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  Deneir
Inviato da: DM Artemis - 10-08-2017, 22:56 - Forum: Divinità - Nessuna risposta

Lord of Glyphs and Images


General Information: NG

Portfolio:Liturature, art
Realm: Major Spheres: All, Astral, Combat, Creation, Divination, Elemental,
Guardian, Healing, Protection, Summmoning
Minor Spheres: Animal, Plant, Sun, Weather

Worshipers:
Symbols: A single lit candle, often with an eye beneath.
Colors:
Holy Days:
Sacrifices:


Description: Old balding sage with flaming white beard

 
Deneir, the Lord of All Glyphs and Images, is the son of Oghma, and is the god of literature and literacy, the patron of the artist and the scribe. His is the power to render accurately and describe, to write and to read, and to pass on information. His homeplane is the Beastlands, where it is said he has a libaray containing all that is known and true. Deneir is in service to Oghma, and is also known as Oghma's scribe. His symbol is a single candle set above an eye.
Followers of Deneir believe that information that is not recorded and saved to be used later is information that is lost. Literacy is an important gift of the gods, and should be spread and taught. Followers of Deneir have taken an oath of charity as well, such that they cannoit turn down the request of another to write letters and transcribe information. Information that does not harm should be made free to all.
 

Clerical Information:

Clericy Name:
Main Temple Location:
Deneir, with Mystra, has influence on the mystereous group known as the Harpers, and one of his largest churches, The Inner Chamber, in Berdusk, is the front for an extensive Harper orginization known as Twilight Hall.
Clericy Description: The standard dress of priests of Deneir, both in normal daily use and for ceremony, is a tan-white tunic and matching trousers. The medium-length cloak is worn with the clothes as a badge of rank within the hierarchy. The lowest levels wear black and grays while the local High Scrivener has a white cloak. The tunic has a stiff, circular collar. Deneir's priests also wear a holy writing kit, a triangular leather belt pouch filled with parchment, ink, and quills. They can use only one handed bludgeoning weapons and can wear up to banded armor, but is not allowed to use a shield.
Adventuring priests of Deneir wear whatever is most suitable for their particular mission, but always have both the writing kit and a gold circlet on the forehead bearing the symbol of their god.
Denier priests have a special vow of charity, they will write letters and transcribe information upon request, usually at a modest price for the individual petitioning their help. Large projects must be negotiated, but in slow times, priests of Deneir can be found in the local commons and in bars, writing letters for those unable to do so, charging no more than a few coppers, or performing the service for free to the needy.
Also because of this vow, priests of Deneir often gain information that is otherwise sensitive, dangerouse, or potentially lucrative. While a sizable donation to the faith will help keep such matters secret for some time, priests of the faith may gain a quick understanding of the lay of local landscape from talking to their neighborhood parish priest. There is a saying, "Remember that the pens of Deneir also have ears."
The hierarchy of Deneir also provides scribes and will train nonbelievers of good and neutral alignments to read and write. While such scribes are very good, many rulers and mages have a feeling that the information they transcribe also finds its way to the church's secret libraries.
Most large communities and temples of Deneir have secret libraries which may contain anything from a few tomes in the High Scrivener's office to (reputed) extensive underground vaults filled with the wisdom of the ages. Supposedly only the highest levels of the priests have access to such huge vaults, which are, of course, protected by powerful magical guards and wards.

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  Cyric
Inviato da: DM Artemis - 10-08-2017, 22:55 - Forum: Divinità - Nessuna risposta

Prince of Lies, Prince of Madness, the Dark Sun, the Black Sun, the Mad God, Lord of Three Crowns

Greater Power of Pandemonium, CE
PORTFOLIO: Murder, strife, lies, intrigue, deception, illusion
ALIASES: Leira, N'asr (Anauroch, among the Bedine), Bane, Bhaal, Myrkul, Cyruk (among ex-Myrkulytes)
DOMAIN NAME: Cocytus/Shattered Castle
SUPERIOR: None
ALLIES: None
FOES: Mystra, Kelemvor, Oghma, Azuth, Mask, Tyr, Torm, Deneir, Leira, Iyachtu Xvim, and many others
SYMBOL: A white skull (sans jawbone) on a dark purple or black sunburst
WOR. ALIGN.: LN, N, CN, LE, CE, NE

Cyric (SEER-ick) is a god born of the events of the Time of Troubles. He gained the followers and portfolios of many old evil gods, and fights to retain them. His power base is immense, and he is one of the three greater powers of evil in Faerûn. The destruction of Zhentil Keep, along with many of the rest of the woes of Faerûn, may be laid at his feet. In an attempt to further enhance his own power, Cyric created the Cyrinishad, a book that is enchanted to bind the reader slavishly to believing that Cyric is the most important being in the universe, exceeding all others. Cyric made the serious error of reading his own book and is now mad, believing that he himself is the center of the universe and everything that occurs is by his direct intervention.
Cyric's madness has taken a number of forms, including visions and a continual chorus of voices that burble and moan in the back of his mind. These voices may be parts of Cyric's own shattered consciousness or they may be the remains of the gods that Cyric slew or usurped the portfolios of.
Cyric is petty, megalomaniacal, and totally self-centered. He enjoys tricking and misleading both well-meaning and corrupt individuals and then revealing his deceit when they have made some fatal mistake in judgement or taken a personally devastating course of action that will ruin their lives. His favorite libation is the tears of disillusioned dreamers and broken-hearted lovers, which he drinks from a silver chalice encrusted with tiny rubies in the shape of sundered hearts.
Cyric hates the other gods, most especially Mystra and Kelemvor, but believes they are his puppets, easily fooled and defeated, existing only on his whim. Due to the consequences of his creation of the Cyrinishad, Cyric abandoned the portfolio of death and the dead to Kelemvor and lost the portfolio of tyranny to Iyachtu Xvim, the Godson of Bane.
Cyric uses his new, twisted, ever-changing home in Pandemonium, the Shattered Keep (Cyric refers to it as the "Castle of the Supreme Throne"), as a base for his future plans for the Realms. Such plans have thus far met varying degrees of success, but Cyric believes that the results are as he himself has declared—since he is the most powerful being in the universe.
Other Manifestations
Cyric prefers to haunt the dreams of his worshippers as a bloody wraith or manifest as a cloud of poisonous smoke before his enemies rather than sending an avatar. He sometimes manifests as a sudden gloom containing the phantom images of whirling human skulls—and the dark, intent gaze of two black eyes. At other times he sends nightmares or various undead creatures to do his bidding or show his favor or displeasure. Cyric is not above masquerading as another deity to gain the worship of mortals and the power derived from that worship.
The Church
CLERGY: Clerics, specialty priests, crusaders
CLERGY'S ALIGN.: LE, NE, CE
TURN UNDEAD: C: No, SP: Yes, Cru: No
CMND. UNDEAD: C: Yes, SP: Yes, Cru: No

All clerics, specialty priests, and crusaders of Cyric recieve religion (Faerûnian) as a bonus nonweapon proficiency.
Cyric's faith attracts power, and it remains strong in any area where evil is planned and beings seek to impress their will on others. Cyric's most devoted followers are young evil men and women seeking to make thier way in an uncertain world and gathering as much power as possible for themselves. He also attracts the worship of almost all who pursue assassination for a living, though most of them are new to that profession, considering the demise of all Faerûnian assassins during the Time of Troubles.
The church of Cyric benefited from a decade of growth and consolidation before the events that drove its god mad. The church absorbed a great many worshippers of Bane, Bhaal, Myrkul, and even the (still-hushed) revelation of the demise of Leira swelled it's ranks.
The true priests of the Dark Sun Cyric ("the Sworn," as they call themselves) are few in number, but growing. Cyric is also still granting spells to a few of the priests of the gods he supplanted after the Time of Troubles in an attempt to maintain these priests' powers long enough to convert them. This strategy worked well for the Bhaalist and Mykulyte clergy, who had almost all converted before the destruction of Zhentil Keep once more shook the Faerûnian pantheon. The Banite priests remained stubborn, and the Cyricist church finally solved the problem of Bane in Zhentil Keep with a purge, known as the Banedeath, that led to the death or forced conversion of all Banites in Zhentil Keep (driving any survivors underground).
This purge tactic was being initiated all over Faerûn when the Keep fell and Kelemvor and Iyachtu Xvim were catapulted to prominence in the Faerûnian pantheon. At this point, Cyric lost most ex-Myrkulyte priests to Kelemvor and almost all unconverted Banite priests to Xvim. Feuds and internal strife are rampant among the now-integrated Myrkulytes, Bhaalists, and Banites and the true priests of Cyric (those who entered the church after Cyric's ascension), as the ambitious, ruthless clergy members all seek to win ever-higher ranks within the still-unsettled priesthood. To these people, personal power—and its use upon others—is everything. Trust is not in great supply among adherents of the Dark Sun.
Cyric, though now a few monks shy of a monastery, remains closely involved with the upper ranks of his clergy. His high priests are expected to carry out his orders, regardless of how dangerous or odd they may seem. Some priests carry out their tasks as enthusiastically as they had before. Others seek to obey the letter of any directives while changing the spirit of them.
The priesthood is still very much in flux. Its members employ a wide variety of titles and disput each other's rank often. Members of the clergy are always aware of the possibility that a superior may stumble, allowing them to advance. Priests are often encouraged by inner voices that may or may not be the voice of their deity. Popular priestly titles seem to include Dark Master, Hand of Cyric, Watchful Skull, and Dread Death.
Dogma: Cyric's faith is one of control by any means necessary. Force and deception are used in equal measure to spread his word. He (or the masks he wears) is highly venerated by those of black hearts and evil deeds, from petty murderers to evil rulers of empires.
Cyricist priests are given the following charge: "Death to traitors. Death to all who oppose Cyric. Bow down before the supreme power of Cyric, and yield to him the blood of all who do not believe in his supreme power.
"Fear and obey those in authority—but if they are weak or given to pursuing airy goals of vague goodness, slay them in the name of the Dark Sun. Battle against all clergy of other faiths, for they are false prophets and forces who oppose the One True Way.
"Bring death to those who oppose the rightful church of Cyric and those who seek to make or keep peace, order, and laws. All rightful authority comes from Cyric, and all other authority must be subverted.
"Break not into open rebellion, for when hosts march, all faiths and gods awaken. It is better by far to fell one foe at a time and keep all folk afraid, uneasy, in constant strife—and under the spreading tyranny of Cyric."
Cyric's abandonment of the portfolio of death and the dead that he had following the Time of Troubles has freed him to embrace much of where his true heart lies—treachery, deception, and strife. Random violence is never as good as violence that serves some greater, more dangerous purpose. Plans and counterplans can twist and turn on themselves, such that a defeat in one area can bring overall victory for the Dark Sun. Any means, any method, any sacrifice or treachery is allowed if it brings about the desired end.
Day to Day Activities: Priests of the Dark Sun are pledged to spread strife and work murder everywhere in order to make folk fear and believe in Cyric. They support rulers with a taste for cruelty and empire-building, but indulge in intrigue in every land so as to spread strife everywhere without plunging realms into widespread war and thus giving worship only to Tempus the war god.
At least, this is what Cyricists pay lip service to doing. In truth. Cyricists spend most of their time scheming against each other in an endless struggle of cabal against cabal, with each priest striving to strengthen his or her own personal power. In addition, Cyric speaks often to his faithful clergy, but not with one voice. They all fear him and must believe what he tells them each is the One True Way, but what he says often sets different churches at cross-purposes and different Cyricist priests at each other's throats as much as it promotes the defeat of other religions.
Holy Days/Important Ceremonies: Cyric as yet has established few holy days. Until the destruction of Zhentil Keep, the final day and night of Marpenoth was observed as a holy day in celebration of the Banedeath, the purge that ensured Cyric's total victory over the persistent worship of Bane within Zhentil Keep. After the Keep's destruction, that holy day suddenly ceased to be observed, and all mention of it has been wiped from official church records.
Cyric's church does not celebrate the anniversary of his ascension to divine status as this also marks the anniversary of Midnight's ascension (and Cyric hates her). In addition, church histories now note that Cyric has always been divine, and therefore his ascension would be illogical to celebrate, although the history of Cyric's noble efforts to regain the Tablets of Fate as a mortal are also a part of church canon. The obvious contradiction of speaking of Cyric's mortal life while maintaining his eternal divinity is not allowed to trouble the minds of Cyric's faithful.
Blood sacrifices are deemed necessary for Cyric to hear any prayers of entreaty. Local priests usually declare an impromptu Day of the Dark Sun (a high holy day) whenever they acquire something (or someone) deemed important enough to sacrifice to Cyric.
Major Centers of Worship: Zhentil Keep was the mightiest seat of Cyricism until its destruction at the end of 1368 DR. No new major centers for Cyricism have emerged since its destruction. Most observers expect one of the three new temples recently erected in Amn to become the mightiest seat of power among followers of the Mad God if they do not destroy each other in the rivalries inevitably to come.
Affiliated Orders: The church of Cyric does not sponsor any knightly orders. Cyric has ordered the establishment of a fighting order, the Company of the Ebon Spur, but the order has found no leader yet. The two priests in charge of establishing admission standards into the order (two high-ranking priests in two of the emerging Amnian temples) cannot agree on what those standards should be and are engaged in intricate plots to kill each other off, since each is convinced he is right. Since Cyric appeared to each of them in a vision and gave them precise and contradictory instructions as to the establishment of the order, he is evidently pleased with their efforts. When the order finally does get off the ground, Cyricist crusaders will lead fighters against rival churches for the glory of Cyric.
Priestly Vestments: Priests of Cyric dress in black or dark purple robes, with or without hoods, trimmed with silver. Silver bracers or bracelets (usually adorned with the stamped skull-and-starburst symbol of Cyric) are worn on the wrists to symbolize the priesthood's enslavement to Cyric (in a symbolic reprise of Cyric's one-time captivity), and some priests paint the symbol of their deity on thier cheeks or foreheads on high holy days.
Adventuring Garb: Priests of Cyric are fond of going about in disguise and love using illusions that alter their appearance when they can obtain them. They dress either to be inconspicuous or to impress, awe, and terrify, depending on what they are assigned to do. Whenever they are in disguise or trying to look inconspicuous, they still attempt to wear as much protective armor or magic as possible wihout it giving them away. When dressing to terrify, they love black armor with ornamentation that looks menacing, such as spiked shoulder and elbow pieces and helms in the shape of snarling monsters.

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  Chauntea
Inviato da: DM Artemis - 10-08-2017, 22:54 - Forum: Divinità - Nessuna risposta

The Great Mother, the Grain Goddess, the Golden Goddess, She Who Shapes All

Greater Power of Elysium, NG
PORTFOLIO: Agriculture, plants cultivated by humans, farmers, gardeners, summer
ALIASES: Earthmother (Moonshae), Jannath, Pahluruk (among the peoples of the Great Glacier, Bhalla (Rashemen)
DOMAIN NAME: Eronia/Great Mother's Garden
SUPERIOR: None
ALLIES: Lathaner, Silvanus, Eldath, Mielikki, Shiallia, Selûne, Lurue the Unicorn
FOES: Talos and the gods of fury (Auril, Umberlee, and Malar), Talona, Moander (now dead), Bane (now dead), Bhaal (now dead), Myrkul (now dead)
SYMBOL: A budding flower encircled by a sunburst or (older) a sheaf of golden wheat on a green field
WOR. ALIGN.: LN, N, CN, LG, NG, CG

Chauntea (Chawn-TEE-ah) rarely appears to mortals, although the most devout sometimes see her smiling face in their dreams. Her hand is on every place where humans seek to grow things. She is not a goddess given to spectacle or pageant, but rather calls her followers to small acts of devotion. She is immensely popular among gardeners, farmers, and common folk of many nations. Through her blessing, most of Faerûn is fruitful. She is wise and quiet, though not passive, and is not given to hasty action. Aside from the divine interactions mentioned above, she has a cordial ongoing contest with Tempus and a friendly rivalry with Gond. Lathander and Chauntea have had an off-again, on-again romance for centuries (currently on), but the relationship between them is always warm.
Chauntea has a special relationship with the people of the Moonshae Isles, a place which she has dedicated a portion of her being, known as Earthmother, to oversee specifically. Earthmother is a more primitive facet of Chauntea who is representative of the goddess's nature in eons past and is much more wild and neutral in her outlook. She often uses three agents in the Moonshaes, said to be her Children: Leviathan, a great whale who guards the waters of the Moonshaes; Kamerynn, a great male unicorn, the king of the wilderness; and the Pack, a gathering of dire wolves melded into a single, unstoppable horde in the service of the goddess. Absent from the Moonshaes for years, these children have been spotted individually of late in the wilds and the sea.
The Church
CLERGY: Clerics, druids, mystics, monks, shamans
CLERGY'S ALIGN.: LN, N, CN, LG, NG, CG
TURN UNDEAD: C: Yes, D: No, Mys: No, Mon: No, Sha: Yes, if good
CMND. UNDEAD: C: No, D: No, Mys: No, Mon: No, Sha: Yes, if neutral

All clerics, druids, mystics, monks, and shamans of Chauntea receive religion (Faerûnian) as a bonus nonweapon proficiency. Clerics, mystics, and shamans of Chauntea are immune to the poisons found in plants and mushrooms. Clerics cannot draw spells from the elemental fire sphere, though they may access all other elemental spheres normally. Clerics and shamans are encouraged to take the herbalism nonweapon proficiency and receive the agriculture nonweapon proficiency as a bonus proficiency.
Chauntea's priests tend to be folk of all races who have a deep love for the land and an appreciation of natural ways and balances, seeing humans and other intelligent life as part of an ongoing series of cycles. They tend to be gardeners or farmers by trade and training and have an increasing appreciation for the beauty of plants that brings them at last to the veneration of She Who Shapes All.
Chauntea is spoken of as "Our Mother" or "the Mother of All" by her clergy. They know that she is very powerful in a quiet way—and like her, they tend to be quiet and patient in their ways. Many members of her clergy are female. In the communities in which they dwell, they are known for their wisdom and appreciated for their willingness to freely (without fee or obligation) tie up their skirts and pitch in when agricultural work must be done, especially where farmers are ill or injured.
Though Chauntea's faith has some large, impressive temples and shrines whose granaries ensure that food for all is abundant in their vicinities, the backbone of the Earthmother's faith is composed of small, local temples. Often these are seed-storage caverns near pure wells. Chauntean services are also held in open fields and druid groves.
Chauntea's church has two wings: standard clerics who minister to the faithful in towns, cities, and civilized areas, and druids who work in more outlying regions. With the success of the town priests, the druids have been moving farther and farther afield. The relationship between the druids, who call themselves "True Clerics of Chauntea," and the more civilized clerics is cordial, but at times strained. The druids have always venerated Chauntea, and consider the more recent city disciples to be upstarts. The more civilized priests, in turn, feel that the druids' day is done, and while druids are still useful in wild lands, the rising nations need and organized, professional faith controlled by a more reasonable and rational clergy. The percentage breakdown of clerics and druids in the clergy is about 40% clerics and 50% druids. Mystics and shamans, who work alone outside of either wing of the church and report only to She Who Shapes All herself, comprise only 5% of the priesthood together, and monks, who are always allied to a particular temple or druidic circle's leader, round out the remaining 5%.
Priests of Chauntea use such titles as (in ascending order of rank) Close One, Watchful Brother/Sister of the Earth, Trueseed, Harvestmaster/Harvestmistress, High Harvestmaster/Harvestmistress, and Onum.
The Unicorn Run
Bards and sages pass down the tale the headwaters of the Unicorn Run are, in truth, the Font of Life, and a cradle of fecundity. Each natural race is said to have emerged from the womb of Chauntea onto Toril at the river's source and then traveled down the Unicorn Run to the outside world. Some say a daughter of Chauntea resides at the river's srouce to usher the newborns into the world, while others claim that Shiallia midwifes the process.
Regardless of the truth, the lore of the elves, korreds, and halflings all agree that the Unicorn Run is sacred to life and a site of incredible purity. As a result, all three races have strong taboos about extended trips up the run, for if the river is ever fouled, then no new races will ever be born on Toril again.
Dogma: Chauntea's faith is one of nurture and growth. Agricultural sayings and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common thread in Chauntea's faith. Destruction for its own sake, or leveling without rebuilding, is anathema to the church. Chauntean priests are charged to nurture, tend, and plant whenever and wherever possible; protect trees and plants, and save their seeds to that what is destroyed can be replaced; see to the fertility of the earth, but let the human womb see to its own; and to eschew fire.
Day-to-Day Activities: Priests of Chauntea are charged to learn—and pass on to others, both fellow clergy and laity—all they can of horticulture, herblore, plant types, and plant diseases, and to encourage all civilized folk to enrich the land by replanting, composting, and irrigation, not merely to graze or dig it bare for what it can yield and then pass on. They replant trees wherever they go, root out weeds that strangle and choke crop plants, and till plants back into the soil. They strive to let no day pass in which they have no helped a living thing to flourish.
Clergy of Chauntea are encouraged to work against plant disease wherever they go. They often hire nonbelievers to helf them burn diseased plants or the corpses of plague-ridden livestock to prevent the spread of sickness. They keep careful watch over such blazes. Chauntean clerics do not like handling fire but are not forbidden to use nonmagical fire.
Chauntea encourages her faithful to make offerings of food to strangers and those in need, freely sharing the bounty of the land. It is also said that money given to one of her temples returns to the giver tenfold. Worshipers should plant at least one seed or small plant-cutting a tenday, tend to it faithfully for as long as possible, and see that their own wastes are always tilled back into the soil to feed later life. Any extra seeds yielded by plantlings should be taken to a temple of the goddess for distribution to the less fortunate.
Holy Days/Important Ceremonies: Every day should begin with whispered thanks to Chauntea for continued life and close with a prayer to the setting sun, from whence (Chaunteans believe) the Great Mother sends her power. Prayer to the Great Mother must be made whenever things are planed, but should otherwise occur when worshipers are moved to do so by the beauty of nature around them, which they are always encouraged to notice. Prayer to the Golden Goddess is best made on freshly tilled ground, farmland, or a garden, or failing that, at least at a well or a watering place. Chauntea listens best to those who enrich the ground, so before prayer many priests bury wastes, dispose of the litter of civilization, or plant seeds.
Few ceremonies of worship fall at set times. Passing one's wedding night in a freshly tilled field is held by Chaunteans to ensure fertility in marriage. Greengrass is a fertility festival, wherein uninhibited behavior and consumption of food and drink is encouraged. The much more solemn High Prayers of the Harvest celebrate the bounty Chauntea has given a community and are held at different times in each community to coincide with the actual harvest of crops, rather than precisely on Higharvestide.
Major Centers of Worship: Goldenfields, a vast, walled abbey and farm compound east and north of Waterdeep, is the current pride of Chauntea. The goddess is said to be delighted at the community of more than 5,000 worshipers who till over 20 square miles of contiguous land and outlying buildings on the banks of the Dessarin. The largest and most energetic project undertaken by the faithful of Chauntea, it has become the Granary of the North.
Goldenfields supplanted the older Harvest House in central Amn as the most important center of Chauntean worship, but the ornate formal gardens of the all-female Sisters of the House remain unmatched in the known Realms. However, this smaller temple of Chauntea is being challenged even for its second-place ranking by the smaller but almost perfectly appointed Abbey of the Golden Sheaf in Mistledale, which serves the dale around it with admirable skill and diligence.
Affiliated Orders: While by no means defenseless, the church of Chauntea has no affiliated military or knightly orders. Those who guard its temples and shrines are usually members of the clergy.
Priestly Vestments: Priests of high rank of all types in the service of Chauntea tend to favor white or sun-colored ceremonial robes trimmed in deep forest green and to use staves smoothed by much handling but otherwise natural in appearance. Some such staves are enchanted to purify or promote the growth of what they touch.
Adventuring Garb: Chauntea's clerics, monks, and shamans dress simply and without pretense most of the time. They favor earth tones of green and brown. The druids prefer simple brown robes with high rank denoted only by a belt laced with gold thread or some other similar, precious decoration. The citified clerics, on the other hand, wear and open-fronted brown cloak with more standard garments, like tunic and trousers, underneath. Mystics dress in everyday clothes or robes of more colorful garb in brighter green, yellow, rust, and brown earth tones.

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  Azuth
Inviato da: DM Artemis - 10-08-2017, 22:49 - Forum: Divinità - Nessuna risposta

The High One, Patron of Wizards, the Lord of Spells, the Hand of Sorcery, the Lord of Spellcraft

Lesser Power of Arcadia, LN
PORTFOLIO: Wizards, mages, spellcasters in general
ALIASES: None
DOMAIN NAME: Buxenus/Azuth
SUPERIOR: Mystra
ALLIES: Mystra, Savras the All-Seeing, Velsharoon the Vaunted, Oghma, Deneir, Leira (now dead)
FOES: Cyric
SYMBOL: A human left hand, pointed upward, outlined in a nimbus of blue fire
WOR. ALIGN.: Any

Azuth (Ah-ZOOTH) is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend, and advisor. This last role has become even more important in the years since the Time of Troubles. Before the Godswar, he and Mystra were much closer and very affectionate toward one another, but Azuth's relationship with Midnight/Mystra is much more professional. He regards the new Mystra as an inexperienced daughter facing a taxing and complex job whom he must coach to allow her to bset perform her duties. In religious art, Azuth is most often protrayed as a bearded old man unbent by age, wielding a stout, gem-topped staff.
Savras the All-Seeing, a rival god of mages whom Azuth defeated, was Azuth's foe for centuries. Savras now serves Azuth, albeit uneasily, as a demipower of diviners and truth-speakers. The two deities seem to cautiously be working toward friendship and a format division of duties, albeit with Savras continuing to serve Azuth. Azuth also works closely to guide the Magister, the mortal spellwielding champion of magic who serves Mystra. Likewise, Velsharoon, demipower of necromancy, must pay at least lip service to Azuth's commands.
Azuth is a sober sort of father-figure deity, but he is not humorless or mean-spirited. He has a rather dry, sardonic wit and appreciates plays on words and subtle humor. He has perfected a straight-faced delivery to such a degree that often those who hear him speak are left wondering whether some of his comments were said seriously or in jest. When he is in good humor, he likes to present those who have called on him with small gifts, such as flowers in unusual colors, magical fabric of elegant drape, or edible delicacies. When he is upset, his wrath is terrible to behold as the air crackles with magical energy around him that seems to flow both into and out of his eyes and the Old Staff, a divine artifact of ancient construction that he wields to devastating effect.
Other Manifestations
Azuth sometimes appears as a glowing, intangible floating mouth surrounded by mustache and beard and sometimes as a white, glowing, upright hand with its forefinger extended to a point that is outlined with a shimmering silver aura. Most often he appears as an electric blue radiance. Sometimes he manifests merely as an echoing, dry, male voice or such a voice accompanies another manifestation. In all manifestations, he has the power to unleash spells, identify from a distance without triggering the powers of an item or spell, and know the end result of any magic he sees being cast before it takes effect.
Azuth also acts or shows his favor through the appearance or presence of pure gray cats and dogs (which Azuthans consider lucky), gray owls, gray mice, golems, watchghosts, devas, and the Favored. The Favored are human archmages given a second life by Azuth to serve him with their spells and researches. They can fly and employ ESP at will, but are otherwise living mages in all respects.
The Church
CLERGY: Wizards, clerics, specialty priests, monks
CLERGY'S ALIGN.: LG, LN, N, CN, LE
TURN UNDEAD: W: No, C: Yes, SP: No, Mon: No
CMND. UNDEAD: W: No, C: No, SP: No, Mon: No

All clerics, specialty priests, and monks of Azuth receive religion (Faerûnian) as a bonus nonweapon proficiency. All priests of Azuth can cast priest spells faster than other priests. Their casting time on all priest spells of one round or less is reduced by 3 (for example, a casting time of 7 would be reduced to 4). Those spells that take more than one round to cast still take them the usual amount of time. Priest spells cast by priests of Azuth always have a casting time of at least 1.
Azuthan clergy tend to be folk who love magic for its own sake. They do not exeult in power, for that is the tendency of those who enjoy what magic can allow them to do to others, but in in elegance, complexities of dweomer, and deft use of spells. Wizards, clerics, specialty priests, and monks serve in the clergy of Azuth. Within the church hierarchy, 45% of the titled clergy are wizards. Another 30% are clerics, who form the strong right arm of the faith, 20% are specialty priests, and 5% are monks. Relationships between the three groups are good, though there is some resentment against a current trend to promote specialty priests into positions of power. However, because of this trend, more novices of the Azuthan faith have chosen the path of a specialty priest than a cleric. Specialty priests of Azuth are known as magistrati.
In areas where Azuth has temples, shrines, and monastic communities, the ruling (not necessarily the most powerful) clergy member holds the title of "the First" and is addressed as "Revered One." Other clergy members in large clerical communities have expanded on this idea: The most powerful user of alteration magic is called First Transmuter, the leading specialist in divination magic is First Diviner, etc. The First may bestow or revoke such titles within his or her parish. Clergy members of high rank and long years in the church are granted the title of Master. Azuthan clergy eschew most further titles.
Dogma: Followers of Azuth feel that reason is the best way to approach magic, and that it may be examined and reduced to its component parts through study and meditation. Calm and caution are the watchwords of Azuthan clergy members as they strive to avoid mistakes that even magic cannot undo. They are taught to use Art (magic) wisely and to be always mindful of when it is best not to use magic.
Novices in the faith are charged to: "Teach the wielding of magic, and dispense scrolls, items, and spellbooks throughout Taerun that the use and knowledge of magic may spread. Encourage everyone to try their hand at wielding magic. Drive home the lesson that with magical power comes grave responsibility, and live that lesson yourself. Try to gain a copy of every new spell, spell variant, or magical idea you encounter without regard for its worth or importance—and make a copy of that copy for a temple library. Train others in what you know of magic, not hoarding your knowledge for yourself, and encourage creativity in magic in all ways and at all times.
Day-to-Day Activities: Azuthan clergy members very often serve as messengers between mages. They strive to remain above reproach and to be regarded as trusted neutral parties by all. They organize annual Mage Fairs, and at those Mage Fairs they try to settle feuds, curb overly destructive or deceitful magic, and sponsor spellweaving contests. They also give out scrolls of the winning spells from previous years and small, useful magical items as prizes in these contests.
Most wizards see the priesthood as helpful, but members of the church of Azuth may go to great lengths to serve a prime goal that many wizards do not find so pleasing: They try to ensure that no spell or magical item is unique to one mage in Faerûn so that the death of a single wizard does not take any spell or the knowledge of how to construct an item out of the world forever. Azuthan clergy members do this by magical spying (and even temporary thefts), by copying every wizardly writing they can find including command words and cryptic phrases (not just complete incantations), by encouraging the barter of spells, and by organizing tome drives in which wizards are paid handsomely to contribute a spell to the latest folio of the ongoing Azuthan spell syclopedia (a written collection of spells from various mages duplicated magically in bulk, bound, and distributed by the priesthood for a minor fee covering production costs).
Holy Days/Important Ceremonies: The church of Azuth holds a holy revel to mark the ascension of a new Magister and of any mage to the ranks of the Favored. Every twilight the faithful of Azuth pray silently to the High One for guidance in all their doings that day and the next. Azuthan priests otherwise avoid a lot of ceremony, but in temples and abbeys of the Lord of Spells, all three major meals of the day are accompanied by readings from the writings of great mages on the ethics of magic use, speculations as to what magic can be made to do in the future, and various philosophies of magic.
When a being is confirmed as a priest of Azuth, she or he must undergo the Transforming, a ritual in which the novice spends a tenday in thrall to an involuntary, ongoing shape change cast on him or her by a Master. In this ceremony, the novice must see life through the eyes of a bewildering variety of shapes forced upon him or her in succession by the magic. No shape the novice is placed in is unable to survive in the environment in which this ritual takes place, but the experience is typically humbling. The ritual is typically held in a walled, secluded temple garden that is temporarily off limits to all others, but which normally serves as a place for contemplation. The spell used in this ritual is a church secret, and it has been used by some Masters on foes in the defense of temples and abbeys under attack.
Azuthan clergy and laity alike also celebrate occasional Wild Nights, in which they dance in the midst of unleashed wild magic just to feel its power nad effects. (Other wizards and priests stand by to rescue anyone who runs into harm.)
Major Centers of Worship: The House of the High One in Saerloon is the most revered temple of the Azuthan faith. It is run jointly by six Masters (all human male priests or wizards of 18th or greater level): Helven, Lhun, Mirren, Ormil, Riilath, and Thelcaunt. Another very powerful temple of Azuth is the House of the High One Ascendant. It is located in the mountains near Lhair in western Halruaa. Here First Arleenaya Kithmaer runs a huge temple complex expanded out from natural caverns in the mountains and fronted by a grand formal stone archway and portico ornamented by the finest carvings stone shape and grand master sculptors can achieve.
Affiliated Orders: Azuth clergy members who have done great service in recovering magical knowledge thought lost are often voted into the Order of the Forgotten Page by the Firsts of the church and allowed to wear a special ilver trim on the collars of their ceremonial vestments. Members of the faith who have served the church in helping to eliminate a magical imbalance or monstrosity are granted the title "Shield of the High One," given a minor protected magical item, and told a secret phrase or word that allows them aid from any temple or shrine of Azuth in the form of healing, shelter, and small loans, when necessary.
Priestly Vestments: The vestments of the priesthood of Azuth are shimmering gray and usually made of silk, though these are layered with heavier and more sensible materials in the North. The symbol of Azuth is worn on the chest, and the color of the aura on the symbol denotes an individual's rank in the church. Most acolytes, monks, mage apprentices, and adventurers have a yellow aura surrounding the symbol of Azuth. Higher level adventurers and clergy members at large without official position wear symbols with a red aura. When not used to identify rank, the symbol of Azuth has a blue aura. In the North, usually only the forefinger of Azuth's symbol is shown ablaze. From Chessenta southward—notably in Halruaa—the entire hand is surrounded by flame.
Adventuring Garb: In the field, clergy of Azuth wear sensible clothing, predominantly in shades of gray. They wear the symbol of their faith over their hearts, either stitched onto a tunic or robes or inlaid in metal armor.

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  Auril
Inviato da: DM Artemis - 10-08-2017, 22:48 - Forum: Divinità - Nessuna risposta

Frostmaiden, Icedawn, the Cold Goddess, Lady Frostkiss

Lesser Power of Pandemonium, NE
PORTFOLIO: Cold, winter
ALIASES: Saukuruk (among the peoples of the Great Glacier)
DOMAIN NAME: Pandesmos/Winter's Hall
SUPERIOR: Talos
ALLIES: Talos, Umberlee, Malar
FOES: At'ar (Amaunator-now dead), Moander (now dead), Sune, Chauntea, Shiallia, Uthgar
SYMBOL: A white snowflake on a gray diamond (a heraldic lozenge) with a white border
WOR. ALIGN.: LN, N, CN, LE, NE, CE

Auril (AWE-ril) is most powerful in those regions that are affected by deep winters or crouch at the edges of the Great Glacier. She is worshiped primarily out of fear. She serves Talos and is one of the Gods of Fury, and much of her ethos is similar to that of the god of nature's destruction. She has seen much of her personal power eroded by Talos, and as a result, the winters have grown colder in the past decade to remind the northerners who still controls the power of cold. While she can call on the other Gods of Fury for aid, she only does so with Umberlee with any confidence; Talos usually responds but them directs all the glory and worship to himself, and Malar despises her. The feeling is mutual.
When portrayed, Auril appears similar to her Frostmaiden avatar (see below). She is a fickle, vain, and evil creature whose cold divine heart remains untouched by any hint of true love, noble feeling, or honor. She often toys with those who offend her, trapping them in snow storms and then driving them insane by tantalizing them with visions of warmth and the comforts of home before she freezes them to death. Her eternal beauty is cold and deadly the flower of womanhood preserved forever in a slab of arctic ice-with sensibilities to match the ice.
Other Manifestations
Auril usually manifests as icy breath accompanied by a cold, ruthless chuckling and a blue-white radiance that leaves a thin line of frost to mark its passage. She also appears as a blank-eyed face of frost with long, wind-whipped white hair that radiates intense cold. Auril uses this latter manifestation if she wants to speak, slay, or confer items of power upon worshipers. She slays with her life-chilling kiss and confers boons by breathing them out of the face's mouth. Her victims must make a successful saving throw vs. death magic to survive the face's kiss.
Auril also indicates her favor or disfavor or sends aid through the presence or action of water elementals, ice para-elementals, undead, winter wolves, frost giants, and other arctic creatures.
The Church
CLERGY: Clerics, specialty priests, shamans
CLERGY'S ALIGN.: LE, NE, CE
TURN UNDEAD: C: No, SP: No, Sha: No
CMND. UNDEAD: C: Yes, SP: No, Sha: Yes

All clerics, specialty priests, and shamans of Auril receive religion (Faerunian) as a bonus nonweapon proficiency. Upon being Embraced by the goddess, clerics of Auril become immune to natural cold damage and the effects of exposure.
Auril is feared and worshiped in order to hold off the depredations of the harsh winters with which she threatens Faerun. Trappers, miners, and settlers in the North, some barbarians and inhabitants of the Great Glacier, and residents of the lands crouching at any glacier's edge revere her and honor her in attempts to placate her cold fury come winter time. In recent years, winters have been getting longer and colder, and more and more folk have been making the prayers to Auril that her clergy urge be done. A few clans of frost giants are led by shamans in her service.
Priestesses of Auril roam the lands of Faerun, especially in the North, though her clergy are now being seen more often in the Heartlands. Auril's church has a few males within its ranks, but most clergy of the Frostmaiden are female. Specialty priests of Auril, called icepriestesses and icepriests, make up one-third of Auril's priesthood. The relationship between the specialty priests and the clerics of Auril is very good. The entire church is very loosely and informally organized, and clergy members wander and are largely independent. Most priests of Auril use only the honorific "Hand of Auril" or "Icebreath," but at temples such as the House of Auril's Breath at Glister the clergy use formal titles. In ascending order, these are: Postulant, Votre, Icewind, Storm Sister/Storm Brother (a title given to the great bulk of priests between 3rd level and 8th), Frosttouch, Lady/Lord Cold, Lady/Lord Deep Winter, Lady/Lord Cold Circle, and High Hand of Ice.
Because of their immunity to natural cold, priestesses of Auril are often seen scampering lightly through the snows in summer-weight clothing or bathing in frigid river waters in the depths of winter to no apparent ill effect. They need much less food than other beings because of this ability, and often roam the northlands energetically when blizzards have forced other folk to hole up against the weather. Many priestesses of Auril make a handsome living delivering medicines, messages, and needed supplies throughout the northlands in winter.
Dogma: Auril charges her clergy to: "Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs that my breath may come in. Work darknesses to hide the cursed sun so that the chill I bring may slay. Take the life of an arctic creature only in great need, but slay others at will. Make all Faerun fear me."
Auril's clergy are commanded to revere her and sing her praises into any chill breeze or winter wind. They are to make all creatures fear or worship her and to bring down her cold power against all so that all may know her and quake before her. They are not to raise their hands against any other priest of Auril.
Day-to-Day Activities: Clergy of Auril seek to make all folk fear their goddess and her clergy (to cut down on the attacks they face) through the fury of the winter weather. They also try to make themselves personally wealthy and influential by carrying out tasks that others cannot in the worst winter weather and by magically protecting those who pay or obey from the worst winter conditions. Clergy members make offerings to the goddess of some of the wealth they amass by scattering it in falling snow during a storm or throwing it through cracks in river ice or glacial crevasses during the winter.
In the cold months, Auril expects each of her priests to force or persuade someone to pray to her in the approved manner by beseeching Auril for mercy and praising her for the "cold cleansing" she brings. This prayer must last for the length of time it takes a piece of ice larger than the "supplicant's" hand to melt against his or her bared flesh. It must be done out of doors and preferably at night. During the winter, Aurilian clergy are also expected to slay at least one creature by cold. This is often done so as to provide worshipers or potential worshipers of the goddess with food or to slay a personal foe of the priestess or priest.
Holy Days/Important Ceremonies: Midwinter Night is the most holy time of the year to clergy of Auril. It is a festival of ice-dancing that lasts the whole night through, during which the goddess desires her clergy both to enjoy themselves and to lure as many folk as possible into her service.
Postulants are instructed in the ways of the goddess, and must undergo the most sacred ritual of Auril to gain admittance into her clergy: the Embracing. This personal ritual may occur at any time of year, but if it is in summer, the postulant must journey to arctic or high mountain regions in order to find a blizzard. The Embracing consists of running through a blizzard all night long dressed in only boots (though they may be thigh-high), a thin shift, and body paint depicting symbols sacred to Auril. Celebrants either perish of exposure or are accepted by the goddess by being rescued from the pain and shivering by Her Embrace.
Thereafter, clergy members usually pray in private, by lying out in the snow all night long in prayer vigil. In summer, her clergy usually immerse themselves (except for their heads) in the coldest water they can find, typically by lying down in a fast-flowing stream. Auril answers their queries and gives them directions and missions through mind visions.
Two informal but enthusiastically celebrated rituals are the Coming Storm and the Last Storm-howling ice storms called up by clergy working en masse with all the cold magic they can muster. Together they bring fierce weather down upon a town or region to mark the onset of winter or its last gasp as spring begins.
Major Centers of Worship: The House of Auril's Breath in Glister, north of the Moonsea, is the largest and most influential temple to the cold goddess, boasting a congregation of over 1,600 gathering around the fires fore nightly Fire and Ice rituals (all of them miners and fur trappers too afraid not to venerate Auril). High Hand of Ice (high priest) Malakhar Rhenta leads the Storm Circle of 14 or so senior priestesses in running the temple and planning the weather maic they work. The House of Auril's breath is known more commonly to those not of the faith as "the Cold House" or, more bitterly, "Cold Comfort Towers."
Affiliated Orders: Auril's church has no affiliated military or knightly orders. She is just not of a mind to sponsor prolonged military actions; she would rather send a blizzard down on those who offend her than troops. An odd assortment of cults and fellowships have grown up around or become attached to her worship, though. These groups include the Cult of Frost, whose driving goal is the acquisition of the artifact known as the Ring of Winter; a group of wizards known as the Frost Witches, who have recorded at least one tome of frost and cold magic in Auril's name and are reputed to know the location of the Codicil of White, a priestly book describing Aurilian rituals and containing some wizard spells also; and the Sisters of Istishia, who worship Istishia as a herald of cold and servant of Auril. The Sisters of Istishia's worship seems to benefit Istishia, not Auril, as a few Aurilian priestesses have been given a divine mandate to seek out the Sisters and "correct" their theology.
Priestly Vestments: Priests of Auril wear ice-white ceremonial robes with blue piping. The robes are cinched at the waist by a very wide silver belt, which also hold the requisite ceremonial ice axe. The ice axe bears the snowflake-in-lozenge symbol of the faith. (The ice axe is treated as a hand axe for combat purposes.) A silver circlet on the head is the final touch.
Adventuring Garb: When adventuring, most priests of Auril wear at least the circlet, the belt, and the ice axe with their normal day-to-day clothes. Since they are immune to the effects of cold, they usually wear only what clothing they think enhances their appearance, not necessarily what others are wearing for the weather. They never encumber themselves with excessive clothing or large sleeping bundles, preferring to travel light for maximum mobility.

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  Akadi
Inviato da: DM Artemis - 10-08-2017, 22:48 - Forum: Divinità - Nessuna risposta

Queen of Air, the Lady of Air, Lady of the Winds, Queen of Air Elementals

Greater Power of the Elemental Plane of Air
N

PORTFOLIO: Elemental air, air elementalists, movement, speed, flying creatures
ALIASES: Teylas (Hordelands)
DOMAIN NAME: Elemental Plane of Air/The Great Funnel
SUPERIOR: None
ALLIES: Aerdrie Faenya, Quorlin, Remnis, Shaundakal, Stillsong, Stronmaus, Syanita
FOES: Grumbar
SYMBOL: A white cloud, often upon a blue background
WORSHIPPERS ALIGNMENT: Any

Akadi (Ah-KAH-dee) is the whispering wind and the blinding gale storm, her form changing from season to season. Her kiss might be moist and sweet or bitter and cold. Uncaring, she carries sounds and scents along on her journey, but she never pauses to impress upon a traveler the importance of her travels. In religious art she is often portrayed as a huge, translucent blue woman with gigantic feathery wings that trail away into clouds. Her wings are said to toss the winds about the surface of Faerun.
Like all the elemental lords, Akadi is relatively uncaring of her followers on Abeir-Toril. Her reactions are difficult to gauge, and she seems almost an alien being in her responses to most mortals not native to the Elemental Plane of Air. The relative inaction of Akadi and the other elemental Lords has led to their being viewed as only lesser powers in the Realms and their followers being classed as cultists. Akadi is known as Teylas in the Hordelands, a god of the Elemental Plane of Air. The distinction between a female and a male form of the Lady of the Winds makes no difference to the faith.
Akadi does seem to have some small affection for her followers, but most often displays that affection when they make large offerings to her by burning precious incenses that waft to her on the winds-so it could be argued that she only cares when she is bribed to do so. While appeals to Akadi to change or still the winds, provide good flying currents, or bring gentle rains meet with her approval, she grants no prayers to raise or quell harsh storms, as storms lie within the purview of Talos and Umberlee (though she occasionally manages a whirlwind of brief duration but stunning force). During the Time of Troubles, she was not spotted in the Realms.
Other Manifestations
Akadi has sent manifestations to the Realms more frequently than she has sent an avatar, but even these appearances are extremely rare compared to the frequency with which other powers manifest. The Lady of Air has appeared in the form of almost any normal flying creature, and her voice has been heard as a gentle whisper upon the breeze. She frequently sends an aerial servant to deliver private messages (or demands) to those she deems worthy or useful. A rising breeze or a change in the wind is usually seen as a sign of her favor.
The Church
CLERGY: Specialty Priests, Crusaders, Mystics, Shamans
CLERGY'S ALIGNMENT: NG, CG, N, CN, NE, CE
TURN UNDEAD: Specialty Priest: No, Crusader: No, Mystic: No, Shaman: Yes (if good)
COMMAND UNDEAD: Specialty Priest: No, Crusader: No, Mystic: No, Shaman: Yes (if neutral or evil)

All specialty priests, crusaders, mystics and shamans of Akadi receive religion (Faerûnian) as a bonus nonweapon proficiency. Akadian priests are strongly encouraged to learn weather sense and to acquire skill in playing a musical instrument that involves blowing air through it to produce sound (such as woodwind instruments, brass instruments, organs, and bagpipes) in addition to their required proficiencies. All shamans of Akadi receive elemental air as one of their major spheres in addition to their normal spheres of magic.
Before the Time of Troubles, all of the elemental cults had clerics in their ranks, now, only specialty priests remain. Why Akadi decided to gradually convert her clerics to specialty priests in unknown. Since the Godswar, the Akadian church has added a small order of mystics and an order of crusaders to the church to round out the capabilities of the priesthood. In primitive or nomadic societies (such as those of the Tuigan), Akadi is served by shamans.
Few priests of Akadi ever settle down in one place, so few communities feel threatened or benefited by the appearance of an Akadi priest. Akadian priests blow into a town or village upon the morning breeze and are typically gone by the time the sun sets. A philosophy of incessant movement and wanderlust has ingrained itself into the church of Akadi, and few temples exist to the Lady of the Winds. Those that do are most often open air circles of wooden poles adorned with feathers and streamers that flutter in the slightest breeze. Priests of the faith travel across Faerun, spreading the word of Akadi at each opportunity. They often lecture on the joys that the freedom of Akadi brings, but seldom stop to argue semantics or principles with those who would appose them, choosing instead to sew the seeds of the Queen of Air and then continue along to "wherever the wind takes them." This tendency to sprout high-sounding verbiage has led to more than one Akadian priest being called a "windbag" in several senses of the word.
The priests of Akadi are divided up between the Whisper and the Roar. These are not rankings within the church or even a division between those clergy members with parish territories and those of an adventuring bent. Rather these are distinctions in philosophy of action. Those who follow the Whisper typically work behind the scenes, seldom showing themselves to be a member of the church of Akadi. Members of the Roar are much more direct about their involvement in the affairs of Faerun. The disparate and unfocused nature of the activities of the church of Akadi as a while has left few in Faerun viewing it as any sort of threat, although personally ambitious members of the church can sometimes wreak havoc in a particular region.
Akadi's priests are organized mostly into "churches" formed of small cliques who follow a particularly charismatic Akadian. These cliques shift and flow over time as the group politics lead to some members rising in status, others falling, and others leaving in disgust or empowered by the inspiring message of their leader to begin a new church in a far-off land. This sort of organization is very fluid and often very confusing to those outside the faith, as such folks are never sure who will be in charge in a tenday and therefore who to hold responsible for living up to agreements and contracts. Most Akadians have a reputation for being untrustworthy because of this very problem in their faiths organization. When time comes due for an Akadian to live up to a promise, frequently the answer received is: "I'm so sorry, that's not my job anymore." -if one can find the Akadian the deal was struck with in the first place!
Novice Akadians are referred to as fledglings. Upon undergoing a personally designed rite of empowerment supervised by at least two senior clergy (and usually involving flying), they become full priests. In ascending order of rank, the titles in general used by the priesthood are: Winged one (full priest), Air of the Goddess, Breeze of Light, Zephyr (senior priest), Mistral, Sirocco (leader of a large "church"), and Whirlwind (leader of a very large church or priest of great experience). A priest who has slain or soundly defeated an enemy of the church (usually a high ranking priest of Grumbar or an earth-based creature of power) may add the honorific "high" to the beginning of his or her title. Specialty priests of Akadi are known as Airwalkers.
Dogma: The teachings of the Akadian church amount to a doctrine of finding one's own enlightenment. The church feels that one can only find truth in what one is interested in and as soon as interest fails, all chance of finding spiritual growth has left an activity or place. Therefore, the faithful must move from activity to activity, from place to place, pursuing a personal dream or series of interests and growing through the changing experiences each new day brings. The church pays little attention to resistance to its doctrine; such obstacles will be worn down over time. Few maters are ever deemed so important that the church feels the need to commit itself to a particular cause. The only stance that the Akadian faith takes adamantly is that its members and its priests should not be fettered or imprisoned; such a condition rapidly leads to the onset of depression among the faithful and a languishing death.
Novices in the Akadian faith are charged as follows: "The eternal Akadi is change personified. Each new day reveals to us a new side of her. Strive to be as flexible as she is. Pursue everything that interests you in turn. Look at problems from as many viewpoints as possible to achieve the most creative answer. View life as an art form to create anew around you each day to your benefit and that of Akadi. The freedom to move about and to soar on the breeze of life is one of the inherent rights of every living thing. Fly forth and spread the word of Akadi and show though your works the fresh new life she brings."
Day-to-Day Activities: Each day is an important day in the eyes of an Akadian. The faithful typically rise before the sun emerges to whisper their prayers on the morning breeze and stay up to watch the moon rise over Faerun or glide the dying thermals of the waning day and joyfully speak their evening prayers.
Holy Days/Important Ceremonies: Each day is an important day in the eyes of an Akadian. The faithful typically rise before the sun emerges to whisper their prayers on the morning breeze and stay up to watch the moon rise over Faerun or glide the dying thermals of the waning day and joyfully speak their evening prayers.
Major Centers of Worship: Few permanent temples to Akadi have been erected. Many of her shrines are tended by a rotation cycle of priests as they travel the countryside, leaving the shrine when a replacement arrives. The holiest site of the Arcadian faith is the mound of the First Shrine of the Queen of Air in the ruins of Blaskaltar in the Shaar. The structure is long gone through ages of neglect; however, the faithful gather here yearly to remember the history of their church and it's great members so that they do not lose their past and thus become doomed to repeat it.
Affiliated Orders: The order of Akadian crusaders is known as the Knights of the Wind's Four Quarters. Its members tend to pursue personal quests and errands for church elders or carry out the ongoing vendetta against the church of Grumbar. Mystics of the faith being to the Companions of the Summer Wind, who tend to be good-aligned, the Disciples of Spring's Breeze, who are mainly Neutral, or the Alliance of Midwinter's Teeth, who are evil.
Priestly Vestments: Priests of Akadi dress for rituals in robes of White, light gray, and light blue, representing the many faces of their Goddess. Silk is a preferred material in vestments, as its flowing nature pleases the Goddess, and rare silks dyed in flowing or rippling patterns of blue or white are highly prized. Many priests wear jewelry of milky opal, crystal quartz, augelite, turquoise, beryllonite, blue spinel, or sapphire, and these are the stones from which Akadian holy symbols are constructed. Air elementals blow fine grit over these gemstones, thereby inscribing Akadi's symbol; the stone is set into a piece of jewelry, forming a holy symbol.
Adventuring Garb: Adventuring priests and Akadian clergy members on the road dress practically, though they favor clothes or accessories of white, light gray, and light blue. They recognize that traveling through the countryside on the enemy element of earth requires heavier clothing to shield oneself from that harsh element. They typically confine their use of silk to a scarf or decorative vest and pack their ceremonial vestments carefully to protect them.

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  Pantheon Mulhorandi
Inviato da: DM Artemis - 10-08-2017, 22:45 - Forum: Divinità - Nessuna risposta

Isis

Beautiful Lady, Lady of All Love, Mistress of Weather, Lady of Rivers, Mistress of Enchantment

Intermediate Power of Elysium and Arcadia, NG
PORTFOLIO: Weather, rivers, agriculture, love, marriage, good magic
ALIASES: Isharia (Thay), Ishtar (Unther)
DOMAIN NAME: Amoria/Quietude and Buxenus/Heliopolis (Gizekhtet)
SUPERIOR: None
ALLIES: Bast (Sharess), Hathor, Horus-Re, Nephthys, Osiris, Thoth
FOES: Sebek, Set
SYMBOL: A silver lunar disk on which there is an ankh and a star, surrounded by horns, or an ankh and a star, or an eye and a teardrop
WOR. ALIGN.: LG, NG, CG

Isis is the daughter of Geb and long-forgotten Nut, the wife of Osiris, the sister of Thoth, and the mother of Horus. She has long been worshiped in Unthar as Ishtar since that goddess left the Realms and bequeathed her divine portfolio to Isis. Although Isis is also known as Mother of the Harvest, her husband Osiris is the dominant god of the harvest, and it is to Isis that Mulhorand prays at planting. During the spring Isis resides in her domain in Amoria overseeing the course of Mulhorand's rivers and the conditions for planting, but toward the end of summer she joins her spouse in Heliopolis to oversee the harvest.
Isis's portfolio overlaps with several other deities as well. Thoth, the Lord of Magic, is the god of neutral wizards and magic in its theoretical, practical form in Mulhorand, but Isis serves specifically as the patron of good-aligned wizards. As Lady of Rivers, Isis continually contests with Sebek for dominion over Mulhorand's waterways. The Lord of Crocodiles represents the lurking death that the rivers threaten, while Isis represents their life-giving aspect. Hathor's role as a nurturer and mother overlaps somewhat with Isis, but Hathor is seen more as a mother, while Isis is seen more as a wife and symbol of the family. Finally, although Anhur is now the god of thunder, rain, and storms (following his assumption of the potfolio of Ramman), Isis is the primary deity of weather in both Mulhorand and Unther.
Isis is a woman of even temper and great dedication. She is a regal and noble deity who is eager to share the knowledge of the gods with humanity and often goes to great lengths to introduce her worshipers to new concepts and ideas. In many cases, these new ideas take the form of magical spells and enchantments. Isis often finds the antics of mortals amusing, but she is a kind, understanding goddess who cares greatly for her worshipers and the peoples of Unther and Mulhorand.
Isis is served by divine minions that can assume the form of a hawk.
Other Manifestations
Isis often manifests to her followers as a ghostly woman rising out of the frothy turbulence of a river or stream. Such manifestations are known to telepathically communicate cryptic words of wisdom before evaporating into a faint mist.
Isis may appear to farmers as a vibrant, lush tree or bush that grows up overnight and vanishes the following eve. Such a manifestation is taken as a sign that it is time to plant the year's crops.
When the Mistress of Weather is happy, she often manifests as a benign rain storm that brings a cooling renewal to the land she touches. When she is troubled, a fairly rare condition, her distress is often felt as a freak weather condition, such as a shower of hailstones in the middle of summer or a sudden storm that arrives out of nowhere, threatens with great bursts of wind, and then dissipates without ever dropping a bit of rain.
When the Lady of Love smiles on two sweethearts, her ghostly form may appear during a tryst to drape an ethereal blanket over the lovers. It is said that this gift forever shields the pair from cruel twists of fate that would drive them apart before their time.
When a Mulhorandi or Untheric hero (male or female) bravely faces certain doom while on a quest favored by the goddess, Isis may manifest as the upper torso of a beautiful woman who gives the hero a kiss on the cheek. This kiss often comes in the midst of a fierce battle. The recipient of the kiss is immune to all damage for 40 rounds caused by whichever type of weapon poses the most severe threat to him or her at that time. Such a kiss leaves a permanent mark in the form of the goddess's symbol. (DM's choice as to which version.)
Gemstones of a pink, white, or blue hue and lotus flowers are sacred to Isis, and she sometimes sends t'uen-rin, lammasu, shedus, gynosphinxes, unicorns, white rabbits, white doves, white hawks or kites, or white donkeys to show her presence, approval, or disapproval.
The Church
CLERGY: Clerics, specialty priests, mystics
ALIGNMENT: LG, NG, CG, LN, N, CN
TURN UNDEAD: C: Yes, SP: No, Mys: No
CMND. UNDEAD: C: No, SP: No, Mys: No

All clerics, specialty priests, and mystics of Isis receive religion (Mulhorandi), reading/writing (Mulhorandi), and modern languages (Common) as bonus nonweapon proficiencies. As Mulhorandi, they all also known Mulhorandi as their native tongue. All of Isis's clergy must be females of Mulhorandi extraction.
All of Isis's clergy must be multiclassed wizard/priests; Isis's human clergy are a special exception to the restriction on multiclassed humans. The human wizard class can be a mage or any type of specialist wizard from the Player's Handbook except necromancer, although the enchanter specialty is favored. The human priest class can be a cleric, mystic, or specialty priest (called a skyweaver). Half-elves, the only nonhumans found in Isis's clergy, make up less than 1/10 of 1% of Isis's clergy and must be multiclassed, pairing the cleric with the mage, conjurer, diviner, enchanter, or transmuter class. Such half-elves are always of gold or moon elf ancestry.
The priestess (human or half-elf) must meet the basic ability score requirements of her wizard and priest classes. Clergy of Isis have the pool of all normally allowable cleric weapons plus dagger, dart, and knife to draw from for weapon proficiencies, they receive the number of combined weapon proficiencies and nonweapon proficiencies of both their classes, and they use the most beneficial saving throws from either their wizard or priest class. Clergy of Isis can wear no armor (not even elven chain mail). They receive a d8 for hit points as clerics do (when they gain a new priest level) rather than averaging hit points between their wizard and priest classes as in normal multiclass characters, but they also use their priest THAC0 at all times for attack purposes.
Isis is the most beloved deity of the common people. She has many aspects: wise woman, dutiful wife, joyful lover, mother of children, benign rainstorm, and nurturer of babes and harvests. As such, she is worshiped by lost persons, those in need of moral and physical guidance, women entering into marriage, all whose hearts are touched by love, farmers and field hands, and young mothers.
Temples of Isis vary widely in architecture, but all exhibit certain common traits. Strong pillars carved to resemble crops support the temple roof. Most rooms remain open to the elements to allow the Mistress of Weather to sweep through unimpeded. Chapels are dominated by everflowing fonts of water which spring forth from solid rock. Numerous shadowed benches and starlit gardens are hidden throughout to allow young lovers to be along in a romantic setting.
All priests of Isis are addressed in public as "Lady Priestess" or "Lady High Priestess" (if of 9th or higher level). Within their ranks, priestesses of Isis use such titles as Seedgiver, Bountiful Sower, Lady of the Harvest, Joylove, Endless River, Rainmaker, Spellweaver, Lady of the Planting, and Joyous Uniter. Approximately 30% of Isis's clergy are multiclassed specialty priests (skyweavers), 15% are multiclassed mystics, and 55% are multiclassed clerics.
Dogma: The clergy of Isis is to encourage love, affection, and marriage in the citizens of Mulhorand and Unther. They are to sow the seeds of happiness, family, and food wherever they go and provide wise counsel for those in need. They are to use their magic only to the benefit of the people of the Old Empires, particularly by shaping the weather to serve the populace and creating magical items and charms for the benefit of all. The clergy is also charged to protect the heroes of Mulhorand and those who are in love.
Day-to-Day Activities: Priestesses of Isis spend their days overseeing the agricultural production of the nation's farms, particularly during planting time. Isis's priestesses use their weather control spells to ensure a bountiful harvest. Members of her clergy also administer most marriage ceremonies in Mulhorand and Unther, work as matchmakers for those in search of a mate, serve as go-betweens for lovers, and counsel young mothers on raising their children. They often fashion charms of Isis for those whose deeds have won the goddess's favor and magical items to serve good causes or lighten the burden of the common people.
Holy Days/Important Ceremonies: The two most sacred days for the clergy of Isis are Greengrass and Higharvestide. During the first festival, the clergy of Isis give thanks to the goddess for her aid in the planting, and during the second they give thanks to both Isis and Osiris for their help with the harvest. Both days are occasions for joyous celebration, wild revels, and moonlit trysts, and all who participate in farming join in them along with the clergy.
Priestesses of Isis have numerous daily rituals as well. They celebrate the Shift in the Winds each time the weather changes for the better and utter quiet thanks to the goddess. Every time they cross a river, they must drink deeply and give thanks for the goddess's bounty. Finally, they must bless each meal given by the goddess's bounty before partaking of a single bite.
Major Centers of Worship: The center of Isis's worship in Mulhorand is in Asanibis, in the Great Vale, although there are many temples devoted to her elsewhere, including in Unther, where her major temple is in Shussel.
The Mystic Cornucopia in the Great Vale is the preeminent temple of Isis. It sits at the heart of a vast network of lush farms where the Mishtan and Klondor tributaries join to form the River of Spears. This sprawling temple is marked by towering pillars, wide-open terraces, lush gardens, countless pools and streams, and vast grain and seed storehouses. Most of the great farms of the Asanibis are administered by the priestesses of this temple.
Other prominent temples include the Temple of Bountiful Joy in Skuld and the Spring of Eternal Hope in Shussel. The clergy of the latter house of worship have become the de facto government of Shussel following the collapse of Gilgeam's government in this decaying city.
Affiliated Orders: The Sisters of Life serve in the Guardians of Skuld along with the clergy of Anhur and Osiris in protecting the capital city. The Shield of the Lady is a fighting order of wizards, clerics, and specialty priests who join adventuring companies active throughout the Old Empires and beyond that serve the will of the goddess (whether they realize it or not). The martial priestesses of this order serve to shield Mulhorand's heroes from the forces of barbarism and evil.
Priestly Vestments: Priestesses of Isis shave their heads bald and paint three blue circles on their foreheads indicating that they are priestesses. They garb themselves in practical pleated white linen dresses, durable sandles, and a simple wig when working in the fields. During temple services and revels consecrated in the name of the goddess, they wear stunning jewelry, gem-encrusted pectorals, ornate golden armlets and bracelets, and wondrous wigs woven with jewels. The relative affluence of a priestess's vestments loosely indicates her relative wealth, power, and prestige. The standard holy symbol of priestesses of the faith is a miniature ceremonial flail engraved with the symbol of the goddess.
Adventuring Garb: When adventuring, priestesses of Isis dress practically, but eschew the use of armor. Those who spend most of their time in agricultural pursuits favor the flail, while those who focus on spellcraft prefer the staff.

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  [Assenza]
Inviato da: TyaHerrera - 09-08-2017, 17:49 - Forum: Generale - Risposte (1)

Ragazzi belli, io e Viktor saremo assenti fino minimo domenica, siamo in montagna a goderci un po' di frescolino.. ci rivediamo al ritorno!!

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  [Dm Artemis] per il Comandante Shendean
Inviato da: Denoela - 08-08-2017, 13:34 - Forum: Lettere ai PNG - Nessuna risposta

Comandante Shendean,


dato il prolungarsi della questione che mi vede costretta alla permanenza in questa Valle, accorderei con voi maggiore libertà di movimento, onde evitare di trascurare oltre i miei doveri personali. Naturalmente sarà mio dovere far ritorno ad ogni vostro appello, o regolarmente se lo desiderate, in quanto è mia ferma volontà restare a vostra disposizione finchè non sarà fatta chiarezza una volta per tutte.



Avvalgo la mia richiesta garantendo rapidità nei miei spostamenti grazie all'uso dell'Albero delle Vie, a mie spese ovviamente. Potrebbe essere conciliabile spostarmi nella cerchia delle destinazioni ad esse legate, ad esempio, o quanto meno verso la cittadina di Essembra e al Tempio di Kossuth, cui desidero far ritorno. Inoltre ricorderei che, in quanto maga, sono regolarmente registrata all'Accademia di Elven Crossing, la quale dispone di tutte le informazioni personali necessarie per il permesso all'uso dell'Arte, come richiesto dalle leggi vigenti. Ottima legge peraltro.



Naturalmente, come promesso, sarò presente nella vostra Valle al fine di risolvere il problema del veleno nella falda acquifera da me scoperto. Così come la rapida risoluzione portata da me e i miei compagni, al problema delle formiche giganti che affliggeva le vostre campagne. Presente peraltro anche Exem Aerkos, le cui doti esplorative sono state estremamente importanti. Un problema che mi sembrava doveroso alleviare, oltre che per senso civico, considerando il disturbo evidentemente arrecatovi.



Il fuoco puro tempri le vostre anime ora e sempre.



Darsa Naur

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  [L] Al responsabile delle Lame dell'Alba
Inviato da: Endymion - 08-08-2017, 09:43 - Forum: Sale Pubbliche - Nessuna risposta

Onorevoli Lame dell'Alba,
mi chiamo Xenia Attinori, e sono una cacciatrice di tesori. Noi non ci conosciamo, ma con rammarico vi scrivo per informarvi della condotta di uno dei vostri membri, il mezzodrago di nome Areskahan. Non sono una santa, ma le mie azioni non hanno mai arrecato danno ad un innocente, e quindi ritengo di non meritare il trattamento che mi è stato riservato. 
Per una serie di sfortunati eventi io ed altri avventurieri, tra cui Areskahan, ci siamo ritrovati vittima di un rituale di sangue di un vampiro mentre aiutavamo un sacerdote di Lathander ad eseguire i suoi compiti tra i tumuli. Il maestro della scuola di magia di Elven Crossing si è gentilmente offerto di aiutarci a risolvere il problema, ma durante i preparativi per dare la caccia definitiva a quel vampiro, il mezzodrago si è scontrato con il maestro e lo ha colpito con una testata in faccia.
Risolta la questione ci siamo riuniti nuovamente con Amalyth, ed Areskahan ha proseguito nella sua polemica, rifiutando le risorse che il maestro aveva apertamente dichiarato di lasciarci ed abbandonandole a terra, su di una strada pubblica. A quel punto le ho prese io, perché non andassero sprecate, ma il mezzodrago ha cominciato a darmi ordini di restituirle secondo una logica: "Se non le avrò io, non le deve avere nessun altro". Se avesse semplicemente chiesto di distribuirle tra gli avventurieri presenti non avrei obiettato, ma invece ha persistito con aria minacciosa, arrivando a trattenermi per un braccio contro la mia volontà. Non vi nascondo che mi sono sentita in pericolo, essendo Areskahan qualcosa come tre volte la mia stazza, e non essendo lui una guardia cittadina con l'autorità di trattenere le persone. A quel punto una mia amica ha deciso d'intervenire in mia difesa, ma ho preferito restituirgli i rifornimenti che, ripeto, aveva appena rifiutato abbandonando a terra, pur di evitare inutili spargimenti di sangue.
Permettetemi di riassumere il suo comportamento: ha colpito un rappresentante di una delle istituzioni della valle, ha trattenuto una donna senza il suo consenso ed era disposto a spargere sangue per degli oggetti che aveva appena rifiutato. Non sono un'esperta di leggi, ma credo queste azioni si avvicinino molto al sequestro di persona ed all'estorsione, e davanti a numerosi testimoni anche. Non vi conosco molto bene, ma da come ho sentito parlare di voi, non credo il comportamento da bullo di strada o da piccolo tiranno di Hillsfar rientri nell'immagine della vostra organizzazione che volete dare alla valle.
Rimango a disposizione per ripetere ognuna di queste parole a voi di persona, se fosse necessario.

Xenia Attinori

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