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Lawful Good Dieties of the Land

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Benthar

The Benevolent

Worshippers’ Alignments: All good alignments

 

Domains: Good, Healing, Knowledge, Protection, Water, Air, Animal, Plant

 

Benthar the Benevolent is the god of community. Oft times he is referred to as the god of clan and family. Benthar views the community as a whole, rather than a collection of individuals. He values acts that strengthen the community and family. Mortals call upon him in times of calamity, disaster, and war. From the Celestial Plane, he is in a constant battle with forces that would perpetuate disorder. Still, at times, Benthar tolerates chaos as a necessary compromise in the give and take of diplomacy between the gods. He values sacrifice for the good of kith and kin.

 

Clerics: His clerics specialize in healing and service to the community, be it family, clan, or racial heritage. They also work as healers, teachers, farmers, craftsmen, guards, and even diplomats. They can be found in all supportive roles that aide their chosen community. Benthar's worshipers and clerics give to the less fortunate.

 

Holy Symbol: The Tree of Life. An equilateral triangle within an unbroken circle, representing unity and interconnectedness, also symbolizes Benthar.

 

Appearance: Benthar appears as a tall, robust father figure with abundant flowing white hair and a long full beard. He usually wears royal blue robes and carries a wooden staff.

 

Celebrations: Worshipers gravitate to community events and celebrations. Yuletide, in the month Fireseek, is Benthar’s Festival time. It is a time when families and communities join together to celebrate with feasting and giving gifts. Benthar’s assistant is a fat and jolly gnome, known deliver presents during Yuletide celebrations.

 

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Berronar Truesilver - Dwarven goddess of honesty, law, protection, faithfulness, marriage, healing, mothers, the family, hearth and home.

 

Berronar is also known by the names The Revered Mother and The Mother of Safety.

 

Symbol: Two interlocking silver rings.

 

Domains: Healing, Protection, Good, Earth.

 

Berronar Truesilver is the bride of Moraddin, The Soul Forger. A calming influence and wise counsel to her husband who helps to chart the future of the dwarven race.

 

The clergy of The Revered Mother are guardians and protectors of dwarven clans. They maintain records of lore, traditions and family histories and strive to maintain good health and good character of all dwarves.

 

They have a reputation for organising and presiding over weddings, that makes them sought out by non dwarves wishing for the perfect bonding ceremony.

 

Followers of Berronar pray to her at dawn and festivals take place on MidWinter's Day and Midsummer's Night.

 

Beliefs:

 

The followers of Berronar are taught that:-

 

The children of Moraddin are shaped on the Soul Forge and warmed by the embrace of the Revered Mother.

 

Tend the hearth and home, drawing strength and safety from truth, tradition and the rule of law.

 

Join together with friends, kin and clan in common purpose.

 

Do not succumb to the misery of greed or the evils of strife, but always bring hope, health and cheer to those in need.

 

Once an oath is made, Berronar watches over its keeping.

 

To break an oath will grieve The Revered Mother sorely.

 

Children are to be cherished, for they are the future of all.

 

It is better to use the guiding hand than the iron fist to correct errant behaviour.

 

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Eirene/Pax - Goddess of Peace and Spring

 

Eirene is the beautiful and youthful daughter of Zeus. She governs both Peace and Spring. She is also known as the Nurse of Children.

Her clerics typically wield no weapons and wear no armour, choosing to make their presence known by healing and protecting the weak without defiling themselves with combat.

 

In battle situations, Eirene clergy can be seen dodging the slaughter and throwing themselves to the frontlines so they can heal the wounded. They tend to be outspoken and opinionated when it comes to war, but will often agree that their ways are not suitable for all. After all, Eirenes father is the mighty Zeus who is known for war amongst other things.

 

An excerpt from Eirenes teachings. "But they who give straight judgements to strangers and to the men of the land, and go not aside from what is just, their city flourishes, and the people prosper in it: Eirene , the nurse of children, is abroad in their land, and all-seeing Zeus never decrees cruel war against them. Neither famine nor disaster ever haunts men who do true justice; but light-heartedly they tend the fields which are all their care. The earth bears them victual in plenty, and on the mountains the oak bears acorns upon the top and bees in the midst. Their woolly sheep are laden with fleeces; their women bear children like their parents. They flourish continually with good things, and do not travel on ships, for the grain-giving earth bears them fruit."

 

Paladins of Eirene tend to focus in particular on the above passage, and have been known to claim that a sword may be wielded in judgement.

 

Typically, the clergy of Eirene focus upon healing, protection and good spheres of clerical spells. Also the sun and plants hold interest for Eirene clerics, as she also governs Spring.

Mask has declared Eirene an enemy, possibly due to the fact that Peace reaps fewer rewards for a thief.

Eirene has many allies, though her clerics have been known to publicly denounce the actions of their allies if they have led to aggression which the temple of Eirene deems 'unjust'. In particular Tyr, and to a lesser degree Ilmater, Saint Marcus, Yondalla, Ra and Mystra are considered the major allies. Other temporary alliances are often made.

Tyr in particular maintains a 'rocky' relationship with Eirene, as their beliefs on 'justice' often differ.

 

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Garl Glittergold; The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit

 

Garl Glittergold, the god of gnomes, appears as a handsome, golden-skinned gnome with glittering gemstones for eyes. He is usually depicted as dressed in finery made of silk and gold.

 

Symbol: A gold nugget.

 

Domains: Good, Protection, Trickery.

 

Portfolio: Invention and tinkering, vanity and artificing.

 

It is said that Garl discovered the gnomes by accident, and has since been their protector and guardian.

 

Garl emphasizes brain over brawn, and his clerics are keepers of illusions, trap designs, and inventions.

 

He is a prankster, and it is through such pranks that he has earned the ire of many of his fellow gods and gained his nemesis, kurtulmak, the deity of kobolds.

 

Beliefs:

 

Garl Glittergold promotes a doctrine of practicality tempered with humour. Often, priests would teach adepts through inscrutable stories that are confusing, convoluted, and filled with wit.

 

His clerics favour fine silk robes and gold jewellery and, perhaps strangely, favour a battleaxe above all other weapons when pressed to battle.

 

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Ilmatar, Goddess of Mothers and Healing

 

Ilmatar is the matriarchal goddess of the heavens, though she is portrayed as androgynous, with both male and female aspects, she is primarily female.

 

Symbol: A weeping female with babe in arms.

 

Domains: Good, Healing and Protection.

 

Portfolio: Motherhood, children, charity, orphans, refugees, the sick, elderly and infirm.

 

In her aspect as Goddess of Mothers Ilmatar is seen as nurturing and caring for all those bearing or tending children and watches over all children; the pain or sorrow of any child is felt by the goddess herself who is, for this reason, often depicted as weeping.

 

Healers revere the matriarch for her gentleness, benevolence and compassion; Ilmatar is considered the patron of all that care for or tend the sick, the wounded or the dying; often a hospice will be attached to the temple or will be housed close by.

 

Where ever a Temple of Imatar stands petitioners for aid will gather in its shadow and it is common to encounter permanent camps of pilgrims and refuges settled in the streets and squares close to her houses, often to the dismay of more affluent citizens.

 

Beliefs:

Ilmatars's church seeks to spread the grace and compassion of the goddess to all who will hear them often, when there is famine, or pestilence, or war, the clerics and healers of Ilmatar which are the first and foremost to lend aid.

 

The House of Ilmatar is not monetarily well endowed for all the energy and wealth of the church is focused upon aiding those in need and the majority of her Journeymen clergy travel the lands in service to her creed.

 

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Moradin; the Soul Forger

 

Moradin is the chief god among the dwarven pantheon. He is usually depicted as a stern-faced scarred male dwarf. He has flowing black hair and a beard to match, and is always depicted wearing full plate armour.

 

Symbol: A hammer and an anvil.

 

Domains: Earth, Fire, Good, Protection.

 

Portfolio: Law, leadership, forging and all aspects of (dwarven) crafting.

 

Moradin is a great warrior but, more than that he is the finest smith and crafter of all the gods, or so the dwarves themselves maintain. At the Dawn of Time he created the Seven Fathers of the Dwarves in his workshop, the Soul Forge, beneath the Holy Mountain; as the First Dwarves cooled he blew the Breath of Life into them bestowing upon them the gift of his creativity and, of necessity, free will.

 

It is said that Moradin forged the first dwarves out of metal and gems and breathed life into them, teaching them the secrets of earth, fire, and metal craft. He teaches the values of law and good, of making goods that last, of loyalty to clan, leader, and people, and of meeting adversity with stoicism and tenacity.

 

Beliefs:

 

Clerics of Moradin are charged with governing all the social aspects of dwarven life, from public ceremonies to arbitrating disputes. They also educate the young, help arrange defences, and keep long and detailed genealogies and historical archives. Every temple of Moradin has his holy symbol, an anvil and a hammer, and clerics of Moradin favour full plate armour while wielding a shield and war hammer.

 

After death dwarves should always be buried under stone. Sometimes this is only a cairn of boulders, but preferably they should be entombed in catacombs deep underground, frequently, a dwarf will be buried with the favourite tools of his trade, so that he may continue to use them in the spirit world.

 

The devout worshippers of Moradin live, after death, in the Halls of the Soul Forge within his Holy Mountain. There they continue the work of their lifetimes, and are taught to perfect their crafts by great dwarven master craftsmen of the past - and, sometimes, even by Moradin himself. This is very much a continuation of material life, as befits the Dwarven ideal of stability and, therefore there is no ban on the dead being resurrected; it is merely a question of where the Dwarf can best continue his work.

 

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Osiris - Lord of the Underworld

 

In his original form, a green-skinned man dressed in the raiment of a pharaoh. Later he appears as a green-skinned man in the form of a mummified pharaoh. He is often depicted wearing a crown with a pair of ram horns at its base.

 

Throughout the height of Alishan civilization, Osiris was the primary deity. In power, he was second only to his father, Ra. He was the husband of Isis. Osiris resided in the underworld as the lord of the dead, as after being killed by Set, even though he was a god, he could no longer dwell in the land of the living.

After Osiris was killed, Isis resurrected him with the Ritual of Life, which was later given to the Alishans so that they could give eternal life to all their dead. The spells and rituals cast by Isis, plus many others given to the people by the gods over the centuries, were collected into The Book of Going Forth by Day, colloquially known as The Book of the Dead.

In the underworld, Osiris sits on a great throne, where he is praised by the souls of the just. All those who pass the tests of the underworld become worthy to enter The Blessed Land, that part of the underworld that is like the land of the living, but without sorrow or pain. In some texts, in addition to the Judging of the Heart, Osiris passes final judgment over the dead, acting in this capacity as an Alishan judge in the Underworld.

Osiris continually makes attempts upon the life of his brother, Set, as the rules of the underworld dictate that the dead, even dead gods may not return to the land of the living. It is interesting to note that, due to Isis resurrecting her husband, Osiris possesses the unique ability to leave the Underworld although he died. Set and Ra visit the Underworld daily/nightly, though they are free to leave as they have not yet died.

 

Osiris governed nature before he was murdered by his brother and became Lord of the Underworld. Thus his followers may select from Plant, Animal and Death spheres primarily.

 

Osiris has allies in Isis and Ra. His main enemy is Set, and for obvious reasons, Mask.

 

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Tyr

The Sky God, the Just

 

Worshiper’s Alignments: Lawful Good, Neutral Good, Lawful Neutral

Domains: War, Sun, Healing

 

Tyr, also known as the god of war, single combat, and heroism, allied with Ra, Illmater, Benthar, and other gods in an ancient battle Divine. He sacrificed his right hand in a great battle of old in which he fought along side other divinity against an ancient evil. Tyr is said to reward his followers who deliver the ultimate sacrifice, to die in battle.

 

Holy Symbol: The balance and also the T-rune. Both reflect the divine principle or balance. One arm of the balance symbolizes the spiritual, while the other arm represents the physical world. The pillar or column represents world order.

 

Clerics: In war and combat, Tyr’s clerics serve as battle clerics and healers. In peacetime, they serve as healers, guards, arbiters, and judges. His clerics strive to balance their own inner struggles between darkness and light, asceticism and abundance, firmness and gentleness. Finding that perfect balance is the essence of their worship. Tyr’s believers also strive to hone their bodies and minds to a fine edge. They must be ready for battle at all times.

 

Appearance: An awe-inspiring and heroic figure, Tyr appears dressed for single combat. He welds a huge great sword with his one remaining hand and wears a winged helmet.

 

Festivals: Festivals that display prowess in the martial arts are held in honour of Tyr throughout the year.

 

Splinter sects: Rumours circulate that a splinter cult of Tyr has emerged. Leaders from all the major temples of Tyr denounce the cultists and all that they stand for.

 

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Yondalla; Provider, Protector, Nurturing Matriarch

 

Yondalla is the Protector and Provider of Halflings; she is the Nurturing Matriarch, not only of all Halflings but of the Halfling pantheon as well. Like all good matriarchs she is gentle and maternal for most of the time, but she can be strong and fierce when anything or anyone threatens those in her care. Her benign but firm rule has ensured that unlike most of the races, Halflings only rarely succumb to evil. When Halflings do fall prey to evil ways she does not angrily punish them, she attempts to gently guide them back onto the true paths.

 

Symbol: Shield with cornucopia.

 

Domains: Good, Plant, Protection, War

 

Portfolio: Protection, fertility, the Halfling race, children, security, leadership, diplomacy, wisdom, the cycle of life, creation, family and familial love, tradition, community, and harmony.

 

Yondalla is also the goddess of fertility and growing. She can restore life and fertility to a barren land, and ensures the fields and orchards are full of growth to give comfort and plenty to the Halflings. She also watches over the birth and growth of Halfling young.

 

The family is of central importance to Halfling culture and Yondallas concern and care for families is equally as important as her care for growing things. The goddess watches and intervenes where necessary to ensure that the families remain strong, close and peaceful.

 

Although she is gentle, benign and peaceful goddess, she is also the fierce protector. Her nature is such that she avoids conflict, especially with the gods of other creatures, but when Halfling lives, homes and lands are challenged she is a skilled, fearsome and powerful warrior. She can wither (cause premature aging) those beings that dare attack Halflings.

 

As a sign of her favour, Yondalla can bring favourable weather that blesses both the Halfling people and the fields they tend. Conversely those who attack the Halflings or offend Yondalla may find themselves beset by decidedly unfavourable weather.

 

When she appears to her people she may tale on the form of a golden glow, but she usually appears as a highly attractive hafling woman, with a strong and determined but gentle mien. She has long golden hair, a skirt of forest green, a corn yellow and earth brown tunic, and a stout wooden shield.

 

Beliefs:

 

There are very few formal temples to Yondalla, she is more commonly worshipped at small shrines and in the home. If temples do exist they are simple buildings carved into the hillside. The church is responsible both for caring and providing for Halflings, and for defending them. The clerics maintain a stockpile of both food and weapons, and if needed they are fierce defenders. Prayers to Yondalla are made at first rising in the morning and her clerics follow simple rules.

 

Seek peace and comfort, for a life lived with both is true wealth. Lead through example, and know the activities of those you lead so that you can help shoulder their burdens when need be. Treasure your family, for your parents gave you life and your children are your future. Care for the aged and the weak, for you never know when you may be one of the strong laid low.

 

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