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#laduguer
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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y-rhywbeth2 · 6 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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fvckitwebhaal · 4 months
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Cleric Tav: Yes I’m a Cleric. Yes I regularly steal offerings to the Gods. We exist.
Astarion: @Selune @Shar @Helm @Kelemvor @Yondalla @Eilistraee @Mielikki @Ilmater @Moradin @Tiamat @Lathander @Laduguer @Tempus @Mystra @CorellonLarenthian @Bahamut @Talos @Tyr @Oghma @GarlGlittergold @Gruumsh @Tymora @Lolth @Vlaakith @Myrkle @Bane @Bhaal
Cleric Tav: BRUH???
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grandmother-goblin · 3 months
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Since mods are being weird, here is my new Tempest Cleric of Laduguer Duergar.
I haven't decided who she is gonna romance yet.
Her name is Mhori and she is actively reevaluating her life choices.
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utilitycaster · 8 months
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@punkrockgenasiashton replied to your post “To expand that point about queerphobia (also, to...”:
This post reminds me of when it was revealed that Tary was gay and that his father was homophobic in campaign 1 and how just...out of place it felt, in a world where to that point it seemed like homophobia, and a systematic societal queerphobia was just...non existent.
​Yeah! That's actually one of the things that I've seen brought up when I've pushed back on this in the past, and it's like...the thing about Tary's father is that this took place in Campaign 1. The world was, in many ways, sort of being developed as they went along. There's all kinds of stuff from C1 - especially very early C1 when they kind of expected to run for 12 episodes and return to a home game - that has either been walked back or quietly dropped. Like, Zahra's patron & hometown as well as Lillith's hometown have never come up in later campaigns or in any supporting materials; nor have Orcus nor Laduguer, probably because they are both licensed lesser deities and aren't terribly important to the ongoing story. The Curse of Strife has been dramatically altered given the unfortunate implications it had in its original incarnation, and Ank'Harel significantly reworked. I feel another thing the fandom - especially the Reddit good ol' days fandom - sometimes struggles with is admitting that there was just stuff in Campaign 1 that was thrown at the wall in good faith and simply didn't stick, and that's fine, and honestly, Tary's father always felt like that because there was no sense of systemic homophobia anywhere else.
Which also ties into another thing, namely, the world of Exandria (and of Hale) is without queerphobia, but the cast live in modern-day America where that's obviously not the case, and this is improv, and they're human! There's going to be some heteronormativity that bleeds through despite the world! But like...it's always felt to me that people are really reluctant to just embrace the explanation that sometimes the cast misspeaks, or forgets stuff in passing, and there's no good in-world explanation and that's fine.
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astraphone · 4 months
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get to know your tav; thank you @sporeservant for making this and for the tag!!
ysra stoneheart / duergar / oath of ancients paladin / acolyte / she/her
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favorite weapon: generally, two-handed weaponry. she's currently using a glaive, which she likes for the extra reach it gives her; her biggest combat frustration is when she's not fast enough to reach an enemy quickly and easily, so it helps with that.
style of combat: she gets up close and personal and hits hard. she’s a big fan of smiting the shit out of enemies who piss her off particularly badly.
most prized possession: two things she's kept in her inventory since early act 1. first, her book of paladin tenets, which she returns to whenever she's feeling lost or discouraged or maybe wondering what the hell she's doing up here. it's a reminder of what she thinks is worth fighting for. second, the story that mirkon wrote for her after she saved him from the harpies. the beginning of the game was a speedrun of some of the worst days of ysra's life, and that was the first thing that gave her any kind of hope in the middle of the horror and despair she was feeling.
deepest desire: well, currently to avoid turning into a mind flayer, which has been one of her greatest fears for as long as she’s been old enough to fear anything. but beyond that, ever since leaving the underdark she’s been searching for a new god to worship. she was raised as an acolyte of laduguer, and while she doesn’t miss the god himself she misses the sense of purpose that came with the worship. sometimes she’s worried her paladin oath is a little directionless. she’s been searching the world for any sense of connection with a higher power, and thus far has found nothing, but she sure would like to.
guilty pleasure: bad jokes. there was very little humor in the environment ysra was raised in. jokes were pretty much entirely foreign to her before coming to the surface, and she’s finding she quite likes them.
best-kept secret: she isn't exactly secretive, but she isn't forthcoming about her life in the underdark and what brought her to the surface. her party knows the gist of that at this point, but they don't know that she has a few old friends in baldur's gate. they didn't end on good terms, it's in large part her fault, and she's simultaneously praying she doesn't run into them and hoping she does.
greatest strength: she’s a natural leader. she’s charismatic enough to draw people to her and decisive enough to act first when something needs to be done.
fatal flaw: she’s incredibly impulsive, prone to acting on instinct without waiting for all the necessary information.
favorite smell: the forest right after it’s rained.
favorite spell or cantrip: it’s a toss-up between speak with animals and misty step, although she’s also a big fan of divine smite.
pet peeve: laziness, overpriced merchandise, and enemies who stay out of melee range.
bad habit: she works herself into the ground. laduguer is a god of endless labor, and even though she doesn’t worship him anymore, she did for so long that bone-deep exhaustion still feels like she’s doing something right. her party is trying to work on this with her, because on more than one occasion her insistence on them pressing forward when they really needed to rest has resulted in them getting their shit wrecked.
hidden talent: she knows how to play the lyre, and she's actually pretty good at it! it’s not exactly something she hides, but it’s very much something people don’t assume when they first meet her.
leisure activity: she’d rather listen to music than play it herself, but she’ll gladly pass the time with either. she loves stargazing and a good story.
favorite drink: she recently discovered hot apple cider and thinks it’s one of faerun’s greatest creations. also loves a good ale.
comfort food: anything with mushrooms in it. she loves seeing how people take the food that was her [metaphorical] bread and butter growing up and do new things with it; a taste of the world she grew up in combined with the world she chose.
favorite person: lae’zel is ysra’s partner and the person she trusts most in the world. they’ve always had a deep mutual respect and understanding that slowly grew into something more. karlach is up there too; ysra finds her enthusiasm for life and everything in it incredibly contagious, and being around her just makes ysra happy.
favored display of affection (platonic and/or romantic): she’s still getting used to casual physical touch, but she really likes it. especially a sucker for hand holding.
fondest childhood memory: she and her older brother used to sneak out to look at all the things that glowed in the dark. to ysra, the underdark is as beautiful as it is dangerous, and although she'd never go back for good it was nostalgic to be there again.
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bleeding-star-heart · 1 month
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Bg3 Headcanon
Whatever god Cleric! Tav serves deliberately let them get captured by the nautiloid. See, Cleric! Tav's god was greatly alarmed by the Dead Three's plot/the Absolute cult but Ao wouldn't do anything about it. So, they sort of made Tav an unofficial Chosen by way of making the nautiloid Tav's problem directly. And maybe teamed up with Withers/Jergal. And, if the player didn't pick Mystra, possibly her as well. (Maybe. Maybe Mystra's plan with Gale was seperate). I personally feel this works best and especially well with Ilmater, whose thing is suffering in the name of Doing Right. But it could also work with Selune, Kelemvor, and the other good-aligned, good-adjacent deities.
It works less well with the evil deities like Tiamat, Laduguer, etc. But I guess those gods can care only out of sheer selfishness. And maybe that selfishness is why Ao refused to help them out. Although...fridge brilliance...if the player selected Mystra then that works in a different way. She could be sending out Gale AND Tav as a way of hedging her bets.
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florallychaotic · 4 months
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Her name is Fraye she's a tempest cleric of laduguer but honestly she only goes to mass on Christmas so she's probably gonna multiclass. She has CHA 8 and sucks on dirt when she's homesick and thinks Wyll is the most handsome being she's ever seen. She never saw the sun until the nautiloid abducted her. Her family is freaking out about where the fuck she is meanwhile she's like "Hey this is fun!"
Anyway the only thing stopping me from playing her right now is that I gotta finish my other playthrough and I'm too tired to figure out the unlimited part members mod rn
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lumendelmari · 2 years
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“They are not for eating!” Gartokkar chided. The priest then switched back to Common as he begrudgingly introduced the dragon. “Mercenaries, meet the Father of Flame, the Everburning, and the Foundry’s Heart. Themberchaud, the Great Wyrmsmith of Gracklstugh!”
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Chapter Twenty-Four
Order and Chaos
1485 DR / Day 33
The Flowstone District, Gracklstugh
Gartokkar’s entourage led the adventurers through Laduguer’s Furrow and deep into the heart of Gracklstugh. And though they were battered, bruised, and quite frankly winded from fighting the crazed stone giant, the companions had little choice but to follow. Within minutes, it became apparent that Laduguer’s Furrow was the duergar’s housing district. The group passed by the tight-knit and well-fortified iron dwellings of Clan Hammercane, the construction engineers. Next came the sprawling shacks of Clan Anvilthew, the toolmakers. Gartokkar even led the adventurers by the intimidating Hold of the Deepking. The priest did not expressly point it out by name, but one could only assume it was a place of prominence, given the structure was far grander than any other in the city—by duergar standards, anyway.
But the group did not stop at the Hold. Instead, Gartokkar marched them further south to yet another heavily guarded gate. As they passed under it, the priest made a point to snidely tell the adventurers that this invitation was a ‘great honor.’ Few duergar, not even high-ranking members of society, were permitted to enter the Flowstone District. Erected buildings were sparse here. Instead, the natural terrain was utilized. Gaping holes in the cavern walls led to offshoot chambers that could be used for many purposes—meeting spaces, private dwellings, or business. The list was endless.
At last, Gartokkar halted the group at the very southwestern edge of the city. They stood before a darkened tunnel where two Keepers of the Flame priests, marked by their crimson robes or red-tinged armor, flanked the entrance. Only now did Gartokkar’s entourage fall back as the two priests waiting at the cave’s entrance came to meet them.
Continue on the website :D
https://archiveofourown.org/works/35100307/chapters/107366046
or
https://www.fanfiction.net/s/13962836/24/The-Grey-Warriors
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@laduguer , thanks António for the perfect view. (em Madrid, Spain) https://www.instagram.com/p/CBYBoKPjb8p/?igshid=16n73je2dphpb
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sa-x · 5 years
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so in one of our sessions, one of my players was looting and found a book. i just kinda came up with an idea off the top of my head for a book by a philosopher critiquing the racism against orcs and other races whose cultures are different from races that tend to be city-dwellers, and this is what i’ve got. i have titled it “The Question of Civilization” by a tiefling named Ms. Excellence
The question of civilization. We must ask this question, of ourselves, of others, of the world itself. What is civilization? Is it mighty buildings, mechanical innovation? Is it the worship, tended by the clergy? Is it the exchange of ideas between the people? Or is it simply the people themselves?
There are myriad peoples in Toril, spanning its beautiful sprawl. On the land and beneath it, in the waters we swim, in the planes we hear tell of. As a girl, I was made painfully aware of our differences: the more fair of the races calling attention to my horns and my skin, bearing resemblance to a lineage beyond my control. I was called names I will not repeat, but throughout these insults it was clear I was made equal to those devils. Creatures who commit evil atrocities, power-hungry and willing to sacrifice anyone to that end.
Now, are devils the only guilty parties? Even the inexperienced adventurer knows there is no shortage of those twisted by their desires; devils, demons, drow, duergar (a damning amount of d’s, dare I say) all have their reputations as corrupted groups. With dark elves and dwarves, their moral leanings are the result of generations of worshiping the less favorable members of the pantheon: Lolth by the elves, and Laduguer by the dwarves (more assonance? I must be mad). The first members of their races had knowingly set a course for their descendants: a path paved with deceit, treachery, and abuse, that would cement their statuses as outcasts among most others. These individuals undoubtedly saw their decisions as not just correct, but necessary. Their foolish brethren wouldn’t understand, COULDN’T understand the steps that should be taken. And thus a schism (which had most likely already existed) widened, and a dichotomy officially formed.
Demons and devils are another matter entirely. Their methods, their reasoning, and their very nature are alien to most. Little research (if any) has been conducted on their home planes. The conceptions we have of these realms are based on the recollections by (very few) individuals who have survived them. The Abyss tortures one’s mind and dares you to stay sane, filled with who knows how many demons, all bloodthirsty and ruthless; the Nine Hells are both psychologically and physically tormenting, home to calculating and cruel devils that would betray their most trusted ally to gain favor with a higher power. These are 2 distinctly different cultures whose people share one similar trait: malice. Both demons and devils alike invade this world, with the demons sowing hate and antagonism, or to twist the most noble into merciless killers. Devils seek to rule us, our peoples, our cities, our lands, and to conquer yet another plane. They differ from the peoples of our plane, in that they are directly descended from Asmodeus, a being of power beyond any that I have seen in my travels. Little is known about this frightening creature, other than his physical appearance (an extremely tall humanoid with red skin and fine robes) and his ambition knowing no bounds. He is the one responsible for these ungodly creatures that torture our world.
You may ask: Why are these creatures beyond redemption? What about the kingdoms who slaughter, the evil clerics who sacrifice, the criminals that infect our cities? The difference is in their origin. A mortal is born, is forged by their experiences, and makes their own choices. Sometimes they become noble, a good force in the world. Sometimes they become morally corrupt, seeking wealth or power at the expense of others. But the power lies in the choice; The road does not diverge, but twists, a series of decisions one makes throughout their life. And this path formed represents one’s moral affections. Demons, devils, and other creatures born of the dark side of the divine are created in chaos and hatred, and see their slaughter, torture, and general promotion of strife as correct. Within mortal creatures, this undoubtedly promotes a moral dilemma: I want that person’s money, but I would have to either lie to, or kill them. Is this the right choice? Is my need for money worth that betrayal? Some say yes. Some say no. And whichever path you choose, one generally finds it easier to err on that side of morality. In this case, it becomes easier to hurt or lie to others in order to gain influence. This is the path of most criminals and other unfavorable members of society: a series of bad decisions born of personal want. This is in contrast with the aforementioned extraplanar creatures, who are born in, created from, and encouraged to enact evil and hatred from the very dawn of their existence. There was no origin of nobility, or even the chance to become good. There was only chaos.
And in this argument, I feel it necessary to distinguish our definition of evil, from that of a definition beyond this realm. Giants, goliaths, orcs, etc., do not have a culture of inherent malice. This is put upon them by other races (namely humans and elves). Rather, these races have a different method of interacting with the world around them: politically, interpersonally, and economically. Goliaths, as one example, do not have the same social dichotomy between their sexes. The women do bear children, but are warriors nonetheless. They are not considered or treated as lesser. They are still expected to fight, forage, and defend. Goliaths have their character forged in combat. From a very young age, they are encouraged to spar with their peers, and as they grow older, to seek out fiercer combatants in the world. It is not right or wrong, it is their way. They see other tribes and settlements as potential expansions, not to subjugate those peoples, but to widen their sphere. Humans play as if they are beyond these politics, but invade and war just the same, on a larger scale, with their neighboring rulers. At its core it is the same: A want for a larger empire, a stronger legacy.
Compare this to devils, who scheme and overthrow all the same. However, they relish in the torture they enact. They see it as necessary for their rule. They need not to be respected, but feared. And there is no length to which they will not go to achieve this. Contrast both of those with demons, who simply try and achieve the greatest amount of general unrest possible. They have no greater goal in mind besides turmoil. These groups care not for others or even their fellows, they simply seek to hurt.
The answer, that I attempt to convey in all this writing, is that the people of Toril are civilizations in themselves, and the only disagreement in that stems from historical prejudice and an abstinence from being informed. Horrible atrocities have been committed by those of all races, and yet the majority of the blame is put upon the less favorable of our peoples, by those who hold more power than us. The question of civilization is not WHO is civilized, but how we define civilization. And there is no one unified group in that regard. Humans will disagree with dwarves, who will disagree with halflings, who will disagree with dragonborn, and so on and so forth. We all have our differences, personal and cultural. This however, should not separate us. We should recognize and rejoice in that which makes us different, not use it as a source of jeering and harassment.
I am descended from both manners of these evils: Mortals who chose to make an abhorrent arrangement, and the devils that granted them that power. I do feel the sway of the Nine Hells from time to time: voices I do not know, promises of infernal power. I do not linger on it. I eschew these empty promises and look towards that which truly gives my life purpose. I make my choice.
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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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creativerogues · 7 years
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Blood For The Blood Gods!: Monstrous Deities...
Virtually all the more intelligent species have deities, and many of those deities have clerics. 
The PHB (Player’s Handbook) lists deity and domain information for many types of non-human clerics. 
Blibdoolpoolp
The ancient deity of the kuo-toa, Blibdoolpoolp is chaotic evil. 
She is known as the Sea Mother and the Whip of Whips. 
Only kuo-toa worship her. 
She is warped by her hatred of the surface-dwelling races that drove her children into the subterranean domains in the legendary past, and broods over her people while plotting her ultimate revenge. 
The domains she is associated with are Destruction, Evil, and Water. 
Her favored weapon is the pincer staff (see the description of kuo-toa in the Monster Manual).
Callarduran Smoothhands
Callarduran Smoothhands, the patron deity of the deep gnomes, or svirfneblin, is neutral. 
He is known as the Deep Brother, the Master of Stone, the Lord of Deepearth, and the Deep Gnome. 
The svirfneblin revere him as a god of protection, the earth, and mining. 
The domains he is associated with are Earth, Good, Healing, and Protection. 
His favored weapon is the battleaxe. 
He is on good terms with Garl Glittergold, while he hates the deities of the drow, kuo-toa, duergar, and mind flayers.
Deep Sashelas
Deep Sashelas, creator and patron of the sea elves, is chaotic good. 
His titles are Lord of the Undersea, the Dolphin Prince, the Knowledgeable One, Sailor’s Friend, and (by sea elves) the Creator. 
He holds sway over the oceans, sea elves, knowledge, beauty, and water magic. 
The domains he is associated with are Chaos, Good, Protection, and Water. 
His favored weapon is the trident. 
He is an ally of Corellon Larethian and Eadro, and a fierce foe of Sekolah, Lolth, Blibdoolpoolp, and Panzuriel.
Diirinka
The patron of the degenerate derro, Diirinka is chaotic evil. 
He is known as the Great Savant, the Cruel Master, and the Deep Lich. 
He is a deity of magic and knowledge, patron of derro savants, and god of cruelty. 
The domains he is associated with are Chaos, Destruction, Evil, and Trickery. 
His favored weapon is the dagger (usually poisoned).
Eadro
Creator of both merfolk and locathahs, Eadro is neutral. 
His titles are the Water of Life and the Bather of Gills. 
He rules the deep oceans and watches over the races he created. 
The domains he is associated with are Animal, Protection, and Water. 
His favored weapon is the spear.
Great Mother
The monstrous goddess of beholders, the Great Mother is chaotic evil. 
She has no other titles. 
Her areas of influence include magic, fertility, and tyranny, while she is also interested in the defense of beholders— particularly against drow enemies. 
The domains she is associated with are Chaos, Death, Evil, and Strength. 
Her favored weapon is her terrible bite.
Gruumsh
Gruumsh, god of orcs, is chaotic evil. 
His titles are One-Eye and He-Who-Never-Sleeps. 
Gruumsh is the chief god of the orcs. 
He calls on his followers to be strong, to cull the weak from their numbers, and to take all the territory that Gruumsh thinks is rightfully theirs (which is almost everything). 
The domains he is associated with are Chaos, Evil, Strength, and War. 
Gruumsh’s favored weapon is the spear. 
He harbors a special hatred for Corellon Larethian, Moradin, and their followers.
Hruggek
The bugbear deity Hruggek is chaotic evil. 
He is known as the Decapitator and the Master of Ambush. 
He is the god of violence and combat, delighting in masterful ambushes and sneak attacks. 
The domains he is associated with are Chaos, Evil, Trickery, and War. 
His favored weapon is the morningstar.
Kaelthiere
Kaelthiere is neutral evil. 
Her titles are the Dark Flame, the Consuming Flame, and the Devourer. 
She draws followers from many races, including salamander, efreet, and azer, but also humans and members of other common races who have an unhealthy interest in fire. 
She represents the destructive aspects of fire, caring nothing for its usefulness. 
The domains she is associated with are Destruction, Evil, Fire, and War. 
Her favored weapon is the spear.
Kurtulmak
Kurtulmak, god of kobolds, is lawful evil. 
He is known as Steelscale, the Horned Sorcerer, and Stingtail. 
He is patron of the arts of war and mining, and legends say that he stole the gift of sorcery from a dragon deity to give to his people. 
The domains he is associated with are Evil, Law, Luck, and Trickery. 
His favored weapon is the halfspear. He is a sworn enemy of Garl Glittergold.
Laduguer
The grim and gloomy Laduguer, god of the duergar, is lawful evil. 
He is known as the Exile, the Gray Protector, Master of Crafts, the Slave Driver, the Taskmaster, and the Harsh. 
He is patron of crafts—particularly the creation of magical weapons—as well as protection, magic, and his gray dwarf race. 
The domains he is associated with are Earth, Evil, Law, and War. 
His favored weapon is the warhammer.
Laogzed
The ever-hungry god of the troglodytes, Laogzed, is chaotic evil. 
Known as the Devourer and the Eater of Souls, Laogzed is a deity of eating, of gluttony, and of wanton destruction. 
The domains it is associated with are Chaos, Death, Destruction, and Evil. 
Its favored weapon is the javelin.
Lolth
Lolth, the spider-goddess of the dark elves, is chaotic evil. 
She is called Demon Queen of Spiders, Queen of the Demonweb Pits, Weaver of Chaos, and the Dark Mother of the Drow. 
She governs spiders, evil, darkness, chaos, assassins, and the drow race. 
The domains she is associated with are Chaos, Destruction, Evil, and Trickery. 
Her favored weapon is the whip.
Maglubiyet
The goblin god Maglubiyet is neutral evil. 
He is called the High Chieftain, the Battle Lord, Fiery-eyes, and the Mighty. 
He is patron and ruler of both goblins and hobgoblins, and governs war and rulership among both races. 
The domains he is associated with are Chaos, Destruction, Evil, and Trickery. 
His favored weapon is the battleaxe.
Merrshaulk
Merrshaulk is the chaotic evil god of the yuan-ti. 
His titles include Master of the Pit, the Serpent Lord, the Sleeping Serpent, and the Maker of Venom. 
His interests and influence conform with those of the yuan-ti he created: reptiles, traps, poison, and murder. 
The domains he is associated with are Chaos, Destruction, Evil, and Plant. 
His favored weapon is the longsword.
Panzuriel
A creeping and slithering creature of evil, Panzuriel is neutral evil. 
He is called the Deep Old One, the Banished One, and the Many-Tentacled One. 
He is patron of murder, confusion, and subversion, and is revered by evil creatures of the sea: merrow, sahuagin, scrags, and—particularly—krakens. 
The domains he is associated with are Destruction, Evil, War, and Water. 
His favored weapon is the quarterstaff. 
He is a sworn enemy of Deep Sashelas, who severed his left foot and banished him from the Material Plane.
Sekolah
The god of the sahuagin, ravenous Sekolah is lawful evil. 
He is the Great Shark, the Joyful Hunter, and the Caller from the Depths. 
Besides being the patron of sahuagin, he is god of plunder, hunting, and tyranny.
The domains he is associated with are Evil, Law, Strength, and War. 
His favored weapon is the trident.
Semuanya
Semuanya, the unfeeling god of the lizardfolk, is neutral. 
He is the Survivor, the Breeder, and the Watcher in lizardfolk lore. 
He is interested only in the survival and propagation of lizardfolk. 
The domains he is associated with are Animal, Plant, and Water. 
His favored weapon is the greatclub.
Shekinester
The triple-aspected goddess of nagas, Shekinester as the Empowerer is neutral, but as the Weaver she is chaotic evil and as the Preserver she is lawful good. 
The Weaver is an advocate of active destruction, making way for new creation by clearing away the old. 
The Empowerer is a bestower of wisdom. 
The Preserver is the maintainer of existence and guardian of the spirits of the dead. 
The domains she is associated with are Destruction, Knowledge, Magic, and Protection. 
Her favored weapon is her bite.
Sixin
The alien, reptilian god of the xill, Sixin, is lawful evil. 
He is known as the Highest among the more civilized xill, while barbaric xill call him the Rampager or the Wild. 
He has two aspects corresponding to the two branches of his people: He is both a brutal war god and a subtle god of intrigue and deception. 
The domains he is associated with are Evil, Law, Strength, and Travel. 
His favored weapon is the short sword.
Skerrit
Skerrit, the god of the centaurs, is neutral good. 
He is known as the Forester, a hunter and protector of the sylvan lands. 
He watches over centaur communities and maintains the natural balance. 
The domains he is associated with are Animal, Healing, Plant, and Sun. 
His favored weapon is the spear. 
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critrolestats · 7 years
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The Pantheon: God-Like Non-Deities
Though the entire pantheon of Exandria is presented in the Tal’Dorei Campaign Setting, we thought we could all do with a refresher on the deities that have been specifically mentioned on Critical Role thus far. Last up: the Ugly. We kid: these are those that have either been previously called gods, or were treated like gods, but aren't a part of the Critical Role pantheon.
Crysa-Thul
Met in Person: Yes
Notable Mentions: Pre-Stream
Individuals Associated: Fendril Vas
Laduguer
Met in Person: No
Notable Mentions: Underdark (temple in the Emberhold)
Individuals Associated: Duergar
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Thanks to @ForgingMeanings for this art piece!
Orcus, The Demon Prince of Undeath
Met in Person: No
Notable Mentions: Underdark (Yug’Voril)
Individuals Associated: K’Varn, Queen Ulara, King Murghol
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Thanks to @Vicdin8 for this art piece!
Vesh
Met in Person: No
Notable Mentions: Kashaw
Individuals Associated: Kashaw
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elmerinomerino · 7 years
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ANTONIO E  @laduguer
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ootacampaign · 7 years
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Adventure #13.5
The two-headed giant that was previously running amok in the Blade Bazaar of Gracklstught, is now unconscious thanks to Jimjar, Derendril, Caduceus & Aryn. Soon duergar guards come running to the scene, creating a circle around the group.
“Where were these guys when we needed them,” thumbs Caduceus.
A duergar begins to verbally abuse their low foreign status and blames them for the destruction, until Aryn & Jimjar is able to persuade the Stoneguard captain that stone giants don’t usually have two heads.
“Well I will let you leave, but it requires names and coin.”
Eighteen seems shocked at the outright corruption of this duergar Stoneguard captain. “And your name, captain?”
“Its Gorglak and you?”
As the group gives their names, a large stone giant comes running through the market and collapses on to the befallen two-head giant, in a giant caring hug and tears. Another group of duergar in black robes lined with flame motifs along their edges, interrupts the scene with a greeting to Aryn & Caduceus.
“We saw your brave deeds in defeating such a wicked foe, and we believe you are the kind of people we have been looking for.”
“And what would that be?” asks Aryn
“Heroes for hire.” 
The duergar introduce themselves as acolytes of the Flame Keepers, those in charge of making sure the forges and fires continue burning throughout the dwarven city. The group agrees to hear their proposal, but the acolytes tell them they will brought to the Red Keep, where the High Keeper will provide them details and aid in the City of Blades. So the Keepers hire a wagon taxi to take them across town into the forbidden parts of the city to non-duergar. The Stoneguard holding them for questions seem to walk away without further incident with the new stone giant and now the Keepers.
While travelling through the city, they see the great Laduguer’s Furrow, a giant rift that cuts Gracklstugh in two and forces them to cross splendid dwarven made stone bridges. Further they see the wondrous Deepking’s Hold, a formidable fortress of stone and iron. Then they are brought the very edge of the cavernous city to see a great red stone keep, where they are brought through the gigantic gates, noting another gigantic gate further another hundred feet up that seems to serve no purpose without a road travelling to it.
The group, especially Aryn the triton, struggles against the quenching heat emanating from the Red Keep. There they are brought inside to meet an older duergar with red hair and beard, wielding a massive warhammer that seems to have a slight glow to it.
“I am  High Keeper Gartokkar Xundorn and I am told you are well versed in battle and even protected the Blade Bazaar from destruction. But this employment does require wits and subterfuge.”
“I assure you great High Keeper, we are not just muscle. I myself control eldritch power of healing, Caduceus himself is an accomplished eldritch knight, Jimjar here is the perfect shadow, Derendil looks like a beast but he is more refined then we will ever know, and we have other companions in our company with other skills and talents,” answers Aryn,
“I see. Well I trust you will be discreet, otherwise I make sure you wished you were arrested by those Stoneguard you escaped in the market.”
Caduceus’ brow peaks with the implied threat.
“But I know there is good in your hearts thanks to your impulse to help those in need at the bazaar. So I need you to track down a derro named Droki. He is a gopher and snoop for many of the black op organizations of Gracklstugh. This includes the Empty Scabbard assassins, the Gray Ghost thieves’ guild, and the Derro Savant Concile. We have tried to track him down ourselves but he has grown very cautious that last three weeks of any duergar, knowing we are on to him. You see the Gray Ghosts stole something from us of great importance and Droki seems to be the best way to follow the trail back to these thieves.”
“And this stolen.... item?” asks Caduceus.
“Well I have a problem telling you exactly what it is, but I can tell you it is responsible for keeping our great forges burning like no other dwarven flames. Trust me, when you see it, you will know what I speak of. Find Droki, find where these Ghosts are, and find my treasure. Do this and I will reward you with supplies, coins, equipment, and information of your path out of the Underdark, for I know this is what you seek above all else.”
The group looks around with implied faces and agree to the High Keeper’s terms. “These pins will give you access to any parts of the city as acting representatives of the Flame Keepers, but remember I trust you to keep this information between us only for it could cause chaos in the city if they knew their fires will soon die within a year.”
They shake hands but their good byes are interrupted by a sudden earth shaking tremor throughout the keep, but before they ask the source a deep and extremely loud voice bellows throughout the stone halls.
“KEEPER! I DID NOT KNOW I WAS BEING SERVED SURFACE DWELLERS!” the voice chuckles with its jest as the group turns to see a red scaled behemoth of tremendous weight & girth.
“Oh Father of Flame, these are foreigners that are going to investigate our enemies for us.”
“WITHOUT MY APPROVAL!”
“Well I did not want worry you with such a small task, and they proved themselves today stopping a two-head stone giant in the Blade Bazaar today. Gentlement please meet the Everburning and the Foundry’s Heart... Themberchaud. ”
“BRING THEM TO MY LAIR, AND I WILL GIVE MY OWN TEST.”
The High Keeper agrees and motions the group to follow him up the stairs but contantly reminds them to be discreet about their mission even with the overweight red dragon that they know realize is the source of the enchanted forge fires. They are brought into a massive lair with a substantial mound of gold and silver coins, dotted with jewels, and tasteful art objects.
“LEAVE US GARTOKKAR.” commands the red dragon then when the High Keeper is gone it continues its threats, “ANY OTHER SPIES IN HERE WILL BE ASHES IN A FEW MOMENTS SO TAKE THIS TIME TO LEAVE!” Aryn notes faint invisible footsteps running across the gold littered floor to the door out and then is shut by the invisible spy.
The dragon laughs at the door shutting.
“THOSE DAMN DUERGAR! I KNOW THEY ARE UP TO SOMETHING. AND YOU WILL BE MY EYES AND EARS OVER THEM. TELL ME WHAT DOES GARTOKKAR REQUIRE OF YOU.”
Caduceus is the only one able to speak to the frightening up-close dragon, “He wants us to find a duergar named Droki, so they can discover the location of the Gray Ghosts’ hideout.”
“OF COURSE. YOU WILL DO THIS BUT YOU REPORT TO ME, NOT THAT SIMPLETON. YOU WILL ALSO DISCOVER WHY THESE DUERGAR SEEM UNTRUSTWORTHY AS OF LATE. THEY KEEP SECRETS FROM ME AND I DEMAND TO KNOW THEM AND SOON.”
“Of course great Themberchaud.” replies Aryn.
“NOW LEAVE ME, I FIND MY SELF HUNGARY NOW THAT YOU ARE NOT MY SECOND BREAKFAST.”
The group hurries out and the High Keeper seems nervous, “Please find the Gray Ghosts and the object they stole, otherwise this city will be an empty and dead.”
They leave the Red Keep and given a handful of taxi tokens to get around town with haste, so they travel back to the Bazaar to speak with their companions to make their next move.
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