CoA Specific Deity Information

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    CoA Specific Deity Information

    This thread marks all the changes to the pantheon that are unique to CoA. This post tracks a summary of all changes for reference.

    New Deities:


    Dead Deities:

    Bhaal, Moander, Myrkul

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    Alias(s): Guardian of the Mists, Our Lady Gloom (Demigoddess)

    Symbol: A cowled figure shrouded in mist
    Home Plane: Dreamspire (Limbo)
    Portfolio: Deception, Illusion, Mist, Dreams
    Alignment: Chaotic Neutral
    Cleric Alignments: CG, CN, CE
    Domains: Trickery, Knowledge, Air
    Favored Weapon: Vengeance (Serrated Rapier)
    Allies: Fenmarel Mestarine, Akadi
    Enemies: Mask, Cyric, Helm, Bane, Savras, Tyr, Torm


    The exact origin of Morvys is unknown, but what is clear is that she is some kind of reincarnation Leira, the deity who was slain by Mask and Cyric in the time of troubles. However, she seems different in many aspects from Leira. Somewhat bitter, more rational, but greatly diminished in power, Morvys is only beginning to win back her previous clergy and worshippers, many of whom still beleive Leira alive or recieve their spells from Cyric. Though her position is precarious, with a smaller focus Morvys is able to take a closer hand in events surrounding her faithful. A small cult of Morvites was recently rumoured to have taken up residence in the Northwest of Arabel, joined by escaped Gladiators and a pack of werewolves freed from slavery of Lord Bhaliir. The cult eventually fell apart and the district was taken over by the Mage's Guild, however there may still be scattered clergy and followers of Morvys in the city and it's surroundings.


    Betrayal is inevitable. Seek refuge in deception and illusion. Welcome outcasts, but always be wary of traitors. Cherish and further illusions and false rumors, for these keep your enemies off guard. Fight against all oppression and those who would impose upon freedom. Curiosity leads to enlightenment. Favor the mists and they will shelter you in turn.

    Morvys offers protection to seekers of forbidden and hidden lore, particularly the kind that will turn them into outcasts. Especially, if that lore helps you better protect yourself, and fellow outcasts. They oppose oppression, especially lawful oppression, because its institutional nature makes it near impossible for others to challenge. They believe in the power of the individual, and living life to the fullest with an open mind. But at the same time, its a faith laced in pragmatism. The world is hard and people are cruel. And most will betray you.

    Lies, manipulation, and subtlety are better then direct force, because direct action exposes you and prolonged conflict makes it hard for even Morvys to shield you. But there is a martial aspect to Morvys as well, and their fight for freedom and liberty often results in them fighting those that would enslave them.

    Examples of characters who might follow Morvys:

    • Scholars seeking forbidden and dangerous lore
    • Anarchists seeking to fight against the oppression of law and order
    • Characters who were once members of the cult from Northwest Arabel and since scattered
    • Ex-Leiran followers who have since converted to the new reincarnation of their deity

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    Clar Banda

    Alias(s): Dread Queen (Greater Deity)

    Symbol: An skull over a field of roses.
    Home Plane: Broken Wheel (Pandemonium)
    Alignment: Chaotic Evil
    Portfolio: Lost Love, Faded Beauty, Necromancy, necromancers, evil liches, undeath.
    Worshipers: Heartbroken Lovers, Necromancers, Elderly, Liches, necromancers, seekers of immortality through undeath, Cult of the Dragon
    Cleric Alignments: CE, NE, CN
    Domains: Knowledge, Evil, Magic, Undeath
    Favored Weapon: Banda's Touch (quarterstaff)
    Allies: Shar
    Enemies: Sune, Tyr


    Much of Clar Banda's known history is in the tome Clar Banda: The Dread Queen. In 1379, it is known that Banda through some unholy ritual gained deityhood through the sponsorship and aid of Shar near the region of the Stonelands at the edge of the Anauroch Desert. The ritual is believed to have consumed the souls of hundreds of people slain in plagues and disasters Banda perpetuated against the region of Arabel and the now cursed village of Hallowfaust; once called East Way and a thriving farming town.

    Banda is known to be opposed by Sune, to whom the mere existence of Banda's portfolio of lost love and faded beauty is anathema. Tyr too opposes the lich, his warriors long sought to destroy Banda and now that she has obtained godhood–he has taken a personal interest in ensuring her power does not continue to grow according to his priesthood.

    Banda was a long time enemy of Arabel, who after years of steady growth in her power was able to gain the power of a goddess as she gained worship and offerings from those who now make up her faithful, often adventurers who had lost loved ones and would honor Banda as a goddess to have those lost loves returned to them-even if it meant the loved ones returned as the tortured spirits of the undead. Knowledge of Banda's ascension is not well known by the spring of 1379, but rumor of her apotheosis will spread quickly through the summer of this year. During the time of the silence, Clar Banda rose from a lesser goddess to that of a major power as she slaughtered Velsharoon and claimed the lich god's portfolio during the day known as "Clar Banda's Fulfillment".


    Beauty brings love. Love leads to loss. Loss leads death. Only if you accept this can you live forever. Beauty is fleeting, and illusionary, only power and knowledge console you when beauty fades. Through magic you might restore those you love as the undead to serve and console you. This is the proper cycle of the enlightened mind, death is merely the beginning of enlightenment for those who understand that beauty and life are a impermanent things to be left behind.

    Examples of characters who might follow Clar Banda:

    • Adventurers or people of Toril who has lost loved ones and now worship her to have those lost souls returned to their power as spirits
    • Aging and elderly people, nearing the end of their lives looking to prolong it or regain even the illusion of their former youth and beauty
    • Star-crossed lovers, hoping Clar Banda will stay her hand and ravages, leaving them their youth and love for now
    • Anyone seeking consolation and knowledge necessary to deal with a lost love, or misspent youth
    • Necromancers, undead and former followers of Velsharoon

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    Alias(s): Lady Fate, Lady Doom, The Lady Who Smiles, Kismet (Intermediate Deity)
    Superior: Tempus

    Symbol: A horn of plenty in which she keeps all the world's fortunes.
    Home Plane: Warrior's Rest (Limbo)
    Alignment: Chaotic Neutral
    Portfolio: Fortune, Luck, Fate, Misfortune, Accidents, Adventures, Explorers, Traders, Trade
    Worshipers: Adventurers, Gamblers, Merchants, Seers
    Cleric Alignments: CG, CN, CE
    Domains: Luck, Fate, Trickery, Chaos
    Favored Weapon: A Silver Disc (Shuriken)
    Allies: Selune, Lathander, Tempus
    Enemies: None known


    Tyche was a Netherese goddess who was destroyed in the year 1 D.R. when the rot of the foul god Moander infected her. Pitying the decay and madness her friend was suffering, the goddess Selune smote her with a beam of purifying light, from the goddesses destruction was born two new goddesses of luck, Tymora who represented all that was pure and good in Tyche and Beshaba, who many said only got Tyche's good looks and embodied misfortune and bad luck.

    In the year 1380, Darmos Lauthyr sought to use a vast and alien power from beyond a cosmic rift to destroy the goddess Beshaba, and though successful he over turned the balance of the universe and allowed strange beings from beyond this rift to begin to enter the world. In order to restore harmony, the goddess Tymora sacrificed herself to seal the rift. Both of Toril's goddesses of luck were now dead because of Darmos' folly. Weeks later though, a seer came to Arabel and launched a bold crusade to recover a mystical coin from the Stormhorn Mountains before sacrificing herself at the very rift in the fabric of creation where Tymora had died, this resulted in an explosion of mystical energy and the rebirth of the goddess Tyche, reuniting the lost essences of Beshaba and Tymora once again.


    Tyche’s faith taught that one should be bold, for to dare was to live. The battle cry of the followers of Tyche was “Fortune favors the bold.” Those who had no direction or goals soon encountered ill luck, for those on no set course were at the capricious mercy of misfortune, which was no mercy at all. A brave heart and willingness to take risks beat out a carefully wrought plan nine times out of ten. One had to place oneself in the hands of fate (meaning in the hands of Tyche) and trust to one’s own luck, and priests of Tyche were supposed to be showing their good fortune and acceptance of bad fortune as confidence in the Lady and in themselves. Lady Fate bid that each mortal chase his or her own unique goals; So long as they didn’t counter the express wishes of herself and it was in this chase that the Lady aided her followers.

    Followers of Tyche branch into three distinct alliances; The ex-tymorans, the ex-beshabans, and the newest, smallest sect; The followers of caprice, who embrace the inherent chaos of fate.

    Holy Days/Important Ceremonies:

    The most holy festival of Tyche is Star Rise on the 19th of Ches. That is the day that Tyche was reborn through the heroic self sacrifice of Saint Darmos Lauthyr who on the 5th of Alturiak, now the day of his Saint's feast, used a device of ancient and great power to destroy the dark goddess Beshaba and so began the process that led to Tyche's rebirth through the mortal sacrifice of Luckbringer Minna Barkhorn. On this date, clergy who have earned advancement are formally acclaimed and presented with tokens and vestments appropriate to their new station.

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    Alias(s): Foehammer, Lord of Battles, Lord of War, Lord of All Martial Conflict, Lord of Strategy, The Reaver, Battlefather, Captain of the Waves (Greater Deity)

    Symbol: A flaming silver sword on a blood-red shield
    Home Plane: Warrior's Rest (Limbo)
    Portfolio: War, Strategy, Destruction, Martial Conflict, Strength
    Alignment: Chaotic Neutral
    Cleric Alignments: LG, LN, LE, CG, CN, CE
    Domains: War, Protection, Strength, Chaos, Nobility, Destruction, Law, Good, Evil
    Favored Weapon: Battle Prowess (battleaxe)
    Allies: Tyche, Eldath
    Enemies: Almost everyone else


    Tempus was originally one of many potential war gods who emerged from the primordial clashes between Selûne and Shar. These gods fought constantly with each other, the victors absorbing the essence and power of the defeated. This continued until Tempus stood as the sole god of war in the Faerûnian pantheon, having defeated and absorbed all of his competitors.

    Faerûn was a violent land, and thus from sheer number of worshipers Tempus was one of the mightiest deities in the Realms. Nearly everyone who drew a sword or nocked an arrow had praised him. In 1395 DR, he subsumed his four charges, becoming the sole God of War and the single most powerful deity in Faerun.


    The Tempurian dogma now holds the original, as well as those of Red Knight, Garagos, Uthgar and Valkur.

    Examples of characters who might follow Tempus:

    Nearly everyone who has any stake in any kind of martial conflict prays to Tempus.

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    Alias(es): The Beastlord, the Black-Blooded Pard, The Master of Monsters, The Unfaithful Beast (Greater Deity)

    Symbol: Bestial claw with brown fur and curving bloody talons
    Home Plane: Fury's Heart (Carceri)
    Portfolio: Bloodlust, Evil Lycanthropes, hunters, marauding beasts and monsters, stalking, Tracking, Rangers of the North
    Alignment: Chaotic Evil
    Cleric Alignments: CE, CN, NE
    Domains: Animal, Chaos, Evil, Strength, ((Do Not Select These Yet– Plant, Travel ))
    Worshipers: Hunters, Evil Lycanthropes, sentient carnivores, rangers, druids
    Favored Weapon: A beast's claw (claw bracer)

    Malar is an ancient deity who dates back to the days when the first beasts stalked the land. He has always hated the Fair Folk and maintains a long-standing alliance with Lolth against the Seldarine. Over the centuries, he has tried to usurp power from other deities with varying degrees of success. He is the catalyst to the dissolving of the Deities of Fury having attacked Talos (his former superior), Auril, and Umberlee. He remains allied with dark deities such as Bane and Loviatar, but the two suspect him of treachery, having shown his true colors in his fight against the Seldarine by attacking Talos. The Beastlord fights against the deities of peace, civilization, and nature. Recently, he has been lifted to the status of a greater deity, having absorbed the portfolio of Gwaeron Windstrom, and callously tossing aside Nobanion's Portfolio of royalty, and is the dominant deity of the Hunt. His predations turn against Mielekki, and his former allies, seeking dominion of all things relevant to the Hunt, be it in the sea, in the icy wastelands of the north, and vengeance against Talos for always treating him like an inferior. Malar has become a lone wolf in the celestial pantheon, yet popular with mortals seeking to provide for their family by hunting game and avoid the predations of truly great predators.

    Survival of the fittest and the winnowing of the weak are Malar's Legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear in the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.

    Who would follow Malar?

    Anyone who hunts for a living.

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    Alias(es): The Lady of Mysteries, the Mother of All Magic, The Serpent Nightmares, The Goddess of Dreams, The Lady of Prophecy (Greater Deity)

    Symbol: Circle of seven blue-white stars with a Black Serpent Wrapped Around Them
    Home Plane: Dweomerheart
    Alignment: True Neutral
    Portfolio: Magic, Spells, the Weave, Nightmares, Dreams, Prophecy
    Favored Weapon: Seven whirling stars (shuriken)
    Cleric Alignments: All Alignments
    Domains: Illusion, Knowledge, Magic, Spell, Rune

    History/Relationships: Mystra is the third deity to hold the position of Lady of Mysteries and Mother of all Magic since the rise of Netheril. The first was Mystryl, who died saving the Weave from the arrogance of the Netherese archwizard Karsus. The second Lady of Mysteries was teh first to create the Chosen of Mystra, including Elminster, Khelben, and the Seven Sisters. She died at the hands of Helm during the Time of Troubles while trying to return to the planes. At the end of the Avatar Crisis, a mortal wizard named Midnight assumed the name of her predecessor upon ascension to divinity. Like Cyric and Kelemvor, it took the new Mystra some time to grow into her role as a deity. For a decade, she battled her old enemy Cyric on many occasions, and for a time, withheld the use of magic from deities and mortals alike. However, since then she seems to have learned her role as guardian of the Balance and impartial arbiter of the Weave.

    Mystra's customary advisor is Azuth, although the Lord of Spells is less close than he was with the previous Lady of Mysteries. Savras and Velsharoon, who thus indirectly report to Mystra as well, serve Azuth. The Mother of All Magic maintains close alliances with deities of knowledge, such as Oghma, Deneir, and Milil, as well as the deities of magic in other pantheons, including Corellon Larethian, Isis, and Thoth. Although she still hates Cyric with a passion and views the return of Bane with burgeoning hatred, Mystra's chief antagonist is Shar. Shar secretly created the Shadow Weave long ago in response to Selune's creation of Mystryl and the Weave (to which Shar inadvertently contributed as well). Mystra sees Shar's actions as a direct threat to her own portfolio and a grave danger to the integrity of the Weave, and her ties with Selune are strong and growing. It is Mystra's aim to eventually subsume the Shadow Weave into her own portfolio, even if that means sacrificing her last remaining vestiges of humanity and inherent goodness and absorbing more of the darkness that is Shar.

    In the Year 1395, Mystra was attacked by Dendar and is wrapped in her coils. Savras sacrificed himself and merged with Mystra to maintain her life force against the fangs of the Elder Evil. Together, the two gather the dreams and nightmares of mortals, granting the faithful glimpses into the future- or the horrible nightmares of what be.

    Dogma: "Dreams, Nightmares, and prophecy are one and the same. The sleeping mind gazes into the future, and if the mind is good, can summon the blade of prophecy to quell the evils and bring untold good into the realms. If the mind is wicked, one can summon the knife edge of Apocalypse and bring unto the realms evil, nightmares, and suffering to feed the serpent and quell its appetite for eternity and permit the goddess to continue into the future. Magic is the dreams of man and beast made reality. Those who study it do so with the potential of bringing forth good, love, and happiness in the world, and fire, death, and suffering amongst those that dwell beside them. Let those who wield magic do so with humility and the burden of knowing the power they carry, but also with the pride of one who stands above others who are incapable of bringing their dream into reality. Be wary of nightmares, and embrace the dreams you seek to achieve, for at the end of all things lies merely Apocalypse."

    Who would follow Mystra? Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellfire channelers, scholars, wizards.

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    Exarch of Jergal

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    The Great Guide
    The Advocate of Mercy

    Home Plane: City of the Dead, Fugue Plane
    Alignment: Lawful Good
    Portfolio: Virtue, Mercy, Salvation
    Cleric Alignments: LG, NG, LN
    Domains: Fate, Law, Protection, Repose, Death, Good
    Favored Weapon: Bastard Sword
    Allies: Jergal, Mystra
    Enemies: Velsharoon, Clar Banda, Myrkul

    Kelemvor, formerly Kelemvor Lyonsbane, also known as the Lord of the Dead and Judge of the Damned, was the god of death and the dead, and master of the Crystal Spire in the Fugue Plane. In his mortal days, Kelemvor was a skilled mercenary, with the heart of a noble paladin, concealed under rude manners and thwarted by his mysterious family curse.

    Fair yet cold, Kelemvor was the god of death and the dead, following in the footsteps of Jergal, Myrkul, and Cyric. Unlike these other deities, whose rule as gods of the dead made the afterlife an uncertain and fearful thing, Kelemvor urged knowledge that death was a natural part of life and should not be feared as long as it was understood. As a result of his deep respect for life and death, he holds the undead in the uttermost contempt.

    During the event known as The Silence, Kelemvor abandoned the Crystal Spire to wage war upon Cyric, for his attack on his lover Mystra. Countless souls waited in the Fugue, awaiting Judgement, but left unheeded, until Jergal deposed Kelemvor for abandoning his duties as Lord of the Dead.

    After the Second Sundering, Kelemvor was restored, humbled and penitent for his actions, and now serves Jergal as the Advocate of Mercy, and speaks for souls who stand before Jergal, if they had lived a good and virtuous life to be spared torment and find peace and happiness in death.

    "There is a purpose in existence. The orderly march from your first steps to the final, stuttering steps of the dying- held purpose, Meaning, fate. Do not fear what fate holds for you, know it is coming- yes, but prepare for it so you may face it without regrets. Those who would fear its coming and extend their lives do so with malice and contempt toward their fellow man, engendering in others great pain and suffering by this act. Those who would do this must be opposed and halted- for those who would look upon their lives and be dissatisfied, yet cling to it- will spread the misery of their existence. Grant them a painless end so that they may be judged. To those who passed, remember and honor their lives and recount their tales so that they may forever be remembered, and their lessons passed down to future generations. Let no one die without assurance that if they have lived a good and virtuous life, Kelemvor shall speak for their eternal paradise at the throne of Jergal."

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    Exarch of Jergal

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    Old Lord Skull
    The Reaper
    The Advocate of Damnation

    Home Plane: City of the Dead, Fugue Plane
    Alignment: Neutral Evil
    Portfolio: Damnation, Wasting of Life
    Cleric Alignments: LE, NE, CE
    Domains: Fate, Evil, Suffering, Death, Undeath
    Favored Weapon: Scythe
    Allies: Jergal, Bane
    Enemies: Kelemvor

    Myrkul, also known as the Lord of Bones, was one of the Dead Three along with Bane and Bhaal. His portfolio, and his home, the Bone Castle, were both usurped by Cyric after the Lord of Bones was destroyed atop Blackstaff Tower in Waterdeep during the Time of Troubles by Midnight. Later Myrkul's portfolio passed to Kelemvor when Cyric was driven from the City of Strife by an alliance of deities and denizens.

    Myrkul had a cold, malignant intelligence, and spoke in a high whisper. He was always alert, never slept, and was never surprised. He was never known to lose his temper or be anything other than coldly amused when a mortal succeeded in avoiding his directives or chosen fates. His influence in Faerûn was imposed through fear, and he was a master of making mortals terrified of him through his words and deeds. At times, just to remain unpredictable, he seemed almost kind and caring. His cowled skull head was known in nightmares all over Faerûn, and he was the one deity that almost all human mortals could picture clearly. Myrkul took care that all mortals thought of him often - he was even known to materialize beside open graves, scythe in hand, just to gaze around at gathering mourners for a few silent seconds before fading away, in order to remind everyone that he was waiting for them all.

    After the Second Sundering, Myrkul was restored, and grudgingly serves his old seneschal Jergal, as the Advocate of Damnation, urging Jergal to condemn all those who come for judgement unless they have appeased Myrkul.

    "Know Death and fear it, the reaper is at hand. It is as inevitable as the sun sets each day, as inevitable as the bitter snows of winter, and the dying leaves of fall. Spread the fear of death, appease the Reaper, and he may withhold his advocacy for your eternal suffering at the throne of Jergal. Suffer this knowledge and be afraid and pious, for those who lack faith shall know me and the gnashing teeth of the damned."

  • Admin [DM]

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    Lord of the End of Everything
    Lord of Bones
    Lord of the Dead
    Protector of the Names of the Dead
    Guardian of Tombs
    King of the Walking Dead

    Home Plane: City of the Dead, Fugue Plane
    Alignment: Lawful Neutral
    Portfolio: Death, The Dead
    Cleric Alignments: LG, LN, LE
    Domains: Law, Fate, Repose, Rune, Death
    Favored Weapon: Scythe
    Allies: Kelemvor, Myrkul
    Enemies: Velsharoon, Clar Banda

    Jergal is an ancient deity, older than many of the greater gods of Faerûn. In the time of Netheril, he was a greater deity himself, with the portfolios of the Dead, Murder and Strife. With the long aeons, he became bored with his position of power, and allowed for three mortals, known as the Dead Three, to each take up parts of his divinity. Bane assumed the portfolio of Strife, Myrkul the rulership of the Dead and Bhaal the portfolio of Murder. Jergal himself faded from his great stature, and became a seneschal to Myrkul, a position he has kept even after his master perished and first Cyric, then Kelemvor assumed his place.

    During the event known as The Silence, when Kelemvor abandoned judgement of the dead to battle Cyric, Jergal sent down the beings known as the reapers, to cull the mortals and send them to their afterlives, rather than suffering in the Fugue without judgement. He then was forced to assume the throne of the City of the Dead once more, having no choice but to usurp Kelemvor so that the judgement of souls into the afterlife could continue.

    After the Second Sundering, Ao restored Jergal to the throne of the Crystal Spire; As his successors Myrkul, Cyric and Kelemvor all failed in their duties as God of Death, he reluctantly took up the burden once more. He hopes that in time, one of his Exarchs will learn what it means to judge the dead, and he can lay down his burdens once more.

    He opposes Clar Banda and Velsharoon, who both encourage their followers to embrace undeath and escape his judgement.

    "Each being has an eternal resting place that is chosen for him or her at the moment of creation. Life is a process of seeking that place and eternal rest. Existence is but a brief aberration in an eternity of death. Power, Success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and then only at its appointed hour. Seek to bring order to the chaos of life, for in death there is finality and a fixedness of state. Be ready for death for it is at hand and uncompromising. Life should be prolonged only when it serves the greater cause of the death of the world."