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Rangers and Deities

Are Rangers of the Forgotten Realms supposed to follow a deity? If so, is there such a thing as a ranger who somehow doesn't worship any gods? Where would they draw their divine powers from?

Shouldn't a deity have qualms about imbuing a ranger Charname with powers knowing that he's a Bhaalspawn?

Last, is it mentioned in the games if Minsc, Kivan or Valygar follow any deities?

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  • elminsterelminster Member, Developer Posts: 16,315
    This comes from the Complete Ranger's Handbook.

    I've put it in a spoiler tag because it is large.

    Chapter 9: Rangers and Religion

    Most rangers are privately religious, convinced that there are powers at work in the world much greater than themselves. Though different rangers may worship in different ways, all regard the embodiment of their devotion with awe and respect, and try to abide by the ideals it represents.

    Aspects of Faith

    Rangers manifest their faith in a number of ways:

    Inner Peace

    A ranger's devotion gives him a sense of purpose, a feeling that his life has a purpose. Even though his role may seem at times to be minor, he feels that he has a definite place in the scheme of things.

    Code of Behavior

    A ranger's beliefs give structure to his life by providing a set of principles for him to follow. Being of good alignment, rangers tend to adopt beliefs that encourage honesty, compassion, and selflessness.

    Access to Spells

    In practical terms, the access to spells enjoyed by the high level ranger is one of the most immediate and visible results of a life of service. Much like a druid, the ranger receives his spells as a consequence of his beliefs. Though prayer or meditation, the ranger asks for the spells he wishes to memorize, and in most cases, his requests are granted.

    Unlike the druid and other priests, the ranger's access to spells is limited. A priest, after all, devotes much energy to the service of his faith, while a ranger's other activities and duties place great demands on his time. For this reason, the ranger is able to acquire spells only when he reaches 8th level, and then has only minor access to the plant and animal spheres. The ranger can fill his spell slots with any spells of the appropriate level listed for those spheres. Some kits may have expanded or restricted spell use.

    Types of Faith

    Many rangers venerate nature itself. Others develop private faiths, more follow recognized religions that are based on established traditions and doctrines. Rangers aren't necessarily affiliated with churches or monasteries; in fact, rangers generally avoid formal religious organizations, preferring to worship alone or with a small group of trusted followers. Certainly the travels of most rangers often take them far from the centers of organized religion. As a result, a ranger's worship may differ from that of a priest, even if they technically share the same faith.

    Regardless of how a ranger practices his faith, there will be some power that is the beneficiary of his devotion. Most rangers worship the divine in nature; monotheistic rangers worship one particular god, while polytheistic rangers may worship several. A few base their faith on an individual philosophy. All of these approaches provide support to their disciples, as well as access to the spells available to the a ranger. In game terms, they all function identically.

    Nature

    Many rangers choose nature itself as the focus of their devotion. Nature worshipers revere nature as a process and a source of life; whether it was designed by a greater intelligence or arose from the interaction of primal forces is largely irrelevant. Ethics and morals are derived from observing the natural order, and the perception of the majesty of the natural world and its relationship to the ranger is a closely personal one. The natural life force of the world can be felt by the ranger who becomes attuned to it. Any ranger may be drawn to the worship of nature. For some rangers, particularly those with few ties to the civilized world (such as Beastmasters, Feralan, Greenwood Rangers, and Mountain Men), the pull is especially strong.

    Gods

    Gods are supernatural beings considered by their worshipers to be the supreme sources of might and authority. Often, a god embodies a particular principal that is manifested or promoted in the material world.

    The total number of gods is impossible to know, as are the number and identities of the rangers who worship them. These factors will vary from campaign world to campaign world. DM's who design customized pantheons for their own campaigns should consider including gods specifically intended for rangers. Gods concerned with agriculture, animals, plants, birth, fertility, geology, weather, and hunting are appropriate, providing they're of good alignment. One place to go for ideas is The Complete Priest's Handbook, which contains many suggestions for adding religions to a campaign, and dozens of sample priesthoods.

    Rangers with gods worship them in a variety of ways. Some may erect simple shrines to their deities that complement the natural features of their primary terrain. For instance, a ranger whose primary terrain is Forest might plant a private grove. An Arctic ranger might build a towering ice pillar.

    Religious practices for the same deity may also vary from ranger to ranger, depending on their primary terrain. Prior to an important hunt, a Desert ranger might immerse his hands in the sand, a Forest ranger might conduct a spirited dance under a tall tree, and a Plains ranger might snap an arrow in two to attract the god's attention (a smooth break may be interpreted as an omen of a favorable hunt, while jagged edges may indicate that the god discourages hunting at that particular time).

    Philosophy

    A belief system derived from intellectual concepts rather than supernatural forces or the natural world may also be the basis for a ranger's religion. The sheer intensity of the believers' devotion is sufficient to attract the magical energy necessary to cast spells.

    Worshipers of philosophic faiths tend to concentrate in small sects in isolated areas of the world. For example, the Iulutiun rangers of the Great Glacier, for example, follow an animistic philosophy called qukoku, which holds that all creatures share a life essence called eaas. The teachings of qukoku maintain that all creatures are morally equivalent, and that animals and men share the same emotions and intellect, which their eaas compels them to express in different ways. (For more about the Iulutiuns and qukoku, see the FORGOTTEN REALMS® FR14 Great Glacier sourcebook.)

    Expressions of Faith

    Regardless of whether a ranger worships nature, gods, or a philosophy, he is assumed to engage in various practices to affirm his faith. Some of these practices may be formally established; for instance, a particular group of disciples may be required to kneel before the setting sun every day. Other practices may be self-imposed; a ranger may decide for himself that the best way to express his devotion is to refrain from violence during nights with a full moon. Once a player establishes a practice as routine for the ranger, the player and DM can assume the character continues it "off stage" unless campaign events dictate otherwise.

    It's up to the DM, in conjunction with the player, to decide what, if any practices a ranger should follow in order to remain true to his faith. Typical practices might include any of the following:

    Meditation. Having private moments of quiet reflection and communion is a common practice. These may take the form of the soft verbal recitation of sacred verse, spoken at the same time every day, to periods of silent meditation, performed whenever the ranger gets a chance. Observing particular phenomena, such as a shooting star, or experiencing certain events, such as acquiring a new follower, may inspire special periods of this type.

    Offerings. The ranger make regular offerings of food or treasure. Offerings may be given to the underprivileged, cast into the sea, or buried in the ground. Small offerings, such as a scrap of meat or a few copper pieces, usually suffice.

    Symbol Display. The ranger may declare his devotion to the world by displaying the symbol of his faith. The symbol may be a distinctive article of clothing, a brooch or pendant, a tattoo, or a tiny mark made on a tree or stone wherever the ranger spends the night. The ranger might mark his animal followers with the deity's symbol. The symbol may be engraved in a collar or bracelet, shaved into the animal's fur, or notched in the animal's horn.

    Pilgrimage. The ranger may make a periodic journey to a sacred location, such as a temple, mountain peak, or holy village. The pilgrimage may take place on a particular date (say, the first day of spring) or whenever he gets the chance within a particular timeframe (he must make the pilgrimage once a year).

    Taboos. Some faiths may impose strict prohibitions on the ranger's behavior. For example, the ranger may not be allowed to eat meat, wear head coverings, or start more than one fire in the same day.

    Players and DMs may also make up their own religious requirements. Remember that a ranger might follow practices unlike other disciples of the same faith; just because most worshipers of a nature deity make shrines out of polished stone doesn't mean that a ranger can't build a shrine out of deer bones. Care should be taken to ensure that the practices don't conflict with the requirements of the ranger's character kit (it's unreasonable to expect a Sea Ranger to make an annual pilgrimage to the middle of a desert).

    Most importantly, any routine practices should be simple enough that they don't distract from the campaign or tie up an undue amount of the ranger's time and effort. A ranger who has to come up with a weekly offering of 500 gp or must spend four hours per day in solitude won't be welcome in very many parties.

    Once the practices are established, the ranger is expected to follow them. Should a ranger fail to uphold the requirements of the religion, or intentionally violate them, he may lose the use of his spells for a brief period, he may become ill, or one or more of his followers may desert him. The DM determines the penalty based on the severity of the ranger's negligence. In most cases, a warning should be enough (which the ranger may experience as a dream or vision), but continued abuse may call for a more severe response.

    Rangers and Druids

    Rangers have much in common with druids. For instance, both classes are predominantly oriented toward nature. Both receive spells in similar ways; in fact, both of the ranger's spheres are shared with druids. Both strive to live up to the tenets of a higher power. They are natural allies against raiders, evil humanoids, and others who would despoil and ruin the land.

    Some rangers won't form anything other than casual relationships with druids. They may work with them on projects of mutual interest and occasionally call on them for guidance or advice, but otherwise the rangers go their own way, oblivious to how druids exercise their faith and not particularly concerned with what goes on in their places of worship. In special circumstances, however, rangers and druids may establish more formal alliances, especially when a druid becomes a ranger's follower.

    Any ranger may acquire a low-level druid as a follower, and may do so for a variety of reasons. If the ranger is skilled in areas in which the druid is deficient, the druid may seek him out as a teacher. The druid's superior may instruct him to serve a ranger as part of a penance, or to serve as a go-between for a network of wilderness protectors that exchanges information and favors. Or like other human followers, the druid may be drawn by the ranger's reputation, hoping for a working relationship that will allow the projects of both to prosper.

    Secretive and mysterious, a druid may never let on as to why he's chosen to follow a ranger. He may simply show up, tag along, obey orders, then abruptly disappear a few weeks later. His initial appearance may be equally cryptic; a ranger who believes he's acquired a lizard or raccoon follower may be shocked to discover that the animal is, in fact, a shapechanged druid.

    Likewise, a low-level ranger may become a follower of a druid. Though many druids are reluctant to take on such strong-willed characters, open-minded druids are often receptive to rangers with a thirst for nature lore and a commitment to conservation.

    Most of the time, however, rangers and druids operate independently. On occasion, they may find themselves competing for dominance of the same territory. A novice ranger who wishes to move into a region occupied by a druid may be wise to petition for permission, even though such permission is rarely required by law. Failure to do so may result in lasting resentment at best, open hostility at worst. Should the ranger act courteously and respectfully, permission is usually granted.

    Conversely, an initiate assigned to a ranger's territory would do well to request an audience with the ranger before settling in. Most rangers will appreciate the gesture, which minimizes the likelihood of misunderstandings or conflicts. A ranger probably won't attempt to drive away a druid who doesn't bother to make contact--assuming that the druid otherwise behaves himself--but relations between them may remain strained indefinitely.

    Because their outlooks are so similar, rangers and druids can usually share the same territory without any trouble, though their paths may seldom cross. Druids tend to keep to themselves even more than rangers. They are less likely than rangers to involve themselves in the affairs of men. Since they're of neutral alignment, druids aren't particularly interested in promoting the ranger's conception of justice. Rangers tend to work more openly, druids more deviously.

    Rangers and druids may informally agree to divide the responsibilities of their territory. The ranger may agree to deal with human and demihuman travelers, while the druid handles the problems of the native animals. They may join forces to contend with a natural disaster, only to part company when the danger has passed.

    Rangers and Clerics

    Low-level clerics may become followers of rangers for many of the same reasons as druids. Not all clerics make suitable followers. The cleric must be of good alignment and should be several experience levels lower than the ranger. Since most rangers are human or half-elven, clerics of these races are the most likely to sign on, though a ranger will rarely reject a follower solely on account of race. Gender considerations usually aren't important, but a cleric with a strict upbringing may hesitate to follow a ranger of the opposite sex.

    The faith of a clerical follower should be compatible with that of the ranger. This doesn't mean that the faiths must be identical--an inquisitive cleric might want to follow a ranger solely to study the nuances of an unusual religion--but the goals of the faiths can't be diametrically opposed. For instance, if the cleric believes that anyone who prays to inanimate objects is a heathen, he won't follow a ranger who worships mountains.

    A cleric serves the ranger in the same way as other followers--assisting him in combat, performing routine chores, and offering advice. In turn, the ranger benefits from the cleric's priestly skills and loyalty. The cleric may be able to assist with some of the ranger's religious requirements; for example, the cleric might handle the blessing of new followers, or come up with the daily offering of food or treasure. If they share the same faith, the cleric may teach the ranger new ways to worship, as well as engaging him in enlightening conversations concerning all things spiritual.

    As with all followers, a cleric will remain in the company of a ranger as long as the relationship is mutually beneficial. When the cleric reaches the end of his penance or learns what he wants to know, he may express his desire to leave. A gracious ranger will grant this request, either dismissing or releasing the cleric at the earliest opportunity. Should the cleric prove to be a nuisance--or worse, if the ranger finds the cleric's religious practices to be unacceptable--the latter may be dismissed without explanation.

    Conversely, a ranger may find it advantageous to serve as a temporary follower of a cleric. He may seek out a cleric because an obligation requires him to spend a period of time working for a church, or because he wishes to learn more about that religion in a structured setting. Alternately, a ranger may volunteer to protect a clerical stronghold, or his deity may have commanded him to become a follower to show his dedication. Regardless of his motivation, a ranger usually serves as a follower for a limited period of time, seldom exceeding a few months. He typically begins his term of service early in his career, usually before reaching 3rd level. When his term ends, however, he may continue an informal relationship with that particular church for a much longer period.

    Clerics of 8th level or higher who establish large places of worship may accept ranger followers. Some clerics may have gender, racial, or kit preferences for their followers, but usually they'll accept any ranger whose faith is compatible with their own and who demonstrates a sincere commitment to serve. Once accepted, the ranger is expected to obey his clerical superiors and adhere to their traditions. The ranger may be required, for instance, to pay a weekly offering for the upkeep of the fortification, take a vow of chastity, or wear a distinctive cloak or other garment. He may also be expected to perform any number of special duties. Typical duties might include:

    Performing routine maintenance on the stronghold. This may include repairing damage, sweeping floors, polishing metalwork, cleaning latrines, and so on.
    Constructing a wilderness shrine or temple. Usually, this is performed under the supervision of a superior. The ranger handles most of the manual labor.
    Recopying faded sacred texts on fresh parchments. Often the language will be unfamiliar to the ranger, as some clerics believe that copying foreign script enhances the disciplinary benefits of the practice.
    Supervising the fortification's herd animals. This includes feeding, watering, administering to sick animals, and cleaning barns and stables.
    Tending the church's gardens and harvesting the crops.
    Protecting the stronghold against monsters and enemy armies.
    A ranger can expect to be disciplined if he refuses to obey his superiors or becomes derelict in his duties. For minor infractions, he may be confined to his quarters or given additional chores. Major infractions may result in beatings or even a banishment from the fortification. In extreme cases, the ranger's superiors may be able to exert their influence to permanently separate the ranger from their religion, causing him to lose all associated privileges and benefits.

    In the context of a game, a ranger's term as a clerical follower may take place between adventures, or it may be incorporated into a campaign, possibly as a springboard for an expedition involving the entire party (the ranger must complete a quest for his cleric, and recruits other companions to help him).

    A ranger's term as a clerical follower may have a variety of consequences, for weal or woe. On the good side, he may make some powerful new contacts and learn some new skills. He may even acquire a new follower or two of his own (a low-level cleric or fighter decides to accompany the ranger when he leaves). On the other hand, the ranger may become burdened with new duties to perform (in exchange for his training, his clerical superiors now expect him to offer extra donations every month in their honor). At any time, he may be unexpectedly summoned to the clerical stronghold to help train novices or defend against attackers.



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