BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Gond

Gond

Gond (pronounced: /ˈgɑːnd/ GAHND), the Lord of All Smiths, is an intermediate deity of craft and smithwork, whose faith is the state religion of Lantan. The church of Gond is tolerated across Faerûn and members are found in both good- and evil-aligned human populations. He has had an increasingly growing  following in rock gnome communities. In Durpar, Estagund, and Var the Golden, he is known as Zionil, patron of craftfolk, inventors, and creators. Gond is accepted among the gnomish pantheon as Nebelun the meddler, though a small gnomish cult believe that Nebelun is a separate deity. Though the latter is actually correct, Nebelun is only active in other crystal spheres, leaving the Faerûnian Lord of All Smiths free to take his place in the Realms.  

History

At some point in his history, Gond forged the artifact known as the Shadowstar.  

Relationships

Deities

Along with Milil, Deneir, and Oghma, Gond is one of the Deities of Knowledge and Invention. He is on relatively good terms with Oghma, though sometimes their relationship is tense due to Gond's tendency to push new inventions being rapidly introduced across Faerûn without thinking of the consequences. His relationship with Milil is also strained as they have little in common. Beyond the Deities of Knowledge and Invention, Gond is known to have a friendly rivalry with Chauntea.  

Worshipers

The heart of Gond's church is the High Holy Crafthouse of Inspiration in the city of Illul in Lantan. This monastery is run by Danactar the High Artificer, Most Holy Servant of Gond. Danactar is the highest-ranking mortal cleric of Gond; he is the supreme voice in ecclesiastical matters and serves in Lantan's ruling council, the Ayrorch. The church of Gond consists mostly of wandering clerics who travel from settlement to settlement, finding work as artisans and engineers. Settling in one area is only encouraged in centers of innovation that warrant constant observation, such as Zhentil Keep, Waterdeep, Athkatla, and Suzail. The church encourages wealth, as it demonstrates the benefits of following Gond. As they travel, clerics take samples of any inventions they discover and assist innovators they encounter, filing regular reports to their superiors.   Temples to Gond are imposing, boxy stone structures surrounded by porticoes. The only internal decorations are sprawling exhibits of items, some of historical interest, some representing the latest work of master crafters. The central altar consists of a massive anvil surrounded by spinning cogs in a giant machine. Backrooms consist of workshops.    Clerics of Gond have a unique dress - they wear saffron robes, sashes that hold tools, and sun hats., as well as great belts of large linked medallion ringlets. In north Faerûn, they serve rural communities as tinkerers, carpenters, and civil engineers. All clerics of Gond keep a journal in which they write down ideas for inventions to be worked on and contemplated. Journals kept by wandering priests are given to temples they visit. Their notes are recorded and added to the temple library for everyone to gain insight from. The center of the Gondite religion is the High House of Wonders in Baldur's Gate. The cities' faithful also built a great museum, the Hall of Wonders, to display Gondite inventions.   The church of Mystra opposes that of Gond, believing he holds technology above magic; in truth, Gond views magic as a tool to further his creativity. Merchants cultivate relationships with Gond's clergy in the hope of profiting from trading in Gondar inventions. Periodically, an invention of the followers of Gond has an adverse economic effect, resulting in hostility from other faiths.
Children

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!