LoreGeneral infoClasses

whole chapter

🛡️ Clerics

The gods are most active through their chosen clerics, who carry out the gods' work on the Material Plane. A typical cleric in Faerûn serves a single divine patron, but some individuals feel called to serve a group, such as the elemental gods Akadi, Grumbar, Kossuth, and Istishia, while others serve deities that are intertwined gods, such as the elves' Angharradh.

Some clerics in Faerûn belong to an established religious hierarchy, but many do not. The gods choose whomever they will, and sometimes a devoted worshiper is blessed with all the abilities of a cleric, despite not being a priest of any kind. That cleric might be a contemplative hermit, a wandering prophet, or simply a devout peasant. Religious orders often try to recruit such clerics and bring them into the fold, but not all of those clerics wish to be bound to a hierarchy.

Conversely, not everyone who pursues a religious vocation is a true cleric. Some acolytes discover a different path for their lives than the path of the cleric. They serve their faiths in other roles, such as priests, scholars, or artisans, while some go on to vocations that have nothing to do with religion. A few souls who are denied the path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such a person to embrace a dark path or whether the person was rejected because the gods foresaw the potential for darkness in the person's future. The gods remain silent on the matter.

Some clerics are homebodies who serve a particular community of the faithful, but adventuring clerics tend to have a certain crusading zeal to do their deity's work in the wider world. This work may include ministering to far-flung communities, as well as seeking out and defeating threats to the civilized world.

🥋 Monks

Some of the earliest monastic orders in Faerûn arose in the southern lands of Amn and Calimshan, their practices migrating north and east at the same time similar practices filtered westward from distant Kara-Tur.

The oldest orders have branched or fractured into smaller offshoots over time, such that there are now dozens of them. Most are no more than a few dozen members living in an isolated community in the wilderness. Some monastic communities have members numbering in the hundreds, with a presence closer to civilization, and often with correspondingly greater influence, for those orders concern themselves with worldly affairs.

As most monastic orders in Faerûn arose from human nations, the majority of monks in those communities tend to be human. Monasteries have long been sanctuaries for foundlings and outcasts of various sorts, so nonhuman monks are not unheard of.

|325

Monastic Orders

The following orders can be found in various parts of the Forgotten Realms.

The Sun Souls

The Sun Soul monks follow a monastic tradition that they believe has its roots in the ancient empire of Netheril. In their philosophy, living things harbor a fragment of the sun's mystic essence within them. Just as the body has a shadow, so too does the spirit have a light. That light is called the sun soul. Brothers and sisters of the Order of the Sun Soul train to tap into the "spiritual light within" and manifest it as supernatural feats of prowess and endurance. Members of this order follow the Way of the Sun Soul, which is described in the "Monastic Traditions" section below.

To get in touch with their internal light, Sun Soul monks follow a strict code of ascetic conduct called the Precepts of Incandescence. It emphasizes three pillars:

  1. Seek physical perfection To open the way for the sun soul to manifest, one should strive to make the body beautiful. Fitness, cleanliness, and well-honed physicality create a clearer window through which the light can shine.
  2. Seek spiritual virtue Recognize the light in others, not just the darkness. Grant and take each new chance to be virtuous.
  3. Shine light into darkness Share the soul's light with the world. Light up dark places with your presence and banish shadow.

Due to the precepts' similarity to the teachings of some faiths, the Order of the Sun Soul has long had associations with temples and the faithful of three particular deities: Sune, Selûne, and Lathander. The dictate to seek physical perfection and recognize hidden virtue has similarity to Sune's teachings about physical and spiritual beauty. Followers of Selûne recognize their goddess's exhortation to battle darkness and seek virtue. And of course, Lathander's association with the sun links to the Sun Soul philosophy, but more critically for worshipers of Lathander, they see the idea of granting and taking new chances as similar to Lathander's emphasis on new beginnings.

Long Death Monks

Followers of the Way of the Long Death worship the principle of death more so than any deity of death. These monks seek the secrets of life by studying death itself. It is the condition of being dead that concerns them most, and not what lies beyond; the afterlife holds little interest for them. Their monasteries are full of decaying, dying, and dead animal and plant specimens, which they study with detached interest. They frequently purchase rare specimens from adventurers and merchants that they can't obtain easily themselves. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings, and to this end they eagerly welcome the diseased and the dying so that they might watch and record their deaths. If such unfortunates seek release from pain through death, the monks provide it. They view death as a gift that they bestow on those who are ready for it. Their means of determining readiness vary from one sect (or even one monk) to another.

The monks suffer no moral qualms about these deeds, for death is the most natural thing in the world, from their perspective, and to expire in service to its principle is one of the most profoundly holy experiences a living being can hope to enjoy. It is for this reason that the monks themselves do not fear death.

Most of the order's members are either scholars who share mutual fascination with death and dying or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerûn. When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves.

🏹 Rangers

|250
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier. Like druids, their practices date back to the earliest days of humanity. And long before humans set foot in the North, elf rangers strode through its forests and climbed its mountains. The traditions and outlook of these people are now shared by members of many races. In particular, lightfoot halflings frequently hear the call of the wild and become rangers, often acting as guides and protectors of roving halfling bands, and shield dwarves forced to wander far from old clanholds sometimes follow the ranger's path.

Not every prospector wandering far hills or trapper hunting through uninhabited lands becomes a ranger. True rangers go out into nature and find it holy, and like paladins, they are touched by something divine. Their gods and creeds might differ, but rangers share similar values about the sanctity of nature. While by no means always aligned with one another, rangers are bound into a loose community of sorts—one that often connects with circles of druids.

In the North and throughout much of the Heartlands, rangers use special marks to indicate campsites, dangerous areas, evil creatures, foul magic, goblinoid activity, hidden caches of supplies, safe passage, shelter, and graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers, and even druids might not understand them.

As a whole, rangers serve to help societies survive and thrive in the wilderness. Much of the Sword Coast and the North are unsettled. Rangers are driven to explore these lands, searching for fertile soil in which the seeds of civilization might grow, seeking resources (such as metals) that will benefit settled lands, or rooting out evil before it can spread. Other rangers spy on enemy troops or hunt down dangerous beasts or criminals. Given that so much of the North is frontier, rangers play a critical role in keeping communities safe and are often admired within them.

🗡️ Rogues

|225

There are those whose abilities lie not with sword or the Art, but with quiet motion, dexterous action, and stealth. Such talents often lead to illegal endeavors, which plague most major cities, but can be placed to good use in dealing with dangerous monsters and lost treasure.

Most large cities in the Realms have a number of thieves' dens that compete with one another. A few places, such as Baldur's Gate, have an organized group of rogues that controls all such activity. Most thieves' dens are secret gathering spots, often beneath the city, and move after they're discovered.

The city of Waterdeep had once been home to the most powerful guild of thieves in the North: the Shadow Thieves. The Lords of Waterdeep smashed that guild, forcing its leaders to flee the city (the group still operates out of Amn). There are still thieves and even assassins in Waterdeep, but they are broken into innumerable small groups or operate alone.

The most common respite for such robbers is what they call the Honest Trade—adventuring, where roguish abilities may be used without censure and are later lionized in song and legend. Many thieves take to this life, adhering to a code that keeps them out of trouble in civilized areas but still keeps them rich; they vow to burglarize ancient tombs and monstrous lairs instead of the homes and businesses of the wealthy in civilized lands.

Some rogues have learned it is easier to pick someone's pocket when you have a royal writ, which is to say many rogues are diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the better-known thieves and assassins. Such rogues blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works.

🔮 Wizards

Scholars and practitioners of what they call "the Art" (see chapter 1 for details), wizards are the most disciplined spellcasters in the Forgotten Realms. They need to be, as their powers come from years of careful study and practice. Some wizards apprentice and study with an experienced master, while others attend formal academies or universities of wizardry, such as those in Evermeet or Halruaa, or in the great cities of the North like Waterdeep or Silverymoon. With the intensity of their study and practice, wizards tend to become increasingly solitary as they advance in their Art, having fewer peers with whom they can share their insights, if they choose to share them with anyone at all. Thus great wizards often take up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they never say it too loudly anywhere a wizard might overhear.

|275

The greatest wizards of the Realms find means of extending their lives far beyond the span of any race except the elves. Archwizards may be centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.

Wizardly Groups

Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out.

The Red Wizards

The most infamous group of wizards in the Realms are the Red Wizards of Thay. Garbed in their distinctive red robes, the Red Wizards have sought to expand their power and to extend Thay's influence across the Realms, particularly in lands in the East. They shave their heads and wear complex tattoos reflecting their ambitions and achievements and their favored school of magic.

In Thay, the Red Wizards have ultimate power, although they give governance of day-to-day affairs to those without skill in the Art. Every Red Wizard devotes study to one of the eight schools of magic and serves that school's zulkir, the leader and ultimate master of that style of magic. The zulkirs and their underlings constantly vie with one another for power and influence, and this competition frequently sends Red Wizards far from Thay to seek new spells, recover lost artifacts, and create wealth that can flow back to Thay. The power the Red Wizards hold in Thay gives them a measure of diplomatic legitimacy in the lands of the Sword Coast and the North, but their presence is rarely welcome and is universally viewed with suspicion.

War Wizards

The potential for wizards to influence the outcome of battle is something no ruler in Faerûn can afford to ignore, and most great armies seek to recruit and include wizards among their ranks. Evokers are the most common, simply for the potential their spells have of inflicting the most damage to the greatest number of enemies. Still, all schools of magic find their applications in warfare. The War Wizards of Cormyr are perhaps the best known application of the Art to the field of battle. As much soldiers as they are scholars, many of them were members of the Purple Dragons before they began their training in the Art. In addition to field duty in times of war, the War Wizards also protect the royalty of Cormyr, and each one swears a magic oath of service to the Crown. In this role, War Wizards serve as bodyguards, advisors, and even spies. Members of the royal family, Purple Dragon Knights, and officers of the Purple Dragons frequently wear magic rings that allow a War Wizards to know where they've gone and to scry upon them. Removing such a ring, even for innocent reasons, can call a cadre of battle-ready War Wizards to teleport nearby with attack spells already in the midst of being cast.

Built with LogoFlowershow