gond_symbol.jpg
Wonderbringer, Lord of All Smiths
Alignment1) True Neutral
Pantheon Gnomish, Faerunian
Realm House of Knowledge
Portfolio Artifice, craft, construction, smithwork
Worshippers Blacksmiths, crafters, engineers, gnomes, inventors, Lantanese, woodworkers
Domains Craft, Earth, Fire, Knowledge, Metal, Planning
Favored Weapon Craftmaster (warhammer)

Gond

Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by humans and gnomes (who know him as Nebelun) alike, Gond transforms ieas into concrete form and inspires mortals to make new things.

Actions count. Intentions are one thing, but it is the result that is most important. Talk is for others, while those who serve Gond do. Make new things that work. Become skilled at forging or some craft, and practice making things and various means of joining and fastening until you can create devices to suit any situation or space. Question and challenge the unknown with new devices. New inventions should be elegant and useful. Practice experimentation and innovation in the making of tools and the implementation of processes, and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. Keep records of your strivings, ideas, and sample devices so that others may follow your work and improve on what you leave behind and encourage others, such as farmers and hunters, to think of new tools, improved ways of crafting and using their existing gear, and new ways of doing things. Observe, acquire, and store safely the makings of others and spread such knowledge among the Consecrated of Gond. Discuss ideas and spread them so that all may see the divine light that is the Wonderbringer.

The church of Gond is largely tolerated across Faerun. Its members are found in human-ruled bastions of evil and strongholds of good alike, as well as in an increasing number of rock gnome communities.

Except on the island of Lantan, the church of Gond consists largely of itinerant clerics who move from town to hamlet to city, finding employment as master crafters, builders, smiths, and engineers. Settling in one place is frowned upon unless a cleric can show his or her superiors that the prospective home is a center for innovation that bears constant watching, such as Waterdeep, Athkatla, Suzail, or Zhentil Keep. The church encourages making a handsome living in service to the Wonderbringer, however, for how better to demonstrate the rewards of following the Way of Gond? As they travel, Gondar clergy establish caches, investments, and alliances and grab samples of any new inventions they come across. It is their duty to assist inventors and innovators and to file regular reports with the nearest Master (one who leads a religious community or tends a holy site) by means of messengers of the faith.

Orders

The church of Gond has no affiliated knightly orders. It does have a great many honorary orders and societies within its ranks. These are usually founded to recognize the works of Gondar working in a particular specialty and to promote the easy exchange of ideas between those qualified in a field while preventing trade or church secrets from leaking out to competitors. Just a few of these societies include the Order of Puissant Stonemasons and Stonecarvers, the Holy Order of Most Skilled Architects and Bridgemakers, the Armorers of the Wonderbringer, the Most Arcane Order of Gearmakers, Clockmakers, and Automationists, the Society of Creative Castle Design and Construction, and the Industrious Brothers and Sisters of Carpentry, Cabinetry, Puppetry, and Toymaking.

Priests

Gondar keep the formulas for smoke powder and various sealants, cleansers, and lubricants secret. They sell small jars of all of these as they travel Faerûn, making a lot of money thereby as well as by selling buckles, small brass bells, mortars and pestles, and various monocles and lenses. The special glass jars they use to store smoke powder and other formulas were formerly made only in Lantan. They have proven so popular that rival makers have sprung up in Calimshan and the Tashalar. To protect church trade secrets, Gondar priests are charged to work against these rivals by sabotage, diplomacy, and financial influence, whenever they can covertly do so.

As they travel, Gondar clergy establish caches, investments, and alliances and grab samples of any new inventions they come across. It is their duty to assist inventors and innovators and to file regular reports to the nearest Master by means of messenger envoys of the faith as they travel.

Priestly Vestments

Gondar clergy members wear saffron ceremonial vestments with a crimson collar and stole. Over their right or left shoulder they wear a leather sash ending in a large pouch. The sash is dotted with small metal tools, gears, wire, cord, locks, hooks, hasps, buckles, and bits of steel, tin, and wood that might prove interesting or useful in a pinch (including, for Gondsmen, their lockpicks). Their vestments also include belts of large, linked metal medallions and enormous sun hats. They wear Gond's holy symbol as a pendant fashioned of bone, brass, bronze, or ivory.

Gond is an enigmatic deity. He serves Oghma in his thirst for knowledge, but is so independent of his superior that many forget their relationship. He is friendly with Lathander, Waukeen, and Tempus, for his inventions relate to creativity, profit, and war, respectively. Some in the church of Mystra oppose the Wonderbringer for holding technology over the Art, but in truth Gond views magic as simply another tool by which he can create new devices.

His only true enemy is Talos, whose unhindered destruction threatens not only Gond's inventions but also his dominion over devices of destruction.


1)
Clerics must be within '1 step' of their deity's alignment
  • deities/gond.txt
  • Last modified: 2019/12/07 11:28
  • by eredruie