Baravar Cloakshadow
Baravar Cloakshadow:
The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin
Symbol: Cloak and dagger
Home Plane: Dothion/the Golden Hills (the Hidden Knoll)
Alignment: NG
Portfolio: Illusions, deceptions, traps, wardings
Domains: Gnome, Good, Illusion, Protection, Trickery
Worshipers: Adventurers, deceivers, gnomes, illusionists, rogues, thieves
Aliases: N/A
Cleric Alignments: LG, NG, CG
Favored Weapon: "Nightmare" (dagger)
History/Relationships: Baravar Cloakshadow (BARE-uh-vahr CLOKE-sha-doh) is a sly, sneaky protector of the Forgotten Folk. His defenses and protective strategies are rooted in deceit-illusions, traps, ambushes, and the like-and his jests and tricks may cause their victims some pain (emotional if not physical). In addition to teaching the arts of disguise, stealth, and spying to the gnomes, the Sly One creates traps and illusions of incredible depth and cunning, a skill he has passed on to gnomes throughout the Realms. As the patron of illusions, Baravar is the preeminent gnome god of magic. The Sly One oversees the magical arts of gnome magical crafts folk as well. All those who survive by their wits venerate Baravar, particularly those who must often combat kobolds, goblins, and other humanoids. Most gnome wizards venerate the Sly One as well, though they do not necessarily participate in their god's ongoing war with the goblin-kin powers.
Baravar is closely allied with the other gods of the gnome pantheon, and despite Baravar's somewhat mean-spirited nature, the Sly One follows Garl's lead in emphasizing trickery over strength. Baravar works closely with Segojan Earthcaller, as the Lord of the Burrow once included illusions in his portfolio, and Callarduran Smoothhands, for many deep gnomes are well versed in the art of magical deception. While the Baravar and Gaerdal Ironhand share similar concerns, Baravar's deceits do not sit well with the Shield of the Golden Hills and Gaerdal sometimes chooses to foil the Sly One's plans. Baravar has a genuine dislike for deities of many goblin-kin races, particularly the powers of the goblin and kobold pantheons, and unlike the other gnome gods, he is none too restrained about expressing his view. Baravar and Leira were once closely allied, and the apparent death of the Leira at the hands of Cyric has earned him Baravar's eternal vengeance.
Baravar is a crafty, vengeful power who specializes in deceptions. He is unforgiving of any who threaten his charges, and he feels no compunctions about acting against those who have earned his enmity. Although he shares Carl's love of a good practical joke, Baravar's jests and tricks may cause no small discomfort to the victims. He is also a thief and enjoys using illusions to confuse creatures before robbing them. Baravar most often steals out of sheer boredom. The Sly One dispatches avatars to defend gnomes oppressed by humanoids; he often sends one to harass goblin-kin from a distance even before they threaten gnomes: "Do unto them before they have a chance to do unto you" is a philosophy he often acts upon.
Dogma: The world is a dangerous place, and the only sure defense is to cloak oneself in shadows under a web of deception. Strive to master the art of illusion and the game of deceit for therein lays security. Protect yourself and other gnomes. Do not completely trust anyone who has not proven himself or herself. Hope for the best, but prepare for the worst in life and in others' behavior. If folk do you or yours ill, do not fear showing them the error of their ways through making them the butts of a few pointed jokes.
Desperate times call for desperate measures, and in time of battle or war, use the craft of illusion and camouflage to make sure that the right side wins- yours. Do not flout laws openly, but do what is best for those in your care whether or not that course of action is the one approved of by those in authority. Finally, devote yourself to your art and those you love with equal fervor, for one must have a reason to live beyond mere survival.
Avatar/Manifestations:
Baravar commonly manifests through the form of widely varying illusions. Such manifestations often serve to hide a favored worshiper from enemies or mislead those who seek to do harm to a particular follower. Sometimes the Sly One communicates to his faithful via illusions, depicting scenes of what may come to pass or speaking through sounds that seem to emanate from stone statues, babbling creeks, giant boulders, or ancient trees.
Agents/Petitioners:
Baravar is served by a variety of creatures, including blink dogs, brownies, change cats, dopplegangers, ethyks, faerie dragons, leprechauns, pixies, sprites, and thylacines. He demonstrates his favor through the discovery of aventurine, jade, scapras, star diopside, and zarbrina. The Sly One indicates his displeasure by causing illusions to nicker and fade, destroying their effectiveness.
The Church of Baravar : The church of Baravar is highly regarded for its efforts on behalf of the Forgotten Folk in the ongoing battles between goblins, kobolds, and gnomes over he same tunnels and caves; even if the more cultured gnomes find the priesthood's methods somewhat brutish. Baravar's faithful are deservedly admired for their skill in manipulating the Weave and Grafting illusions of incredible realism. But their penchant for deception has earned them a measure of distrust among most gnomes, even those who seek to emulate the trickery of Garl Glittergold.
Baravar's faithful maintain a low profile around humans and other demi-human races, and they are often viewed as little more than a priestly variant of the gnome illusionists. Dwarves in particular exhibit a degree of distaste for the priesthood of the Sly One, for Baravar's faithful embody nearly everything the Stout Folk dislike about gnomes. Temples of Baravar always appear to be anything but a house of worship. Cloaked in the guise of another business, the Sly One's priests assemble in secret chapels behind hidden doors guarded by an elaborate array of tricks, traps, and illusions. The interiors of Baravar's churches are cloaked in a mosaic of shifting illusions and omnipresent shadows that befuddle and mislead intruders.
Novices of Baravar are known as the Cloaked. Full priests of the Sly One are known as the Illusory. Baravarian priests employ a wide variety of titles, seemingly changing them to suits their purposes in any given situation. It is not clear that any true hierarchy of titles actually exists. Specialty priests are known as hoodwinkers. The clergy of Baravar includes rock gnomes (60%), deep gnomes (30%), and forest gnomes (10%). Males comprise a slight majority of his priesthood (60%). Baravar's clergy includes specialty priests (40%), cleric/illusionists (30%), illusionists (12%), cleric/thieves (10%), fighter/clerics (5%), and clerics (3%).
Day-to-Day Activities:
Baravar's priesthood is deeply involved in refining the art of illusions. A sizable number of the clergy are adventurers, charged with finding new spells and magical items that allow the creation and control of effects from the school of illusion/phantasm. Other priests work as researchers, ever refining their magical craft. Priests of Baravar are generally sneaky, smart gnomes, and they serve their communities as spies and investigative agents and by teaching skill such as disguise, camouflage, hiding, and the like.
Holy Days/Important Ceremonies: The clergy of Baravar venerates the Sly One in a monthly ritual known as the Cloaking. Although such rituals are always observed on the night of the new moon, the exact location and nature of the ceremony varies every time. The Cloaking is often held in public places, and it is considered a point of honor by the participants that such assemblies are never detected as such by outsiders.
This practice has led to a common joke among the Forgotten Folk that any unexplained gathering of two or more gnomes must be "another meeting of the Illusory." Baravar's priests make offerings to their god by creating illusions of items they have seen or heard or otherwise sensed. The greater the realism of such deceptions, the more the god is pleased.
Major Centers of Worship: The Hill of Tombs, a prominent knoll at the southern extent of the Earthfast Mountains of western Impiltur, has long served as the burial ground of Impiltur's monarchs and war-captains. If the tales are to believed, this is an ancient tradition begun by the longlost realms that preceded the kingdom founded by Imphras I, War-Captain of Lyrabar. Unbeknownst to the human inhabitants of this young land, a secret temple of Baravar is located in the hill's heart.
The Vault of Seven Mysteries houses a small community of priests and illusionists who gather beneath the tombs of the dead to develop their craft in utter secrecy. The only clue to their presence is the inordinate number of reported hauntings in the vicinity of the hill, coupled with a comparable lack of sightings of the undead. The folk of Impiltur ascribe the reports of numerous spirits guarding the Hill of Tombs to the dutiful service of pious lords whose souls linger after death to safeguard the populace of Impiltur in times of danger. In truth, the gravesite is overrun with gnome pranksters who nevertheless serve much the same function.
Myth Dyraalis, a mythal-cloaked town of elves and gnomes in the Forest of Mir, has served as a safe haven for the Fair Folk and Forgotten Folk who have dwelt therein since the settlement's inception in the Year of Clutching Dusk (-375 DR). The elven and gnome clergies of Sehanine Moonbow and Baravar claim that the two demi-human powers of illusion keep the "Phantom City of Drollus," as it is mistakenly called, a secret, locked away from the rest of the world. Many worshipers of the Moonlit Mystery and the Sly One may be found within the borders of Myth Dyraalis. They gather to worship both powers at the Twin Spires of Mystery, a temple jointly administered by the clergies of Baravar and Sehanine.
Affiliated Orders:
The Knights of the Shadowy Cloak is a mysterious organization with cells in most gnome communities where Baravar is venerated. Members of this order include specialty priests, illusionists, cleric/illusionists, fighter/illusionists, and illusionist/thieves. The Knights work alone and in small groups. Their guiding principles hold that goblins, kobolds, and other humanoid races are an ever-present threat to the safety of the Forgotten Folk, and that, as a rule, members of these races cannot be redeemed. As such, the order is dedicated to driving away or exterminating humanoid tribes that might someday threaten neighboring communities of gnomes. Their methods are chosen not to draw attention or incite retaliatory attacks against those they are trying to defend. Many members of this order are members of multiracial bands of adventurers, for it is considered more effective to direct the militant talents of non-gnomes against the enemies of the Forgotten Folk.
Priestly Vestments:
The ceremonial garb of priests of Baravar consists of a hooded black cloak, a gray cloth mask, and an ornate silver dagger with a wavy blade. The holy symbol of the faith is a tarnished miniature of the silver dagger.
Adventuring Garb:
Baravar's priests favor the garb of rogues, including leather armor, light weapons and a concealing dark gray or black cloak.