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Ilmater Forgotten Realms Wiki Fandom
Ilmater Forgotten Realms Wiki Fandom
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In avatar form, Ilmater appeared as a short man with a burly 5th Edition Statistics[9][1][10]
build and wearing only a breechcloth, with a plain but kind Alignment Lawful good
and comforting face, balding head, and a hairy body. But
Symbol Hands bound at the wrist
this body bore the marks of mutilation and torture on the with red cord
rack, covered with open cuts, closed scars, burns, and a
Portfolio Endurance, suffering, martyr‐
range of other wounds. Ilmater's joints were broken, his
dom, perseverance
limbs were ravaged, and his hands were smashed yet still
Domains Life, Twilight
functional. Moving caused him a great deal of pain as he
dragged himself around. No matter how much his avatar Channel divinity Preserve life
healed, it still showed these terrible wounds.[5][6][2][3] Twilight sanctuary
Church of Ilmater
Personality edit | edit source
Temples to Ilmater
He was quiet, generous, good-spirited, and even-tempered, with a kind and gentle nature.[2][7][3] Ilmater
did not anger quickly, but when he did, he was fearsome in his wrath. He was greatly angered by extreme
cruelty and atrocities, and at those who inflicted such suffering. He was particularly enraged by those who
harmed or abused children and other young creatures. At such times, he set aside his doctrine of
endurance and non-violence, and unleashed his full force to put an end to cruelty.[2][7][3] Although his
ravaged appearance or his righteous rage could scare children, Ilmater took great cares to reassure them
and protect them. He treasured all children and young creatures in general.[2][7][3]
Ilmater was the most forgiving of beings; it was thought he could even forgive Loviatar, Maiden of Pain, if
she repented of her cruel deeds.[20] Though he knew full well the atrocious and horrific acts that wicked
creatures could do, he remained forever hopeful that evil beings could one day be turned to good, or
destroyed, and so he stayed firm in his goals.[21]
He had a good if rather rustic sense of humor, and liked to hear funny stories.[2][7]
When manifested as an avatar, Ilmater could cast a wide variety of magic spells, and was strongest with
healing magic and beneficial necromancy. Only rarely did he cast a spell that injured another, unless he
did so in anger and retribution for a cruel or sadistic deed performed by the target, or to protect another
from harm.[2][3]
He fought unarmed, open-handed or with his fists, and was a supreme martial artist. However, he usually
chose not to defend himself, instead simply taking and absorbing the damage, and his avatar was
extremely hard to destroy. As with his spells, Ilmater only attacked in retribution or protection, or to deflect
missiles or destroy items. He also used nonlethal methods to disable his powerful foes.[2][3] His unarmed
strike counted as a +5 keen lawful vorpal weapon.[3]
Alternatively, he could possess any good and innocent creature that was being tortured, provided that the
torture contravened local laws. This creature glowed white, all pain was relieved, and any wounds were
regenerated immediately. Torture or restraining devices were immediately destroyed, releasing the sufferer,
alert and healthy. In the case of extreme torture or associated murder, Ilmater granted the possessed
being the ability to cast destructive spells, such as flame strike, lightning bolt or chain lightning, meteor
swarm, sink, or imprisonment for a short time in retribution.[5][2]
When not appearing via his avatar or through possession, Ilmater manifested as an unseen presence that
made a howling or whimpering sound yet felt watchful. In this form, he could speak, move objects around
by telekinesis, or cast spells.[2][22]
To act in his place, Ilmater could send devas, einheriar spirits of slain martyrs, hollyphants, incarnates of
courage, planetars, solars, and some beings that remained unidentified. To indicate or suggest his
presence or awareness, to show his favor, and to give his faithful encouragement, Ilmater could create
daisies and white roses, or send white donkeys, white doves, field mice, or sparrows. A minor
manifestation to show favor was in the colors gray and red.[2][22]
Finally, Ilmater could sense any kind of suffering the moment it took place, anywhere in the world. He also
knew whenever a person sacrificed themselves for another being. He could also instantly create any
magical item that could heal or reduce suffering, or was good or lawful in nature.[3]
Ilmater was an older god[7][3] and an obscure deity in the 3rd century before Dalereckoning, but he came to
prominence during Tyr's Procession of Justice in the Vilhon Reach. In −247 DR, Tyr had led a force of
archons out of a gate to pacify the remnants of the fallen empire of Jhaamdath, which had fallen into
anarchy, lawlessness, and banditry. Tyr's deeds and sacrifices caught the attention of Ilmater, who allied
himself with the Just God in the Year of the Rack, –243 DR. The Procession came to an end in
−238 DR[23][24] but Tyr remained on Abeir-Toril and the two deities continued to work together.[23]
Many years after the Procession, Torm joined them as Tyr's war leader. Together, Ilmater, Torm, and Tyr
formed the Triad, a long-lasting alliance of good and lawful deities.[23]
An ancient and unsupported legend told that the human Khala of Imaskar had devoted themselves to the
god Bane the Black Lord and perpetrated numerous atrocities. For their deeds, the gods of law inflicted
curses upon them. Among them, Ilmater accused the Khala of tormenting their victims and tearing heart
and soul from them. Thus he cursed them with an unnatural hunger, to devour the hearts of their prey so
they might live. Out of all the gods' curses was born the peryton, a vicious, stag-headed, eagle-bodied
beast. The female peryton needed to devour the heart of a humanoid to become fertile—some considered
it ironic that Ilmater's curse drove the peryton to further murder and savagery.[25]
According to legend, an avatar of Ilmater once died somewhere south of the Inner Sea some time before
the 4th century DR. The only remnant of this avatar was the Iron Helm of Heroes, which became a minor
relic of Ilmatari faith.[26][note 1]
The Triad was broken in the Year of Three Streams Blooded, 1384 DR, when Tyr was manipulated into
slaying Helm, god of guardians. Ilmater chose to leave the House of the Triad and, at the invitation of
Sune, goddess of beauty, he relocated his divine realm to the plane of Brightwater.[15] By 1479 DR,
however, Ilmater had returned to Torm's side and reestablished his realm in Celestia.[8]
Ilmater stood against those gods and goddesses who enjoyed causing destruction and spreading pain
and suffering for others. In particular, considering their contrasting portfolios, the Crying God and his
followers were a bane to Loviatar, the Maiden of Pain, and her worshipers.[2][7][3] Loviatar in turn hated
Ilmater with a passion, as he protected her victims from her torments.[28] Ilmater also opposed Talona,
Mistress of Disease.[2][7][3] Among his other foes were Bane, Bhaal, Garagos, Malar, Myrkul, Shar, and
Talos.[2][3]
Ilmater made his home in the divine realm of Martyrdom, a mountain of reward and peace for suffering in
life, where none could feel pain or weariness.[2][14][8] Under the Great Wheel cosmology, this was located
on the layer of Shurrock in the Twin Paradises of Bytopia.[5][18][6][2] Under the World Tree cosmology,
however, Martyrdom was found in the House of the Triad, on a lesser mountain of Celestia, alongside the
mountain realms of Ilmater's fellow gods of the Triad, Tyr and Torm.[14]
However, following the breaking of the Triad in 1384 DR, Ilmater moved his domain out of the House of the
Triad. At Sune's invitation, he relocated it to Brightwater on the World Tree.[15] By 1479 DR, Ilmater had
reestablished Martyrdom in Celestia, now under the World Axis cosmology.[8]
Those who were oppressed, sick, lame, or poor were likely to be worshipers of Ilmater,[3] and people who
had been injured or were otherwise suffering would often call upon him for aid.[6] His faith was popular
among the poor in big cities, and with serfs and slaves,[3] as well as merchants, thieves, and a few
guards.[5] Although people of any alignment could worship Ilmater,[2] he was largely followed by folk of a
lawful and good bent, especially among his own clergy.[5][2][3]
Ilmater's clergy numbered clerics, paladins, and monks.[5][3] They were organized into the Church of
Ilmater, with many affiliated knightly and monastic orders.[2][3]
Across Faerûn, the hardy people of the harsh and war-torn land of Damara particularly venerated Ilmater,
as well as his champion, St. Sollars.[29][30] In Calimshan, Ilmater was one of the most frequently worshiped
gods, especially among the lower classes and slaves.[31]
Attending clerics during a battle were recognized by the coarse furred shirts they wore. It was considered
a great wrong to harm these priests as they helped ease suffering. Even orcs and goblins held them in
esteem for ministering to their fallen people and not just humans.[32]
1. ↑ Specifically, this is "over a millennia" before the present time of around 1369 DR.
Although they share a similar name, and his followers are known as "Ilmatari", Ilmater bears no apparent
resemblance to Ilmatar, a female air spirit of Finnish mythology. There is also no resemblance or known
connection to Ilmatar, the lawful good mother goddess of D&D's Finnish mythology presented in Deities &
Demigods (1st edition), Legends & Lore, and On Hallowed Ground. This is despite other goddesses of
D&D's Finnish mythology—Kiputytto, Mielikki, and Loviatar—making actual transitions into the Forgotten
Realms setting.
Ilmater is much closer in nature to Issek of the Jug , a god created by Fritz Leiber for his Fafhrd and the
Gray Mouser series and similarly presented in the early D&D sources Deities & Demigods and Legends &
Lore. Issek is also a god of peace and perseverance worshiped by the poor and disfigured, whose symbol
is a man on a broken rack. Ed Greenwood originally created Ilmater for his own D&D game and described
him as similar to Issek of the Jug in his "Down-to-earth divinity" article in Dragon magazine #54.
1. ↑ 1.0 1.1 1.2 1.3 1.4 Kim Mohan ed. (2015). Sword Coast Adventurer's Guide. (Wizards of the Coast), pp. 21, 30.
ISBN 978-0786965809.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24
2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 75–
3.
4. ↑ 4.0 4.1 4.2 Rick Swan (1992). The Great Glacier. (TSR, Inc), pp. 39, 48. ISBN 1-56076-324-8.
5. ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 Jeff Grubb, Ed Greenwood and Karen S. Martin (1987).
Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), pp. 11, 18. ISBN 0-8803-8472-7.
6. ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms
Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), pp. 51, card. ISBN 1-5607-6617-4.
7. ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 Ed Greenwood, Sean K. Reynolds, Skip
Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 234,
235, 242–243. ISBN 0-7869-1836-5.
8. ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign
Guide. (Wizards of the Coast), pp. 62, 80. ISBN 978-0-7869-4924-3.
9. ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 60, 294. ISBN 978-
0-7869-6560-1.
10. ↑ Jeremy Crawford (November 17, 2020). Tasha's Cauldron of Everything. (Wizards of the Coast), pp. 34–35.
ISBN 978-0786967025.
11. ↑ (August, 2009). “Domains in Eberron and the Forgotten Realms” . In ed. Dragon #378 (Wizards of the Coast), p.
32.
12. ↑ (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 134. ISBN 978-0-7869-4929-8.
13. ↑ (August 2011). Neverwinter Campaign Setting. Edited by . (Wizards of the Coast), p. 53. ISBN 0-7869-5814-6.
14. ↑ 14.0 14.1 14.2 14.3 (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 159. ISBN 0-7869-3134-5.
15. ↑ 15.0 15.1 15.2 (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 159. ISBN 978-0-
7869-4731-7.
16. ↑ (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 189. ISBN 0-7869-3134-5.
17. ↑ (May 2007). “Seven Saintly Domains”. In ed. Dragon #355 (Paizo Publishing, LLC ), p. 26.
18. ↑ 18.0 18.1 18.2 18.3 18.4 (1990). Forgotten Realms Adventures. (TSR, Inc), p. 21. ISBN 0-8803-8828-5.
19. ↑ 19.0 19.1 (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 154. ISBN 978-0-7869-
4929-8.
20. ↑ 20.0 20.1 (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 11. ISBN 0-7869-3697-5.
21. ↑ (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 14. ISBN 0-7869-3697-5.
22. ↑ 22.0 22.1 Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. Archived
from the original on 2016-11-01. Retrieved on 2018-09-08.
23. ↑ 23.0 23.1 23.2 (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 80. ISBN 0-7869-2759-3.
24. ↑ (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 94. ISBN 978-0-7869-4731-7.
25. ↑ (September 1994). “The Great Gray Land of Thar”. In ed. Elminster's Ecologies (TSR, Inc), p. 27–28. ISBN 1-5607-
6917-3.
26. ↑ (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 109–110. ISBN 0-7869-0446-1.
27. ↑ ed. (2015). Sword Coast Adventurer's Guide. (Wizards of the Coast), p. 9. ISBN 978-0786965809.
28. ↑ (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 100. ISBN 0-7869-2759-3.
29. ↑ (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 37. ISBN 0-8803-8472-7.
30. ↑ (1993). Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms. (TSR, Inc), p. 117.
ISBN 1-5607-6617-4.
31. ↑ (September 1998). Empires of the Shining Sea. (TSR, Inc), p. 55. ISBN 978-0786912377.
32. ↑ ed. (2015). Sword Coast Adventurer's Guide. (Wizards of the Coast), p. 30. ISBN 978-0786965809.
Deities
Deities of the Post–Second Sundering Era [▼]
Categories: Monks of 20th level (3e) Monks (3e) Paladins of 20th level (3e) Paladins (3e)
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