Symbol of Gond


Title(s) Lord of All Smiths
Symbol {{{symbol}}}
Power Level Intermediate deity
Subservient Deities
Homeplane House of Knowledge
Realm {{{realm}}}
Alignment True neutral
Portfolio Artifice
Worshipers Blacksmiths, crafters, engineers, gnomes, inventors, Lantanese, and woodworkers
Cleric Alignments
Servitor Creatures {{{servitor creatures}}}
Domains {{{domains}}}
Holy Day(s) {{{holy days}}}
Manifestations {{{manifestations}}}
Favored Weapon Craftmaster (warhammer)
'Signs of Favor {{{signs of favor}}}

Gond (pronounced GAHND) , the Lord of All Smiths, is the intermediate deity of craft and smithwork, whose faith is the state religion of Lantan. The church of Gond is tolerated across Faerûn and members are found in both good and evil aligned human populations. He has an increasing following in rock gnome communities. In Durpar, Estagund, and Var the Golden, he is known as Zionil, patron of craftfolk, inventors and creators.

Worshipers[edit | edit source]

The heart of Gond's church is the High Holy Crafthouse of Inspiration in the city of Illul in Lantan. This monastery is run by Danactar the High Artificer, Most Holy Servant of Gond. Danactar is the highest ranking mortal cleric of Gond; he is the supreme voice in ecclesiastical matters and he serves in Lantan's ruling council, the Ayrorch. The church of Gond consists mostly of wandering clerics who travel from settlement to settlement, finding work as artisans and engineers. Settling in one area is only encouraged in centers for innovation that warrant constant observation, such as Zhentil Keep, Waterdeep, Athkatla, and Suzail. The church encourages wealth, as it demonstrates the benefits of following Gond. As they travel, clerics take samples of any inventions they discover and assist innovators they encounter, filing regular reports to their superiors.

Gond is accepted among the Gnomish pantheon as Nebelun the meddler, though a small gnomish cult believes that Nebelun is a separate deity.

Temples to Gond are imposing, boxy stone structures surrounded by porticoes. The only internal decorations are sprawling exhibits of items, some of historical interest, some representing the latest work of master crafters. The central altar consists of a massive anvil surrounded by spinning cogs in a giant machine. Backrooms consist of workshops.

Relationships[edit | edit source]

The church of Mystra opposes Gond, believing he holds technology above magic; in truth, Gond views magic as a tool to further his creativity. Merchants cultivate relationships with Gond's clergy in the hope of profiting from trading in Gondar inventions. Periodically, an invention of the followers of Gond will have an adverse economic effect, resulting in hostility from other faiths.

Deities of Knowledge and Invention[edit | edit source]

Main article: Deities of Knowledge and Invention

Along with Milil, Deneir and Oghma, Gond is one of the Deities of Knowledge and Invention.

History[edit | edit source]

Dogma[edit | edit source]

Actions count. Intentions are one thing, but it is the result that is most important. Talk is for others, while those who serve Gond do. Make new things that work. Become skilled at forging or some craft, and practice making things and various means of joining and fastening until you can create devices to suit any situation or space. Question and challenge the unknown with new devices. New inventions should be elegant and useful. Practice experimentation and innovation in the making of tools and the implementation of processes, and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. Keep records of your striving, ideas, and sample devices so that others may follow your work and improve on what you leave behind and encourage others, such as farmers and hunters, to think of new tools, improved ways of crafting and using their existing gear, and new ways of doing things. Observe, acquire, and store safely the makings of others and spread such knowledge among the consecrated of Gond. Discuss ideas and spread them so that all may see the divine light that is the Wonderbringer.

Trade[edit | edit source]

Screws and threaded bolts are “holy secrets of Gond,” and pretty much limited to temples and to furniture and special devices built, guarded, and used only by priests of that god.

Day-to-Day Activities[edit | edit source]

Gondar keep the formulas for smoke powder and various sealants, cleansers, and lubricants secret. They sell small jars of all of these as they travel Faerun, making a lot of money thereby as well as by selling buckles, small brass bells, mortars and pestles, and various monocles and lenses. The special glass jars they use to store smoke powder and other formulas were formerly made only in Lantan. They have proven so popular that rival makers have sprung up in Calimshan and the Tashalar.

To protect church trade secrets, Gondar priests are charged to work against these rivals by sabotage, diplomacy, and financial influence, whenever they can covertly do so.

As they travel, Gondar clergy establish caches, investments, and alliances and grab samples of any new inventions they come across. It is their duty to assist inventors and innovators and to file regular reports to the nearest Master by means of messenger envoys of the faith as they travel. Settling in one place is frowned upon unless a priest can show his or her superiors that their prospective home is a locale where much innovation occurs that bears need for constant watching such as Waterdeep, Athkatla, Suzail, or—formerly—Zhentil Keep. Making a handsome personal living while one serves Gond is encouraged, however, for who better walks upon Faerun to demonstrate the rewards of following the Way of Gond?

Priests of Gond are much in demand as builders, especially of vaulted and buttressed temples dedicated to other gods. Because of these temple engineering and construction contracts, the faith of Gond is growing in wealth and influence, but also in foes. Who else would know the secret ways of a rival temple than the builder?

Holy Days/Important Ceremonies[edit | edit source]

Gondar have only one calendar related festival: the Ippensheir. The Ippensheir is the name given to the 12 days immediately following Greengrass. It is named for Ippen, the first great cleric of Gond, who sometimes appears to clergy in need these days as Gond’s First Servant. During the Ippensheir, all clergy members of Gond’s faith and his devout worshipers gather at a temple, abbey, or holy site of Gond to share innovations and show inventions and innovations they have made or witnessed with and to their fellow Gondar. (Many cavern networks and remote towers where capable inventors once dwelt are revered by Gondar as holy sites.) It is a time of feasting, drinking, and revelry, and some Gondar make much use of personal teleport magics and the network of gates maintained by the priesthood to link major defensible holy houses to visit as many gatherings of the faithful as they can during this time.

Daily rituals to Gond are simple: muttered prayers upon rising and retiring that are often scheduled as part of dressing or disrobing so that they are not forgotten, a longer prayer of thanks at the main meal of a priest’s day, and a special prayer of thanks and dedication of their work before commencing any work of new making (as opposed to repair or maintenance).

If a new tool or machine is seen or made by any Gondar, that Gondar is charged to make two copies of it if possible. One is hidden away against the prying eyes of thieves or vandals for later display to fellow Gondar, and the other is smashed—or preferably, burned—while a prayer of offering to Gond, the Sacred Unmaking, is chanted. This ceremony reinforces Gond’s dominion over both constructive and destructive engineering.

Major Centers of Worship[edit | edit source]

The heart of the Gondar faith is located at the High Holy Crafthouse of Inspiration in the city of Illul in Lantan. This large, walled monastery is run by Danactar the High Artificer, Most Holy Servant of Gond, the highest-ranking mortal priest of the Wonderbringer.

The House of the Wonderbringer in Tilverton, formerly known as Gharri’s House, is the most prominent temple of Gond in the Heartlands. It is led by High Artificer Burlan Almaether, who directs over 40 priests in devising new inventions in Gond’s name.

Affiliated Orders[edit | edit source]

The church of Gond has no affiliated knightly orders. It does have a great many honorary orders and societies within its ranks. These are usually founded to recognize the works of Gondar working in a particular specialty and to promote the easy exchange of ideas between those qualified in a field while preventing trade or church secrets from leaking out to competitors. Just a few of these societies include the Order of Puissant Stonemasons and Stonecarvers, the Holy Order of Most Skilled Architects and Bridgemakers, the Armorers of the Wonderbringer, the Most Arcane Order of Gearmakers, Clockmakers, and Automationists, the Society of Creative Castle Design and Construction, and the Industrious Brothers and Sisters of Carpentry, Cabinetry, Puppetry, and Toymaking.

Priestly Vestments[edit | edit source]

Gondar clergy members wear saffron ceremonial vestments with a crimson collar and stole. Over their right or left shoulder they wear a leather sash ending in a large pouch. The sash is dotted with small metal tools, gears, wire, cord, locks, hooks, hasps, buckles, and bits of steel, tin, and wood that might prove interesting or useful in a pinch (including, for Gondsmen, their lockpicks). Their vestments also include belts of large, linked metal medallions and enormous sun hats. They wear Gond’s holy symbol as a pendant fashioned of bone, brass, bronze, or ivory.

Adventuring Garb: In dangerous situations, Gondar wear standard armor (along with their leather sash), but generally they prefer the protection of 10 or 12 big fighters. Most often they wear practical clothing hung about with baldrics and pouches crammed with useful supplies. Most priests of Gond wear bulky rings that function as knuckledusters (Id3 points of damage) and can also produce the equivalent of a cosh from their gear (Id4 points of damage) and three or four knives of various sorts. (Removable boot-heel knives are a great favorite among the Gondar.) Few Gondar priests would steal, but most have and can use files and bolt cutters, and Gondsmen are proficient with lockpicks. Increasingly, Gondar priests have also taken to carrying small metal flasks of smoke powder sealed against sparks and damp and appropriate wicks to use with them to make explosive missile weapons when trouble arises. (The average smoke powder grenade prepared by a Gondar priest has a range of 10/20/30 feet and does 2d4 points of explosive/fire damage within a 5-foot-radius of where it strikes. It takes one round to prepare and light the wick; the missile can be thrown the second round. Roll on the Scatter Diagram in the Grenade-Like Missiles subsection of the Missile Weapons section of the Combat chapter in the DMG for missiles that miss their target.)

Channel Divinity[edit | edit source]

Machine Mastery

2nd-level Gear Domain feature You can use your Channel Divinity to dominate nearby mechanical objects. As an action, you present your holy symbol and trace the

sign of your faith into the air. Choose a number of non- sentient mechanical objects of tiny size, up to medium, within

30 feet of you equal to your proficiency bonus to become susceptible to your will. You gain control over these objects for 1 minute until you are unconscious or die. You must use a bonus action on your turn to control an object and you can only manipulate one object on your turn. You are able to manipulate the objects in the following ways. You might control the object in a way other than one described here. If you do so, the DM determines the parameters of the effect. You can use any mechanism or machine within range as if it were in your hands. This is not a telekinesis effect. Rather, this allows you to manipulate levers, wheels, buttons, or other such functions that a person using the object manually would be able to access. You can cause a movable mechanism, device, or machine to move in a direction or your choice. The object has a speed of 30 feet and must have the means of mobility in order for this to function. You can cause a mechanical powered device, apparatus, or device to activate or deactivate, provided that the object has a clearly defined on or off function that can be easily accessed from the outside of the object. Additionally, you are able to identify any issue with a mechanism, machine, device, or apparatus. You know the precise location of the issue and the best course of action for the repair of the object.

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