Our Lady of Silver, The Moonmaiden
Holy Symbol: Pair of female eyes surrounded by seven silver stars
Let all on whom Selune’s light falls be welcome if they desire. As the silver moon waxes and wanes, so too does life. Trust in Selune’s radiance, and know that all love alive under her light shall know her blessing. Turn to the moon, and she will be your true guide. Promote acceptance and tolerance. See all other beings as equals. Aid fellow Selunites as if they were your dearest friends.
(You need to abide by these as clergy, not as a worshiper)
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Bard, Cleric, Commoner, Paladin, Shaman, Were-Beast, or Witch
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Any Race
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You must not harm an innocent, especially a non-evil member of any race, even if that race are normally considered "evil;" you must first discern for certain their alignment by their acts before acting against them, even at your own peril. (Voluntarily chosen evil deities are exempt; you can't injure or kill a Drow for being a Drow, but you can attack or undermine them for worshiping Lolth, provided you determine for certain whom they worship)
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You must not use torture or cause any unnecessary injury
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Non-Cleric, Non-Paladin Initiation: While under a full moon you must observe prayers to Selune over a pitcher of milk and sacrifice all of your Mana to consecrate it; afterward give that milk to someone in need as a ration.
(You need to abide by these as clergy, not as a worshiper)
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Level 5 spell: Animate Dead
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This spell is too gruesome to tolerate
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Level 3 spell: Darkness
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This spell is the purview of Shar; it is forbidden.
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Level 9 spell: Plague
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This spell causes unnecessary suffering.
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(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.)
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Self-reliance (Forbidden: Taking from others what you can make or acquire yourself; you must not allow anyone else to feed, heal, clothe, or offer lodging to you unless you are unconscious or dying)
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Humility (If you are of noble birth, you must forsake your titles and inheritance; if you are not, you must pledge never to accept such titles; n either case you must always ascribe your good deeds to someone else)
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Sense (Forbidden: Acting in haste, rash behavior, jumping to conclusions; always allow a night to pass before taking any serious action unless a threat is immediate—someone lunging at you with a sword, for example)
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Sisterhood (Forbidden: Treating any woman harshly or as an inferior, regardless of their social status, even if they are a slave; offer everyone comfort, healing, and sustenance if they require it and you have any to give)
Selune (seh-loon-ay) represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, orders of reproductive cycles, and pulls at the edges of sanity. An incalculably ancient deity, Selune approaches existence with the placid calm of dappled moonlight. Like the moon itself, the quietly mystical Lady of Silver has many faces. At times, she seems distant, cloaked in the sadness of past defeats and tragedies. At others, she dances joyfully, her lithe form glowing with majestic radiance. A chaotic being well accustomed to change, Selune can be count on for at least one constant--her ceaseless war against her arch-nemesis Shar.
Home Plane
Gates of the Moon
Portfolio
Non-evil lycanthropes, Divination, Navigation at Night, Questers, Moon, Stars, Wanderers
Favored Weapon
Rod of Four Moons (heavy mace)
Myths
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The Origin of Selune, Shar, and Orben
According to the oldest myths, Lord Ao created the universe that now holds the world of Orben. Through this act of creation, protoplasmic raw existence took the form of twin deities, one representing light and one representing darkness. These deities, Selune and Shar, birthed the heavenly bodies, in the process creating Chauntea as the animating spirit of the world. Chauntea begged the sisters to grant her world warmth and light that life might flourish upon it. Selune relented, igniting the sun with elemental fire. Shar, who treasured the primordial darkness and resented Chauntea’s concept of life, lashed out at her sister, initiating a conflict that has endured to the present day. Enraged, the Lady of Loss snuffed out the lights of Selune, greatly weakening her in magical battle. Finally, the Moonmaiden tore a piece of her magical essence from herself and flung it at Shar. When the blast hit the Dark Deity, it ripped away some of her essence as well. From the meld of light and dark energies came Savras, a being of pure magic who went on to shepherd the Weave blanketing all Orben. Savras more closely identified with Selune, granting the Moon maiden a powerful ally. Selune's magical onslaught cast Shar into the darkness for centuries and allowed warmth and light to grace Orben, but the trauma of the assault wounded her to the core. Since then her power has waxed and waned with the passing of epochs, while Shar, ever waiting to strike from the shadows, retains much of her ancient strength.
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The Dark Moon heresy
Some believe that Selûne and Shar are two aspects of the same deity.
History
Selune’s power seems to be on the rise. Prior to the fall of Aer Arnad, her potency had ebbed to the point that she was a servitor to Sune Firehair. In the last milennium, however, she has branched out on her own, forging new alliances in her eternal battle against her dark sister. Among her strongest allies in this cause is Mystra (the second deity to follow her ancient, long-dead friend as protector of the Weave), especially since Shar created the mysterious Shadow Weave, a force antithetical to Mystran doctrine. Lliira and Eilistraee share Selune’s love of moonlit frolics. She respects Lathander’s passion and hopes that by working together the two can cast destroying light upon Shar’s ever-present darkness. Selune struggles with Umberlee over the fate of ships at sea, and with Mask over the evil he commits in the moonlight’s dark shadows.
Our Lady of Silver is inclined to be tolerant in matters of race and religious observance. Self-reliance and finding one's own, practical path are more important than fussy detail in her faith, and so Selûne is also gaining favor among eccentrics, adventurers, and mavericks of all sorts, including outcasts. Many sages expect Selûne to rise again to great might among the powers, perhaps within their lifetimes.
Relationship with other gods and churches
Selûne's eternal foe is the evil goddess Shar, and she battles her ceaselessly on many planes of existence, both through mortal worshipers and servitor creatures. The enmity between Shar and Selûne carries into their priesthoods, such that open battle often occurs when followers of each faith meet. Selûne also struggles with Umberlee (the lesser god of drowning) constantly over the fate of ships at sea and with Beshaba and Mask over the works of mischief and evil they perform in the shadows the moon's soft glow creates. Salune counts many among her allies however: Lathander, Azuth, Chauntea, Sune, Tymora, Siamorphe, and Yondalla especially, although Tyr, Torm, and Ilmater also often find themselves on her side when battling the machinations of Shar.
Associated lesser deities
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Eilistraee, god of Moonlit Dancing and good Drow
Many of Faerun’s residents live according to the dictates of the night sky, and hence Selune boasts a highly diverse body of worshipers. Seafarers turn to the star-speckled canopy above their nocturnal voyages to navigate the seaways, often offering prayers to the Moonmaiden to protect them from Umberlee’s attentions. Non-evil lycanthropes honor Selune as the master of their fate, as do astrologers and fortune tellers, albeit for different reasons. The common folk know servants of Selune as mysterious agents of good, enemies of evil were-beasts and undead, and caretakers of lunatics and the infirm. Though few understand the intricacies of her ancient religion, most good-hearted people respect her clergy and pay homage to her when the moon is full.
Selûne is worshipped by a mixed bag of followers: navigators, sailors, women, female spellcasters (especially those born under a full moon or interested in divination), good and neutral-aligned lycanthropes, those who work honestly at night, those seeking protection from Shar, the lost, the questing, and those curious about the future. Couples look to Selûne to bless them with children when they are ready, and women look to her for courage, strength, and guidance. The demands she places on her followers are few, and the goddess is reputed to be free with her gifts and boons to mortals.
Itinerant clerics wander Faerun in search of potential worshipers, always keeping an eye out for those afflicted by lycanthropy or madness. Those with the capability to heal sufferers do so; others accompany them to the nearest temple of Selune, where they are cared for by senior clerics. Wanderers of the church also subtly spread an ideology of female empowerment entwined with Selunite homilies, which is growing popular among alewives, laundresses, seamstresses, and servants, although it has yet to gain ground against the growth of patriarchal traditions descended from the ancestors of Nuumalon. Those clerics who remain bound to temples (usually but not always due to age) dispense healing, earn coin for the church by telling fortunes from star charts, and minister to residents of the sanitariums and asylums that frequently abut Selunite temples. Both types of clerics unite when evil lycanthropes threaten a community, doing everything within their power to root out the magical affliction and cure or destroy it.
Selûne's priesthood is as diverse as her worshipers; with hers being truly a faith that promotes equal access and understanding. Reflecting the chaotic and scattered nature of the church of Selûne, its hierarchy is a hodgepodge of clerics, specialty priests, crusaders, mystics, informed or blessed lay individuals, and a smattering of good-aligned lycanthropes (both natural and infected). All cooperate in relative—if rollicking—peace under the symbol of Our Lady of Silver. Members of this diverse group all worship the goddess in their own styles. Her churches vary, as do the phases of the moon, from opulent temples in Loamport to simple shrines in Southern Aer Arnad, from hermitages and hilltop dancing circles to ornate mansion temples.
Hierarchy
Selûnite priests use a wide variety of titles, but novices (not yet fully priests) are always known as the Called, and human females tend to dominate the ranks of the more powerful clergy. Typical Selûnite titles (in ascending order) include: Touched, Enstarred, Moonbathed, Silverbrow, Lunar, Initiate, and High Initiate. All of these titles are followed by "Priestess/Priest." Those titles that follow these in rank tend to begin with "Priestess/Priest of the" and end in some form traditional to the individual temple or shrine the priest is affiliated with. It must be stressed that outside of Loamport and other larger city temples, many departures from these forms of titles will be found. The elite specialty priests of the goddess are known as silverstars.
Vestments
The ceremonial costume of Selunites varies from place to place. Selunite clergy members wear everything from plain brown robes to only a little moonstone jewelry as an accent to normal clothing to rich bejeweled gowns of the finest make and haughtiest fashion with enchanted, animate trains and capes and accompanying moonstone crowns.
The finest can be found at the House of the Moon in Loamport, where the high priestess Naneatha Suaril presides over rituals in a wide-bottomed hooped skirt with a large fanlike collar rising at the back of its neck. Both skirt and collar are stiffened with whalebone and set with clusters of pearls and other gemstones
In the field, the clergy members of the Selunite church dress practically for the task they are undertaking. They tend to dress fashionably, but not gaudily, in day-to-day life. The preferred weapon of the clergy of Selune is a smooth-headed mace called the moon’s hand.
Rites and Duties
Clerics of Selune pray at night for their spells in the direction of the moon. While most rituals of the church are performed personally and usually involve dancing and offerings of wine or milk, all clerics observe the Conjuring of the Second Moon and the Mystery of the Night. The Conjuring of the Second Moon is performed by a group during Shieldmeet. It calls the Shards, who are blue-haired female planetar servants of the goddess, to do the bidding of the clergy (usually to battle minions of Shar), after which one of the clerics joins the ranks of the Shards. The Mystery of the Night is performed annually. During it, clerics are flown high into the air to commune with the deity while in a trance. Selune's worshipers often multiclass as bards or sorcerers.
Priests of Selûne spend their time wandering Orben reaching out to the faithful and to potential worshipers of the moon goddess, since Selûne can be worshiped anywhere on the surface world. They make much small coin by telling fortunes, because folk who try to read the stars never achieve the same success rate in predictions as do clergy members who can call on Selûne for real guidance. In this way, Selûne steadily gains worshipers from the ranks of those who look to the night sky for guidance.
Members of the Selûnite priesthood also face lycanthropes fearlessly and thereby win respect among farmers and other members of the common folk. They are also, by the Lady's command, generous with their healing, often charging very little beyond a meal and a warm place to sleep for straightforward healing. Selûne's way thus makes the goddess ever more popular and keeps her clergy hardy, well-traveled, and in practical touch with the natural world.
The Moonmaiden's clergy are encouraged to be self-reliant, humble, and yet make as much of a success as they can in the world while always remaining as helpful and friendly to the lonely and to decent folk as possible. By this long-sighted policy Selûne allows her clergy to become happy, fulfilled, important people, and sees her faith steadily gain power thereby.
Affiliated Orders
The Swords of the Lady are an order of fanatic Selûnites was known as the Swords of the Lady, who were often referred to colloquially as the "Lunatics". Its members were led by a few Selûnite crusaders who tended to act rapidly in response to threats from Shar and her priesthood, although their behavior was often viewed as bizarre by the public at large.
The Oracles of the Moon are a group of female diviners who worship the Night White Lady. They perform fortune-telling rituals and are some of the highest bards and priests in the faith.
Silverstars are dedicated to protecting the vulnerable. Gifted Silverstars are normally gifted with a Moonblade, which has special properties to harm those who were evil.
The appearance of Selune’s temples vary as much as her clerics, from small shrines in the wilderness to huge open-air or skylit buildings the size of great mansions. Reflecting ponds, small gardens, and feminine zymology dominate Selunite architecture. The temples perform fortune-telling, fight evil lycanthropes, give healing generously, and practice self-reliance and humility.
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
Moon (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)
Primary Domain Move
Turn of Phase
Standard
When you hold your holy symbol aloft and call on Sune for protection, roll+Wis.
On a 9 or lower, so long as you continue to pray and brandish your holy symbol, no were-beasts may come within reach of you.
On a 10+, you also make were-beasts stunned. Aggression breaks the effects and they are able to act as normal.
Level 9 Spell
Moon Path | Level 9
Channeling
At night, so long as the stars or moon are shining, you can create a bridge of moonlight between any two points up to 50 meters away from each other. The bridge automatically reroutes around obstacles. You and your allies cannot be knocked off while standing on the bridge; your enemies cannot follow you over the bridge. The spell ends at daybreak, if you do not dismiss it at will first.
Secondary Domains
Knowledge (Gain this domain's level 1-7 spells)
Magic (Gain this domain's level 1-7 spells)
Peace (Gain this domain's level 1-7 spells)
Water (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
Moon (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)
Primary Domain Move
Turn of Phase
Standard
When you hold your holy symbol aloft and call on Sune for protection, roll+Wis.
On a 9 or lower, so long as you continue to pray and brandish your holy symbol, no were-beasts may come within reach of you.
On a 10+, you also make were-beasts stunned. Aggression breaks the effects and they are able to act as normal.
Secondary Domain Moves (choose 1):
It Does a Body Good
By saying a prayer to Selune over a small amount of milk, you can create a single non-combat healing potion that cures 10 HP and restores 1 Mana.
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.
Secondary Domains
Knowledge (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Knowtographic Memory
If you have read or heard something said before in play, you can recall it perfectly. You must have RPed reading or hearing it.
Magic (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Discern Magicalities
When you spend time studying an area, you can deduce when something magical is nearby (but cannot pinpoint it); ask the storyteller.
Peace (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
A Good, Clean Fight
You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.
Water (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Go With the Flow
When someone tells you to do something you don’t want to do and you willingly do it anyway (without magical compulsion or threat), take +1 forward.