing all the spellwork and making all the delightful inventions that have been giving me a headache. They have a stupid number of spells given to them. Nobody else's specialty priests have this many fucking spells.
They cannot feel fear from sources other than Bane
They can, however, project the feeling of absolute terror into every being within 10 feet of them, usually causing everyone to run screaming.
They can completely destroy the souls of the dying
Create extra evil undead
Create powerful, still sapient undead servants from dead Banites (from ghouls up to vampires)
Create animated suits of armour that serve the Banites, powered by people's souls
Make a warding symbol drawn with a mixture containing three drops of blood from a collection made by sacrificing 30 people. The ward is invisible and cannot be detected, and when activated it drains the life out of everyone present.
They have a supernatural knack for reading other's true moods and intentions They have a supernatural level of charisma and authority over their servants, who cannot help but be fanatically loyal
They are exceptionally skilled in the artificing of magical wands, rods and staves. When they use them the magic of the items is increased.
They're the ones who cast the stonewalk spells that make the teleport network run.
They're also the priests responsible for binding the Dark Promise.
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"The Chosen of Bane are tyrants in every sense of the word, consumed with the quest for absolute power. Hand-picked by the deity of tyranny and fear, [they] are both charismatic and filled with hate [...] They seek only to rule with absolute, unchallenged authority over every living and undead create across the world."
They are unbothered by temperature, both hot and cold, as well as resistant to being burned or electrocuted.
They do not age, though they will still die at an age where they would've died if they did age.
Supernatural insight into motives and emotions, and a massive boost to their charisma.
They can mind control people, are immune to fear, can share this immunity with others or increase the fear they feel.
They can also cast gaes, which is basically exactly the same as the Dark Promise, but doesn't necessarily have to benefit Bane (blasphemous as that sounds).
They can summon undead beholders to serve them
They can grant their own shadows independence as an undead creature of the same name (shadows), While separate the shadow is free-willed, though the two remain telepathically linked.
They are served by a retinue of their own master's servants including: doppelgangers; helmed horrors; beholders; undead Banites; hell hounds; imps; displacer beasts; Banelar nagas (evil snake things with human faces)
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Bane doesn't like using avatars, if he needs to manifest on Toril he just possesses people in positions of wealth and power who transform into handsome, yet "oily" looking black haired men as long as he's inhabiting them. The souls of these people are forced to watch as the god does what he wants. Once the body is "worn out" from all the punishment he puts them through (mortal shells, so fragile) he'll move to another evil or neutral mortal via touch.
If he strikes out with his gauntleted hand, then there is a good chance that the person stuck will drop dead.
In combat he warps the face into a more beastial visage. His hands become talons capable of "rending flesh and bone" and in the Time of Troubles when he was first forced to manifest as a normal human he immediately started editing the body into a more demonic visage although that might've been because he'd just crash landed in his own temple and destroyed it, and only had a few moments until his torture happy zealots turned up to find what seemed to be some random dude standing in the wreckage. He was in kind of a panic trying to make sure they saw Bane, God of Tyranny not... that.
His other manifestations as a pair of blazing red eyes staring out from the darkness, and a black, taloned hand which was the temperature of ice to the touch. They work exactly like his other manifestation.
Bane sometimes announces his presence, and that he is paying attention to you, with the sudden manifestation of the giant footprint of a boot, scorched into the earth. He shows his approval of his followers through their sudden discovery of a black sapphire. His disapproval is shown through the sudden appearance of red carnelian, ground into dust.
He is served by various devils, beholders, death tyrants (the undead remains of beholders that failed him), black dragons, banelar nagas and pride incarnates
Bane can cast any spell at will, save those that heal or create.
Bane was slain in the Time of Troubles. After his death his followers had an even bigger row between those who were loyal to Bane (orthodoxy) and those who worshipped his portfolio instead of the god himself and switched to Cyric. Many of the Orthodoxy began worshipping Iyachtu Xvim the Godson, son of Bane (whose mother was either a fiend or a fallen human paladin, nobody's sure).
Xvim was doing a pretty ok job in his nascent godhood up until 1372 DR, when Bane hijacked the essence of himself he'd left in his son and destroyed him - being reborn within his body and immediately regaining the rank of Greater Deity. About a few years following the Bhaalspawn Crisis, the year where Bhaal was supposed to be reborn from the death of his kids but failed.
Bane went on to continue being one of the most infamous, powerful and dangerous gods on Faerûn up until the Second Sundering, when suddenly we've got confusion.
In BG3 canon, the Dead Three are clearly greater than quasi-deity status. Due to new rules that WotC pulled out of their ass, gods of lesser deity status or higher cannot manifest avatars. Bane can still empower clerics and have Chosen, so he's most likely still a Greater Deity in BG3.
In Descent into Avernus, the Dead Three are apparently quasi-deities now, forced to exist in permanent avatars on Toril and unable to grant spells of have Chosen.
I think this nicely explains what I mean when I say D&D has no fucking "real" canon, it's all just a mountain of everyone's headcanons.
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