Future Cleric kits Bg2EE or BG3 please read before voting
The_Shairs_Handbook
Member Posts: 219
As it is now we have in BG Cleric kits of
Priest of Lethander (*spoilers* Thought to have died, Amaunator was Lathander for centuries then finally reclaimed his name and mission. Reborn god of bureaucracy, law, order, the sun*)
Priest of Helm *Spoilers* Helm gets killed by Tyr*
Priest of Talos (*spiolers* he is the aspect of orc god Gruumsh )
The question is if they make new kits for cleric which forgotten realms gods cleric would you want see....
persionally I wish that they don't add any npc followers gods.. becouse that might make them less uniqe or make them less interesting... im puting here a list of very interesting gods and goddess of forgotten realms..if your favourite god is not among them then please put a commet and vote "Other gods I would love to see".
The gods that I find interesting and would like to see their priest class in a BG game are:
The greaer God List:
The Elemental Gods
*
Akadi (Ah-KAH-dee) is the whispering wind and the blinding gale storm, her form changing from season to season. Her kiss might be moist and sweet or bitter and cold. Uncaring, she carries sounds and scents along on her journey, but she never pauses to impress upon a traveler the importance of her travels. In religious art she is often portrayed as a huge, translucent blue woman with gigantic feathery wings that trail away into clouds. Her wings are said to toss the winds about the surface of Faerun.
Priests: Akadi's priests are organized mostly into "churches" formed of small cliques who follow a particularly charismatic Akadian. These cliques shift and flow over time as the group politics lead to some members rising in status, others falling, and others leaving in disgust or empowered by the inspiring message of their leader to begin a new church in a far-off land. This sort of organization is very fluid and often very confusing to those outside the faith, as such folks are never sure who will be in charge in a tenday and therefore who to hold responsible for living up to agreements and contracts. Most Akadians have a reputation for being untrustworthy because of this very problem in their faiths organization. When time comes due for an Akadian to live up to a promise, frequently the answer received is: "I'm so sorry, that's not my job anymore." -if one can find the Akadian the deal was struck with in the first place!
* Grumbar (pronounced GRUM-bar), or the Earthlord, is the elemental embodiment of earth. He is one of the four elemental deities worshiped in Faerûn. It has recently been uncovered in the wake of the Spellplague that Grumbar is not a proper deity at all, but rather a primordial. Nonetheless, he retains worshipers and has power equivalent to that of a god.
Priests: The church of Grumbar is organized into small sects known as Holds, each comprising seven clerics, seven monks, and seven rangers and as many laity as can be supported. Those who follow the Earthlord can often be found in public preaching against evils of boarding ships and setting sail to uncharted lands, preferring exploration on the continent of Faerûn.
*Istishia : Faerûn has many powers whose portfolios deal with water. Umberlee governs the oceans and ocean storms. Valkur strives to protect those who travel the waves, and Eldath has dominion over pools, springs, and waterfalls. Istishia (Is-TISH-ee-ah) is more abstract than all these deities. He represents water, but not any specific formation or body of water. He is a mutable yet dynamic deity who is dispassionate and difficult to pin down. He provides the atmosphere in which life is born, but not life itself. He furnishes a crucial resource, but apparently cares not how it is used. He is depicted as anything from an immense water elemental to a drop of rain to a water weird to a wave on the ocean. Istishia represents eternal transmutation that holds a fixed, essential nature at its core. He holds in his nature change accomplished over time, as water wears away stone, or sudden leaps from one state to another, as water changes to steam when heated. He is the guardian of all hidden treasures under water.
Priests: All sects of the Istishian faith tend to avoid personal combat and direct confrontation in their dealings with unbelievers. They believe that if allowed to go where they will, the essential truths embodied by the Water Lord eventually convince all as to his power. That is not to say that the faith ignores events going on around them, but rather that they work quietly along less-obvious paths to accomplish their goals. Members of the faith are to follow the path of least resistance to accomplish their goals, just like water takes the easiest course to the sea.
* Kossuth (Koh-SOOTH), spoken like a whispering flame, is the patron of all fire elementals as well as any who view fire as a purifying and revitalizing force. He is normally depicted as a huge pillar of flame boiling skyward. He represents the burning away of the old to make way for the new with the cognizance that the way to change is harsh and measured. He is the fire in the hearth which appears comforting but which may turn on its owner at any time and burn the house down. He is the mystery of fire, the unknowable secret that speaks inspiration to smiths and death to crazed people who burn things and people for pleasure.
Priests: Followers of Kossuth on Abeir-Toril seem to be plotters and schemers intend on cleanly reorganizing the world as it is into their own vision of perfection—through abrupt and violent means if necessary. Of all the elemental cults, Kossuth's is probably the most dangerous and unpredictable in that individual churches of Kossuth are led by powerful leaders with a rigid priest hierarchy beneath them but no ultimate authority other than Kossuth to report to—and Kossuth does not seem much to care what they do, as long as they honor him. Its priests and members are quick to resort to violence and quick to take offense at the actions of others; the "justice" of a Kossuthan is harsh, quick, and brutally suited to the offense or the crime.
Other Greater god
Mystra (MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn and possibly throughout Realmspace. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic
Priests: Choice, decision, and knowledge, leavened with a healthy dose of good for the most individuals, are the hallmarks of Mystra's faith. Magic is great power, and it brings with it great responsibility. Mystra's clergy are given the following charge upon aspiring to the faith
* Kelemvor (pronounced KELL-em-vor), formerly Kelemvor Lyonsbane, also known as the Lord of the Dead and Judge of the Damned, is 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 is the god of death and the dead—the most recent deity to hold this position, 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 urges knowledge that death is a natural part of life and should not be feared as long as it is understood
Priests: The followers of Kelemvor are not out to spread death and destruction in the Realms. Rather, they seek to help others to die with dignity at their appointed time and no sooner. Just as they do not seek to rush death, they also speak out against those who seek to artificially prolong their lives beyond their natural limits, including such magical creations as liches.
Intermediate deity List:
Auril: When portrayed, Auril appears similar to her Frostmaiden avata. She is a fickle, vain, and evil creature whose cold divine heart remains untouched by any hint of true love, noble feeling, or honor. She often toys with those who offend her, trapping them in snow storms and then driving them insane by tantalizing them with visions of warmth and the comforts of home before she freezes them to death. Her eternal beauty is cold and deadly the flower of womanhood preserved forever in a slab of arctic ice-with sensibilities to match the ice.
Priests: Auril charges her clergy to: "Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs that my breath may come in. Work darknesses to hide the cursed sun so that the chill I bring may slay. Take the life of an arctic creature only in great need, but slay others at will. Make all Faerun fear me."
*Loviatar: Loviatar (Loh-VEE-a-tar), one of the Dark Gods, appears in her religion's art as a pale maiden dressed in white, pleated armor and carrying a bone-white wand, a whip, or a scourge that she uses as a weapon against her foes. She is venerated by torturers, sadists, and other twisted and evil people and creatures, including some nonhumans who love to bully other nonhumans. While he lived, Loviatar served Bhaal along with Talona, though the two goddesses are heated rivals. Loviatar loves to torment and tease Talona and has more than once expressed the opinion that by all rights Talona ought to and eventually will serve her.
Priests: Priests of Loviatar are known as Loviatans (pronounced "Low-VEE-a-tans" and in old texts are sometimes referred to as Lovites (LOH-vites). They tend to be cruel and sadistic. They enjoy bestowing pain upon others (and receiving it) within a hierarchy of strict rules and discipline. Junior clergy members are often ordered to do tasks in a needlessly difficult or painful way to reinforce this iron discipline. Those who stay faithful usually develop truly awesome self-control, and in battle can carry on thinking and acting calmly even when dying from wounds or lacking limbs. They become very used to pain and are usually much scarred from self-inflicted injuries and hurts dealt by their superiors. To increase the agonies they receive and inflict, handfuls of salt are often rubbed in open wounds.
*Beshaba (pronounced be-SHAH-ba), or Lady Doom as she is also known, is the chaotic evil intermediate deity of accidents, bad luck, misfortune, and random mischief and a member of Tempus' pantheon. She demands worship to keep her bad luck at bay. Her aim in life, is to desiccate and disintegrate her sister Tymora, or Lady Luck. She also delights in cursing others, often causing seafarers to lose their navigational instincts.
Priests: Beshaba is revered more out of fear, than out of religious faith. Her doctrine states that bad luck befalls everybody and the only way to avoid it is by worshiping her. She is renowned for being spiteful and malevolent, and her priests manipulate common folk into revering and providing for them by acting mysteriously and playing on morbid fears. Her clerics must offer an entreaty for their spells and make sacrifices of alcoholic beverages such as burning brandy or wine. There are two festivals in the calendar of Beshaba followers at Midsummer and Shieldmeet. Both are celebrated by revelry and indulgence in food and drink.
Lesser gods and demigods:
*Sharess (pronounced SHAH-ress) is the deity of hedonism, festhalls and sensual fulfillment. Sharess is oft depicted as a beautiful, voluptuous woman. She has the individualistic and hedonistic personality of a feline and she is constantly grooming herself to ensure her appearance is always up to standards. Sharess is an innate flirt and loves toying around with beautiful mortals; once she has had her fill, she swiftly moves on to other sources of pleasure.
Priests: The Church of Sharess is of casual nature, and her clergy are responsible for the running of many festhalls found throughout large cities in Faerûn. These festhalls seek to indulge every pleasure imaginable. Privately owned festhalls usually employ at least one or two Sharessan clerics.
The Church of Sharess probably celebrate the most festivals out of all the faiths of Faerûn. These revels are known collectively as the Endless Revels of Life.. Even daily events present a chance for Sharessan to revel; sometimes even the rising and setting of the sun. Their most beloved festival is the Midsummer's Eve festival, where the pursuit of pleasure has no boundary.
*Red Knight: The Red Knight serves Tempus, the Lord of War, as the goddess of planning and strategy. She is portrayed as a dark-haired woman in blood-red armor, with a map of the Realms tightly clasped in her hands.
During the Time of Troubles, the Red Knight was active in Tethyr defending the strife-torn nation against an army of monsters that threatened to surge forth from the Forest of Tethir. Her military genius was decisive in numerous battles where the small, but determined, Company of the Red Falcon overwhelmed numerically superior armies of beasts and humanoids.
Priests: War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch defeat from the jaws of victory with fortune's aid. Only a master strategists can ensure victory and that is will last. War is a series of battles. Losing a battle does not necessarily indicate the war is lost. Seek out your opponent's weaknesses and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing one's own strengths on one's opponent's vulnerabilities can triumph be ensured.
In times of war prepare for peace; in times of peace prepare for war. Seek out your enemy's enemies as allies, and be prepared to compromise. Life is an endless series of skirmishes with occasional outbreaks of war. Be ready—and have a contingency plan.
*Hoar (HORE) the Doombringer ..his name is invoked by those seeking vengeance. When a guilty party falls prey to fate (such as when a murderer is killed accidentally just after the murder is committed, particularly if the accident—for example, slipping to his death—was initiated by the murderer himself), the hand of Hoar is given credit. Hoar has a more benign aspect in the North, where he is seen less as a god of vengeance and more as a god of poetic justice. Many bounty hunters and some assassins propitiate the Doombringer before commencing a hunt, the truly faithful among them seeking to capture their quarry in a suitably ironic style.
Priests: Aside from a handful of scattered temples, the church of Hoar is composed primarily of lone wanderers who travel the realms, agreeing to pray for Hoar's aid on behalf of those who seek or fear vengeance, in exchange for a small fee. Charlatans who would try to scam people in this manner quickly feel the punishment of Hoar. His followers seek out victims of injustice, hear and appraise their stories, and track down the perpetrators in order to inflict a fitting form of punishment. No injustice is too small or too large for revenge to be sought and a fitting punishment meted out, earning the church of Hoar the ire of town watches and Tyrists alike as well as the adulation of the downtrodden.
*Nobanion (No-BAN-yun), the Lion God of Gulthmere, is viewed of the protector of that woods, the wild natives within it, and the nearby Shining Plains. He is typically portrayed as a great male lion or a majestic lammasu. He draws his power from the wild animals of the Vilhon Reach and Dragon Coast regions, particularly the great cats and wemics of the Shining Plains.
Priests: Hunt only when hungry and do not gorge without need. Waste nothing and all shall have plenty. The cycle of life links all living things into one being and that being is life itself. The law of the jungle is that only the strong survive, but they survive best by being leaders, not tyrants, and by protecting the weak, not bullying them. All creatures have their strengths in their assigned roles and should be encouraged to find their niche. From cooperation between beings of differing strengths comes the strength of teamwork and community, the strongest force of all. By demonstrating compassion and tolerance and living within the land, all living creatures may find harmony with nature and one another. By staying true to oneself and one's pride and conducting oneself with dignity and honor, the respect of one's peers may be earned.
Priest of Lethander (*spoilers* Thought to have died, Amaunator was Lathander for centuries then finally reclaimed his name and mission. Reborn god of bureaucracy, law, order, the sun*)
Priest of Helm *Spoilers* Helm gets killed by Tyr*
Priest of Talos (*spiolers* he is the aspect of orc god Gruumsh )
The question is if they make new kits for cleric which forgotten realms gods cleric would you want see....
persionally I wish that they don't add any npc followers gods.. becouse that might make them less uniqe or make them less interesting... im puting here a list of very interesting gods and goddess of forgotten realms..if your favourite god is not among them then please put a commet and vote "Other gods I would love to see".
The gods that I find interesting and would like to see their priest class in a BG game are:
The greaer God List:
The Elemental Gods
*
Akadi (Ah-KAH-dee) is the whispering wind and the blinding gale storm, her form changing from season to season. Her kiss might be moist and sweet or bitter and cold. Uncaring, she carries sounds and scents along on her journey, but she never pauses to impress upon a traveler the importance of her travels. In religious art she is often portrayed as a huge, translucent blue woman with gigantic feathery wings that trail away into clouds. Her wings are said to toss the winds about the surface of Faerun.
Priests: Akadi's priests are organized mostly into "churches" formed of small cliques who follow a particularly charismatic Akadian. These cliques shift and flow over time as the group politics lead to some members rising in status, others falling, and others leaving in disgust or empowered by the inspiring message of their leader to begin a new church in a far-off land. This sort of organization is very fluid and often very confusing to those outside the faith, as such folks are never sure who will be in charge in a tenday and therefore who to hold responsible for living up to agreements and contracts. Most Akadians have a reputation for being untrustworthy because of this very problem in their faiths organization. When time comes due for an Akadian to live up to a promise, frequently the answer received is: "I'm so sorry, that's not my job anymore." -if one can find the Akadian the deal was struck with in the first place!
* Grumbar (pronounced GRUM-bar), or the Earthlord, is the elemental embodiment of earth. He is one of the four elemental deities worshiped in Faerûn. It has recently been uncovered in the wake of the Spellplague that Grumbar is not a proper deity at all, but rather a primordial. Nonetheless, he retains worshipers and has power equivalent to that of a god.
Priests: The church of Grumbar is organized into small sects known as Holds, each comprising seven clerics, seven monks, and seven rangers and as many laity as can be supported. Those who follow the Earthlord can often be found in public preaching against evils of boarding ships and setting sail to uncharted lands, preferring exploration on the continent of Faerûn.
*Istishia : Faerûn has many powers whose portfolios deal with water. Umberlee governs the oceans and ocean storms. Valkur strives to protect those who travel the waves, and Eldath has dominion over pools, springs, and waterfalls. Istishia (Is-TISH-ee-ah) is more abstract than all these deities. He represents water, but not any specific formation or body of water. He is a mutable yet dynamic deity who is dispassionate and difficult to pin down. He provides the atmosphere in which life is born, but not life itself. He furnishes a crucial resource, but apparently cares not how it is used. He is depicted as anything from an immense water elemental to a drop of rain to a water weird to a wave on the ocean. Istishia represents eternal transmutation that holds a fixed, essential nature at its core. He holds in his nature change accomplished over time, as water wears away stone, or sudden leaps from one state to another, as water changes to steam when heated. He is the guardian of all hidden treasures under water.
Priests: All sects of the Istishian faith tend to avoid personal combat and direct confrontation in their dealings with unbelievers. They believe that if allowed to go where they will, the essential truths embodied by the Water Lord eventually convince all as to his power. That is not to say that the faith ignores events going on around them, but rather that they work quietly along less-obvious paths to accomplish their goals. Members of the faith are to follow the path of least resistance to accomplish their goals, just like water takes the easiest course to the sea.
* Kossuth (Koh-SOOTH), spoken like a whispering flame, is the patron of all fire elementals as well as any who view fire as a purifying and revitalizing force. He is normally depicted as a huge pillar of flame boiling skyward. He represents the burning away of the old to make way for the new with the cognizance that the way to change is harsh and measured. He is the fire in the hearth which appears comforting but which may turn on its owner at any time and burn the house down. He is the mystery of fire, the unknowable secret that speaks inspiration to smiths and death to crazed people who burn things and people for pleasure.
Priests: Followers of Kossuth on Abeir-Toril seem to be plotters and schemers intend on cleanly reorganizing the world as it is into their own vision of perfection—through abrupt and violent means if necessary. Of all the elemental cults, Kossuth's is probably the most dangerous and unpredictable in that individual churches of Kossuth are led by powerful leaders with a rigid priest hierarchy beneath them but no ultimate authority other than Kossuth to report to—and Kossuth does not seem much to care what they do, as long as they honor him. Its priests and members are quick to resort to violence and quick to take offense at the actions of others; the "justice" of a Kossuthan is harsh, quick, and brutally suited to the offense or the crime.
Other Greater god
Mystra (MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn and possibly throughout Realmspace. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic
Priests: Choice, decision, and knowledge, leavened with a healthy dose of good for the most individuals, are the hallmarks of Mystra's faith. Magic is great power, and it brings with it great responsibility. Mystra's clergy are given the following charge upon aspiring to the faith
* Kelemvor (pronounced KELL-em-vor), formerly Kelemvor Lyonsbane, also known as the Lord of the Dead and Judge of the Damned, is 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 is the god of death and the dead—the most recent deity to hold this position, 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 urges knowledge that death is a natural part of life and should not be feared as long as it is understood
Priests: The followers of Kelemvor are not out to spread death and destruction in the Realms. Rather, they seek to help others to die with dignity at their appointed time and no sooner. Just as they do not seek to rush death, they also speak out against those who seek to artificially prolong their lives beyond their natural limits, including such magical creations as liches.
Intermediate deity List:
Auril: When portrayed, Auril appears similar to her Frostmaiden avata. She is a fickle, vain, and evil creature whose cold divine heart remains untouched by any hint of true love, noble feeling, or honor. She often toys with those who offend her, trapping them in snow storms and then driving them insane by tantalizing them with visions of warmth and the comforts of home before she freezes them to death. Her eternal beauty is cold and deadly the flower of womanhood preserved forever in a slab of arctic ice-with sensibilities to match the ice.
Priests: Auril charges her clergy to: "Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs that my breath may come in. Work darknesses to hide the cursed sun so that the chill I bring may slay. Take the life of an arctic creature only in great need, but slay others at will. Make all Faerun fear me."
*Loviatar: Loviatar (Loh-VEE-a-tar), one of the Dark Gods, appears in her religion's art as a pale maiden dressed in white, pleated armor and carrying a bone-white wand, a whip, or a scourge that she uses as a weapon against her foes. She is venerated by torturers, sadists, and other twisted and evil people and creatures, including some nonhumans who love to bully other nonhumans. While he lived, Loviatar served Bhaal along with Talona, though the two goddesses are heated rivals. Loviatar loves to torment and tease Talona and has more than once expressed the opinion that by all rights Talona ought to and eventually will serve her.
Priests: Priests of Loviatar are known as Loviatans (pronounced "Low-VEE-a-tans" and in old texts are sometimes referred to as Lovites (LOH-vites). They tend to be cruel and sadistic. They enjoy bestowing pain upon others (and receiving it) within a hierarchy of strict rules and discipline. Junior clergy members are often ordered to do tasks in a needlessly difficult or painful way to reinforce this iron discipline. Those who stay faithful usually develop truly awesome self-control, and in battle can carry on thinking and acting calmly even when dying from wounds or lacking limbs. They become very used to pain and are usually much scarred from self-inflicted injuries and hurts dealt by their superiors. To increase the agonies they receive and inflict, handfuls of salt are often rubbed in open wounds.
*Beshaba (pronounced be-SHAH-ba), or Lady Doom as she is also known, is the chaotic evil intermediate deity of accidents, bad luck, misfortune, and random mischief and a member of Tempus' pantheon. She demands worship to keep her bad luck at bay. Her aim in life, is to desiccate and disintegrate her sister Tymora, or Lady Luck. She also delights in cursing others, often causing seafarers to lose their navigational instincts.
Priests: Beshaba is revered more out of fear, than out of religious faith. Her doctrine states that bad luck befalls everybody and the only way to avoid it is by worshiping her. She is renowned for being spiteful and malevolent, and her priests manipulate common folk into revering and providing for them by acting mysteriously and playing on morbid fears. Her clerics must offer an entreaty for their spells and make sacrifices of alcoholic beverages such as burning brandy or wine. There are two festivals in the calendar of Beshaba followers at Midsummer and Shieldmeet. Both are celebrated by revelry and indulgence in food and drink.
Lesser gods and demigods:
*Sharess (pronounced SHAH-ress) is the deity of hedonism, festhalls and sensual fulfillment. Sharess is oft depicted as a beautiful, voluptuous woman. She has the individualistic and hedonistic personality of a feline and she is constantly grooming herself to ensure her appearance is always up to standards. Sharess is an innate flirt and loves toying around with beautiful mortals; once she has had her fill, she swiftly moves on to other sources of pleasure.
Priests: The Church of Sharess is of casual nature, and her clergy are responsible for the running of many festhalls found throughout large cities in Faerûn. These festhalls seek to indulge every pleasure imaginable. Privately owned festhalls usually employ at least one or two Sharessan clerics.
The Church of Sharess probably celebrate the most festivals out of all the faiths of Faerûn. These revels are known collectively as the Endless Revels of Life.. Even daily events present a chance for Sharessan to revel; sometimes even the rising and setting of the sun. Their most beloved festival is the Midsummer's Eve festival, where the pursuit of pleasure has no boundary.
*Red Knight: The Red Knight serves Tempus, the Lord of War, as the goddess of planning and strategy. She is portrayed as a dark-haired woman in blood-red armor, with a map of the Realms tightly clasped in her hands.
During the Time of Troubles, the Red Knight was active in Tethyr defending the strife-torn nation against an army of monsters that threatened to surge forth from the Forest of Tethir. Her military genius was decisive in numerous battles where the small, but determined, Company of the Red Falcon overwhelmed numerically superior armies of beasts and humanoids.
Priests: War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch defeat from the jaws of victory with fortune's aid. Only a master strategists can ensure victory and that is will last. War is a series of battles. Losing a battle does not necessarily indicate the war is lost. Seek out your opponent's weaknesses and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing one's own strengths on one's opponent's vulnerabilities can triumph be ensured.
In times of war prepare for peace; in times of peace prepare for war. Seek out your enemy's enemies as allies, and be prepared to compromise. Life is an endless series of skirmishes with occasional outbreaks of war. Be ready—and have a contingency plan.
*Hoar (HORE) the Doombringer ..his name is invoked by those seeking vengeance. When a guilty party falls prey to fate (such as when a murderer is killed accidentally just after the murder is committed, particularly if the accident—for example, slipping to his death—was initiated by the murderer himself), the hand of Hoar is given credit. Hoar has a more benign aspect in the North, where he is seen less as a god of vengeance and more as a god of poetic justice. Many bounty hunters and some assassins propitiate the Doombringer before commencing a hunt, the truly faithful among them seeking to capture their quarry in a suitably ironic style.
Priests: Aside from a handful of scattered temples, the church of Hoar is composed primarily of lone wanderers who travel the realms, agreeing to pray for Hoar's aid on behalf of those who seek or fear vengeance, in exchange for a small fee. Charlatans who would try to scam people in this manner quickly feel the punishment of Hoar. His followers seek out victims of injustice, hear and appraise their stories, and track down the perpetrators in order to inflict a fitting form of punishment. No injustice is too small or too large for revenge to be sought and a fitting punishment meted out, earning the church of Hoar the ire of town watches and Tyrists alike as well as the adulation of the downtrodden.
*Nobanion (No-BAN-yun), the Lion God of Gulthmere, is viewed of the protector of that woods, the wild natives within it, and the nearby Shining Plains. He is typically portrayed as a great male lion or a majestic lammasu. He draws his power from the wild animals of the Vilhon Reach and Dragon Coast regions, particularly the great cats and wemics of the Shining Plains.
Priests: Hunt only when hungry and do not gorge without need. Waste nothing and all shall have plenty. The cycle of life links all living things into one being and that being is life itself. The law of the jungle is that only the strong survive, but they survive best by being leaders, not tyrants, and by protecting the weak, not bullying them. All creatures have their strengths in their assigned roles and should be encouraged to find their niche. From cooperation between beings of differing strengths comes the strength of teamwork and community, the strongest force of all. By demonstrating compassion and tolerance and living within the land, all living creatures may find harmony with nature and one another. By staying true to oneself and one's pride and conducting oneself with dignity and honor, the respect of one's peers may be earned.
- Future Cleric kits Bg2EE or BG3 please read before voting42 votes
- The Elemental Gods : Akadi, Grumbar, stishia or Kossuth.. please say which one if you voted here  9.52%
- Death and Magic : Kelemvor or Mystra.. please say which one if you voted here42.86%
- Bad Girls Clubb: Auril, Loviataror Beshaba please say which one if you voted here11.90%
- The Brain And The Beauty: Red Knight or Sharess please say which one if you voted here  2.38%
- The vengeance and the protector: Hoar or Nobanion Sharess please say which one if you voted here  0.00%
- Other gods I would love to see11.90%
- None, don't care or I have other thoughts..21.43%
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Comments
It's not much of a stretch for his upbringing either (Mystra certainly isn't). His mother apparently died and Charname might reason that his father did as well. Kelemvor might have provided a sense of closure that he needed. With the massive amounts of written works and visitors from all over the world, induction into the church would not be too far out.
Makes more sense than a barbarian anyway.
As regions of other gods are introduced to the game series I see no problem in adding them to the list of kits etc.
A close second for me would be the specialty priest of my good pal Ghaunadaur. The very fact that Baldur's Gate 2 features an cult of Ghaunadaur makes this game a great choice to include the Amorphite of Ghaunadaur kit. Oh, and we shouldn't forget to include the Tentacle Rods as well - everyone ought to love tentacles.
Also Mystra. The mere mention of Cyric now makes me rage.
How about Demon Lords or Arch-Devils? I think Orcus' specialty priests got like, one kit, once, maybe. He deserves it...constantly being picked on. I got your back.
I would find it weird to have a charname from Candlekeep who became a priest of an obscure aspect of a dwarven goddess that is the most interesting deity ever, but would very likely not be on anyone's radar on the Sword Coast. Just because a kit/deity is so cool and interesting, it doesn't automatically make it a good class/kit for charname. Therefore, I'd prefer kits that aren't the coolest, best ever, but make sense in the game. If you absolutely must worship an obscure deity charname would likely not have heard about in Candlekeep, play an unkitted cleric and grant yourself abilities via EEKeeper.
That said, the selection in ID2 is pretty good. They could go with gods from there imo, though obviously the kits would have to be entirely different.
"Candlekeep is a many towered fortress library that stands on a crag, looking down upon the Sea of Swords. The library is filled with books and scrolls of knowledge, and it was the home of the great seer Alaundo"
All greater gods cleric are okey for Charname to be if we want that... greater gods are everywere and whorshiped everywere... sadly not all of them have we seen in games...
personally I think that Hoar the god of vengeance (more known as Assuran in cormyr and the country around it), Loviatar the goddes of Sadomasochism or Kossuth the god of fire and purifier be very interesting as clerics or as a theme for new followers.... anyway maybe not all of the gods are interesting as a kit for the charname but maybe they have very interesting concept for followers.
did you know that there are some akadian priest that trying to give or build artificial wings for cats, dogs cows and pigs and god knows what,... I find them very hilarious and can't imagine what crazy thought they would bring as a follower Npc to charnames party... I see lotsa of funny humour and light comedy...especially between the Arie the wingless elf and an akadian priest
*Clerics are militant priests who serve as temple knights, defenders of the faith,
and guardians of a faith’s holy places. They have very good fighting skills and a wide
array of spells to choose from. The skills, abilities, and spell selection available to the
cleric can also describe priests of agriculture, arts, birth/children, community, crafts,
culture, darkness/night, dawn, death, disease, everything, evil, fate/destiny, fortune/luck,
good, healing, life-death-rebirth cycle, light, love, marriage, messengers, metalwork,
mischief/trickery, music/dance, oceans/rivers, prosperity, race, redemption,
rulership/kingship, sites, sky/weather, sun, trade, and wind.
*Crusaders are closely related to clerics, but while clerics can be described as
defenders of the faith, crusaders are weapons against the enemies of the temple they
serve. They are true soldier-priests, skilled in physical combat and armed with spells
appropriate for the battlefield. Crusaders include specialty priests of fire, guardianship,
justice/revenge, lightning, metalwork, race, rulership/kingship, strength, thunder, and
war.
*Druids are priests of nature. They are the protectors of the forests or other wild
places and stewards over all living things placed in their charge. Druids are weaker in
physical combat than a cleric or crusader, but their spheres of access include a number of
powerful offensive and defensive elemental spells. In addition, they enjoy several unique
granted powers. Druids can represent the powers of animals, druid, earth, elemental
forces, fertility, hunting, moon, nature, seasons, and vegetation.
*Monks are cloistered priests and adepts who seek enlightenment through the
rigorous training of mind, body, and spirit. Monks are extremely skilled in unarmed
combat and have access to several unusual spheres of spells. Monks represent
priests of competition, divinity of mankind, literature/poetry, magic,
oracles/prophecy, peace, time, and wisdom.
*Mystics: Mystics are individualistic, itninerant priests. They believe that to serve their deity they need to experience the world, learn about it's hidden nature, and learn how their own inner selves relate to outward things.They have very arreting persionalities and can project their inner strength to influens others through a number of charming powers. Mystics are relatively weak in a toe to toe battle, but have diverse resources to call upon in spell magic, magical items created through mastery of herbalism and candle magic, healing, charm type powers. Because of their persional, free-form aproach toward enlightment they are often hermits,midwives and adventurers.
*Shamans are priests of barbaric or savage cultures. They serve as guides and
protectors for their tribes. Shamans have fair combat ability and spell access, but they
also command the spirits of animals, ancestors, and nature. The shaman is a good choice
for any player character who comes from a barbaric or nomadic culture, and can also
represent a specialty priest of ancestors, animals, earth, everything, fertility, hunting,
lightning, oceans/rivers, race, sky/weather, thunder, and wind.
we do have 2 of 6 Original Priest Classes in BG....
If a Baldur's Gate 3 with a new setting and charname background comes along, sure, it would be great to have some new kits and all to go with that. But in BG1 and 2, it's just not working to justify EVERY KIT IN EXISTANCE.
I also like @revaar's suggestion to seperate cleric kits not by deity and alignment, but function. It sounds more interesting and diverse, and it is also easier to cover different playstyles. With deities, it's simply impossible to add a kit for each one.
If only I could convert all my mouse scrolling into a form of usable energy...
Not sure how they'd deal with Strongholds in BG2:EE though.