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He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians

Holy Symbol: An open, staring eye with a blue pupil and outline painted on the back of a right-hand war gauntlet or the palm of a left-hand war gauntlet

"He also serves who stands and waits and watches carefully."

"Careful planning always defeats rushed actions in the end."

 

Be vigilant; be fair and diligent in the conduct of your orders. You must protect the weak, the unpopular, the injured, and the young and not sacrifice them for others. You must anticipate attacks and he ready, know your foes, and care carefully for your weapons so that they can perform their duties properly when called upon.

 

(You need to abide by these as clergy, not as a worshiper)

  • Cleric, Commoner, Fighter, Paladin, Ranger, or Wizard

  • Any race

  • You must obey all laws to the letter

  • You must follow the orders of anyone in authority unswervingly, unless those orders countermand the dictates of Helm

  • You must not harm the innocent

  • Commoner Initiation: You must be inducted into the town guard or be deputized by a Cleric or Paladin of Helm

(You need to abide by these as clergy, not as a worshiper)

  • Level 3 spell: Darkness

    • Subterfuge is the enemy

  • Level 5 spell: Animate dead

    • Undead are the enemy

  • Level 7 spell: Plague

    • Disease is the enemy

(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Caution (Forbidden: Taking hasty actions, except in immediate defense of another; always "sleep on it" when making a serious decision)

  • Loyalty (Forbidden: Betraying anyone, breaking promises, knowingly lying or telling partial truths)

  • Protection (Forbidden: Allowing harm to come to an innocent)

  • Vigilance (Forbidden: Remaining ignorant of the actions of your enemies or unprepared for their onslaught; remain always armored and armed, and discover or root out information about wrongdoers at all times)

Helm (HELM) is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps.

Helm is difficult to understand and is often viewed as emotionless, heartless, and devoted only to his duty or goal at the cost of all mortal consideration. While he is devoted to the point of obsession, he is not heartless, but merely a stern disciplinarian. He is fond of children and has been known to be most uncharacteristically lenient (for Helm) when dealing with small infractions by them or on their behalf.

Home Plane/Realm

House of the Triad/Everwatch

Portfolio

Guards, guardians, protectors, protection

Favored Weapon

Ever Watchful (longsword)

Myths

  • Helm's Motivations

In attempting to comprehend Helm's driven nature, many mortal sages have attempted to account for him throwing himself into his work by blaming his behavior on a broken heart caused by long-unrequited or spurned love. Others say he lost a great love to tragedy or eternally grieves for a lost relative, such. as a brother, sister, ot child. Still others account for his behavior more coldly as a burning ambition to become the greatest of deities. Helm has never given credence to any of these theories, as he considers such speculations frivolous use of time that could be spent more honestly at productive work.

History

Prior to the Fall of Aer Arnad, Helm was a well-respected faith in most areas of Elven rule. Its large temple complexes were usually situated near dangerous and evil areas (such as entrances to the Underdark) and were regarded as a first line of defense against evil people and creatures.

 

Wracked by defections in the wake of fall of Aer Arnad, active persecution in the North by those angry with Helm for his association with protecting Elven cities against Human tribes, the Vigilant or Watchful Ones (priests of Helm) have been in decline. They have only recently begun to recover popular favor and influence, strength, and organization under the unflinching, no-excuses leadership of Human priests . Most of these folk are people of inflexible beliefs and loyalty. They believe that Helm is the most favored of all the powers, for he was chosen to retain his powers to discipline the others.


Fighting their way back from a reputation that brands many faithful "Elf-Lovers," the Tested and the True are having a tough time, but one which their strong discipline and the almost military hierarchy of the church of Helm are well suited to handle. All know their position by their rank within the church of Helm, and Helm himself sets the goals for his high priests and priestesses, determining what temples, abbeys, and shrines are to cooperate with each other in which ongoing efforts.

Relationship with other gods and churches

The only god who could be considered a full ally of the Watcher is Torm the True, the god of paladins. Strongly held ideological differences have caused a great rivalry verging on hatred between the clergy of the two gods, but the deities themselves remain close. Helm is jealous of Amaunator's claim over the enforcement of laws, as it tends to tread on the occupations of the city and town guards invoked byhis portfolio. However, Helm reserves his real opposition for deities whose plots threaten the people and stability of Orben, especially Bane and Cyric, as well as Mask and Shar. He is also especially at odds with the uncontrolled violence and careless destruction of the lesser deities Garagos, and Talos, and the beastly predations of Malar.

Associated lesser deities

Helmites always obey orders, provided those orders follow the dictates of Helm. Helm's wishes are often revealed to his faithful in response to on-the-spot prayer (often via a spell). He is very responsive in sending guiding vision, especially when his faithful face conflicting orders or directives, even from his senior clergy. The thought of commanding undead rather than turning them or destroying them is abhorrent to Helm, and so his clergy are not allowed to do so and would never dream of trying. This difference in philosophy is a major factor in the rivalry between his church and that of Torm.

Helmites always obey orders, provided those orders follow the dictates of Helm. Helm's wishes are often revealed to his faithful in response to on-the-spot prayer (often via a spell). He is very responsive in sending guiding vision, especially when his faithful face conflicting orders or directives, even from his senior clergy. The thought of commanding undead rather than turning them or destroying them is abhorrent to Helm, and so his clergy are not allowed to do so and would never dream of trying. This difference in philosophy is a major factor in the rivalry between his church and that of Torm.

Hierarchy

Titles used by the clergy of Helm are (in ascending order of rank): Novice, Adept, Trusty, Alert, Watchknight, Guardian, Overblade, High Tower. These have been adopted only since the fall of Aer Arnad, and members of the Tested and True and Watchers (specialty priests, derisively known as "Godseyes") have been allowed to retain any older, personal, or variant titles. Clergy who lead or occupy an important office in a temple, abbey, or monastery may also bear additional titles pertaining to their duties.

 

Vestments

Priests of Helm wear spotless, shining, (often everbright-enchanted), unblemished full plate armor with open-faced helms (a visor reduces vision). Often the helms are topped with plumes. Such armor may be accessorized with red cloaks and tabards of steel gray, and Such garments-or the armor itself - may be adorned with the Unsleeping Eye in the center of both back and breast. In southern regions, Helmite clergy members often wear the finest full plate armor set with gems and worked with gold filigree in designs that accentuate great golden eyes set in the centers of their chests (on the breastplates) and hacks. In areas where heavily armored clerics are frowned on, the armor is reduced to a set of heavy shoulder plates, but the helm remains in any case.


Because of the useful nature of the ceremonial gear of the priests of Helm, it is worn in the field as well as for ceremonial purposes, unless it is decorated with such costly materials that the priest fears it will attract thieves, in which case a more utilitarian version of the same full plate armor is worn. In either case, the armor is dominated by the symbol of Helm's eye on the chest, often shown in a sunburst or as the topmost level of a stepped pyramid.

 

Rites and Duties

The Helmite faith always holds a Ceremony of Honor to Helm on each Shieldmeet, but its members observe no other calendar-related rituals to the God of Guardians.

On a daily basis, worshipers of Helm should always pray to the Vigilant One upon awakening and before composing themselves for slumber. A faithful worshiper who poses a question to the god typically receives some sort of (often cryptic) guidance in dream visions. Helm may also grace a nonbeliever who is growing interested in his faith with such visions.

Helmite clergy believe they can win back the rightful power of Helm only through demonstrated excellence of vigilance and purity of loyalty in their roles as guardians and protectors. They have set about trying to train bodyguards everywhere and spreading the word that only Helm-tested worshipers of the God of Guardians are truly worthy and reliable to their masters.

Affiliated Orders

The members of the Companions of the One True Vision, an order of Helmite clerics, fighters, and crusaders, were known for being unswervingly loyal shock troops able to follow orders asking them to engage the most difficult objectives without breaking and hold the most trying positions against overwhelming odds. Recently, however, members of this order, many of whom served in the Helmite actions in Thamun, have taken a beating in popular reputation.

 

Other affiliated Helmite orders include a small fellowship of battlefield healers known as the Watchers over the Fallen, a group of dedicated bodyguards whom Helmite temples hire out to others to generate revenue called the Everwatch Knights, and an order of paladins called the Vigilant Eyes of the God.

Temples of Helm are always imposing edifices built solely for defense. Many are fortified abbeys located near dangerous and evil areas, where they form a line of defense against the encroachment of powerful enemies. Major cities usually have a temple or shrine to Helm, for his clerics make excellent guards or leaders of guards. Wherever they are located, Helm’s faithful watch their houses of worship with unceasing vigilance. Frequent guards are spectators, a race of smaller beholderkin, which infuriates the church of Bane and its allied beholders. At the heart of the endless barracks, armories, and training chapels, is the central altar, which is always a massive suit of full plate mail. All such suits of armor are holy relics of the faith, having once been worn by one of Helm’s most esteemed champions. All who seek sanctuary are welcome within a temple of Helm, but if they are accused of a crime, they must willingly submit to the local laws of the land and its justice, if lawfully executed. Despite its risks, many accept this condition, for Helm’s followers always ensure that the accused receives a fair trial.

 

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Protection (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Not On My Watch

You can't be surprised. You automatically go first in initiative order.

Level 9 Spell

Spell Resistance | Level 9 | Ongoing

Another person you choose gains +1 to all saving throws. You can dismiss this at will.

Secondary Domains

Justice (Gain this domain's level 1-7 spells)

Moon (Gain this domain's level 1-7 spells)

Sun (Gain this domain's level 1-7 spells)

War(Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Protection (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move

Not On My Watch

You can't be surprised. You automatically go first in initiative order.

Secondary Domain Moves (choose 1):

Trust Me

Serves as Staunch Defender for follow-up moves.

When you roll to use Defend, you can’t fail; a 6 or lower counts as a 7-9 for you.

 

Man the Boundaries!

You can deputize someone to protect something or someone else in your place. Designate someone you trust; they cannot fail a roll to Defend—a 6 or lower counts as 7-9 for them. You can only deputize one person at a time; you can't deputize another Paladin or Commoner who already serves in your clergy. If the person you chose diverts from or is distracted from their duty until it is completed (or failed), they lose this bonus, and you take -1 ongoing until the duty is completed (or failed).

Secondary Domains

Justice (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

It’s All a Deep End

When you're outnumbered 2 to 1 or more in a fight against criminals, do +2 damage.

Moon (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Goodnight Room

When you set a vigil over an area no larger than 20 meters wide, you are alerted instantly by anyone entering, even if they’re disguised or invisible. This vigil ends if you make any standard or interrupt moves.

Sun (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

It’s All Right

When you assist lawfully appointed officers of the law, they take +1 forward. You can’t use this to benefit yourself.

War (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Chigorin Counterattack

You gain a cunning animal as your mount. While mounted on this animal and in combat, as a Standard Move you can communicate your thoughts to one other ally within sight of you, using  a number of words equal to your level. An ally who acts upon your order or suggestion takes +1 forward; they can only gain this bonus once per encounter.

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