TEXT: f
  aiths and Pantheons by Eric L. Boyd and Erik Mona offers
  an incredible amount of information on the primary
  deities of the FORGOTTEN REALMS® Campaign Setting,
  including hit points, attacks, saving throws, and other abil-
  ities in a format similar to the MONSTER MANUAL’s. At first
  glance, one might expect to treat deities in a FORGOTTEN REALMS
  campaign like any other monster—brought in to harass and fight
  the heroes. Otherwise, why include that combat information?
  In truth, the deities of Faerûn are much more than very power-
  ful monsters and should be treated as such. Epic-level characters
  who have an easy time slaying dragons and the tarrasque should not
  look to the deities as their next conquests, to be pushed off the tops
  of walls, looted of their items, and locked in dungeons to make arti-
  facts. These beings are deities for a reason, so introduce them into
  your campaign after careful consideration and in particular circum-
  stances. This free supplement to Faiths and Pantheons helps guide
  you through this process. 
  To use this web enhancement, you must already have Faiths and
  Pantheons. This bonus material is exclusive to the official FORGOTTEN
  REALMS website: <www.wizards.com/forgottenrealms>.
  Using Deities in the
  Forgotten Realms
  For most creatures in Faerûn, the deities are distant, immensely
  powerful beings to be feared, respected, and worshipped, but never
  seen or spoken to. The vast majority of people will never see a deity,
  let alone speak to one. To them, a deity’s presence is felt through the
  mortal church and servants of that church. The exceptions, of
  course, are adventurers who get mixed up in the deity’s plans, and
  2
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  Additional Credits
  A  FAITHS
  AND
  PANTHEONS
  WEB
  ENHANCEMENT
  BY SEAN K REYNOLDS
  Deity
  Do’s
  and
  Don’ts
  
  those lucky or unlucky souls who interacted with an avatar during
  the Time of Troubles. In most cases, this second- or third-hand con-
  tact is more than sufficient—anything more is far too dangerous to
  comprehend.
  From time to time, adventurers may become tangled in a deity’s
  plans, usually by coming into conflict with that deity’s mortal
  agents. Now that Bane’s church controls the Zhentarim, every fight
  against the Zhentarim is combat against agents of Bane. However,
  Bane’s hand is not behind every Zhent raid, and his eyes do not watch
  over every Zhent caravan; he has clerics to take care of little things
  while he works on his greatest plans. Only after many struggles with
  the more powerful members of a deity’s church are adventures likely
  to interact with direct representatives of that deity, usually in the
  form of servitor demons or other outsider allies of the church. When
  someone attacks the pinnacle of church power, such as the temple of
  Bane in Zhentil Keep or Fzoul Chembryl himself, a deity probably
  will intervene. Under such circumstances, Bane may send an avatar
  to defend his temple or avenge his Chosen. It is only in the most
  strange and dire situations that Bane would appear personally in his
  true form, not in avatar form. Such direct intervention attracts the
  notice of other deities, both enemies and allies, and multiple deities
  appearing in their true form on Faerûn could cause irreparable
  damage—it may actually be forbidden by Ao himself. The deities are
  allowed certain means to express their desires and channel their
  power into the mortal world, normally through their divine spell-
  caster worshipers. Exceeding these means has consequences.
  How to Use Deities
  Here is some advice on how to use deities in a campaign. Remem-
  bering these facts about deities will help ensure that you guard the
  balance of power, keep the heroes as the campaign’s central figures,
  and maintain the suspension of disbelief needed for a fantasy game.
  DEITIES HAVE THEMES
  Every deity has a portfolio: a group of topics, ideas, or emotions
  over which he or she has dominion. The portfolio not only reflects
  a deity’s interests, but shows what traits the deity actually embodies.
  Malar not only has power over hunters, stalking, and bloodlust, he
  is all of those things, and spells, magic items, and sites holy to Malar
  reflect that. Cyric not only controls murder, deception, and illusion,
  he is a divine manifestation of those concepts, and spells, items, and
  sites related to Cyric relate to those themes. The portfolio, align-
  ment, and history paint a broad thematic picture for the deity that
  helps you use that deity in a campaign.
  A deity’s theme has several effects in a game:
  •
  First, the portfolio helps define the deity’s interests and
  how he or she might protect or advance those interests.
  This helps define an ongoing plot for the Dungeon
  Master.
  •
  Second, it defines the sort of agents and worshipers the
  deity attracts, helping the DM devise appropriate adven-
  tures for the heroes. Developing a dynamic site-based
  adventure as described in the DUNGEON MASTER’s Guide
  is easier if you understand the motivations of the villains
  who live there. 
  •
  Third, the deity’s trappings make it easier for characters
  to identify what group they’re facing, such as with the use
  of the Knowledge (religion) skill. Allowing players to use
  the skills they chose for their characters rewards them for
  good planning.
  For example, Cyric’s portfolio includes murder, lies, intrigue,
  deception, and illusion. He is evil, and has a history of battling
  Kelemvor and Mystra. His symbology is obvious—a skull on a
  purple or black sunburst, and the colors black and purple predomi-
  nate. A suitable adventure based on Cyric could involve the murder
  of a noble or government official. The murder was set up to frame
  a rival, possibly by using illusion to disguise the assassin as an agent
  of the person being framed. Eventually the assassin could be traced
  to a particular location—say, an evil chapel at the center of an aban-
  doned building’s basement. The chapel and basement are shrouded in
  illusion magic (rather than full of magical traps that shoot fire and
  summon monsters) and are decorated in purple and black with the
  occasional skull symbol to keep adventurers on the right track. The
  ultimate villain of this scenario is the assassin, who may be a priest
  of Cyric or aided by one hidden elsewhere in the city.
  Another example is Malar, whose portfolio is hunters, stalking,
  bloodlust, and evil lycanthropes. He is evil, has tried to destroy
  Chauntea, and has fought Nobanion many times. His symbology is
  recognizable but not obvious—animal symbols are so common in
  most parts of Faerûn, one might not immediately connect them
  with the Malaran faith. An adventure based on Malar might
  involve the slaughter of remote farmers and Chauntean clerics serv-
  ing that community. All the victims appear to have been mauled by
  a wild animal. Investigating, the adventurers come across a follower
  of Nobanion who may or may not join them on their quest. (Malar
  is taking advantage of the presence of a servant of his enemy rather
  than arranging to have the Nobanionite nearby at the time of the
  maulings; he is a great planner when it comes to stalking and hunt-
  ing, but he is normally too savage to make intelligent plans involv-
  ing others.) The heroes can trace the attacks to a group of wild
  animals, some of which are obviously lycanthropes and People of the
  Black Blood. Rather than fighting openly, the People likely will flee
  if discovered, then return for short nightly raids on the heroes’
  camp. One of the People is a cleric or druid of Malar, easily recog-
  nized with his claw bracers and beast claw symbol.
  DEITIES HAVE SPECIAL MAGIC
  One of the advantages built into the D&D game is domain selection
  for deities. If a spell on a domain spell list doesn’t appear on the gen-
  eral cleric spell list, that spell is limited to just the deities with access
  to that domain. This means clerics of those deities have access to
  magic that other clerics simply cannot get. Clerics of Shar, for
  example, have the Darkness domain, which includes the armor of
  darkness and blacklight spells. No good cleric can cast those spells,
  because only evil and neutral deities have access to the Darkness
  domain. So, a Sharran cleric using these spells can surprise adven-
  turers with her spell selection. Thanks to those spells’ limited access,
  it is unlikely that her enemies could counterspell her spellcasting.
  Because only other clerics with the Darkness domain can cast the
  spell from a scroll, she doesn’t have to worry that the spell will fall
  into the wrong hands if she is killed; this reasoning may convince
  her superiors in the church to give her a scroll of a domain spell
  with a higher level than she could normally prepare, since they
  know enemies of the church can’t use it. Those two spells are both
  darkness spells, so if the cleric can draw upon the Shadow Weave,
  they become even more powerful in her hands.
  Even without using domain spells, divine spellcasters may possess
  magic with visual effects appropriate to their deity. For example, an
  inflict critical wounds spell from a Banite cleric might cause the
  caster’s hand to turn black and radiate beams of green light. A sear-
  ing light from a Lathanderite cleric might manifest as a miniature
  sun that fires a beam. A hallow spell cast by a Silvanite druid might
  cause moss, lichen, and small plants to grow on unattended surfaces.
  An implosion spell cast by a cleric of Ghaunadaur might consume the
  target in horrible black slime. Unlike arcane spells, which draw upon
  the Weave using the mage’s knowledge, divine spells are planted in
  Deity Do’s and Don’ts
  3
  
  the minds of spellcasters: precoded magical instructions that the
  caster doesn’t have to understand to use. These instructions bear the
  signature of the deity that created them, and allowing this signature
  to alter the appearance of the spell effect makes divine spellcasters
  of different deities unique. It also shows the hand of the deity in
  every spell, reminding all observers that this is divine magic in
  action. In a world created and shaped by godly battles, reminders of
  the source of divine magic perpetuate the feel of the FORGOTTEN
  REALMS campaign setting. 
  Of course, while these thematic spells can help maintain the
  flavor of a campaign, you don’t need to describe them every time a
  spell is cast. That just slows down gameplay. Establish a few stan-
  dards, and save most of the thematic descriptions for heroic and
  monumental events.
  DEITIES HAVE TIME
  Even more than vampires and liches, deities have all the time in the
  world to bring their plans to fruition. Not every act by a deity has
  to be an overt, world-shaking action. Sometimes a thousand small
  steps are better than one large one, if only because the small steps
  are less likely to attract the notice of other deities. Shar is a perfect
  example of this sort of plan; she wishes to bring the world back to
  eternal darkness, but spends most of her time working on small
  things and keeping secrets—even big ones, such as the Shadow
  Weave. If she were to openly attack other deities, the others would
  quickly form a temporary alliance to destroy her, so she refrains
  from such battles (except in the case of Selûne). The deities also have
  the legacy of the Dawn Cataclysm to contend with. They remember
  the horrendous destruction in the divine world the last time they
  warred en masse, so open conflicts between deities are rare. The pres-
  ence of Beshaba and Tymora, whose births came from the fall of
  another deity at that time, serve as a reminder of the consequences
  of war in the heavens.
  So deities take the long view, willing to suffer temporary setbacks
  as long as they realize their end goals. They understand that not
  every effort requires a crusade fought with clashing armies. This
  patience can become a force acting for or against the heroes, with
  consequences unseen for quite some time. The player characters
  often remain unaware of the deity’s long-term plans. It is often the
  next generation of heroes, whether the literal descendants of the
  involved player characters or simply the next group to come along,
  that experience the fruits of the deity’s labors.
  For example, the heroes might take refuge in a church during
  times of difficulty or even after failed missions. There, they estab-
  lish friendly contacts with NPCs, and the clergy make small
  advances by influencing the heroes’ beliefs, receiving much-needed
  funds in exchange for spellcasting services, and hiring the player
  characters to perform tasks. At no time do members of the church
  use the deity’s power as a threat or a reward for the heroes’ actions—
  a quiet subtlety plants the seeds of change in the hearts of the
  heroes. Perhaps the deity’s long-term goal here is the birth of a child
  to one of the adventurers in his service, and it is this child that shall
  someday become a divine champion.
  Another example is a wealthy church that obeys the local laws
  and still frustrates adventurers, such as the church of Siamorphe.
  Adventurers of a more chaotic bent pursuing the downfall of a pop-
  ular and generous noble whom they suspect of trafficking in dark
  magic may find that noble protected by Siamorphe’s church. The
  clergy’s leaders see the nobleman’s public actions (which reinforce
  the image of a protective and responsible nobility) as far more
  important than his private mistakes (which reveal character flaws
  rather than an unfitness to rule). Over time the noble could corrupt
  one of the influential members of the church, ensuring further pro-
  tection for himself despite his continued evil acts, as long as his
  public face remains benign. Backed by the church (and supported by
  local laws), years later the noble might wrest power from less effec-
  tive officials and become a benign despot, acting in the name of the
  common people and elevating the quality of life for most at the
  expense of a few troublemakers (such as the adventures who have
  plagued him since his younger days). All this remains perfectly legal
  and enjoys the support of the common people. Siamorphe benefits
  from this charismatic noble’s increase in status, a reward for years
  of meeting small goals and not pushing for larger ones. In time
  other heroes may come to deal with this noble, having heard rumors
  of his edicts that make adventurers feel unwelcome in his city. Obvi-
  ously the nobleman has something to hide.…
  DEITIES HAVE FOLLOWERS
  No deity in the course of a normal day should be forced to manifest
  on the Material Plane to deal with a problem. Such an act requires
  the expenditure of a lot of divine power and draws untoward atten-
  tion, which can lead to open conflicts between deities. Instead, deities
  have all sorts of servants, from the celestial or fiendish attendants
  to mortal worshipers. Considering that it takes at least a lesser
  planar ally spell to get even a hound archon or a succubus to show
  up for any length of time, it usually proves a more efficient use of
  a deity’s power to send a worshiper to take care of a problem on the
  Material Plane. That worshiper could be a cleric or simply a devout
  member of the faith. Mortal worshipers also have advantages com-
  pared to outsiders in that they actually belong in the world; they
  aren’t thwarted by magical barriers designed to hedge outsiders, they
  don’t radiate an overwhelming alignment aura (a typical evil mortal
  worshiper radiates one-fifth the evil of an outsider of the same Hit
  Dice), and, if slain, they can be brought back easily with a raise dead
  spell (whereas outsiders need a wish or miracle).
  Mortal followers are fun for a Dungeon Master to use because
  they come in such an amazing variety. Bane, for example, has many
  human, half-elf, and dwarf followers, and his more monstrous
  legions include beholders, black dragons, banelars (from Monster
  Compendium: Monsters of Faerûn), and several kinds of new undead.
  While some players may memorize the abilities of every type of
  devil in the book, an unarmored humanoid could be a monk, sorcer-
  er, wizard, rogue, some undead creature in disguise, or a cleric with
  glamered armor. The abilities of such a being remain the DM’s
  greatest secret.
  Deities use mortals to take care of their problems because, while
  they wield incredible power, they wisely conserve it, preferring to
  use the least effort necessary to create an effect. If an evil deity
  needs a monster to attack a village, it is less costly to send a cleric
  to cast endure elements, bull’s strength, and endurance on a dire wolf,
  rather than arranging to send a fiendish dire wolf to the Material
  Plane. If a good deity needs a tracker to hunt down a demon, it
  proves less costly to send a ranger and a cleric than a hound archon
  (and the ranger and cleric won’t attract as much attention); a multi-
  classed ranger/cleric might be an even better choice.
  While it is tempting to reach for the big guns as a challenge for
  the player characters, remember that if it were that easy to send
  such creatures to take care of business, there would be no need for
  adventurers—the good deities would send celestial minions just as
  often as the evil deities sent fiendish ones. Let the heroes be heroes,
  and let the mortal villains be the villains, and have the outsiders
  (and the deities themselves) remain the exception.
  How Not to Use Deities
  The above section describes the normal ways a deity interacts in a
  FORGOTTEN REALMS campaign, as described in published novels,
  game sourcebooks, and adventures. These are by no means the only
  Deity Do’s and Don’ts
  4
  
  ways, but they are certainly the expected methods of involving a
  deity in an active campaign. Should you choose to give deities a more
  active role, carefully examine these pitfalls that arise from relying
  too much on their qualities.
  DEITIES ARE POWERFUL
  Deities are so far above the power level of any adventuring party
  that introducing one as a direct adversary presents an unbeatable
  obstacle to all but the highest-level characters. If, every time an evil
  cleric dies, his deity appears to avenge him, the heroes will end up
  fighting—and losing to—the deity every session. That is no fun for
  the players. Even a limited intervention of this type—such as a per-
  manent bestow curse spell falling upon any character that slays an
  evil priest—discourages heroes from fighting evil. In fact, it pun-
  ishes them for it. If the evil deity is there holding the evil cleric’s
  hand, avenging wrongs and negating ills, the heroes will wonder why
  their cleric’s deity doesn’t back them up the same way. 
  This sort of play causes an escalation of power the game isn’t
  designed to handle and soon reduces the player characters to pawns
  in a game controlled entirely by the DM. D&D is about heroes
  fighting villains, not about heroes watching their deity battle anoth-
  er deity. Use the game’s tools to make level-appropriate challenges
  for the heroes, and remember that adjusting the power of a charac-
  ter at a particular level (even to add something as innocuous as a
  deity-invoked bestow curse at the villain’s death) changes the crea-
  ture’s Challenge Rating and the Encounter Level, so adjust the
  heroes’ rewards accordingly.
  DEITIES ARE KNOWLEDGEABLE
  Another trap to avoid is a deity’s omniscience. If every evil cleric
  the heroes face knows what they can do and has spells and magic
  items to thwart them, the game becomes less fun—the heroes can’t
  do what they are good at doing. The Adventures chapter in the
  DUNGEON MASTER’s Guide says to not preempt character abilities;
  don’t throw a dozen fire-resistant foes at a wizard who just learned
  fireball, for instance. The same goes for using deities in a game.
  Deities may be omniscient, but they normally don’t have the time
  to advise all their clerics of every single foe and how to thwart
  them. This puts the heroes and villains on equal footing, for the
  good deities can’t sneak information to the heroes, either. Of
  course, spells such as augury and divination allow either side to
  anticipate the powers of the other (just remember to account for
  this in the villain’s prepared spells and previously cast spells). Like-
  wise, a recurring villain will learn the player characters’ tactics and
  plan for them. 
  Consider this the reverse of the player knowledge vs. character
  knowledge axiom; if you don’t want the players using out-of-charac-
  ter knowledge of monsters to their advantage, don’t let the NPCs
  use your knowledge of the heroes to their advantage, just because the
  villains enjoy a deity’s backing.
  DEITIES ARE LEADERS
  As beings of phenomenal power, deities attract like-minded individ-
  uals to their service, or create such beings to serve them. In addition
  to their huge numbers of mortal servants, deities acquire, create, or
  enslave many other beings, from fiendish humanoids to conven-
  tional outsiders to bizarre monsters related to their portfolios. It is
  easy to hurl gangs of minions at heroes whenever they deviate from
  an adventure’s plot. However, this is unrealistic, particularly if the
  minions had no reason to be there other than to drive the heroes
  back to the main story. It’s also frustrating for the players, who usu-
  ally resent being railroaded. 
  This trap really is another aspect of the “Deities Are Powerful”
  problem. Just as you shouldn’t use a deity’s overwhelming power as
  an overt foil to character actions, don’t use a deity’s overwhelming
  armies of minions to do it, either. Such actions make the player
  characters feel ignored by their own deity, for no horde of celestials
  ever appears to back them up when the tide turns against them.
  What’s fair for the villains is fair for the heroes. Plus, it’s much
  easier on the DM to run a game for two small opposing groups
  rather than two opposing armies.
  DEITIES ARE ENEMIES
  Sometimes the player characters find themselves used to deploy one
  deity against another. If, while fighting the Banite church, the
  heroes manage to defeat the high priest only to find he has just sum-
  moned an avatar of Bane, the solution isn’t to ask the party cleric to
  summon the avatar of Torm. This reduces the heroes to bit parts in
  a larger drama and forces them to watch the DM roleplay interac-
  tion between the two near-impervious avatars. 
  Just as the FORGOTTEN REALMS Campaign Setting says you
  should make the PCs the stars of your campaign and not sideline
  them with famous NPCs, you also shouldn’t sideline them with
  deities. Making a deity a star in this manner is even more frustrat-
  ing than doing it with a famous NPC. While the heroes (with the
  right multiclassing and the proper spells) theoretically can manage
  the same feats an NPC performs, using “star” deities tells players
  that their characters could never have solved the challenge regard-
  less of smart and resourceful play. Part of the fun of D&D is over-
  coming challenges, and challenges that can’t be overcome aren’t fun.
  DEITIES ARE EXOTIC
  Deities operate at such an incredible level of power compared to
  mortals that any divine appearance should be a remarkable event.
  Even the avatars are usually more powerful than 20th-level char-
  acters, and introducing an avatar should be something special. If the
  deities or their avatars appear often in a campaign, they begin to
  feel mundane. If the heroes get used to encountering avatars on
  every adventure, characters like Fzoul, Szass Tam, and the rulers of
  countries seem lessened by comparison, The heroes are more likely
  to dismiss the presence of their powerful-but-mortal adversaries and
  wonder when Garagos is going to show up. 
  This problem ties in to the “Deities Are Knowledgeable” trap. If
  the deities have so much free time that they can drop by the Mate-
  rial Plane whenever they feel like it, why do they bother with cler-
  ics at all? To preserve the feel of the setting and the role of
  adventurers in the world, actual appearances by deities or their
  avatars should remain scarce. Let the characters be the heroes, and
  save the host of avatars for the Time of Troubles.
  So, Your Players Want
  to Fight a Deity?
  In campaigns where the heroes have become very powerful,
  thoughts eventually turn to the destruction of a deity that has been
  a thorn in their side for a long time. If the death of a deity becomes
  a goal, or if you expect the heroes may battle a deity or avatar, you
  have several things to consider.
  First, deities are incredibly powerful. Even their avatars normally are
  character level 21 or above, with a string of special abilities unique to
  Deity Do’s and Don’ts
  5
  
  deities. If you expect the player characters to fight a deity or avatar, be
  sure to read up on the deity’s abilities, particularly his or her immunities.
  Highlight key abilities or keep notes on a separate card. Invent strategies
  that take advantage of the deity’s strengths and downplay weaknesses.
  Deities are not stupid; they usually know when someone intends to attack
  them, so they try to choose the time and place of the combat and arrange
  the battlefield to suit them. If possible, they bring allies and learn as
  much as possible about the attackers before the actual battle. Like any
  combat with powerful creatures, fighting a deity takes a long time. It is
  best to plan the game session around that combat so the fight begins
  early. Interrupting a complex battle to resume it later not only breaks
  the excitement of the game, but it causes players to forget what spells
  and penalties they have in effect when the game resumes again.
  Most deities fall between character level 40 and 65. This means
  that if the player characters are 35th level or less, they have almost
  no hope of defeating a deity in combat (barring an unusual combi-
  nation of die rolls). This also means that if the player characters are
  more than five levels above that of the deity, the deity as presented
  in Faiths and Pantheons is too weak to be an effective threat. This
  doesn’t mean the deities in the book are too weak or that the heroes
  are stronger than actual deities. It just means that most campaigns
  never reach that power level. The deities as presented are more than
  sufficient to destroy any mortal opposition in 95% of the active
  FORGOTTEN REALMS campaigns. If the player characters grow more
  powerful than the deities, the deities need to be boosted.
  Boosting a Deity
  The easiest way to boost a deity is to add class levels or effective class
  levels. If a deity has already reached 20th level in all of his or her
  character classes, add a similar class or prestige class. For example,
  if a deity has 20 outsider Hit Dice, 20 levels of fighter, and 20 levels
  of barbarian, consider adding 20 levels of ranger, or five levels of
  divine champion and five levels of Purple Dragon knight. If you can
  find no suitable classes or prestige classes, add outsider Hit Dice. 
  Unlike creating normal encounters, boosting a deity isn’t about cre-
  ating an appropriate level of challenge. It is about making the deity
  suitably powerful compared to the heroes, and the power level of a
  demigod is a good benchmark. If the heroes in your campaign are all
  60th level and you think they finally could consider challenging a deity
  in a fight, determine how many levels the average demigod would need
  to gain to reach 60th level, then adjust all deities accordingly.
  However, if your players insist on tackling deities before they are
  ready, let them; hubris among mortals is a common thing. It would
  not be the first time mortals paid the ultimate price for their
  folly—just ask Karsus. On the other hand, if you believe deities are
  more than just a collection of ability scores and powers (they are)
  and aren’t subject to the annoying threats of mortals (they aren’t),
  consider making deities unfightable beings (see below).
  One final point to remember is the general rule of the FORGOTTEN
  REALMS cosmology: Only a deity can truly destroy another deity.
  While mortals can destroy an avatar, barring an unusual circum-
  stance such as the Time of Troubles a mortal cannot permanently
  destroy a deity—the deity always reforms with a lesser portion of its
  power, but alive. Mortals can harm demigods most easily, since they
  are the weakest sort of deity with the fewest worshipers and ser-
  vants, but even a demigod cannot be truly destroyed by a mortal.
  Some point to Finder Wyvernspur slaying the demigod Moander
  and taking its portfolios as a contradiction of this rule, but Finder
  was a devout worshiper of Tymora. To accomplish Moander’s slay-
  ing, it is believed that she sponsored him, presumably investing him
  with some of her power without his knowledge. In any case, mortals
  that manage to dispatch a deity, whether temporarily or perma-
  nently, do not become deities in their own right unless Ao finds it
  appropriate.
  Handling Deities as
  Unfightable Beings
  Sometimes you don’t want to deal with the foolishness of mortals
  attacking deities. You might be inspired by Greek sources, in which
  mortals may injure deities slightly but never truly harm them. Or
  perhaps you draw from more recent literary sources, in which deities
  walking the earth is such an overwhelming event that mere mortals
  can die for striking at them. In any case, sometimes it is best to treat
  deities as beings completely beyond the mortal world, not subject to
  the swords and spells of mortals.
  If you treat deities this way, mortals cannot harm or kill them.
  In most cases, attacks on their divine persons have absolutely no
  effect, or such a trivial one that the deity doesn’t even notice it—
  any more than an iron golem notices a thrown pebble. In this sort
  of campaign, deities are more like fundamental alien forces than
  physical beings, although they take physical shape and usually
  resemble mortals. If Bane chooses to appear in front of the Zhen-
  tarim and a Harper spy attacks him with a lightning bolt, he
  ignores the effect of the spell and its source, despite its inconven-
  ience to anyone around him—he is simply above such things,
  remaining more concerned with the attention of his worshipers
  and the possible manifestation of a rival deity than with a puny
  spell cast by someone not of his faith.
  Sometimes the deity’s power causes attacks to fail in strange ways.
  If Auril were struck by a lightning bolt, the bolt might turn to ice
  and fall to the ground. Talos might cause the bolt to rebound and
  strike the caster or a fragile nearby building. Helm would absorb it
  into himself and protect his worshipers and the innocent from its
  effects. Azuth would cause all knowledge of that spell and any
  others like it to vanish from the caster’s mind forever or strip the
  caster of all magical talent. If struck by a magic sword, Shar might
  cause it to blacken and crumble into dust and shadows. Ilmater’s
  body would yank the sword from the hands of its wielder, and the
  deity’s wounds would scatter healing blood upon those around him.
  Tempus’s armor would cause the sword to shatter, with the shards
  striking the attacker and dealing as much damage as the initial strike
  would have inflicted. In any case, the effect should be particular to
  the deity, and whether any others are healed, harmed, or protected
  by the effect depends upon the nature of the deity.
  If deities cannot be fought, do not use them as direct opponents
  for the heroes—unkillable foes are unfair and frustrating challenges.
  If running this style of play, use deities even more sparingly, and
  introduce the unkillable concept into the game before the heroes
  themselves are ready to challenge a deity. For example, if Tantras
  were attacked by an army of sahuagin and Torm appeared to fight
  them, the heroes watching from a distance should see that the attacks
  had no effect on him and, in fact, did more harm to his attackers
  than anyone else. Don’t punish the players for having their charac-
  ters aim high (what hero doesn’t want to be known as the one that
  helped destroy Bane?), but warn them that some things are beyond
  their reach. In a world created by the deities, challenging them is
  beyond most mortals, even adventurers. 
  Order Descriptions
  The following section expands the list of monk and paladin orders
  of the FORGOTTEN REALMS campaign, most of which have some
  ties to one or more deities.
  Deity Do’s and Don’ts
  6
  
  Monk Orders
  The table below lists other known orders of monks, the deity they
  hold as a patron (if any), alignment restrictions for the order, and
  the character classes open to monks of that order for the purpose of
  multiclassing freely. Some deities have more than one associated
  order of monks; these are listed sequentially. Not all monks have to
  be associated with an order, but only those that are part of an order
  can multiclass freely. There are no known monk orders for other
  faiths.
  Deity
  Monk Order (Alignment) and Allowed Multiclassing
  —
  Long Death (evil): assassin, blackguard, fighter. *
  —
  Old Order (usually neutral, sometimes good, rarely):
  rogue, sorcerer, shadowdancer (monk levels must be
  higher than total of all other class levels). *
  Arvoreen Hin Fist (neutral or good): fighter, rogue, paladin. *
  Azuth
  Shining Hand (neutral): wizard (if monk level exceeds
  wizard level). *
  Bane
  Order of the Iron Gauntlet (evil): assassin, fighter. A
  small sect within the Zhentarim, these monks train in
  stealth and assassination. Currently they are few in
  number but their leader has been recruiting widely.
  CyrrollaleeHin Fist (neutral or good): fighter, rogue, paladin. *
  Deneir
  Zealots of the Written Word (good): cleric. These monks
  accompany clerics of Deneir on quests, assist in money-
  making efforts for the church, and are as fond of record-
  ing information as any devout worshiper of Deneir.
  Grumbar Disciples of the Changeless Face (neutral): fighter. This
  stoic and spartan order is obsessed with preserving the
  knowledge of how things are (from laws to traditions to
  manners of speech) so that change can be detected and
  countered (which often involves beating into a pulp some-
  one who disagrees).
  Ilmater
  Broken Ones (good): clerics, divine champions, divine
  disciples, divine seekers, hierophants. *
  Disciples of St. Sollars (Monks of the Yellow Rose) (good):
  ranger, shadowdancer. *
  Kossuth
  Disciples of the Phoenix (good): cleric. This order (and
  the other two orders of Kossuthan monks) is very insu-
  lar and has a rigid tradition of study and fighting style,
  as well as behavioral taboos. They are the most likely to
  espouse the purifying and redeeming aspects of their
  deity’s element.
  Brothers and Sisters of the Pure Flame (neutral): cleric.
  These monks seek a balance between the purifying aspect
  and the destructive aspect of Kossuth’s flame, and are the
  mediators of the three orders. Most of them learn Ignan
  to better communicate with fire elementals.
  Disciples of the Salamander (evil): cleric. Some of these
  monks rival a Talosian fanatic’s love of destructive fire,
  but most see it as a necessary tool for renewal in the
  world. Many of them bear brands of magical symbols on
  their bodies and decorate themselves with fiery tattoos.
  LathanderSun Soul (good or neutral): any one other class (as long as
  monk is the highest class level). *
  Loviatar Disciples of the White Rod (evil): cleric. Monks of Lovi-
  atar prefer using their bare hands to inflict pain rather
  than using weapons. When forced to use weapons, they
  prefer nunchaku with white-bleached leather wrappings
  on the hilts.
  Luthic
  Runeclaws (evil): cleric, runecaster. Because in many orc
  tribes females are not allowed to touch weapons, unarmed
  combat has become a means for female worshipers of
  Luthic to defend themselves against raiders from other
  tribes. Some female orcs that are too old for childbirth
  (particularly older wives of the chief) become runeclaws
  to prove they are still useful to the tribe.
  Oghma
  Children of the Passive Voice (neutral): none. These
  monks serve as guardians to libraries and abbeys, and
  sometimes are sent to find lost stores of knowledge.
  Selûne
  Sun Soul (good or neutral): any one other class (as long as
  monk is the highest class level). *
  Shar
  Dark Moon (evil): sorcerer (monk and sorcerer level must
  be within two levels of each other). *
  Sheela 
  Hin Fist (neutral or good): fighter, rogue, paladin. *
  Peryroyl
  Sune
  Sun Soul (good or neutral): any one other class (as long as
  monk is the highest class level). *
  Tiamat
  Serpent Guards (evil): assassin, divine champion, fighter,
  rogue. These fanatics guard temples, serve as minions to
  dragons, hunt dragonslayers, and assassinate those who
  pry too closely into the activities of the church. They are
  active in Unther and have been known to attack Mulho-
  randi soldiers.
  Urogalan Hin Fist (neutral or good): fighter, rogue, paladin. *
  VelsharoonLong Death (evil): assassin, blackguard, fighter. *
  Yondalla Hin Fist (neutral or good): fighter, rogue, paladin. *
  Yurtrus
  Brotherhood of the Scarlet Scourge (evil): cleric. Monks
  of this strange orc order bleach their hands white and
  grow their nails very long. Before combat they dip their
  nails in a powder made of the blood infected with the red
  ache (see Disease in the DUNGEON MASTER’s Guide),
  which lets them infect their opponents.
  * Described in the FORGOTTEN REALMS Campaign Setting.
  Paladin Orders
  The following table lists other known holy orders of paladins, the
  deity they hold as a patron, and the character classes open to pal-
  adins of that order for the purpose of multiclassing freely (orders of
  paladins that do not allow multiclassing freely, such as the Swords
  of the High One—paladins of Azuth—are not listed). Some deities
  have more than one associated order of paladins; these are listed
  sequentially. Not all paladins have to be associated with an order, but
  only those that are part of an order can multiclass freely. Other
  lawful good, lawful neutral, and neutral good deities that are not
  listed here can have paladins, but there are no known paladin orders
  for those faiths (in effect, paladins of those faiths are uncommon
  enough that rarely are there enough to band together and form an
  order).
  Deity
  Name of Paladin Order and Allowed Classes
  Arvoreen Arvoreen’s Marchers: cleric, fighter, rogue. An order in
  Tethyr recognized by the crown, they are highly respect-
  ed by local humans and halflings alike. Their chapter-
  house is called Keeperstone.
  Baravar 
  Knights of the Shadowy Cloak: cleric, fighter, illusionist, 
  Cloak-
  rogue. This order keeps a low profile in gnome commu-
  shadow
  nities and seeks to eliminate goblinoids, kobolds, and
  other evil humanoids, for these creatures cannot be
  redeemed. They work secretly so as to not attract atten-
  tion or retaliation to local gnome communities.
  Berronar
  Berronar’s Valkyries: cleric, dwarven defender. This
  Truesilver order is exclusively female. They observe battles until
  they see a group of allies in particular danger, at which
  point they charge in to help. Most favor training involv-
  ing mobility in battle.
  Chauntea Field Guardians: cleric, divine champion, divine disciple.*
  Deity Do’s and Don’ts
  7
  
  Gaerdal
  Shields of the Golden Hills: cleric, fighter. They are a
  Ironhand strictly organized order dedicated to defending gnome
  communities against any attackers and serving as offi-
  cers and champions of larger gnome military assemblies.
  Helm
  Vigilant Eyes of the God: arcane devotee, cleric, fighter,
  divine champion, Purple Dragon knight. *
  Horus-Re Claws of the Sun and the Ankh: cleric, divine champion,
  divine disciple, hierophant. Caring little for day-to-day
  politics, this relatively new order spends most of its time
  fighting servants of Set (or even Anhur, when he has
  been causing trouble).
  Ilmater
  Order of the Golden Cup: cleric, divine disciple, hiero-
  phant. This order is dedicated to healing and protecting
  the sick, innocent, and weak, rather than seeking out evil
  to destroy. They are not opposed to such actions, but see
  their role as something different.
  Companions of the Noble Heart: divine champion, fight-
  er. The Companions are the aggressive counterparts to
  the Golden Cup, for they are tasked with eliminating the
  cruel and those who are known to enjoy the torture and
  suffering of others. The church of Loviatar is their
  greatest enemy.
  Kelemvor Knights of the Eternal Order: cleric, doomguide (Faiths
  & Pantheons). This is a recently-created order, founded
  to seek out and destroy powerful undead that tax the
  powers of the normal branches of the church.
  Lathander Order of the Aster: cleric, divine champion, divine dis-
  ciple, hierophant, Purple Dragon knight. *
  Milil
  Harmonious Order: fighter. This group of personable and
  swaggering paladins encourages bards (whom they tolerate
  despite alignment differences) to accompany them to
  create ballads based on their exploits. Their role is to guard
  Milil’s churches and do good works in Milil’s name.
  Moradin
  Hammers of Moradin: cleric, fighter, divine champion,
  dwarven defender, runecaster. *
  Mystra
  Knights of the Mystic Fire: guild wizard of Waterdeep
  (Magic of Faerûn), wizard. This group of paladins often
  accompanies other members of the church on quests to
  locate lost hoards of ancient magic. The church draws
  upon their ranks for the leaders of temple guardians.
  Nobanion Legion of Lions (wemics and werelions only): cleric,
  divine champion. Founded shortly after the Time of
  Troubles, this fellowship exists to protect good-aligned
  monsters and slay the servants of Malar.
  Osiris
  Order of the Risen Scepter: cleric, ranger. Drawn exclu-
  sively from those who have died in combat with servants
  of Set and been raised from the dead (sometimes sponta-
  neously by the power of Osiris), they are primarily
  hunters of Set’s minions.
  Red KnightOrder of the Red Falcon: divine champion, fighter.
  Housed in the Citadel of Strategic Militancy (northeast
  of Baldur’s Gate), this small order has a history of tri-
  umphing in the face of overwhelming odds. They train
  officers and others in tactics and military history.
  Siamorphe Order of the Silver Chalice: aristocrat, fighter. This
  group is primarily Tethyrian nobles dedicated to locating
  lost members of noble families and restoring to power
  those who will govern with the interests of the common
  people at heart. After several years of debate, they have
  decided to support the queen of Tethyr, and the crown
  recognizes them as a knightly order.
  Sune
  Sisters and Brothers of the Ruby Rose: divine champion.*
  Torm
  Order of the Golden Lion: Any one other class. *
  Tyr
  Knights of Holy Judgment: cleric, divine champion. This
  order focuses on the more lawful aspects of Tyr’s philos-
  ophy, and hunts and punishes criminals and lawbreakers,
  particularly devils (seen as abhorrent perversions of a
  lawful society).
  Knights of the Merciful Sword: fighter, divine cham-
  pion. This order is focuses on upholding good in the
  world as defined by Tyr, and slays all kinds of evil
  monsters, particularly demons.
  Yondalla
  Shields of Yondalla: monk (Hin Fist). *
  Wayward Wardens: cleric, ranger. This group is a loose
  fellowship of wandering halflings who feel the need to
  see the world and aren’t tied to any particular settlement.
  They protect halfling communities whenever they are
  found in need of help.
  * Described in the FORGOTTEN REALMS Campaign Setting.
  Manifestations
  Although most people alive in Faerûn today are old enough to
  remember the Time of Troubles and think of avatars when they
  speak of deities manifesting in the mortal world, the appearance of
  an avatar is a rare thing requiring the expenditure of a lot of energy.
  In most cases, deities that choose to intercede directly in the world
  of mortals do so through manifestations—supernatural events or
  signs indicating a deity’s power. Manifestations range anywhere
  from an object changing color to the appearance of a glowing
  weapon, face, or hand that blocks, speaks, or gestures. Manifesta-
  tions fall into five primary categories, described below.
  The manifestations of the Faerûnian gods appear in a series of
  tables starting on page 10.
  Animals
  Most deities have some sort of normal animal sacred to their faith,
  and people tend to see the appearance of such an animal as a sign of
  the deity’s favor. The animal may appear out of nowhere or walk in
  under its own power. It may prove tangible or just a vision, act nor-
  mally or strangely. Sometimes they are colored appropriate to the
  deity as well. Animals are good signs for a deity to use, because
  common people seem less likely to be frightened by the appearance
  of a dog or deer than a celestial, fiend, or strange vision. Manifest-
  ed animals that are real (instead of visions) are often caught and
  pampered as a sign of devotion to the deity (in prosperous commu-
  nities) or consumed by the worshipers and the best parts offered up
  as a sacrifice (in needy communities). 
  The animal list in the charts starting on page 10. is also a good
  indicator of common celestial or fiendish creatures serving a deity
  that divine spellcasters may summon.
  Monsters
  Similar to animals, but usually more dangerous or intelligent, mon-
  sters are often dispatched by deities to aid the faithful. Monsters
  include celestials, forest creatures such as centaurs, and other intel-
  ligent beings that worship a deity and usually appear to defend the
  faithful or attack enemies of the faith. In the case of outsiders, such
  manifestations are usually called to the Material Plane for a short
  time and with a purpose, returning to the deity’s plane when they
  complete that service. If common people are being threatened, a
  deity generally sends a familiar monster, saving its stranger or more
  fearsome minions for isolated incidents with less fearful observers
  (such as adventurers). Monsters also make appropriate choices for
  summoning spells (such as summon monster) and calling spells (such
  as planar ally).
  Deity Do’s and Don’ts
  8
  
  Gems and Precious Metals
  This category covers valuables sacred to the deity and therefore
  appropriate for sacrifices or inclusion among items to be consecrat-
  ed in the name of the church. However, the discovery of such gems
  is also considered an omen. For example, a gnome miner who wor-
  ships Baervan Wildwanderer might chip away at a rock wall to find
  a pocket of small but perfectly formed uncut emeralds as a sign of
  his deity’s favor. If the gnome had made some transgression in his
  faith, the emeralds would be flawed or would decay into dust after
  their discovery. 
  Deities also use these valuables as subtle signs of their approval,
  disapproval, or aid. For example, a cleric of Selûne awaiting torture
  at the hands of a Sharran cult might see a brief sparkle of a moon-
  stone ring on the finger of her captor, alerting her to the presence
  of a secret spy of Selûne’s faith in the cult. A cleric of Berronar
  Truesilver whose faith was waning might see her silver jewelry tar-
  nish and her clear gems turn opaque as a warning from her patron.
  Colors
  Even more subtle than the discovery or transformation of gems and
  precious metals, the colors of a deity remain the most common
  minor manifestation. If forced to choose between a red horse and a
  black one of equal quality, a cleric of the Red Knight should choose
  the red horse. A solitary ranger of Silvanus trying to decide which
  of two trees to climb in order to hide from a gang of orcs might find
  the colors of one momentarily fade and the other’s colors become
  shades of brilliant green. These colors also indicate the most
  common shades used in raiment by people of the faith, particularly
  divine spellcasters.
  Miscellaneous
  This category is for manifestations that do not fit the previous cat-
  egories, including visions or solid manifestations of objects, strange
  smells or noises, colored lights or auras, and even possession by a
  deity. Some of these are more common than others, and some are
  unique to certain deities. These unique manifestations are the easiest
  to recognize as signs from a particular faith. 
  For example, while several faiths might manifest a flying metal
  gauntlet, only Torm’s is 12 feet high and surrounded by a white aura
  and arcs of lightning. Those graced with these stranger manifesta-
  tions usually find themselves held in high esteem by others of the
  faith. Whether unique or not, these miscellaneous manifestations
  may be precise (a hand pointing toward a particular path) or vague
  (the vision of a glowing weapon over a battlefield) and are some-
  times interpreted incorrectly by the faithful.
  About the Author
  Sean K Reynolds was born in a coastal town in southern Califor-
  nia. A professional game designer since 1998, he coauthored the
  FORGOTTEN
  REALMS
  Campaign Setting
  and the Living 
  GREYHAWK® Gazetteer for the new edition of DUNGEONS &
  DRAGONS, as well as many other books. After leaving a design posi-
  tion at Wizards of the Coast, he spends his free time reading and
  creating computer animation. His next product, Skreyn’s Register:
  The Bonds of Magic, is due out from Malhavoc Press in Fall 2002.
  Read more about him at <www.seankreynolds.com>.
  Deity Do’s and Don’ts
  9
  The manifestations
  of the Faerûnian
  gods appear 
  in a series of tables
  starting on page 10.
  
  Deity Do’s and Don’ts
  10
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Abbathor 
  werebadgers
  greedy dragons, ghost 
  gold, jewels of all kinds
  red, tan, 
  magical silence and darkness, 
  (dwarf)
  dragons, rust monsters
  crimson
  movement of gems/coins
  Aerdrie Faenya birds, swarms of 
  aarakocras, aasimar, air 
  hornbill ivory, sapphire, 
  sky blue
  strong winds, rainshowers, 
  (elf)
  grasshoppers, tressyms
  elementals, androsphinxes,
  turquoise
  powerful storms
  avoral celestials, cloud giants, 
  djinn, griffons, hippogriffs,
  lammasus, lillends, pegasi, pixies,
  silver dragons, storm giants
  Akadi
  Flying creatures
  air elementals, ice serpents,
  —
  white, light 
  whispers on the breeze,
  air genasi
  gray, light blue
  rising wind
  Angharradh
  as Aerdrie, Hanali, and Sehanine
  (elf)
  Anhur
  lions, falcons, warhorses,
  —
  —
  white, red, 
  lion on the horizon, dark cloud,
  (Mulhorand)
  war dogs, hunting 
  gold
  thunder, lightning, ghostly lance
  cats, battle elephants,
  and battle camels
  Arvoreen
  bloodhounds, owls, 
  celestial halflings (called 
  —
  amaratha, 
  aura of silver fire, thunderclaps
  (halfling)
  falcons, war dogs
  the Keepers), archons, 
  silver,
  that sound like bashing shields
  guardian nagas, hybsils,
  dark blue
  lammasus, silver dragons
  Auril
  —
  water elementals, ice 
  —
  ice-white, blue
  icy breath accompanied by a cold
  elementals, undead, winter 
  ruthless chuckling, blue-white
  wolves, frost giants
  radiance that leaves a trail of frost,
  blank-eyed face of frost with hair
  that radiates cold
  Azuth
  gray cats, gray dogs, 
  golems, devas
  —
  shimmering
  intangible mouth with moustache 
  gray owls, gray mice
  gray
  and beard, upright glowing hand 
  with silver aura on extended fore-
  finger, electric blue radiance
  Baervan 
  raccoons, stags
  dryads, earth elementals, 
  amber, emerald
  green, wood 
  amber radiance, sudden 
  Wildwanderer
  hybsils, treants
  brown
  growth of plants on trail
  (gnome)
  Bahgtru (orc)
  bears, dire bears, boars,
  gray renders, fiendish orcs,
  orl, ravenar
  brown
  sound of bones breaking, angry 
  dire boars, dire bison
  fiendish ogres, bulettes, girallons
  howls
  Bane
  vultures, green-eyed 
  baatezu, beholders, black dragons, black sapphire (approval), black, red, 
  eyes of red or green blazing flame 
  blackcats, bats, 
  death tyrants, banelars, beasts
  powdered red carnelian
  vile green
  surrounded by darkness, black 
  black dogs
  of Bane, fang dragons, green 
  (disapproval), hematite,
  taloned hand with an icy touch, 
  dragons, hell hounds
  emeralds, bloodstones
  possession
  Baravar 
  —
  blink dogs, doppelgangers, 
  aventurine, jade
  black, gray, 
  illusions that protect or inform
  Cloakshadow
  pixies
  silver
  (gnome)
  Berronar 
  blooming white flowers
  aasimar, archons of all kinds,
  clear gemstones, silver
  white, silver
  silver aura, small harmless 
  Truesilver 
  earth elementals, guardian nagas
  earthquakes
  (dwarf)
  Beshaba
  rats, cockroaches
  half-fiendish humans, bebiliths, —
  mauve, purple,
  12-foot-tall head with white hair and
  bodaks, quasits
  black
  a maniacal look, a grotesque shadow
  where none should be, accompanied
  by faint maniacal laughter
  Brandobaris 
  blue jays, crows, mice, 
  copper dragons, pixies, 
  —
  brown, silver
  footprints
  (halfling)
  raccoons, ravens
  pseudodragons
  Callarduran
  —
  earth elementals, xorns
  ruby, star ruby, 
  slate gray, red
  ring-shaped stone, smooth stones,
  Smoothhands
  star sapphire
  minor earthquakes
  (gnome)
  Chauntea
  seeds, larks, robins, 
  sprites, talking trees
  —
  white, yellow, 
  flower where none should be that 
  red hens
  forest green
  grows and blooms with great speed,
  motes of light
  Clangeddin 
  cave bears, mountain 
  earth elementals, silver 
  silver, steel
  aura of power 
  earthquakes, rockfalls, earthblood 
  Silverbeard
  lions
  dragons, stone golems
  (amber, red, 
  (red liquid seeping from veins of 
  (dwarf)
  or white)
  ore)
  Corellon 
  —
  aasimar, solars, baelnorns, 
  beljuril, diamond, 
  blue, silver
  blue aura, falling star, rising blue-
  Larethian (elf)
  centaurs, dryads, celestial elves,
  moonstone, star ruby, 
  tinted crescent moon, blue star in 
  gold dragons, hybsils, lillends, 
  star sapphire
  the sky
  lythari, nymphs, silver dragons,
  unicorns, song dragons
  
  Deity Do’s and Don’ts
  11
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Cyric
  —
  nightmares, undead, banelars
  —
  black, dark 
  bloody wraith (in dreams), cloud of 
  purple, silver
  poisonous smoke, a dark space
  filled with phantom images of 
  whirling skulls
  Cyrrollalee 
  brown cats, brown dogs,
  light archons, bronze dragons, 
  —
  brown, deep
  sense of danger, animated objects,
  (halfling)
  porcupines, skunks, 
  celestial halflings, formians, 
  gold, muted
  baking aromas
  squirrels, tressyms
  guardian nagas, lammasus
  green
  Deep Duerra
  werebadgers
  banelars, dark nagas, earth 
  sapphire, silver rings
  silver, dark blue silver crownlike aura, still pools of 
  (duergar)
  elementals, earth mephits, 
  fresh water
  helmed horrors, imps, meen-
  locks, rust monsters
  Deep Sashelas 
  dolphins, whales
  aballins, celestial sea elves,
  aquamarine, beljuril,
  sea green
  distant beaconlike light, dancing 
  (elf)
  water elementals
  coral, pearl, water opal
  air bubbles underwater, dolphin-
  shaped area of water surrounded by 
  silver light
  Deneir
  calico cats, white dogs with archons, devas, planetars
  topaz, iolite, tourmaline,
  tan, white
  glowing nimbus of light around a 
  light golden eyes, pinto 
  star sapphire
  book, glowing humanlike hand,
  and piebald horses, gold
  letters of fire, candles
  or yellow flowers
  Dugmaren 
  —
  light archons, aasimar, 
  king’s tear, pearl
  white, silver
  blue aura
  Brightmantle
  gynosphinxes
  (dwarf)
  Dumathoin 
  —
  azers, earth and fire elementals, —
  brown
  sudden lights in darkness, shifting 
  (dwarf)
  urdunnirs, undead dwarves
  of large rocks
  Eilistraee 
  silver moths, silver-
  aasimar, light archons, lythari, mithral, moonstone,
  silver
  distant hunting horn, silvery
  (drow)
  striped tabby cats
  pixies, silver dragons
  silver
  radiance, harp notes
  Eldath
  bears, raccoons, stags, 
  dryads, sprites, giant owls, 
  aquamarine, clear quartz, green, blue
  whispering wind bearing messages, 
  daisies, water lilies,
  unicorns
  blue topaz, sapphire
  green glowing healing aura
  water lotuses
  Erevan Ilesere
  raccoons, tressyms
  aasimar, centaurs, chaos beasts, amber, carnelian, frost
  black
  green haze that causes wild magic 
  (elf)
  copper dragons, dryads, celestial agate, jade, ruby, 
  effects
  elves, hybsils, korreds, nymphs, turquoise
  pseudodragons, sprites, satyrs,
  song dragons
  Fenmarel 
  —
  —
  —
  brown, green
  subtle omens using wind, leaves, 
  Mestarine (elf)
  sticks, and animal bones
  Finder 
  parrots, songbirds
  giant owls
  Laeral’s tear
  brown, green
  beacon of light, radiant nimbus, a 
  Wyvernspur
  daisy that goes through its entire
  life cycle in minutes
  Flandal Steelskin —
  earth elementals, fire elementals, beljuril, fire agate, 
  red-orange
  flames of fire in a hearth, jets of 
  (gnome)
  helmed horrors, iron golems, 
  fire opal, steel, 
  flame on bare earth, small earth-
  rust monsters, xorns
  quakes, shattering metal
  Gaerdal Ironhand —
  earth and fire elementals,
  alexandrite, carnelian, 
  steel
  aura of silver and gold, rumblings 
  (gnome)
  guardian nagas, helmed horrors,
  peridot, sapphire, 
  and cracklings in earth and stone
  silver dragons, spectators
  star sapphire, topaz
  Garagos
  wolverines, weasels, 
  worgs
  red or black gems 
  black, red
  Blood of the God (fist-sized mist of 
  dire wolves
  of any kind
  glowing blood droplets accompanied
  by wailing and a feeling of danger), 
  the sound of clashing weapons, 
  berserk frenzies
  Gargauth
  hordes of snakes or 
  —
  —
  red, white
  amber radiance with an aura of 
  poisonous insects
  evil, single horn growing from the 
  head of an animal
  Garl Glittergold
  badgers, chipmunks,
  animated weapons
  carved gemstones 
  gold
  disembodied mouth, cloud of 
  (gnome)
  moles, raccoons, squirrels,
  of all kinds
  golden particles
  weasels, dire badgers, 
  dire weasels
  Geb 
  brown rats, bears, 
  earth elementals, xorns, rust 
  gold, silver, electrum
  gray, brown
  cracks forming in walls, 
  (Mulhorand)
  cave bears, moles, 
  monsters, stone golems
  earthquakes
  badgers
  Ghaunadaur
  mauve roses that 
  darkmantles, black puddings,
  amethyst, jasmal,
  black, purple,
  purple mist, golden eye, 
  (drow)
  drip blood
  gelatinous cubes, ropers, 
  rosaline, violine, 
  green
  tentacles
  ghaunadans, gibbering mouthers,
  yanolite
  ochre jellies, ooze mephits
  
  Deity Do’s and Don’ts
  12
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Gond
  —
  golems, pseudodragons, 
  —
  saffron,
  forge hammer wreathed in smoke, 
  animated furniture
  crimson
  black eyes wreathed in smoke and
  accompanied by the distant sound 
  of hammering
  Gorm Gulthyn
  —
  azers, earth and fire elementals, fire agate, fire opal, 
  red, black,
  metal gauntlet that strikes objects 
  (dwarf)
  guardian nagas, helmed horrors, jacinth, ruby
  bronze
  to make noise, glowing hand
  silver dragons, spectators
  Grumbar
  —
  earth elementals, xorns, 
  veins of rich metal
  brown, 
  earthquakes
  earth genasi
  gray-green
  Gruumsh
  dire boars, boars
  fiendish orcs, fiendish ogres
  jasmal
  black, dark red
  glowing spear, fiery aura, single
  (orc)
  baleful eye
  Gwaeron
  deer, boars, crows, 
  pseudodragons
  —
  green, red
  faerie fire, human footprint with 
  Windstrom
  magpies, blue jays
  his symbol
  Haela Brightaxe —
  celestial dwarves, aasimar
  bloodstone, carnelian, 
  steel, scarlet, 
  aura of silver flames with blue-
  (dwarf)
  jacinth, red orl, ruby,
  crimson
  white and amber sparks
  red spinel
  Hanali Celanil 
  tressyms
  aasimar, dryads, celestial elves, 
  gold
  rose-hued aura
  tinkling chimes, rainbows,
  (elf)
  lillends, nixies, pixies,  satyrs
  sudden blooming of flowers
  Hathor 
  hippopotamuses, 
  celestial elephants
  white opals, moonstones
  white, silver
  sound of an infant crying, shaft of 
  (Mulhorand)
  long-horned cows
  moonlight, compulsion to dance, 
  strange actions by infants and 
  young animals
  Helm
  —
  helmed horrors, spectators
  —
  steel, red
  upright metal gauntlet, closed war
  helm, glow or vibration on
  weapons consecrated to Helm
  Hoar
  —
  invisible stalkers, revenants
  red tear-shaped gem
  black, gray
  three rolls of thunder, ghostly 
  (favor), powdered
  hand
  Laeral’s tear (disfavor)
  Horus-Re
  hawks, gold-colored 
  solars, lammasus, 
  sunstone, amber, topaz
  white, gold
  flaming shooting star, the sun, 
  (Mulhorand)
  animals
  androsphinxes
  hawk’s cry, thunderclap
  Ilmater
  white doves, white donkeys, devas, planetars, solars
  —
  gray, red
  unseen watchful presence accom-
  sparrows, field mice, 
  panied by howling, possession
  daisies, white roses
  Ilneval 
  dire boars, boars, wolves, nalfeshnees, howlers, 
  fire opal, jasmal
  red, steel
  glowing longsword, sound of 
  (orc)
  dire wolves
  nightmares, hieracosphinxes
  swords clashing
  Isis 
  lotuses, white rabbits, 
  lammasus, gynosphinxes, 
  pink, white, or blue 
  white, gold
  ghostly woman rising from 
  (Mulhorand)
  white doves, white 
  unicorns
  gemstones of any kind
  turbulent water, benign rainstorm,
  hawks, white donkeys
  freak hailstorm
  Istishia
  fish, dolphins, 
  water elementals, tritons, 
  —
  blue, green
  any sort of watery manifestation
  whales, octopuses
  water genasi
  Jergal
  white-bearded vultures
  shadows, spectres, wraiths
  —
  gray, white
  sound of a heavy book being closed
  Kelemvor
  —
  —
  —
  gray, silver,
  floating skull with hood and 
  tattered robe
  Kiaransalee
  —
  undead of all types, crawling 
  chalcedony, chrysoberyl, 
  black, silver, 
  whirling skull that becomes a 
  (drow)
  claws, nightmares, quasits, 
  ivory, king’s tears, 
  ivory
  female drow face, chuckling laughs 
  vargouilles, yeth hounds
  moonbars, tomb jade
  tinged with madness, skeletal 
  hands bursting from the ground
  Kossuth
  —
  fire elementals, salamanders, 
  —
  red, crimson, 
  any fire of significant size
  efreet, fire genasi, azers, smoke
  orange
  mephits, magma mephits
  Labelas Enoreth —
  aasimar, baelnorns, celestial 
  black sapphire, king’s 
  light gray
  mist that causes or reverses aging
  (elf)
  elves, gold dragons, hybsils, 
  tear, ruby, star ruby, 
  lillends, silver dragons, giant 
  sunstone, tomb jade
  owls, unicorns, white celestial stag
  Laduguer
  werebadgers
  azers, baatezu, banelars, dark 
  adamantine, black sapphire, steel, gray
  flickering dark aura
  (duergar)
  nagas, earth elementals, earth 
  bloodstone, diamond, 
  mephits, helmed horrors, 
  mithral, silver
  meenlocks, rust monsters, 
  monstrous spiders
  Lathander
  robins, red peacocks, 
  —
  —
  yellow, red, 
  intense rosy radiance surrounding 
  butterflies, aster blossoms
  rose
  a person’s body
  Lliira
  butterflies, kittens, robins, aasimar, lillends, devas
  opal, agate, rhodochrosite, orange, yellow, dancing light that can speak, 
  sparrows, bluebirds, puppies,
  star rose quartz, jasmal 
  red
  sudden radiance on an object 
  gold or white goats, daisies, 
  fire opal, diamond
  accompanied by joyous laughter,
  violets, snapdragons, pansies
  rainbows
  
  Deity Do’s and Don’ts
  13
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Lolth (drow)
  spiders
  yochlols, myrlochars, draegloths,
  amber (with a spider
  black, red, 
  spider-shaped shadow, flickering 
  araneas, bebiliths, deep dragons, 
  trapped within), black 
  purple
  black mauve-edged aura, cruel 
  driders, ettercaps, quasits,
  sapphire
  feminine laughter
  retrievers, monstrous spiders,
  chitines, choldriths
  Loviatar
  black rats, black spiders, 
  baatezu, tieflings, nightmares,
  jet, ivory, obsidian
  black, white, 
  flying black whip, flying human 
  black violets, black 
  hell hounds
  red
  female head
  and red poppies
  Lurue
  tressyms, white roses,
  unicorns, pegasi, talking 
  —
  white, silver
  silvery nimbus around the moon, 
  red roses, daisies
  animals
  ghostly silver unicorn
  Luthic (orc)
  dire boars, boars, bison, 
  delvers, thoqquas, night hags
  king’s tear, red tear, 
  brown, black
  deep echo, floating clawed hand,
  cave bear, dire bear
  star sapphire
  sound of crying orc child
  Malar
  bears, wild hunting 
  beasts of Malar, displacer beasts, —
  red, brown, 
  cloud of darkness with two red 
  cats, wolverines, wolves
  fang dragons, leucrottas, evil 
  gray, black
  feral eyes, animate beast limb
  lycanthropes, owlbears, perytons
  Marthammor 
  hawks, hunting dogs, 
  blink dogs, pseudodragons, 
  any gems polished 
  gray, maroon
  glowing floating mace or hand
  Duin (dwarf)
  owls
  storm giants
  by water
  Mask
  gray horses, gray or black
  annis hags, doppelgangers, 
  smoky quartz, gray 
  gray, black
  drifting amorphous darkness with 
  cats, gray dogs, gray goats, ettercaps, wererats, werewolves,
  chalcedony, gray and 
  or without a cowled human head, 
  crows, condors, gray doves
  shadow dragons, shadows
  banded onyx
  quiet chuckling laughter, black
  nail-less hand, shadows where there 
  should be none
  Mielikki
  hawks, songbirds, wolves
  dryads, satyrs, sprites, treants,
  —
  green, red
  glowing white unicorn that gallops 
  unicorns
  through the air, drifting radiance 
  (blue-white or green, gold, and rust)
  Milil
  songbirds, white horses, 
  aasimar, light archons, devas, 
  perfect gems of any kind
  crimson, gold
  haunting music, wordless singing 
  calico cats, red or yellow
  solars, pegasi
  male voice, beautiful radiance
  roses, lilies, peonies, falcons
  surrounding a performer
  Moradin (dwarf) —
  aasimar, azers, celestial dwarves, —
  electrum, silver, white radiance
  gold dragons, guardian nagas, 
  brown
  silver dragons, urdunnirs
  Mystra
  blue jays, sparrowhawks,
  devas, light archons, guardinals
  rainbow tourmaline, 
  blue, white
  blue-white glow that illuminates 
  white cats, dogs, donkeys, 
  (any), metallic dragons, 
  amaratha, beljuril, blue 
  people or objects, graceful female 
  horses, mules with blue 
  pseudodragons, pegasi, unicorns
  or clear gems of any kind
  hand surrounded with blue-white 
  or mismatched eyes
  motes of light
  Nephthys
  crows, raccoons, pack
  celestial dogs, celestial lions, 
  jewelry of all kinds
  white, gold
  sparkling coin, golden mist
  (Mulhorand)
  rats
  celestial elephants, criosphinxes,
  gem golems
  Nobanion
  lions, mountain lions,
  androsphinxes, dragonnes, 
  —
  gold, yellow, 
  rumbling lion’s roar, lion’s head 
  tigers
  lammasus, sea lions
  brown
  outlined in fire
  Oghma
  —
  golems, metallic dragons, 
  —
  white, black, 
  blue-green radiance accompanied 
  lillends
  gold
  by chords of menacing music, 
  blinding white light with or 
  without eyes of fire
  Osiris
  scarab beetles
  celestial elephants, lammasus, 
  wine-red, ochre, gray, 
  white, silver, 
  grinning skull wearing the 
  (Mulhorand)
  animated plants
  black, and maroon 
  gray
  crown of Mulhorand
  gemstones
  Red Knight
  owls, eagles, falcons, 
  stone golems (in the shape
  —
  red, white
  chessboard, ruby chess pieces 
  elephants, warhorses, 
  of chess pieces), pegasi
  (favor), white quartz chess pieces 
  war dogs
  (disfavor)
  Rillifane 
  badgers, bears, leopards,
  centaurs, dryads, earth elementals, amber, emerald
  brown, dark 
  a green or amber light, changing of 
  Rallathil (elf)
  mountain lions, owls, 
  celestial elves, celestial dogs, 
  green
  the colors of leaves, trees shedding 
  porcupines, skunks, snakes, grigs, hybsils, lythari, nymphs,
  their leaves out of season
  tigers, wolverines, wolves,
  pseudodragons, giant owls, 
  stags, boars
  unicorns, non-evil lycanthropes
  Savras
  calico cats, gray cats, 
  spectators
  water opal, white pearl, 
  pale yellow
  single unwinking eye, vision of the 
  lapdogs, fish, birds
  blue quartz
  future or past
  Sebek 
  crocodiles
  werecrocodiles
  —
  green, brown, 
  giant crocodile’s smile
  (Mulhorand)
  black
  Segojan-
  burrowing animals, dire
  earth elementals, stone golems gems of any kind 
  gray, dark 
  disembodied mouth, new tunnels
  Earthcaller
  badgers, dire weasels, 
  (especially diamonds)
  brown
  (gnome)
  dire wolverines
  Sehanine 
  —
  baelnorns, celestial elves, 
  mithral, moonstone, 
  silvery-white, 
  dreams, waking visions, possession, 
  Moonbow (elf)
  lythari, celestial horses, 
  silver, sunstone
  silver
  meteor showers, a single falling 
  pixies, silver dragons
  star
  
  Deity Do’s and Don’ts
  14
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Selûne
  owls
  song dragons, good 
  moonstone
  blue, silver
  trail of dancing lights, moonfire 
  lycanthropes, the Shards
  (from Magic of Faerûn)
  Selvetarm
  spiders
  myrlochars, retrievers
  —
  red
  sphere of blackness that explodes 
  (drow)
  into blades
  Set 
  jackals, crocodiles, 
  monstrous scorpions, nightmares, green, black, or nauseating- green, black, 
  sound of a rattlesnake’s rattle or 
  (Mulhorand)
  scorpions, hyenas, 
  hell hounds, hellcats, rakshasas
  shade gemstones of all
  gold
  jackal’s growl, jackal’s skull
  snakes, poisonous plants
  kinds
  Shar
  ravens, crows
  death tyrants, nightshades, 
  —
  purple, black
  amorphous tendrils of darkness,
  violet auras
  Sharess
  tressyms, cats
  doppelgangers (in attractive 
  jewelry of all kinds
  amber yellow,
  female lips, perfumed scent
  shapes), non-evil tieflings, 
  ruby red
  dryads, satyrs
  Shargaas (orc)
  dire boars, boars, bats, 
  night hunter bats, spectral 
  black opal, black pearl, 
  black, red
  enveloping darkness, floating pair 
  dire bats, owls
  panthers, darkmantles, shadow
  black sapphire, star ruby
  of night-black eyes
  dragons, shadow mastiffs, 
  Sharindlar 
  —
  dryads, celestial dwarves, 
  emerald, moonstone, 
  red, blue, 
  amber or rosy warm aura
  (dwarf)
  korreds, celestial dogs, lillends
  silver coins
  silver
  Shaundakul
  squirrels, wolves, gulls, 
  air elementals
  —
  deep purple, 
  glowing hand surrounded by winds, 
  hawks, rabbits
  silver, brown
  wind walls
  Sheela Peryroyl badgers, bees, butterflies, dryads, earth elementals, 
  amber (with plant inside)
  green
  radiant aura (green, blue, or amber),
  (halfling)
  mice, moles, porcupines, monstrous bees, hybsils, korreds,
  seeds that sprout instantly, benign 
  raccoons, squirrels, wild 
  sprites, pseudodragons, satyrs, 
  weather changes
  cat, wolverines
  treants, unicorns, water nagas
  Shevarash (elf)
  —
  aasimar, ghaele celestials
  —
  silver, red
  bright white flame, torn spider
  webs, crushed spiders
  Shiallia
  deer, acorns
  korreds
  —
  white, brown,
  motes of light surrounded by
  green
  faerie fire
  Siamorphe
  heraldic animals
  heraldic monsters
  king’s tears
  purple, gold,
  ghostly symbol of state
  silver
  (sword, scepter, or cup)
  Silvanus
  deer, badgers
  treants, dryads, unicorns, 
  leaf green
  an oak leaf blown out of nowhere, 
  satyrs, sprites
  green glow that quenches fire, stag-
  horned silent man with shaggy
  barklike fur
  Solonor 
  black and brown bears, 
  aasimar, androsphinxes, centaurs, —
  silver, green
  silver-green aura, tinkling of chime 
  Thelandira
  great cats, wolves
  dryads, celestial elves, griffons, 
  oaks, splitting an arrow with an 
  (elf)
  hybsils, lillends, lythari, pixies,
  arrow, strange flights of birds
  treants, unicorns, wemics
  Sune
  red doves, chestnut horses, satyrs, dryads
  rubies
  deep crimson
  phantom caress or kiss, gentle 
  red poppies, roses, rose petals
  crooning audible to worshipers
  Talona
  rats, dire rats, black lilies, otyughs, quasits, monstrous 
  amber, jasper
  gray, green
  flickering brown and yellow 
  poisonous herbs/fungi
  spiders
  radiance
  Talos
  —
  vargouilles, yeth hounds, 
  —
  black, gold, 
  bellowing laughter in the heart of 
  quasits
  silver
  strong winds, pair of fist-sized 
  storm clouds with lightning and
  thunder, red lightning
  Tempus
  eagles, badgers, war 
  —
  —
  brown, purple, 
  visions of dead warriors, white 
  horses, war dogs, 
  blood red
  mare (Veiros), black stallion 
  panthers, tigers
  (Deiros), sudden appearance 
  of weapons
  Thard Harr
  alligators, bats, crocodiles,
  dryads, earth and water 
  diamond, emerald, gold,
  green, brown
  aura of cherry-red light, thudding 
  (Chult, dwarf)
  dinosaurs, elephants, 
  elementals, celestial wild 
  green spinel
  and snarling sounds
  insect swarms, jaguars, 
  dwarves, treants
  leopards, tigers
  Thoth
  raccoons, weasels, ferrets, golems
  clear and translucent 
  white, gold
  radiance outlining a page, distant 
  (Mulhorand)
  monkeys, sparrows, water
  gemstones of all kinds
  cry of an ibis
  birds, nonpoisonous insects
  Tiamat
  reptiles, snakes
  evil dragons, abishai, dragonkin precious gems and 
  black, gold
  thunderbolt from the heavens
  metals of all kinds
  Torm
  pure white roses
  gold dragons, silver dragons, 
  white diamond
  steel
  12-foot-tall flying metal gauntlet 
  lammasus, pegasi
  with a white aura and arcs of light-
  ning, animated weapons, images
  burned into fabric (usually a
  gauntlet, shield, or sword)
  
  Deity Do’s and Don’ts
  15
  Name
  Animals/Plants
  Monsters
  Gems/Precious Metals
  Colors
  Miscellaneous
  Tymora
  —
  celestial lions, unicorns
  —
  blue, silver
  silver bird, silver pegasus
  Tyr
  war dogs of unusual 
  —
  —
  blue, purple, 
  echoing gong stroke accompanied 
  intelligence and size
  white
  by a chorus of male voices, glowing 
  warhammer
  Ubtao (Chult)
  dinosaurs
  —
  ivory, gold
  green, brown, 
  vision of a placid Chultan male’s 
  gold
  face, thunderous roar
  Ulutiu 
  fish, seals, walruses, 
  —
  —
  white, gray
  icequakes, 3-foot-diameter circle
  (slumbering)
  polar bears, caribou, elk,
  of ice floating on water
  arctic foxes, whales
  Umberlee
  sharks, jellyfish
  sea-dwelling undead, krakens
  —
  blue, green
  wind or waves accompanied by
  cruel laughter
  Urdlen 
  moles
  ankhegs, bulettes, earth
  —
  white, 
  blurring aura, earthquakes, blood 
  (gnome)
  elementals, earth mephits, 
  blood red
  bubbling from the earth, foul 
  gnome vampires, nightcrawler 
  odors of blood or sulfur, severe 
  nightshades, purple worms, 
  nosebleeds
  fiendish gnomes, thoqquas, var-
  gouilles, werebadgers, yeth hounds
  Urogalan 
  black war dogs, 
  celestial dogs, blink dogs, earth
  chalcedony, chrysoberyl, 
  white, brown
  movements in the earth, stones 
  (halfling)
  white lilies
  elementals, celestial halflings,
  ivory, jade, tiger eye 
  that speak, earth tremors, visions 
  hound archons
  agate, tomb jade
  of black hounds, sounds of baying 
  hounds
  Uthgar
  black lions, black ravens, griffons, pegasi, treants
  —
  brown, tan
  vision of a battleaxe
  cave bears, elk, golden 
  eagles, gray wolves, red 
  ponies, red tigers
  Valkur
  silver sea gull or albatross —
  —
  white, blue
  aurora borealis, ghostly ship
  (favor), black raven (disfavor).,
  dolphins, whales
  Velsharoon
  scarab beetles,
  crawling claws, flesh golems
  black, purple, maroon, 
  black, gray
  floating skull surrounded by 
  bloodrose plants
  rust-red, gray, or bright 
  flames
  green gemstones
  Vergadain 
  gold-colored cats
  copper dragons, ghost dragons, gold, jewels of all kinds
  gold, deep 
  unseen dwarven singing or music, 
  (dwarf)
  gynosphinxes
  purple
  possession, rolling gold coin, rope
  Vhaeraun
  black cats, ravens, 
  air mephits, earth mephits, 
  agni mani, black opal, 
  black
  flitting black shadow, half-mask of 
  (drow)
  dead spiders
  shadow dragons, yeth hounds,
  black sapphire, hematite, 
  shadows
  shadows
  black marble, obsidian, 
  black onyx, black pearl
  Waukeen
  palomino horses, golden 
  citrine, gold nugget
  —
  white, gold
  shower of gold coins, gleaming 
  cats, golden lions, 
  gold eyes (in dreams), coins found 
  eagles, daffodils
  unexpectedly
  Yondalla 
  daffodils, black and 
  celestial halflings, gold dragons,
  amber, peridot, serpentine,
  green, brown
  golden radiance, sudden welcome 
  (halfling)
  brown bears, sheep
  guardian nagas, hybsils, 
  star rose quartz, telstang
  or unwelcome changes in the 
  lammasus, silver dragons
  weather
  Yurtrus (orc)
  dire boars, boars, rats, 
  mummies, carrion crawlers,
  amaratha, zendalure
  white
  rotting white hands, white 
  dire rats
  violet fungi, spirit nagas,
  putrescent slime, smell of decay
  otyughs, undead
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Faiths And Pantheons - Do's And Dont's.pdf