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Storyteller Hero
Learned Scribe

282 Posts

Posted - 29 Jan 2017 :  14:44:20  Show Profile  Visit Storyteller Hero's Homepage Send Storyteller Hero a Private Message  Reply with Quote  Delete Topic
Presenting a deity lore pamphlet for Bahamut, god of justice, wind, and good dragons in the Forgotten Realms. Updated to 5th edition's post-Sundering status quo. PWYW.

This is a combination of researched canon lore from across multiple editions and non-canon gap fillers.

This document contains the following:

• a poem for Bahamut worshippers

• lore about Bahamut and his exarchs

• lore about Bahamut's realm

• the tenets of Bahamut's faith

• lore about the clergy of Bahamut

• special feats for clerics and paladins that worship Bahamut.

• special magic spells for clerics and paladins that worship Bahamut.

My Blog:

My DMG Shop:

Edited by - Storyteller Hero on 16 Apr 2018 20:36:05

Storyteller Hero
Learned Scribe

282 Posts

Posted - 16 Apr 2018 :  20:37:32  Show Profile  Visit Storyteller Hero's Homepage Send Storyteller Hero a Private Message  Reply with Quote
The Bahamut pamphlet has been updated to v1.1 - here are the update notes.

Changes in v1.1:

Added update log.

Added “Draco Paladin” and “Marduk” to Bahamut’s Other Names of Titles.

Expanded Bahamut’s historical lore, including more detail in the evolution of his faith across the millennia.

Added Amaunator, Corellon Larethian, Garl Glittergold, Horus-Re, and Yondalla to Divine Allies.

Added Cyric, Gruumsh, and Ilneval to Divine Enemies.

Added sentences to first paragraph describing Bahamut: “The King of the Good Dragons teaches his faithful to uphold the ideals of compassion, justice, and the sanctity of life. Bahamut himself will never willingly kill a creature unless absolutely necessary.”

Moved paragraph about Torm.

Added paragraphs describing Bahamut’s relationships with his other allies.

Moved paragraphs about Tiamat and Garyx, to place the enemy-describing paragraphs in alphabetical order.

Revised Bhaal’s entry among the paragraphs describing divine enemies, mentioning more of his portfolios.

Revised Tiamat’s entry among the paragraphs describing divine enemies. Fixed part about manifesting an avatar when Tiamat was trying to bring her main body out of Avernus.

Expanded description of Celestia.

Revised standard daily ritual of a cleric or paladin of Bahamut in Clergy section, making it four taps instead of three, for justice, honor, righteousness, and nobility.

Added Customs of the Faith section.

Added “A Distant Realm” to the Misc. Lore, using lore that will be featured in the upcoming Realmspace Traveller’s Guide.

Applied some minor fixes to spelling and grammar.

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Forgotten Realms Designer

780 Posts

Posted - 17 Apr 2018 :  03:53:43  Show Profile Send TomCosta a Private Message  Reply with Quote
It's not my intent to imply what you did is not awesome in its own write, but just to provide some more sources that you might consider. The following write up I did from the late 2E days is the reason Bahamut took on Marduk as an alias, which is what, in part, got Eric Boyd's attention and resulted in him nicknaming me Marduk in the credits to Demihuman Deities. Feel free to pilfer anything you like. It obviously would need updating to better match up with Dragons of Faerun, not to mention 4E and 5E.

(The Platinum Dragon, the Dragon Lord, the Dragon’s Lord, King of All Good Dragons, Lord of the North Wind, Master of the North Wind, Justicemaker)
Lesser Power of Mount Celestia, LG
Portfolio: Civics, discipline, ENLIGHTENED JUSTICE, firmament, GOOD DRAGONS, goodness, guidance, guardianship, hope, knowledge, law, light, loyalty, luminosity, METALLIC DRAGONS, order, prophecy, resplendence, rulership, skies, song, truth, virtue, wind, WISDOM
Good dragons, metallic dragons, wisdom, enlightened justice, virtue, firmament
Aliases: Bah’Mut, Platinum Father, Xymor (dragons of Abeir-Toril), Marduk the Justice Bringer (humans of the Old Empires region of Abeir-Toril), Draco Paladin, Dragonlord, the Great Dragon
Domain Name: Mercuria/Bahamut’s Palace
Superiors: Io/Asgorath
Allies: Lendys, Tamara, Zorquan, Corellon Larethian, Sehanine Moonbow, Labelas Enorath, Belenus, Diancecht, Oghma, Mithras, Jazirian, Koriel, Stillsong, Celestian (GH), Heironeous (GH), Pelor (GH), Rao (GH), St. Cuthbert (GH), Ulaa (GH), Ilmater (FR), Lurue (FR), Milil (FR), Nobanion (FR), Selûne (FR), Torm (FR), Tyr (FR)
Foes: Tiamat, Faluzure/Null, Garyx (FR), Orcus/Tenebrous (dead?)
Symbol: Pole star above milky nebula (Bahamut); a reptilian eye superimposed over a square of gold (Xymor); silvery net (Marduk)
Wor. Align: LG, NG, CG, LN, N, CN

Bahamut (ba-HA-mut or BA-ha-mut) the Platinum Dragon has been described both as the King of All Good Dragons, and more accurately, as a glorious and resplendent deity in his own right. He is ever watchful for the cause of lawful good and sits unsleepingly in his palace on Mount Celestia, the Seven Heavens. Bahamut is the protector of all good dragons and a fierce opponent of evil. In addition to being the god of good and metallic dragons, wisdom, and enlightened justice, on many worlds, Bahamut is also seen as a power of virtue in general and as a minor draconic power of the firmament, especially clear and bright skies, whether night or day.
Bahamut is noble, wise, judicious, kind, helpful, and among the most compassionate beings in the multiverse, but he can also be stern. He has a genuine fondness for and believes in the sanctity of life, and will not willingly kill another creature unless he has no other choice, preferring to polymorph them into a harmless form instead of slay them.
By dragon standards, he is selfless and sharing, being neither vain nor desirous of treasure. Bahamut values wisdom, knowledge, prophecies, and song. On the other hand, he abhors injustice and foul play, being very disapproving of evil and not tolerating any offense offered by evil creatures or braggarts.
Bahamut is an active deity, ever arguing the case against evil with Io, ever watchful against the actions of Tiamat. He also watches over lawful good creatures, draconic or otherwise, in peril, offering aid, recuperation, and knowledge – granting what is needed to defeat, but not destroy an opponent. Nevertheless, he is not eager to involve himself directly in the affairs of the Prime Material plane unless to check Tiamat, preferring to let mortals find their own way. He is the main reason Tiamat must work in secret. All good wyrms look to him for guidance and wisdom, especially gold, silver, and bronze dragons, although some electrum and a few brass and copper dragons also pay him homage. Other dragons, even evil ones, respect Bahamut for his wisdom and power.
In most worlds, Bahamut is seen as the son of Io and the good brother of Tiamat and Faluzure. Though Bahamut has many allies across many planes and crystal spheres, especially among the Seldarine and the Celts, he is a friend to many good-aligned mortal deities. In addition, his friendship with many of the good “monstrous” powers is strong and unflagging in the face of the encroachment of humanoids.
On the world of Abeir-Toril in Realmspace, Bahamut is often known as Xymor among dragons and said to be the son of Tamara, the draconic goddess of life, light, mercy, and forgiveness, and her consort, Lendys, the draconic god of balance and justice. As such, Bahamut is said to combine Lendys’ sense of justice with Tamara’s love of mercy, making him the perfect enlightened Justicemaker, who knows when to temper justice with mercy and punishment with forgiveness.
Bahamut has become more active of late, especially on Toril. Shortly after the Godswar on that world, he aided the mortal heroes of Damara, one of the Bloodstone Lands, to destroy an aspect of Orcus’ wand (invariably leading to Orcus’ demise at the hands of Kiaransalee, the drow power of vengeance and the undead) and the last avatar of Tiamat in the Abyss. As a reward for their success, Bahamut granted the mortal heroes the Tree-Gem. Once planted, the gem grew into a beautiful white tree, a symbol of hope with the power to forever banish the monsters of the Abyss from the Bloodstone Lands. Nevertheless, Bahamut is well aware he must be vigilant of Tiamat’s revenge.
Bahamut has also begun to move aggressively against the more recent machinations of Tiamat on Toril. Her moves to expand her humanoid clergy, has prompted Bahamut to adopt the alias of Tiamat’s other great foe, Marduk the Justice Bringer of the Untheric (Babylonian) pantheon. Though Marduk had long since left Realmspace, many still looked back to the better days when his presence and justice were felt among the Old Empires. Marduk, however, had no desire to struggle to reclaim his following on Toril in the wake of the Godswar there, and instead grudgingly allowed Bahamut to use his name as an alias on that world to develop a force to defeat Tiamat. (Some of Sigil’s scholars have quietly suggested this is because Marduk, despite his distrust of and distaste for all things draconic, is seething over being defeated in his last confrontation with Tiamat: a confrontation which resulted in his own banishment.) Consequently, Bahamut has begun to martial his forces among the Old Empires of Toril, bringing together man and dragon to fight against Tiamat and the blasphemous Cult of the Dragon.
Bahamut’s Palace is an immense citadel with a great palace, the scope of which few can imagine. This glittering wonder is built entirely from the great dragon lord’s treasure hoard, with windows of gemstones in settings of gold and silver, walls of inlaid copper and ivory, and floors of beaten mithral. The entire exterior is of pure platinum with gold trimmings. The realm exists simultaneously on the first four layers of Mount Celestia. It travels in a whirlwind, behind the “North Wind,” from layer to layer, appearing and disappearing at will. (In addition, the realm has open unkeyed portals on each of the first four layers that allow Bahamut to command one section of his fortress to fade away, carrying all within it to the Elemental Plane of Air, “behind the East Wind,” or the Astral void. Once adrift in the Boundless Blue or the Silver Void, the floating citadel travels wherever its master wishes. Bahamut can order the structure to come and go at will, even if he is not within it.)
Within the palace walls are the seven great gold wyrms who attend Bahamut as his primary proxies, his treasures, petitioners who are shepherded by gold dragons, and the spoils of eons of treasure-gathering (His library of spellbooks is said to contain every spell known to mortals) – as well as the bones of thousands of would-be thieves. (Yonel is the warden archon responsible for guarding the gate to the North Wind on the first mountain. The guardians of the other three are Kerkoutha at the gate of the South Wind, Moriel at the West, and Ruhiel at the East.)
(More information about the anima, or dragon spirit, and the draconic afterlife can be found in the Draconomicon on pages 84-86.)
Bahamut’s proxies are legendary and varied. Most are unique dragons such as the aquatic Medrinia, formed from a tear shed by Bahamut after he witnessed the carnage of the first battle between the draconic forces of good and those of the Chromatic Dragon; Xathanon, a physical embodiment of the Positive Energy Plane shaped by Bahamut; or regal Vanathor, the Golden Harpist, master of all things musical and said to be a dead power from an ancient pantheon given new life by Bahamut’s magic.

Bahamut’s Avatar (Paladin 30, Wizard 30, Crusader 20)
Bahamut normally appears as the Platinum Dragon, a huge dragon wrapped in a scintillating aura of light often so brilliant that it is impossible to tell his true coloration of platinum. But for this silver-white hue of his scales and a stiff horse-like mane of silver-black, the Platinum Dragon’s body resembles the lean sinuous form of a winged gold dragon (though his body is not quite as elongated and serpentine). Bahamut’s catlike eyes are a deep blue, as azure as a midsummer sky, some say. Others insist that Bahamut’s eyes are a frosty indigo, like the heart of glacier. Perhaps the two accounts merely reflect the Platinum Dragon’s shifting moods.
Bahamut is also fond of appearing (about one-fifth of the time he visits the mortal plane) as a frail Old Hermit, with a great white beard, or less frequently as a callow youth. In these forms, he tests the virtue of his mortal worshippers and travels unnoticed among the lesser races across many worlds. His subtle prophecies unlock great mysteries (provided the players are wise enough to use and recognize the clue) and his beneficence provides safe refuge or a badly needed spell.
In addition, since assuming the alias of Marduk, Bahamut also manifests an avatar form similar to that power, that of a bald warrior with four eyes, four ears, flames shooting from his mouth when he speaks, and a reddish tinge to his skin. In this form he wears naught but sandals and a bronze colored skirt and carries a silvery net.
All of Bahamut’s forms draw their spells from all schools and spheres save the school of wild magic, sphere of chaos, and the reversed spheres of healing, necromantic, and sun.
Bahamut is a dangerous adversary. If the opposition is both evil and fairly weak, he might simply loose his breath weapon or a high-level spell and obliterate the foe in an instant. If unsure of the foe’s strength, Bahamut prefers to fight cautiously, relying on spells and his shapechanging ability to test the foe’s mettle before attacking in earnest.
Most of the time (90%) Bahamut’s avatar appears, seven proxies accompany him, all great gold wyrms with maximum hit points, who will generally shape change into an appropriate form to accompany their lord as his honor guard. (When traveling alongside the Old Hermit, the wyrms frequently take the shape of sweetly singing canaries, while they generally accompany Marduk as firestars.)

Old Hermit or Marduk
AC -15; MV 15; HP 224; THAC0 -9; #AT 2/1
Dmg 1d6+11 (staff +11 Str, as the Old Hermit) or special (as Marduk, see below)
MR 85%; SZ M (5-6 feet)
STR 23, DEX 21, CON 24, INT 22, WIS 23, CHA 24
Spells P: 13/12/12/11/9/6/2, W: 7/7/7/7/7/7/7/6/6
Saves PPDM 1, RSW 3, PP 2, BW 2, Sp 4

Platinum Dragon
AC -15; MV 60, Fl 300 (B), Sw 90, Jp 15; HP 224; THAC0 -9; #AT 3/1 + special
Dmg 2d8+12 (claw)/2d8+12 (claw)/9d8+12 (bite) + special
MR 85%; SZ G (500 feet – body 280 feet, tail 220 feet)
STR 23, DEX 21, CON 24, INT 22, WIS 23, CHA 24
Spells P: 13/13/13/12/11/5/2, W: 7/7/7/7/7/7/7/6/6
Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4

Special Att/Def: Bahamut’s avatar may cast two spells each round. In addition, he has the power to cast cloud walk, know alignment, shape change, speak with animals, and water breathing at will; cast bless, control water, control weather, control winds, create food and water, detect lie, detect thoughts, feather fall, fog cloud, foresight, quest, and sunburst three times per day; and cast animal summoning and luck bonus once per day. The luck bonus power allows Bahamut to enchant one gem, by touch, to bring good luck. The gem is almost always one that has been embedded in his hide. When Bahamut carries the gem, he and every good creature in a 120-foot radius receives a +1 bonus to all saving throws and similar dice rolls, cf. stone of good luck. If Bahamut gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts for 48 hours and ends if the gem is destroyed before its duration expires.
The Old Hermit may cast two spells or attack twice with his staff each round.
The Marduk form may cast two spells or attack twice with a net (lent by the actual Marduk), made out of the four winds, that, when striking, binds the target until the Marduk form releases the net, each round. The strands cannot be broken, but the avatar must remain within 25 feet of the net at all times for it to function. In addition to his net, the Marduk form may breath a cone of cold fire 30 feet long, 1 foot wide at his mouth, and 10 feet wide at the end for 8d20+12 in combat.
Bahamut can change into any one of his forms in one round, during which time all he does is take defensive action.
The Platinum Dragon has two breath weapons: a cone of cold 240 feet long, 10 feet wide at the dragon’s mouth, and 90 feet wide at the end that deals 24d20+12 points of damage. He may also breath a cloud of potent vapor gas 50 feet long, 40 feet wide, and 30 feet high which causes creatures that fail their saving throws against breath weapons to lose their substance and assume gaseous form for 12 turns. Bahamut also has a roar so powerful that its sonic vibrations act as a disintegrate spell affecting up to 40 HD/levels of creatures, literally shaking objects and creatures apart. Creatures that roll successful saving throws against this attack are permanently deafened, and creature within 100 yards of the Platinum Dragon when he roars must roll a successful saving throw versus staves or be deafened for 3d4 turns. The Platinum Dragon may use his vapor breath weapon and mighty roar four times per day each. Saving throws versus the Platinum Dragon’s breath weapons (and roar) are at –4.
In addition to his breath weapons, roar, and spell casting (which is identical to that of his other forms), the Platinum Dragon may use all of the standard and special physical attack forms of normal dragons, including the dive, snatch, plummet, kick, wing buffet, and tail slap as described in the Monstrous Manual tome in the introductory material on dragons. Moreover, any bite attack that supersedes the necessary to hit roll by 10 or more, results in any creature of size L or smaller being swallowed whole, killing it and destroying all its equipment.
Finally, the Platinum Dragon’s aura of fear is 140 yards in diameter. Creatures of up to 5 HD/levels who catch sight of him are automatically affected (as well as all noncarnivorous, nonaggressive creatures with fewer than 25 Hit Dice, if the Platinum Dragon wishes) and flee for 4d6 rounds. Trained war mounts of 4 HD or more, organized military units, and single creatures with more than 5 HD or levels do not automatically flee. Rather, they are entitled to a saving throw vs. petrification at a –5 penalty. If they fail this saving throw, they fight with a –2 penalty to attack and damage rolls. No one save another deity is automatically immune to his fear attack.
The Platinum Dragon has excellent senses of sight, smell, and hearing. His enhanced senses enable him to detect all invisible object and creatures (including creatures or items hidden in darkness or fog) within a 120-feet radius and grant him infravision and ultravision 120-feet. He possesses a natural clairaudience ability in a 240-feet radius at all times.
Bahamut in any form is immune to all spells below 6th level and to fire, gas, poison, paralysis, petrification, death magic, mind-affecting and controlling spells, and even to limited wishes if these are used to affect his true nature (e.g., the alignment of the avatar could not be changed by this spell, nor could it be feebleminded, etc.). Weapons below +3 enchantment do not affect him. He takes half damage from acid-, cold- and electricity-based attacks.
Bahamut can communicate with any intelligent creature and speak with animals freely. He can travel astrally or ethereally at will and breathe underwater indefinitely. He can freely use his breath weapons, spells, and other abilities upon other planes or even while submerged.
Bahamut often carries many, or even all, of the following items: amulet of proof against detection and location, bracers of armor +8, cloak of displacement, cubic gate, cube of force, gem of brightness, glove of storing, portable hole, +5 ring of deflection, +5 ring of resistance, rod of alertness, rod of cancellation, rod of enemy detection, and staff of power. The bonuses these items grant are not reflected in the numbers listed above.

3E Clerics of Bahamut
Note, 3E statistics of Bahamut’s avatar are available in the Manual of the Planes, and supercede those that appeared in Dragon Magazine #272.

Other Manifestations
Bahamut rarely manifests himself in any form other than that of his avatar forms, especially that of the Old Hermit. His wanderings have given rise to many bard’s tales, the best known of which relates a roadside meeting with an unassuming old man and his flock of seven trained canaries. None would have been the wiser, says the tale, had a band of ogres led by an ogre mage not chosen to sweep down upon the crowd. However, Bahamut does send visions and dreams of wisdom, knowledge, and prophecy to those of good alignment and his faithful. These images, much like most dreams, are often vague, but are, nevertheless, generally clear in their meaning. Bahamut also shows his favor through suddenly clearing skies and the discovery of precious metals, especially silver, gold, and platinum.
Bahamut is served by all species of good and metallic dragons, especially gold, silver, and bronze; felldrakes; aasimons and archons of all types, especially astral devas and trumpet and warden archons; good incarnates; good dragonets; spirits of the air; astral streakers; behemoths; hippopotami; common birds of all sorts; and many species of reptiles, especially those that are both good or neutral and intelligent.

The Church
Clergy: Draconic priests, specialty priests, crusaders, paladins
Clergy’s Align: LG, NG, CG, LN
Turn Undead: DP: Yes, SP: No, Cru: No, Pal: Yes
Cmnd. Undead: DP: No, SP: No, Cru: No Pal: No

All clergy of Bahamut receive religion (Draconic), as a bonus nonweapon proficiency. They also receive an appropriate non-draconic religion as a bonus nonweapon proficiency: on Abeir-Toril, this would most likely be both the Faerûnian and Untheric pantheons, while on Oerth, this would most likely be the Flanaess pantheon.
On Toril, with the demise of Gilgeam and Ramman in Unther, the priests of Marduk/Bahamut have begun to grow rapidly in that nation, drawing many of the faithful from Ramman and other powers, as well as those who still cling to the ancient religion of the Old Gods (which includes worshipping Marduk among others). In addition, Bahamut has also begun to make inroads among the people of the Bloodstone Lands where his faithful include a number of half-dragons and ally themselves with the clergy of Ilmater. Moreover, Bahamut has charged a few of his more powerful draconic priests with uniting the separate branches of the faith in good time (which for a dragon could mean decades).
The faithful are known as the virtues of Bahamut, while draconic specialty priests are called ptarians and humanoid specialty priests, wyrm yeomen, or simply, yeomen. On Toril, Draconic specialty priests make up 40% of the faith (a huge percentage given the number of wyrms left in the Realms), while human specialty priests make up 20%, crusaders 20%, and paladins 20%. (Many of the crusaders and paladins take the wyrmslayer paladin kit found in The Complete Paladin’s Handbook, pages 66-68.) These percentages are likely to change dramatically as the number of human and demihuman clergy continues to grow rapidly in the church. Dragons often polymorph into humanoid form to deal with their human and humanoid compatriots.
In general, dragons make up the bulk of the church hierarchy. This is simply because their long lives tend to grant them a wisdom and view of the world that lesser races lack. A relatively strict hierarchy of ranks and corresponding titles regiments Bahamut’s priests. In ascending order of rank, priests of Bahamut are known as: spurs, wings, claws, horns, tusks, fangs, and wyrm lords – seven ranks to correspond to the seven mountains of Mount Celestia.
Dogma: All of the faithful of Bahamut must follow the Ptarian Code of Honor developed several millennia ago by a great golden wyrm known as Ptaris. The Code is similar to the code of chivalry adopted by certain segments of humanity. In its full form, it comprises several hundred lines of elements, nuances, and commentary. The major precepts, however, include: Justice and Good above all; Honor and Fealty to the King; Honor and Respect to Righteous Innocence; Honor and Duty to the Justicemaker; Honor and Protection to the Lesser Races; Honor and Correction to the Enemies of Justice and Good; and Honor and Forbearance for oneself. Notably, the third precept refers to the protection and respect for good aligned innocents. The fifth precept is also noteworthy in that, destroying an enemy of the Law and the Good is a second-best solution. The ideal outcome would be the conversion of the enemy to the ethos of lawful good. For this reason, the faithful always try to parley before fighting and they always give an opponent a chance to surrender and recant their evil ways. The code also discourages excessive greed.
On the world of Toril, the faithful are also trying to reinvigorate the old Code of Enlil, arguing that its abuses under Gilgeam warrant a more compassionate interpretation than was done in times past.
Day-to-Day Activities: The virtues of Bahamut spend the bulk of their days combating evil, aiding the weak, and ferreting out the nefarious plots and plans of the cults of Tiamat and of the Dragon. However, with the faith being made up of the relatively independent dragons and being relatively new amongst humanoids, there are no clearly established day-to-day activities and rituals.
Holy Days/Important Ceremonies: While Bahamut’s draconic worshipers have developed numerous rituals, which generally involve singing the Lord of the North Wind’s praise under an open sky, his humanoid worshipers are still developing their rituals. However, once each month during the quarter moon the faithful are to sacrifice jewelry (and other treasures) to their god’s great hoard.
The humans of the Old Empires on Toril hold one day holier than all others, the day that Marduk’s avatar was once again sighted among mortals. That day, 2 Flamerule, is the holiest of days for these mortals and is marked by a day of fasting and prayer ending in an extravagant party.
Major Centers of Worship: Bahamut has few major centers of worship, as many of his draconic faithful simply worship him under the open sky.
On the world of Toril and under the guise of Marduk, Bahamut’s faithful have begun to construct a ziggurat-temple among the rebuilding ruins of Unthalass. Another temple (this one dedicated to Bahamut’s true name) has also broken ground in Bloodstone Village in Damara and a shrine has been erected in Palischuk to watch over the ruins of Castle Perilous.
Affiliated Orders: Bahamut maintains many combatant orders of dragons and a few including humans and demihumans.
One example of such an order exists on the world of Toril where Bahamut sponsors the Talons of Justice, a group of silver dragons that have sworn an oath to follow the Ptarian Code. These dragons are of all ages, although most originally swore the oath when they were young and energetic. No one knows exactly how many Talons there are, but the group probably numbers in the scores. Group members are spread throughout Faerûn, many living in human and demihuman form in cities and towns.
The Talons are a well-organized group, with recognition symbols, channels of communication, and long-range plans. They have recognized that they are much more likely to achieve their goal – which is to strongly assist the cause of lawful good in the world – if they work under some secrecy. If asked directly, a Talon will never deny its membership in the group, but Talons rarely volunteer information about their membership. They are led by a female silver wyrm named Havarlan, the Barb of the Talons, who has been granted some paladin-like powers by Bahamut.
The Talons sometimes recruit other followers of lawful good alignment to help them with their particular projects. Although the Talons believe that the knowledge of assisting in the Grand Struggle should be reward enough, they know that most adventurers do not agree with them. Therefore, they try to make sure that any non-dragons that help them are amply rewarded.
Because they have the long view typical of good dragons, the goals and activities of the Talons are usually subtle. While non-dragons can help them in the short term, the lesser races (with the exception of elves) are simply not long-lived enough to see the sweep of the Talon’s plans. Without this appreciation of the long-term planning, the day-to-day actions of the Talons are frequently almost incomprehensible, and typically appear disconnected and useless.
Many evil-aligned groups hate the Talons, particularly the Cult of the Dragon. Several years ago, the cult made an abortive attempt to kill as many of the Talons as they could identify. The cult is still trying to rebuild its membership after this debacle.
Bahamut’s human faithful on Toril have also begun a military order dedicated to stopping Tiamat and the Cult of the Dragon, the Knights Resplendent. Although the group is made up primarily of human crusaders and paladins, as well as a handful of half-dragons, a number of good dragons have partnered with their human compatriots.
Priestly Vestments: Bahamut’s humanoid faithful don simple robes of bronze, silver, gold, or platinum (white) hue to conduct holy rituals. The color of the robes also denotes the priest’s general rank. The holy symbol of the faith depends upon the region of the faithful. Worshipers of Marduk in the Old Empires of Toril wear a silver bracer with a picture of a net engraved into it. Most other faithful of Bahamut or Xymor prefer a platinum or silver amulet with their holy symbol engraved into it. In ages past, Bahamut allowed the use of a blessed claw to serve as his clergy’s holy symbols.
Adventuring Garb: The human faithful prefer weapons and armor that afford them the most protection and grant them the ability to do the most damage. For example, in the Bloodstone Lands of Toril, common armaments include plate mail, shield, the lance, bastard sword, and crossbow. However, in the warmer clime of the Old Empires, more traditional armaments are used, including the laminated metal hauberk over a medium cloth dress (AC 4), shield, lance, hasta (a type of spear), spatha (a type of cavalry long sword), and short bow.

Specialty Priests (Ptarians)
Requirements: Age category capable of casting priest spells, Wisdom 15, Charisma 15
Prime Req.: Wisdom, Charisma
Alignment: LG
Weapons: Any, but poisons, though normally a dragon’s natural weaponry
Armor: Any, but normally a dragon’s natural armor
Major Spheres: All, astral, charm, combat, divination, elemental (air), guardian, healing (no reversed forms), law, protection, sun (no reversed forms), wards, weather
Minor Spheres: Animal, necromantic (no reversed forms), thought
Magical Items: Same as dragons, clerics, and paladins
Req. Profs: Reading/writing (Auld Wyrmish), reading/writing (a common human or demihuman tongue)
Bonus Profs: Ancient languages (Auld Wyrmish), modern languages (a common human or demihuman tongue)

The age category at which a dragon first receives priest spells determines when it can become a specialty priest of a draconic power. This age category is called the first age category. Subsequent age categories are called second age category, third age category, etc. All granted powers are given in terms of the required relative age category of the draconic priest.
Most metallic dragons can typically first cast priest spells when they are old, and would reach the fifth age category upon attaining great wyrm status. Note that in very rare cases, some dragons are capable of casting priest spells earlier than their brethren, and they can thus achieve much higher levels of proficiency as specialty priests.

• Ptarians may be of any draconic species, as long as they meet the ability, age, and alignment requirements.
• Ptarians gain the following paladin-like powers: the ability to detect the presence of evil intent up to 60 feet away through concentration; a +2 bonus to all saving throws; immunity to all forms of disease; and an aura of protection from evil, 10’ radius.
• Ptarians gain the +4 magical defense adjustment (this is in addition to any other bonuses) and spell immunities listed in the Player’s Handbook of someone with a 24 wisdom, regardless of their actual wisdom.
• Ptarians can turn undead as priests of a level equal to twice their age category.
• Ptarians have the power of prophecy. This power is not under the control of the priest, however, and is granted solely at Bahamut’s (the DM’s) whim. More information on this power can be found in the Complete Priest’s Handbook (pages 25-26).
• As with all draconic specialty priests, ptarians may cast double the normal number of priest spells granted to a normal dragon of their age and subspecies.
• Ptarians have an effective Charisma with LG humans and demihumans equal to their actual Charisma plus their age category.
• Ptarians may cast cure serious wounds or unfailing endurance (as the 4th-level priest spells) once per day at the first age category. At the third age category this rises to twice per day. At the fifth age category this rises to three times per day.
• Ptarians may cast commune or consequence (as 5th-level priest spells) once per day at the second age category. At the fourth age category this rises to twice per day. At the sixth age category this rises to three times per day.
• Ptarians may cast dispel evil (as the 5th-level priest spell) once per day at the third age category. At the sixth age category this rises to twice per day.
• Ptarians may cast forbiddance (as the 6th-level priest spell) once per day at the fourth age category.
• Ptarians may cast divine inspiration (as the 7th-level priest spell) once per day at the fifth age category.
• Ptarians may cast fear ward (as the 8th-level wizard spell) once per day at the sixth age category.

Specialty Priests (Wyrm Yeomen)
Requirements: Strength 12, Constitution 12, Wisdom 14, Charisma 12
Prime Req.: Strength, Wisdom
Alignment: LG
Weapons: Any, but poisons
Armor: Any
Major Spheres: All, astral, charm, combat, divination, elemental (air), guardian, healing (no reversed forms), law, protection, sun (no reversed forms), wards, weather
Minor Spheres: Animal, necromantic (no reversed forms), thought
Magical Items: Same as clerics and paladins
Req. Profs: Lance, modern languages (pick one metallic draconic tongue)
Bonus Profs: Airborne riding (dragons), ancient languages (Auld Wyrmish)

• Wyrm yeomen may be humans, half-elves, elves, half-dragons, and even dwarves, gnomes, and halflings, though there are no known wyrm yeomen from the shorter races.
• Wyrm yeomen can select nonweapon proficiencies from both the priest and warrior groups with no crossover penalty.
• Wyrm yeomen gain the +4 magical defense adjustment and spell immunities listed in the Player’s Handbook of someone with a 24 wisdom, regardless of their actual wisdom.
• Wyrm yeomen gain a +2 to hit and damage against all chromatic dragons.
• Wyrm yeomen may cast call upon faith or light (as the 1st-level priest spells) once per day.
• At 3rd level, wyrm yeomen may cast draw upon holy might or continual light (as the 2nd- and 3rd-level priest spells) once per day.
• At 5th level, wyrm yeomen may cast feather fall (as the 1st-level wizard spell) once per day
• At 5th level, wyrm yeomen are able to detect evil as a paladin.
• At 7th level, wyrm yeomen can make three attacks every two rounds.
• At 7th level, wyrm yeomen gain a protection from evil aura as a paladin.
• At 10th level, wyrm yeomen gain the power of prophecy. This power is not under the control of the priest, however, and is granted solely at Bahamut’s (the DM’s) whim. More information on this power can be found in the Complete Priest’s Handbook (pages 25-26).
• At 13th level, wyrm yeomen can make two attacks every round.
• At 15th level, wyrm yeomen are able to summon a young adult dragon to serve them as a mount. The exact species summoned is determined by Bahamut, but typically corresponds to the breed most common to the region. Such wyrms serve until they advance one age bracket, they feel the terms of their service are being abused, or they are slain. Summoned wyrms are free-willed and are by no means under the control of their summoner. They must be placated and bargained with regularly, both prior to and during their service as a steed, as one would expect of a dragon, even a friendly dragon. A wyrm yeoman may summon a mount no more than once per decade and only if no wyrm has served the priest in the past three years.

3E Clerics of Bahamut
Alignment: LG
Domains: Air, Divination (DotF), Glory (DotF), Good, Law, Luck, Protection
Favored Weapons: “The Dragon’s Fang” (longsword [m])
Favored Region: Damara, Unther
Prayer Time: Midday or midnight
Multiclass Options: Commonly and freely as paladins and fighters
Suggested Prestige: Cavalier (SaF), Divine Oracle (DotF), Shining Blade of Bahamut (D283)

Ptarian Spells
The humanoid priesthood of Bahamut is relatively young and has not yet developed any known unique spells. However, Bahamut’s draconic faithful have supposedly developed a number of unique spells they have so far kept secret, even from their human companions.

Much of the information for this entry comes from collating (and blatantly copying) the material in the following sources: Campaign Option: Council of Wyrms Setting; Cult of the Dragon; Deities & Demigods; Defenders of the Faith; Draconomicon; FR9 The Bloodstone Lands; FR10 Old Empires; H4 Throne of Bloodstone; The Inner Planes; the Manual of the Planes (3E), original Monster Manual; Monster Mythology; Monstrous Manual; On Hallowed Ground; Planes of Law; and Powers & Pantheons; as well as the DRAGON Magazine articles “Leomund’s Tiny Hut: Rearranging and Redefining the Mighty Dragon” (June 1980), “Dragons and Their Deities” (June 1984), “Part Dragon, All Hero” (June 1994, also available on TSR’s web site), “Spawn of Tiamat, Children of Bahamut” (June 1999), and “The King & Queen of Dragons” (June 2000). Some tidbits of information might also be found in the original Council of Wyrms setting box set.

Edited by - TomCosta on 17 Apr 2018 03:58:05
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Forgotten Realms Designer

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Posted - 17 Apr 2018 :  03:55:39  Show Profile Send TomCosta a Private Message  Reply with Quote
Also feel free to ignore the whole thing.
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Storyteller Hero
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Posted - 18 Apr 2018 :  08:04:11  Show Profile  Visit Storyteller Hero's Homepage Send Storyteller Hero a Private Message  Reply with Quote
Originally posted by TomCosta

Also feel free to ignore the whole thing.

Thanks Tom!

Actually, your section about Marduk got me wondering if I'd missed something on Marduk, and after checking references, there's more than I thought - I totally missed his mention in Planescape. Rather than simply an avatar, he may have been a full-blown aspect of Bahamut, possibly with an independent will of his own in addition to their deep connection (like I've described Sehanine Moonbow - Selune, and Aerdrie Kenya - Akadi).

I'm going to try addressing that in the next Bahamut pamphlet update, including the status of Marduk's afterlife realm following his death.

More gaps to be filled, more dots to connect.

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Forgotten Realms Designer

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Posted - 19 Apr 2018 :  03:34:38  Show Profile Send TomCosta a Private Message  Reply with Quote
Obviously the most up to date info on the Marduk aspect is in Dragons of Faerun. That said, I'm not sure if Erin Evins' novels addresses Marduk and his return alongside the other Untheric deities (and that could be linked with Bahamut seeming to step back from his prominent position in 4E to where he is in 5E).
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Zeromaru X
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Posted - 07 Aug 2019 :  00:42:52  Show Profile Send Zeromaru X a Private Message  Reply with Quote
As a fan of Bahamut, I really appreciate what you're doing here. I don't know if you are following canon, but you're forgetting to mention Torm among Bahamut allies in the 1.2 version. I believe you had mentioned that in an earlier version, so I thought it would be good mentioning it.

Also, I believe it's worth mentioning that the dragonborn of Bahamut were first created during the first DragonFall War (according to Dragons of Faerûn). That's why it's so relevant their relationship with the Abeiran dragonborn (because this means that the Platinum Cadre is right, and all the dragonborn are indeed the children of Bahamut).

Originally posted by TomCosta

Obviously the most up to date info on the Marduk aspect is in Dragons of Faerun. That said, I'm not sure if Erin Evins' novels addresses Marduk and his return alongside the other Untheric deities (and that could be linked with Bahamut seeming to step back from his prominent position in 4E to where he is in 5E).

Only Enlil returned during the events of the novel; no other Untheric god returned with him. The Gilgeam that appeared in the Second Sundering may not be Enlil's son, according to Enlil himself. The Nanna-Sin that was resurrected is the same one who died in the Battle of the Gods (his mummy was preserved by Selûne through the years). And because of the pact with Asmodeus he is no god anymore.

Now, there is Marduk god tomb in a place that became a plagueland in 4e. If Marduk's mummy was somehow preserved... The problem is that this plagueland was specially violent, and according to Ed, these kind of plaguelands persisted after the Second Sundering...

Instead of seeking change, you prefer a void, merciless abyss of a world...
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