Mulhorandi Pantheon

The Egyptian gods found in upon Toril are not merely coincidentally named copies of those found on Earth. They are exactly the gods found on Earth, or at least it is implied. They were, at the very least, the native gods of a group of people called the Mulan, brought to Toril as slaves through an interdimensional portal crafted by the Imaskar Empire.

While the Imaskar Empire initially blocked any divine influence from other realms, Ao the Overgod eventually lent the Mulan his aid, creating mortal avatars of their pantheon to circumvent the protections. The people, with the aid of their gods, then left the area, creating the nation of Mulhorand, and eventually Thay.

For Deific Obedience

All of the gods of the Mulhorandi pantheon have the same obedience — as it was handed down through millenia of generations since before the first of the Mulani arrived upon Toril. If a mulhorandi worshipper so chooses, their devotion to Bastet may also use this obedience in lieu of her Faerunian persona to receive these benefits in their stead.

Daily Obedience (All deities except Set): Position yourself where you can watch the sun rise. As it does, briefly give thanks to each god in Mulhorand’s pantheon. Reflect on your notable Mulhorandi ancestors or other ancient heroes and their accomplishments. Then, leave a small offering of cooked food on a wooden plate (or, if none is available, on a large leaf ) for whom might happen upon it. You gain a +4 bonus (sacred or profane, depending on yours and your patron’s alignment) on saving throws to resist death effects.

Daily Obedience (Set): As midnight falls, wander into the desert (or whatever barren sands you can find), foraging for a scorpion or serpent — or other vermin you might find. Spend the rest of your devotional laying out on the sand, allowing the creature you find to roam freely upon you. Meditate upon the harshness of the lands to which your god was banished, and how you might, like the creature that crawls upon you, wiles their way in the darkness for an opportune time to strike. Gain +4 profane bonus on all saves against poison, and on checks to avoid thirst and suffering effects from exposure.

Boons
1: Patron’s Missives choose one domain from your patron deity’s domains; once this is chosen it cannot be changed. You gain spell-like abilities to cast the 1st-level domain spell 3/day, the 2nd-level domain spell 2/day, or the 3rd-level domain spell 1/day.
2: Patron’s Blessings Choose one domain from your patron deity’s domains. It does not have to be the same as the domain chosen prior, but once chosen it cannot be changed. Choose either the greater power or greater blessing of this domain. You gain the ability to use this power or blessing as a cleric or warpriest equal to your Hit Dice.
3: Divine Communion Once day, you can attempt to channel your god, who can then speak with those present. This works only when the god chooses to communicate with them directly, and even then, the deity may choose to make this communion through a harbinger rather than him/herself. This is not a mere question-and-answer session — the deity can converse fully. The communion does not guarantee that the god is helpful, or honest, but if the communion works, it is because the patron chooses to allow it, which means he may be in a benevolent mood — or simply a playful one. The communion takes 10 minutes of petitioning on your behalf, and if successful, the communion lasts up to 10 minutes. Unfortunately, you cannot hear what is said while channeling and do not remember any of it afterward, and are dependent upon those in your company to relay it. Once a communion is successful, you are exhausted, and you cannot use this ability again for one week.

For Any Mulhorandi Follower

Prestige Classes: Glorious Servitor

Traits: Planetouched Animal Affinity

Deities of the Mulhorandi Pantheon

The following is a condensed listing of the deities of the pantheon — for the benefit of those wanting to create a character who follows one of these deities. Rather than individually detail all of their exclusive features, refer to the deity exclusive features page to find any feats, traits, items etc that are exclusive to a particular deity or per their domains.

Anhur
Chaotic Good Lesser God of war, conflict, physical prowess, rain, and thunder.
Domains: Chaos, Good, Lightning (Air), Strength, War, Weather [Storms], Wrath.
Dogma: Protect Mulhorand, for she is your mother. Fall upon her enemies as you would any who had done ill to your own mother. Show bravery and valor in combat, and protect your brothers and sisters in arms. Follow the wise advice of your commander as you would that of your parents, but take no actions that serve an ill cause. If your commander asks that you do ill, refuse; your actions will be vindicated by a council of at least three of your peers. Carry the peace and prosperity of Mulhorand westward and shepherd the people of Unther during their time of need.

Bastet (See Sharess)
Chaotic Good goddess of cats, pleasure, protection and retribution.

Geb
True Neutral Demipower of the earth, miners, mines, and mineral resources.
Domains: Artifice, Cave, Earth [Metal, Petrification], Greed (Trickery), Protection [Guardian].
Dogma: Know the earth. Explore its beauties and reveal its hidden secrets, but do so in such a way as to highlight their fundamental mysteries, not merely to exploit their monetary value. Protect those who work in the earth with respect and punish those who ravish it of its treasures without regard. Become one with the earth, and you will know Geb, who abides in it. Geb will lead you to inner peace through steadfast knowledge and lend you the strength of the living rock to defend and protect in your time of need.

Hathor
Neutral Good Lesser Goddess of family, music, dance, moon, fate, and motherhood.
Domains: Art [Performance], Charm [Lust], Community [Education, Family], Fate (Luck), Moon, Sloth.
Dogma: Help all who turn to you for aid, be they slave or free, high born or low born, for all Mulhorand’s children are equal in Hathor’s eyes. Provide sustenance for the hungry, healing for the hurt, health for the diseased and protection for the endangered. Act humbly, for pride and haughty words come not from the heart of the Nurturing Mother. Treat those in your care as royalty, for so shall you be cared for in the peaceful garden of the Quiet One in the afterlife. Be joyful and spread happiness with your words and deeds. Dance and let your heart be light, for goodness and mercy shall be yours in this life and the next.

Horus-Re
Lawful Good Greater God of the sun, vengeance, rulership, kings, and light.
Domains: Good, Glory, Law [Honor, Legislation], Nobility [Aristocracy, Leadership], Radiance, Retribution, Sun [Day, Light].
Dogma: Goodness, honor, and order are the natural state, and that which leads to evil, treachery, and chaos is by rights unnatural and the enemy. Lead Mulhorand by example, and let your deeds speak your intentions. Goodness and harmony come from living within maat rather than fighting it. Laws exist to bring prosperity to those under them. The pharaoh and the church of Horus-Re rule with Horus-Re’s guidance and set laws as guidelines for honorable action within Mulhorand’s tradition. Make no hasty changes or decisions, as their consequences are always suspect and may undermine the steadfast rule of eternity. Protect the weak and avenge all wrongs. Smite traitors with righteous vengeance.

Isis
Neutral Good Intermediate Goddess of weather, rivers, agriculture, love, marriage, good magic
Domains: Family (Community), Good, Love (Charm), Lust (Charm), Magic, Water [Rivers], Weather [Storms].
Dogma: Encourage love, affection, and marriage in the citizens of Mulhorand. Sow the seeds of happiness, family, and food wherever you go and provide wise counsel for those in need. Use your magic to benefit of the people of Mulhorand and never to harm them, particularly by shaping the weather to serve the populace and creating magic items for the benefit of all. Protect the heroes of Mulhorand and those who are in love.

Nephthys
Chaotic Good Intermediate God of wealth and trade, protector of children, and protector of tombs.
Domains: Chaos, Good, Greed (Trickery), Protection, Trade (Travel).
Dogma: Accumulate great volumes of wealth, but do not hold money above your devotion to the goddess. Protect the tombs and the remains of the dead, and smite those who would rob those who have gone to the afterlife or desecrate their tombs. Avenge the deaths of those Mulhorandi killed by the Red Wizards of Thay. Be faithful to your family, friends, and encourage faithfulness in others. Protect worshipers of the goddess, and diligently root out and destroy evil, especially the actions of Set.

Osiris
Lawful Good Intermediate God of vegetation and harvest, death, the dead, and justice.
Domains: Good, Law [Honor, Judgment, Legislation], Plant [Harvest], Pride, Repose [Ancestors], Retribution.
Dogma: Goodness, honor, and order are the natural state, and that which leads to evil, treachery, and chaos is by rights unnatural and unlawful. Goodness and harmony come from living within maat rather than fighting it. An organized approach brings the most good for all. Laws exist to bring prosperity to those under them. The pharaoh and his representatives set laws as guidelines for honorable action within Mulhorand’s tradition. Those guidelines must be applied with honor; when honor is lacking in their application, the fair judgment of Osiris is the law. The justice of Osiris is a lack of partiality. Be not angered without justice. Great is justice when it is even-handed; in the eyes of truth, a slave and the pharaoh are as one.

Sebek
Neutral Evil Demigod of river hazards, crocodiles, werecrocodiles, and wetlands.
Domains: Animal, Crocodile, Evil, Gluttony, Scalykind, Swamp, Water [Rivers].
Dogma: Hunt or be hunted. Kill intruders in the swamps, weed out the weak, terrify human commoners and weaklings into propitiating Sebek, dominate your fellows, and eventually turn the world into one vast swamp. Seek recognition for your acts in the name of the deity, for he is a powerful deity to be feared. You will be amply rewarded with choice prey, wealth, and territory when Sebek finally assumes the role within the pantheon that he deserves.

Set (Also Sseth to the Yuan-Ti)
Chaotic Evil Greater god of the air, darkness, desert storms, drought, evil, hatred, night, scalykind and the Yuan-Ti
Domains: Air, Chaos, Darkness [Night], Desert, Evil [Hatred], Murder (Death), Pride, Scalykind [Venom], Serpent [Venom], Vermin, Wrath.
Dogma: The ends justify the means, and life is a struggle to be won by the powerful and the ruthless. Loyalty to one’s comrades is admirable as long as it advances the cause of Set, and in the end, when Set accedes to his rightful throne, those that have served him well will be justly rewarded. Destroy the clergies of Horus-Re and Osiris, thus accelerating Set’s establishment at his rightful place as god-king of Mulhorand, and spread the cult of Set throughout the world. Sacrifice both wealth and sentients to Set.

Thoth
True Neutral Intermediate God of neutral magic, scribes, knowledge, learning, invention, secrets, wisdom
Domains: Artifice [Alchemy, Industry], Knowledge [Education], Magic [Spell], Rune [Language].
Dogma: Learn all you can and help to spread wisdom throughout the world. Research magic, protect the secrets of Thoth, and spread magic throughout Mulhorand. Explore new invention and better ways of doing things, pushing the limits of engineering, architecture, and magic item construction. Protect Mulhorand from the traitorous Red Wizards of Thay and undermine their efforts at every possible turn. Use weaponry as little as possible, for magic is your weapon.