The Little Gods that hide in the crowded places of the world are myriad and their powers bubble, rise, and burst as favor and status waxes and wanes among their followers. They are just as important to the Major Deities, but their followers are the common folk, the needy, and the disenfranchised.Continue reading “Cults of the Little Gods”
Deity – Bhaal, God of Murder (NE, Death)
Cult Name – Bhaal’s Gentry
Symbol – A skull with the hilt of a dagger below its mouth and the tip piercing the top of the skull
Any drunken halfwit with a blade can murder an unsuspecting person. There’s no sport, no challenge, no mystery, no tension. Bhaal rejoices in the delicious lead up to murder almost as much as the act itself. While Bhaal takes notice of all murders, he does not offer favor to any normal murderer.
Those who wish to become something more than a servant of Bhaal must walk a different, far more dangerous path.
Deity – Leira, Goddess of Illusion (CN, Trickery)
Cult Name – Nal’s Hand
Symbol – An eye with lashes looking to the right (or looking to the left if they drew it upside down)
Worship is a strange and subjective act. Loviatar seeks praise in pain. Bhaal feels his follower’s devotion through acts of murder. Tyr demands justice. But pain, murder, and justice only affect a small group of people with each act. Nal, the leader of Nal’s Hand, believes the worshiping of Leira, the goddess of illusion, should be a far grander and more public affair. Nal and her followers do not concern themselves with what is good or evil.
Deity – Azuth, God of Wizards (LN, Knowledge)
Cult Name – Hum Alshirih (hum ah-l-sh-ah-re)
Symbol – A swirling length of hair with flames behind it
“Teach the wielding of magic and dispense learning throughout Faerûn so the use and knowledge of magic may spread.” – Azuth.
Azuth, the Lord of Spellcraft. The First Magister. Hand of Sorcery. His many names all contain the most common words for magic, truly making him inseparable from the craft itself. And that union of magic and the self is what Hum Alshirih strive to replicate. Most mages see magic as a tool. They can learn spells that aid them in some fashion. For Hum Alshirih, they wish to become magic.
Many people view Azuth’s religion as tradition-bound. So does the Hum Alshirih. Magic is about expanding, changing, evolving, and growing. No spell, no idea, no person cannot be made better with additional work. Hum Alshirih will forsake the old ideas when new ones allow them to delve deeper into making themselves into a truly magical being.