Post by ancientempathy on Dec 28, 2008 21:38:28 GMT -5
Manifestations
Although most people alive in Faerun 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. Manifestations fall into five primary categories, described below.
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 normally 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. Manifested animals that are real (instead of visions) are often caught and pampered as a sign of devotion to the deity (in prosperous communities) 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 spell casters may summon.
Monsters
Similar to animals, but usually more dangerous or intelligent, monsters are often dispatched by deities to aid the faithful. Monsters include celestials, forest creatures such as centaurs, and other intelligent 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 and calling spells.
Gems and Precious Metals
This category covers valuables sacred to the deity and therefore appropriate for sacrifices or inclusion among items to be consecrated in the name of the church. However, the discovery of such gems is also considered an omen. For example, a gnome miner who worships 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 Selune awaiting torture at the hands of a Sharran cult might see a brief sparkle of moonstone ring on the finger of her captor, alerting her to the presence of a secret spy of Selune’s faith in the cult. A cleric of Berronar Truesilver whose faith was waning might see her silver jewelry tarnish 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 spell casters.
Miscellaneous
This category is for manifestations that do not fit the previous categories, 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 manifestations 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) and are sometimes interpreted incorrectly by the faithful.
//From the Deities Do’s and Don’ts web supplement, pgs. 8-9
Although most people alive in Faerun 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. Manifestations fall into five primary categories, described below.
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 normally 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. Manifested animals that are real (instead of visions) are often caught and pampered as a sign of devotion to the deity (in prosperous communities) 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 spell casters may summon.
Monsters
Similar to animals, but usually more dangerous or intelligent, monsters are often dispatched by deities to aid the faithful. Monsters include celestials, forest creatures such as centaurs, and other intelligent 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 and calling spells.
Gems and Precious Metals
This category covers valuables sacred to the deity and therefore appropriate for sacrifices or inclusion among items to be consecrated in the name of the church. However, the discovery of such gems is also considered an omen. For example, a gnome miner who worships 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 Selune awaiting torture at the hands of a Sharran cult might see a brief sparkle of moonstone ring on the finger of her captor, alerting her to the presence of a secret spy of Selune’s faith in the cult. A cleric of Berronar Truesilver whose faith was waning might see her silver jewelry tarnish 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 spell casters.
Miscellaneous
This category is for manifestations that do not fit the previous categories, 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 manifestations 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) and are sometimes interpreted incorrectly by the faithful.
//From the Deities Do’s and Don’ts web supplement, pgs. 8-9