| At'ar/Amaunator - God of Sun
| Chauntea - God of Agriculture
| Gargauth - God of Corruption
Gods are important beings in Orben, the world of Mhirdrun; they grant magical spells to their servants, involve themselves in mortal dealings, and grow or diminish in personal power in relation to the number of worshipers they possess. Clerics and other clergy of a deity will advance only if they please their god by remaining faithful to the god's rules and aims, and acting as the god wishes. There are many deities in the Realms (the universe and all of its assorted planes of existence), and this plethora of divine beings, and the wide variance of portfolios which they represent or epitomize, has led to general tolerance of the beliefs and worship of others.
The sacrifice of intelligent beings is considered murder in lawful realms, and use of another person's goods as offerings is both theft and wanton destruction. Individuals, particularly clerics, may not be overly tolerant of the beliefs of others. It is considered impolite to inquire too deeply into the details of worship of a god one does not worship or is not likely to worship.
Most people in Orben pray to a number of gods on a daily basis, but dedicate their life to one particular patron deity. Many folk make offerings both to gods they revere, and to deities who they would normally oppose, in order to ward off spite. This is so because all the gods of Orben are deeply enmeshed in the functioning of the world's magic, its ecology, and the dealings of its beings - civilized or not. Even Orc children know that to die without a patron deity is to spend eternity writhing in the Wall of the Faithless, and begging for demons to claim one's soul.
The Fugue Plane
When mortals die, their souls are drawn to the City of Judgment in the Fugue Plane. This place is flat, gray and nondescript. The spirits of the dead gather here, usually unaware that they have died. The various gods and goddesses send their envoys on a regular basis to gather the souls of their worshipers.
A worshiper's soul automatically recognizes an agent of its patron deity, knows that it needs to follow and cannot be deceived into following the agent of another power. Likewise, agents cannot claim the souls of those who worshiped a patron other than those they represent. The collected soul is brought to its deity's realm, where it will serve in whatever capacity necessary. There are two exceptions to this rule: devils and demons.
THE BAATEZU
Devils lurk in small enclaves within the Fugue Plane. By agreement with Kelemvor, the god of the dead, they cannot harm or trick the waiting souls of the just-dead. However, they are allowed to explain to the soul its condition and may bargain with it. The baatezu have a great desire for souls, whom they use to create lemures (the lowest sort of devil) which over time are transformed into more powerful entities in the service of the Nine Hells.
THE TANAR'RI
While the lawful baatezu bargain with souls, the chaotic demons employ a simpler method: they steal them! Tanar'ri rulers sometimes create portals between the Abyss and the Fugue Plane, from which pour dozens of demonic servitors. Rallying at the Wall of the Faithless, the demons claw and tear the fabric, then make haste with as many doomed souls as they can. Kelemvor's minions battle them, as do the baatezu, who are always willing to take on their old enemies. The attacks are tolerated, so long as they are not too frequent and don't upset the age-old balance of power.
The realm of Kelemvor, Lord of the Dead, comprises the central portion of the Fugue Plane. From the Crystal Spire, Kelemvor beckons the Faithless and the False from the Fugue Plane and into the city proper, there to be judged.
The Faithless, those who denied faith or paid lip service to their god, all receive the same punishment—they form a living wall around the City of Judgment, tormented forever or at least until stolen by the tanar'ri; a fate many consider to be even worse.
The False, who betrayed a faith they believed in, remain in the City, there to be punished in accordance with their crime. It is whispered that mutilation, dismemberment and madness are but the sweetest tortures inflicted by Kelemvor's minions upon the False.
The Ethereal Plane
Those souls who refuse to acknowledge their own death may attempt to flee from the plane of the dead. Inevitably, they end up on the Ethereal Plane.
The Ethereal Plane lies between the Prime Material (the mortal universe), the Fugue plane, and the elemental planes. As movement through the Ethereal plane is governed by force of will alone, the wandering souls of the dead inevitably gather along the border to the Prime Material, near to where they died.
Things along a border of the Ethereal Plane can appear to be in two places at once; thus, the roaming spirits of the unwilling dead may be seen and even interacted with by the living at those places where they dwell, trapped forever until by a force of their own will they can return to the Fugue Plane.
Even the Gods have their own God, called Ao, or the Overgod. He sets himself apart from the others, and is said to be independent of the universe itself. Although he now has a small following of worshipers, he grants no spells, and does not listen to prayers. Despite this "Hands-Off" attitude, Ao wields great influence over Orben, and can strip gods of their powers, or ascend mortals to god-status, and if and when a new race emerges in Orben, it is Ao who assigns their patron deity. What happens in Orben and what the other deities do is of no concern to Ao, as long as the deities uphold their individual portfolios and do not completely ignore their worshipers
Portfolios of the Gods
Each god is assigned to a "Portfolio"—a range of powers and influences Ao has tasked them with controlling and asserting dominion over. Some of these may be literal and tangible, like being a god of "Light" or the "God of the Elves," while other portfolios may be much more abstract, like the gods of "Love," or "Hatred." Some gods may even be jealous of another god's portfolio and attempt to slowly subsume it into their own over time, although Ao will usually intervene before they can succeed.
As may be expected, gods of opposing portfolios (like "Light" and "Darkness") tend to send their followers to apprehend or even entirely slaughter the followers of the other. Denizens of Orben are usually too practical to carry these religious feuds very far or beyond reason, as they have their own, more mundane, conflicts to worry about. However, every now and again a religious war or crusade may be triggered by some obscure event, and the gods, whose positions are almost always assured to remain, are content to gamble with the fates of their followers.
Still, from time to time a god may fall or die—usually to another god, or by invoking the displeasure of Ao. When this happens, they are always replaced, their portfolio is assumed by another, and the work continues without them. Some lesser deities and even mortals may exploit this possibility in the pursuit of their own ascension.
Demigods
Within the purview of each major god's "main" portfolio, innumerable lesser gods rule more specific or obscure tenets of a particular faith (for example, demigods serving Tempus, the God of War, might govern tactics or destruction). While people with more specific needs often seek out shrines to these gods, every demigod and worshiper knows that true divine power comes from the portfolio, and not from any demigod's own powers.