Helm
Helm

Helm

Helm

Helam, the God of Guardians, He of the the Unsleeping Eyes, the Vigilant One. LN Intermediate power of guardians, vigilance, protection [He/Him]

Pantheon: Faerûnian

Symbol: A staring eye on a war gauntlet

Realm: Mechanus / Everwatch

Known Proxies: The Silent Guardian (proxy of unknown race or gender / LN)

Helm, the God of Guardians, is a power who’s seen more than his fair share of rough patches over the centuries, despite his once lofty position. He of the Unsleeping Eyes represents unwavering watchfulness and duty—he’s the kind of power you want at your back should things get dicey. His symbol, a staring eye in a gauntlet, pretty much sums up what he’s about: Constant vigilance, protection, and shouldering the unwavering burden of responsibility.

Back in the day, Helm was at the height of his power, revered by Primes all across Toril as the ultimate protector. Whether they were safeguarding temples or standing sentry at dangerous borders, folk would call on Helm when they needed the support of someone tough, reliable, and unflinching. But then two events drastically changed his reputation, knocking him off his metallic pedestal.

First, there was the Time of Troubles, when all the powers of Faerûn were kicked out of their divine realms and trapped in their very mortal avatar forms on the Prime. Helm was the only deity left with his powers intact. His task? To guard the Celestial Staircase, a previously unrevealed planar pathway which led from Toril to the Outer Planes. Think Infinite Staircase, but with fewer steps. And guard them he did—too well, some cutters would say. Helm followed his orders to the letter, stopping all other powers of the pantheon from returning to their divine seats. This led to chaos on Toril, including the deaths of several deities. Many—powers and primes alike—blamed Helm for the destruction that followed, despite him just doing the job he was assigned by Ao, the nebulous Overpower of the Sphere.

And then later, Helm’s clergy got involved in the invasion of Maztica, the so-called “True World” of Toril; basically a previously-isolated continent that was ticking along perfectly happily until it was ‘discovered’ by explorers from a second isolated continent for the first time. Helm’s priests showed a brutal side in their dealings with the locals that did nothing to improve Helm’s already cold reputation. Their ruthless actions led to further disillusionment among Helm’s followers and worsened the power’s standing with the common folk of Toril. And it goes without saying that it really annoyed the folks of Maztica!

Personality and Philosophy

Helm is one of those powers that’s easily misunderstood. Often seen as cold, heartless, and emotionless, Helm is simply a deity who prioritises duty above all else. It’s not that he doesn’t care—it’s that he’s a disciplinarian, a strict protector, and frankly a bit of an enigma. He doesn’t waste time on frivolities, emotions, or speculation. Where some powers might be full of pomp and grandeur, Helm shows only silent, steel-eyed focus.

Still, there’s an odd contradiction to him. He’s known to have a soft spot for children, showing them unusual leniency when they break rules, almost as if he recognises the need to protect their innocence. Some cutters have speculated that his distant, rigid demeanour is the result of a deep-seated grief or heartbreak—perhaps a lost love or a great tragedy. Others think Helm’s desire to be the ultimate guardian drives his behaviour, but, in Helm’s typical stoic fashion, he does not comment.

Helm’s philosophy is straightforward: “Never betray your trust.” His followers are charged with constant vigilance, careful preparation, and standing watch over the weak and vulnerable, whether they be children, the injured, or the unpopular. Helm’s faithful are often meticulous planners, looking ahead to the next possible threat or attack. In Helm’s eyes, there is no higher calling than to remain unwavering in one’s duty—no matter the cost.

Power and Manifestations

Helm, though less inclined to manifest these days, is no weakling. He cuts a giant figure clad in full plate armour, face always concealed by his helm. When he does appear, his power is felt by all defenders and guardians within miles—they’re roused from sleep, purged of any magical influences, and filled with alertness. Helm can banish illusions and drag concealed enemies from bordering Ethereal or Astral planes right before him, where they can be dealt with.

Helm’s manifestations often take the form of a gauntlet in a warding gesture or a hovering war helm, ready to unleash beams of light or reveal hidden attackers. 

He also works through various servants: einheriar, helmed horrors, maruts, and even spectators, bizarre beholder-kin that guard his sacred places.

Helm’s Church

Helm’s clergy, known as the Watchful Ones, are disciplined to a fault. The faith took a hit after the Time of Troubles, with many viewing Helm’s actions as too rigid or destructive—at least on Toril. Amongst planar cutters he’s more popular than ever, with plenty of champions of the Harmonium and guardians of the Fraternity of Order tipping their hats to him.

The hierarchy within the church is strict, almost military in structure. Titles like Watchknight, and Senior Steeleye show exactly where someone stands in the pecking order. And make no mistake, everyone in Helm’s clergy knows their place. 

The church of Helm preaches constant preparedness and protection. They believe that Helm’s reputation can only be restored through excellence in vigilance and guardianship. While other powers might focus on grandiose acts, Helmites know that true service lies in the quiet moments—the long vigils, the careful watching, the readiness to defend at a moment’s notice. They protect those who cannot protect themselves, and they anticipate threats, caring for their weapons and minds so that when the time comes, they are ready.

Canonical Sources: Player’s Guide to Faerûn [3e] p159 (lots of detail); On Hallowed Ground [2e] p47,181; Planes of Law [2e] Mechanus p10; Player’s Guide p26; Planescape Campaign Setting [2e] DM’s Guide p61 (all have only very brief mentions).

Source: Jon Winter-Holt

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