Professional Documents
Culture Documents
Waterdeep is undoubtedly the most tolerant city of any size in Faerun when it comes
to religion, and perhaps the most tolerant anywhere in all the planes. All creeds
are respected, due to the eclectic crossroads nature of the city, but the Lords
have set a few major strictures on religiou practices if the faiths wish to be
allowed to remain in the city:
There are few large temple complexes in the city, considering its size, though the
growth of those temples' revenues has increased dramatically since the Time of
Troubles. In addition, three new temples have sprung up within the past ten years.
In such a large and bustling center of commerce, priests have relatively little
power and influence; large temples tend to establish themselves in small
communities on major roads, where they are readily reached by the faithful, and yet
can dominate - if not control outright - their surroundings. Here, in Waterdeep,
the large temples serve more to reflect the generosity and affluence of the
faithful, and in a city filled with rich merchants and nobles and adventurers
loaded down with treasures, generosity to the gods can be quite phenomenal.
Small shrines attended to by the lay worshippers (not permanent clergy) can be
found in many cellars and upper stories of building throughout Waterdeep; one of
the more prominent deities worshiped soely through lay shrines is Siamorphe, the
goddess who allegedly grants nobles their divine right to rule. Places of worship
are forbidden by edict of the Lords only in the City of the Dead, to prevent
various priesthoods from claiming tomb after tomb as sacred (and thus, exclusive
to) their deity, and charging fees for entry and burial.
In the past, much of the education of Waterdeep's citizenry was the result of
either schools run by the temples (with the Lord's sponsorship, or that of noble
benefactor's) or independent neighbourhood schools underwritten by local parents,
businesses, or guilds (or the rare self-taught individual). The only long-standing
school of any matter within the walls of Waterdeep has been the Academy of Arms,
sponsored by the clergy of the House of Heroes and various nobles involved in the
mercenary fighting trades. Now, with the advent of the Font of Knowledge and New
Olamn, the number of sages and bards has increased within the city, and plans are
in the works for a school to be established with the temple of Oghma to educate
Waterdeep's children.
The staff and some details of the temples in the city that do have clergy (all save
the Shrines and the Plinth are "large" temple complexes) are summarized below.
These clerics will all willingly tutor adventurers of the right faith, class, and
alignment, if the proper offerings to the furtherance of the diety's work through
the temple are tendered beforehand.
They took one each and hid it without telling the other where it was, and hoped
that during the chaos that followed, that they could seize more power.
However, things did not go entirely as planned. Ao was extremely angry at the theft
of the tablets, and the petty power struggles between the powers, so he banished
them to Faer�n, so they "may learn what you once took for granted".
During the year in which the gods walked the realms, many of them lost their lives.
The first to die, was Mystra, Goddess of Magic, but not before she managed to send
out the majority of her power to her chosen (Elminster, Khelben, and the Seven
Sisters, and to the mortal mage Midnight.
Midnight and her companions (Adon, Kelemvor & Cyric) then travelled to Shadowdale,
to warn a certain prick (Elminster) of Bane's plan to attack it. They helped in the
successful defense, and Bane's Avatar was destroyed in the battle.
However, the God of Strife was not so easily defeated. He claimed another avatar
with the help of Myrkul, and then mounted an attack on the city of Tantras, where
he had hidden his tablet.
Unfortunately for Bane, the God of Duty, Torm the True, had taken up residence in
Tantras, and in the mighty battle that followed they both perished.
Midnight, Adon & Kelemvor recovered the tablet, and then set off for Waterdeep
while constantly being pursued by their former friend Cyric, and some Zhentilar who
had broken their loyalty to Zhentil Keep.
On the way however, Midnight was captured by the avatar of Bhaal, Lord of Murder.
He tricks her into believing that he accidently told her where the other tablet is,
in The City of Strife, Hades.
Kelemvor, Adon and Cyric all teamed up to rescue both Midnight and the first
tablet, and during this rescue, Cyric, with his newly found blade (Godsbane,
actually Mask in disguise), managed to slay the Lord of Murder.
All of them bar Cyric then left immediatly for Dragonspear castle where there is
rumored to be an enturance to the Fugue Plane, which is connected to the City of
Strife. However, when they got there, they were ambushed by zombies of Myrkul who
stole the first tablet, and forced them to the river underneath the keep.
Deep underground, Midnight found the enturance to the plane, and she managed to
liberate the tablet from Myrkul's realm. She arrived in Waterdeep just after
Kelemvor, and so he, Elminster, and Khelben "Blackstaff" Arunsun set out to find
her beneath the sewers in Undermountain.
While they were returning to Blackstaff tower with the second tablet, Myrkul was
tracking them and he had the first with him. He hoped to slay them all, and escape
with both tablets to the Celestial Stairway on top of Mount Waterdeep. There, he
would get passed Helm, God of Guardians since he had them both, and then try and
kill Lord Ao.
Unfortunately for him, Midnight's power proved too much. She disintegrated him, and
liberated the first tablet, just as Cyric returned and murdered Kelemvor. He then
retrieved both tablets from Midnight, and set off towards the stairway.
Adon and Midnight were assissted up the Mountain by the Waterdeep guard, and lay in
wait for Cyric. However when he arrived, Helm came down the stairway to defend him
until his master, Lord Ao, made his enturance.
Ao then appeared, summoned the attention of all his gods, and decreed the changes
the would take place amoungst the pantheon. He then raised both Cyric and Midnight
to godhood, Midnight replacing Mystra as goddess of magic, and Cyric replacing
Bane, Bhaal and Myrkul.
Although the balance was restored, the pantheon (especially Cyric) is now just as
petty about power as it was before. Cyric has since taken a forth god's portfolio,
but he has now shown that insanity is not something limited to those who dwell in
the mortal realms.
Temples in Waterdeep
Symbol Description
The Font of Knowledge
Temple of Oghma
House of Wonder
Temple of Mystra
The Shrines of Nature are now considered one temple area, combining the grounds of
the two separate shrines. The shrine to Mielikki is commonly known as the Lady's
Hands.
No Symbol
The Plinth
Temple of All Faiths
This interdenominational temple is guarded by the watch at all times, and kept open
as a place of worship for all faiths. Many minor or extradimensional faiths find
the Plinth is their only formal place of worship in the city. The Plinth is a
slender, many leveled tower with a flat top, which is staffed by the guard as a
landing-eyrie for the aerial steeds of private citizens and the guard.
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GREATER POWERS
Akadi: Elemental Air, Air Elementalists, Movement, Speed, Flying creatures
Chauntea: Agriculture, Plants cultivated by Humans, Farmers, Gardeners, Summer
Cyric: Murder, Lies, Intrigue, Deception, Illusion
Grumbar: Elemental Earth, Earth Elementalists, Solidity, Changelessness, Oaths
Istishia: Elemental Water, Water Elementalists, Purification through Cleansing,
Wetness
Kelemvor: Death, The Dead
Kossuth: Elemental Fire, Fire Elementalists, Purification through Fire
Lathander: Spring, Dawn, Birth, Renewal, Creativity, Youth, Vitality, Self-
Perfection, Athletics
Mystra: Magic, Spells, The Weave
Oghma: Knowledge, Invention, Inspiration, Bards
Shar: Dark, Night, Loss, Forgetfulness, Unrevealed Secrets, Caverns, Dungeons, The
Underdark
Silvanus: Wild Nature, Druids
Sune: Beauty, Love , Passion
Talos: Storms, Destruction, Rebellion, Conflagrations, Earth-Shakings, Vortices
Tempus: War, Battle, Warriors
Tyr: Justice
INTERMEDIATE POWERS
Beshaba: Random mischief, Misfortune, Bad Luck, Accidents
Gond: Artifice, Craft, Construction, Smithwork
Helm: Guardians, Protectors, Protection
Ilmater: Endurance, Suffering, Martyrdom, Perseverance
Mielikki: Forest, Forest Creatures, Rangers, Dryads, Autumn
Selune: Moon, Stars, Navigation, Navigators, Wanderers, Seekers, Good & Neutral
Lycanthropes
Tymora: Good Fortune, Skill, Victory, Adventurers, Adventuring
Umberlee: Oceans, Currents, Waves, Sea Winds
LESSER POWERS
Auril: Cold, Winter
Azuth: Wizards, Mages, Spellcasters in general.
Deneir: Glyphs, Images, Literature, Literacy, Scribes, Pictorial and Literary Art,
Cartography
Eldath: Quiet Places, Springs, Pools, Stillness, Peace, Waterfalls, Druid Groves
Iyachtu Xvim: Strife, Tyranny, Hatred
Lliira: Joy, Happiness, Dance, Festivals, Carefree Celebration, Contentment,
Release, Hospitality, Freedom/Liberty;
Loviatar: Pain, Hurt, Agony, Torment, Suffering, Torture
Malar: Hunters, Hunting, Marauding Beasts and Monsters, Blood, Bloodlust, Evil
Lycanthropes, Stalking
Mask: Thieves, Thievery, Shadows
Milil: Poetry, Song, Eloquence
Myrkul: The Undead, Wasting, Decay, Corruption, Parasites, Old Age, Exhaustion,
Dusk
Shaundakul: Travel, Exploration, Long Range Traders, Miners, Caravans, WindGhosts
Talona: Disease, Poison
Torm: Duty, Loyalty, Obedience, Paladins
Waukeen - Trade, Money, Wealth ???? see dead powers below
DEAD POWERS
Amaunator: Bureacracy, Contracts, Law, Order, The Sun, Rulership. Died of neglect
Bane: Strife, Hatred, Tyranny Killed by Torm
Bhaal: Death, Especially violent or ritual death. Killed by Cyric and Mask
Ibrundul: Caverns, Dungeons, The Underdark, Skulks Killed by Shar
Leira: Deception, Illusion Killed by Cyric and Mask Maybe or maybe not??
Moander: Rotting Death, Decay, Corruption Killed by Finder
Tchazzar: Chessentea (aka. Tiamat) Killed by Gilgeam
Waukeen: Trade, Money, Wealth (Missing) ??
QUASI POWERS
Garagos: War
Gargauth: Outcasts
Gwaeron Windstrom: Rangers and Trackers
Hoar: Revenge and Retribution
Jergal: CareTaker of Hades
Red Knight: Battle, Tactics
Savras: Seers and Diviners
Sharess: Hedonism, Lust and Sensual Fulfilment
Shiallia: High Forest
Siamorphe: Waterdeeps Nobles
Uthgar: Uthgardt Barbarian Tribes of the North
Valkur: Sailors
BEAST CULTS
The Blue Bear: Demonic cult
The Bright Sword: A Flying Sword
Cult of the Singing Skull: A Floating Talking Skull
The Great Wise Worm: A great DragonLike creature
Kazgoroth: The Beast of the Moonshae Isles
Lurue: Unicorns, Talking Animals & Intelligent monsters
Nobanion: The Lion God and Guardian of the Wilds
Red Tiger: Hunters in the Coldwood
Tree Ghost: Forest Spirit of the High Forest
Cult of The Dragon: A Secret Society type Cult
ELVEN POWERS
Corellon Larethian: Arts, Crafts, Music, War, Elven Magic
Aerdrie Faenya: Air, Weather, Avians
Deep Sashelas: Creation, Knowledge, Beauty
Trishina: Love, Fidelity, The Young, Play
Solonor Thelandira: Archery, Hunting
Erevan Ilesere: Mischief, Change, Rogues
Fenmarel Mestarine: Feral Elves, Scapegoats
Hanali Celanil: Romantic Love, Beauty
Labelas Enoreth: Time, Longevity
Sehanine Moonbow: Mysticism, Dreams, Far Journeys, Death, Transcendence
Rillifane Rallathil: Woodlands, Nature, The Elven Forests, Wood Elves
Lolth: Spiders, Evil, Darkness, Rotting Death, Decay, Corruption
Eilistraee: Song, Dance, Swordwork, Hunting
Kiaransalee: Undead, Vengeance
Ghaunadaur: Oozes, Slimes, Jellies, Outcasts, Rebels, All things Subterranean
Vhaerun: Theivery, Territory
DWARVEN POWERS
Moradin: Creation, Smithing, Craftsmanship, War
Abbathor: Greed
Berronar Truesilver: Safety, Truth, Home, Healing
Clangeddin SilverBeard: Battle
Dugmaren Brightmantle: Scholarship, Discovery, Invention
Dumathoin: Mining, Shield Dwarves, Underground Exploration
Gorm Gultyn: Protection
Muamman Duathal: Wanderers, Expatriates
Haela Brightaxe: Adventurers, Luck, Battle
Marthammor Duin: Shield Dwarfs
Thard Harr: Jungle Dwarves
Sharindlar: Healing, Mercy
Vergadain: Wealth, Luck
Ladugeur: Crafts, Protection
Diirinka: Savants, Cruelty, Knowledge
Diinkarazan: Vengeance
HALFLING POWERS
Yondalla: Protection, Fertility
Arvoreen: Protection, Vigilance,war
Brandobaris: Stealth, Thievery,adventuring
Cyrrollalee: Friendship, Trust,home
Sheela Peryroyal: Nature,
GNOME POWERS
Garl Glittergold: Protection, Humor, Trickery, Gemcutting, Smithing
Baervan Wildwanderer: Forests, Travel, Nature
Baravar Cloakshadow: Illusions, Protection, Deception
Flandal Steelskin: Mining, Smithing, Fitness
Gaerdal Ironhand: Protection, Vigilance, Combat
Segojan Earthcaller: Earth, Nature
Nebulun: Inventions, Good luck
Urdlen: Greed, Blood
Calladuran Smoothhands: Protection, Earth, Mining, agriculture, Weather
Urogalan: Earth, Death
ORC POWERS
Gruumsh: War, Territory
Bahgtru: Strength, Combat
Ilneval: Warfare
Luthic: Fertility, Medicine, Servitude
Shargaas: Darkness, Thieves
Yurtrus: Death, Disease
GOBLIN POWERS
Maglubiyet: War, Rulership
Khurgorbaeyag: Slavery, Oppression, Morale
Nomog-Geaya: War, Authority
Bagrivyek: Co-operation, Territory
BUGBEAR POWERS
Hruggek: Violence Combat
Grankul: Hunting, Senses, Surprise
Skiggaret: Fear
KOBOLD POWERS
Kurtlmak: War, Mining
Gaknulak: Protection, Stealth, Trickery, Traps
GIANT POWERS
Stronmaus: Sun, Sky, Weather, Joy
Grond Peaksmasher:
Annam: Knowledge, Fertility, Philosophy
Hiatea: Nature, Agriculture, Hunting, Females, Children
Grolantor: Hunting, Combat
Iallanis: Love, Mercy, Beauty
Karantor: Deformity, Hatred, Beasts
Memnor: Pride, Mental Prowess, Control
Skoraeus: Stone Giants
MYCONID POWERS
Psilofy: Community, Healing, Philosophy
DRAGON POWERS
Asgorath
Zorquan
Xymor
Astilabor
Haordmistress
Hlal the Jester