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Balmuria 6 Deities

Started by Anastasia, March 24, 2020, 11:32:17 AM

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Anastasia

Alyssa Songsteel
Queen of the Horizon, The Scholar of the Forge
Demigoddess
Symbol: A book behind a curved horizon.
Spoiler: ShowHide

Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Wanderers, Students, Mentors, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike

Alyssa Songsteel's faithful are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Like her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes. She views teaching others and nurturing growth with reverence, and looks favorably on the passing of knowledge and crafting to others.

Because of her own accomplishments as a mortal, Alyssa views the building of communities favorably. Any who wish to build a life and town with their own hands will find an ally in her. She encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them. After all, Druids and Rangers are the stewards of Nature, and Nature has given us all the places to find and explore.

Because of her own ability to forge and tailor, the faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing or accessory, preferably made by their own hands, like a belt buckle, bracelet, a scarf, or handkerchief.

History/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and withdrew from her home plane of Arythma to gather allies and strike against her. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.

Shaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants, Jarem Aruwood, even serving as the Captain of her guards and armies for a time as they fought against Shar, and he himself gaining Divinity as they traveled and fought together. Combined with Emily Aryn, daughter of Seira Aryn, as part of her closest advisors and friends, and Bastian who has newly found Divinity as well, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Alyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Alyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity. As Alyssa struck down Sharran cabals, her anger at the follower's of Shar's behavior expanded, and now she stands in conflict with anyone who encourages slavery or the razing of communities.

Dogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go. She encourages everyone who follows her to become a mentor or a student to another, even if only for a few hours to teach, or learn, a trick or two. While she encourages generosity to others, her belief in helping others is to educate them to help themselves, and to teach them how to have the right expectations of themselves.

Clergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions. Many of them are scholars themselves, often serving as teachers or professors in their own right.

Alyssa holds close faith with Shaundakul, and venerates both him and the Red Knight as a mentors and allies. As such, she expects that when her clerics and followers meet those of Shaundakul's faith that they not compete with each other, or come into conflict. She expects them to work together to map out and spread the knowledge they each have discovered. Shaundakul's faithful, along with those of the Red Knight, are expected to be offered hearth and home when found in need. The same expectation is placed when her faithful meet a Druid or Ranger in need, as she holds a Divine Grove dedicated to a fallen Druid who was a dear friend to her. Druids and Rangers might even find themselves wandering into this Grove.

---

Bonus Material

Preferred Classes
Wizards and Factotums are the most common class for followers of Alyssa. Though scholars of any kind are easily found, to include Scholar-Monks who gather knowledge, and Bards who collect and record stories.

Common prestige classes for her followers are Horizon Walker, Mage of the Arcane Order, Loremaster, and Archmages.

Preferred Symbols

Alyssa prefers favorite books of any kind as a symbol, but does appreciate denoting these from others by wrapping in a good quality cloth cover of her favored colors. If one cannot pick a single favorite book, a cloth bookmark with her symbol embroidered on it is fully acceptable. Clerics of Alyssa pray for spells at Dusk.

Supplementary Material

Initiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#21
Seira Aryn of House Aryn
The Dragon Princess, The Golden Flame, Mistress of the Cauldron, The Liberator
Lesser Deity
Symbol: A triangular shield with a golden dragon emblazoned upon it
Home Plane: The Cauldron (Cauldron Prime on Shurrock)
Alignment: Neutral Good
Portfolio: Good, abolitionism, countering death, elemental balance, magical research, investment, the future
Worshipers: Mages, knights, adventurers, unarmed fighters, dragons seeking enlightenment, nonevil elementals, idealists
Cleric Alignments: LG, NG, CG
Domains: Hope, Knowledge, War, Good, Fire, Time, Dragon
Favored Weapon: Dragon's Grace (short sword), monks following Seira may flurry with her favorite weapon

Seira is a young deity in any meaning of the term, as is her faith. First and foremost, she stands for change. Seira strongly believes that evil can not only be beaten back, but wiped out altogether as had happened in the final battle for Androlynne. It was not the only case where Seira had witnessed the world change for the better with the power of unity, friendship and effort, and she tries to share that hope for a better future with the rest of Creation. Among her other interests is the pursuit of knowledge, and Seira especially appreciates kindred souls that seek as complete a mastery of their knowledge as possible. After all, knowledge is power.

Seira supports all those who wish to build a better world with her, treating every person who chooses to follow her as a precious ally. She appeals to all mortals regardless of race or birth to forge a strong, exalted society by coming together in the world they live in. Seira doesn't require sacrifices or offerings, nor is she seeking out ritual prayer. Instead, she places high value on the pursuit of education, and on chasing down every bit of relevant information before making an informed choice as it is one she believes will always tilt towards Good. The balance between what is lawful and what is right, between the state and the individual, between free will and the potential to cause harm to others. These and many other dilemmas have no easy answer by definition, and they are the matters Seira wishes those following her path to consider. With education and guidance from her ministers, and the strength of will on the part of her knights, Seira wishes to be the light of hope leading towards an ideal, pure world for mortal-kind to live in.

For those beyond mortal-kind, Seira offers paths to enlightenment that emphasize cooperation. Elementals are guided towards a better understanding of other elements, and through that, of their own nature. They are encouraged to learn, and through this draw long-term goals for themselves. Dragons, on the other hand, are offered the prismatic path on their way to seeking perfection, in the course of which they are shown the superiority of Seira's teachings over Tiamat and Bahamut's way as they are helped further along the path bidden to all dragons by Io. Celestials drawn to her cause do so because they wish to see Creation free of slavery and when they wish for more action that changes Creation's status-quo for the better.

Typical worshipers would not offer prayers to Seira in the hope of her direct assistance; a true follower is none other than a fellow traveler of Seira's, sharing in her ideas and ideals. They are nomadic. The large cities are where yet another deity preaching openness, education and coexistence is hardly needed. The places where they can do the most good are smaller communities that don't have the luxury to build temples, the lengthy roads so often dangerous to travel without an armed escort, the hotspots desperately in need of salvation. Those who do choose the city life end up being very involved in the running of a transportation network on their world that boosts travel and trade while ensuring the swift delivery of aid and relief during difficult times, or in public works that seek to educate the populace through the creation of libraries and school, or eliminate hunger via magical advances.

Seira wishes to honor the days where change was brought into the world for the better. The laying of the cornerstone for the portal network, the erection of the Balmuria Spellpool, the day her project for the reclamaton of the Wastes was started on the ground, the establishment of a Mythal-guarded modern city on that land. In recent years, the days when Benfal and Lifasa were saved joined the holy occasions of her faith, along with the God-King's judgement, the day the Abolition War on the Inner Planes started and the restoration of the gnomish pantheon on Bytopia. Such days would be what Seira would suggest that her faithful honor, for they represent auspicious beginnings and reflect her hope for the future of the world.

History/Relationships

Hailing from the elven empire of Pallanth, Seira made her way to the human world at a young age, eventually ending up in the barony of Balmuria. First training and then joining the ranks of the Crimson Guard, Seira protected her adoptive land, strived towards a lasting peace between the United Baronies and their neighbors and worked to spread Waukeen's faith. On her world of birth, her noted accomplishments in the diplomatic field included bringing Pallanth out of its self-imposed isolation and promoting peace and unity where once mistrust and war ruled. In the field of knowledge and magic, Seira has opened the first magical academy her world had seen in over two thousand years, working throughout the known world to allow those with the talent for magic or the wish to learn it to attend it without discrimination. Devoted to Waukeen's ideals, Seira had established and financed temples to Waukeen throughout the lands, and later connected them through a two-way portal network. Seira has also negotiated a treaty allowing Waukeen and herself to operate in elven lands, and has successfully discharged Waukeen's commandment to publish a new scripture realigning her closer to Good on the cosmic scale.

After the Golden Lady's paradigm shift, their destiny had been more entwined than ever, to a degree that Seira views Waukeen as a close and dear mentor. Waukeen had officiated Seira's marriage with Amaryl, and is a beloved aunt for Seira's daughters. Lliira and the rest of the powers of Brightwater form a natural fount of allies as well. Seira's greatest friend amongst the deities is Alicia Reynes. She and Demedais are considered close family to Seira. Their respective patrons, Mystra and Helm, are likewise seen in good regard. Sylica's pantheon are likewise so close they may well be family.

Other close allies are Queen Morwel and the Court of the Stars and the Seldarine, where Hanali Celanil is counted as a true friend. Seira also remains a natural ally to Celestia and its resident powers such as the House of the Triad, albeit due to an unforgiveable offense Bahamut is the sole exception to this. Lathander is another true friend, and Seira is very favorable to Selune and Empress Sulia. There is a great deal of mutual respect between Seira and Kossuth, which translates to favorable relations and Seira being free to act on Fire as a native would.

A close alliance exists between the princes and princesses of elemental good and Seira, embodied by their desire to see their mutual enemies destroyed. More recently, they worked together to abolish slavery across the Inner Planes, pushing the efreet, the dao and Imix back and cementing this alliance further with positive goals that push it beyond a mere mutual-defense pact between friendly powers. Seira has shared her divine powers over her realm of the Cauldron with Amaryl Gaial-Aryn upon their wedding day. Since then the Cauldron has become the divine realm of their pantheon, which consists of Sanzha, Kascha, Donald, Elle and Ranbar.

Chief amongst Seira's enemies from deities advancing Evil and suffering are Shar, Pale Night and Asmodeus, with Imix, Lixer and Bel trailing them quite a distance behind.

Dogma

Seek to estabish a just utopia for all. A healthy mind in a healthy body, a happy society from a healthy economy. Earn money honestly and use some of that wealth to support the less fortunate to open new opportunities before them and raise the standard of living throughout the land. Encourage trade, as it leads to getting one's neighbors better and thus creates stronger ties between people, preventing xenophobia and isolation. Unity and cooperation are important, compromise should be sought out first and foremost. The only exception is when it means compromising one's principles, for one must be vigilant against Evil and its servants and seek to stop it where it is encountered. Mortals can still be saved by showing them a better path, so no mortal should be considered beyond reach. Never remain content with your understanding of Creation, and constantly seek knowledge to further educate yourself. Share it with others, as that will improve their lives and might even save them.

Clergy and Temples

Seira has established the Order of the Golden Flame in the year 401 DK on her world of birth. Gradually being restricted from direct interference in mortal affairs due to her Ascension, Seira made a contract with her erstwhile comrade, Hellman Oberuth. In him, she entrusted the completion of her mission, and with him she shared her will, sponsoring him as her Knight in that confrontation she was now barred from affecting directly. Hellman was the first of her Order, a group of like-minded individuals who would rise up against injustice, seeking to purify the world and abolish evil from the universe even after Hellman has left the Prime Material behind. The Church of the Golden Flame adds ministers to assist the knights, and to spread their shared ideals across to the people of the world, to guide them and educate those they can, to bring about greater harmony amongst all people and help turn the world into the pure vision the knights fight so valiantly for.

In the year 420 DK, the clergy underwent a restructuring. From the sole temple explicitly dedicated to Seira, the Temple of the Golden Flame, found on the lower levels of the divine realm of the Cauldron, Seira bid her mortal servants to expand. Fresh temples are constructed in the population hubs, connected via a magical portal network and seeking to provide transportation services, boost trade and facilitate the spread of knowledge and information. Other servants construct libraries, where information gathered by Seira's apprentice Abagail about the Prime and its wonders is shared. Others still establish magical wonders in a plot to eliminate global hunger.

Much of the clergy, however, still operates the Order of the Golden Flame as it travels the countryside and aids the smaller communities where it can, regardless of how remote they are. Waukeen shares her temples with the Order of the Golden Flame due to the close link between Seira and Waukeen, just as the Order ensures the safety of the roads for Waukeen's caravans and any travelers besieged by banditry or monsters. This close cooperation remains even through the restructuring.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lady Sanzha
The Lost Padisha, Lady of Waves and Wind, Outcast Queen
Demigoddess
Symbol: A crowned trident
Home Plane: The Cauldron
Alignment: Chaotic Neutral
Portfolio: Water, wind, oceans, elements, outcasts
Worshipers: Nobles, aquatic creatures, rogue marid, wind elementals, water elementals
Cleric Alignments: CG, CN, N, CE
Domains: Air, Chaos, Nobility, Ocean, Water
Favored Weapon: Padisha's Glory (Trident)

Lady Sanzha is the patron of an eclectic group on first glance: Elementals and nobles, aquatic creatures, stray marid who do not bow to the Coral Throne and many others. She provides a symbol to many, a symbol of nobility that can guide from afar like a benevolent queen. Sanzha's pay her homage without any great entanglements otherwise, for Sanzha does not demand them. She is a voice to the outcast, an ally to the noble, a guide to elementals who wish another path and a friend to marid who have no love for the current Padisha of the Marid. The only thing that binds these disparate groups together is Lady Sanzha herself.

Sanzha's faithful are known as the Zahsim, an archaic Aquan word which means many waves. It is safe to say that the Zahsim live up to this, as each worshiper usually only relates a single aspect of Sanzha's portfolio. There is no pressure to conform to any others, but instead to explore that one aspect and perfect it. Even then, that faith is as fluid as the waters and capricious as the winds, for as long as they pay homage to Sanzha and do not violate the few hard rules of the faith, the Lost Padisha tolerates a great deal of deviation.

The Zahsim find Sanzha, while distant, does respond to prayers and sometimes speaks directly to the faithful. She often answers with a question or with words that redirect the questions of the faithful in an entirely different, unconsidered direction. This is seen that the water and waves have chosen a different path, a hint that the current direction is not the right one. This most often happens to Sanzha's favored souls, which are common while traditional clerics are rare.

There's no unified dress code amid the Zahsim, as their disparate nature makes that impractical. Lady Sanzha requires no visible mark of devotion, as she prefers words and deeds that glorify her name rather than token symbols of allegiance. Her favored soul need only wear rich clothes in the blues and greens of the sea when they conduct official ceremonies, and high priests must wear crowns of gold and pearl to signify their status.

There is only one holiday in Lady Sanzha's faith. It is the Great Return, a day in mid spring that celebrate Sanzha's return to full divinity, this time free of the limitations of the Coral Throne. The Zahsim are to celebrate it however they please, as long as they celebrate it with all their heart. A quiet toast at dinner is just as well to Sanzha as a full day's fete and revel, so long as the particular faithful means it. However, many of the Zahsim who have exposure to other deities of the Cauldron sometimes celebrate holidays from that faith. This is something Sanzha allows and even encourages when it makes sense for a particular Zahsim.

History/Relationships

Lady Sanzha has a considerable history. As a former Padisha of the Marid, she ruled for many centuries. This only changed when she was sealed away due to intrigue with Imix and Eblis of Fire, a loser in the high stakes games of cosmic power. She was lost and forgotten for ages until Seira Aryn freed her. Since that time she has been a companion and ally of Seira's, and in that, Sanzha has aided the Cauldron immeasurably. She has participated in the various adventures and deeds of the Cauldron, such as their aid to Aurora.

This makes Sanzha's allies simple to predict, for she calls all of the Cauldron allies. Beyond that she has few serious alliances as of yet, only casual contacts and shared allies through the Cauldron.

Fortunately for Sanzha, her enemies are likewise scant save for shared enemies. She may well have had an enemy in Eblis, but his recent disappearance from Fire has made that issue currently moot. Her relations with the current Padisha seem cool to chilly, but not openly hostile as of now. How this will develop is an open question, but as for now they are not enemies. It is possible Hell holds enmity against her for her aid to Aurora, but if so, they have not made actions against her any more than they have the rest of the Cauldron.

Finally, Lady Sanzha has an obvious reason to hold a grudge against Imix. It is not known if this played a role in the Cauldron's actions during the Abolition War or the Battle of Father and Son, but it thought likely there is still bad blood there.

Dogma

Do as you will, so long as you represent yourself truly. Deception and guile has many uses, but never in regards to how you live your life. Be true to yourself and true to others, no matter what you are. Be as free as the wind and as unbound as the tides. Nobility is born in title and in spirit, and a title is merely a confirmation of a noble spirit. Look to the skies, for the winds come from them and there is freedom to be found amid the clouds.

Clergy and Temples

As of now, there are few temples to Lady Sanzha. Instead she favors small shrines where the Zahsim can offer prayers and gifts to her as they see fit. Most of her clergy are favored souls who tend to those shrines occasionally and otherwise do as they will, wanderers and adventurers primarily. Likewise, sermons and instruction are somewhat haphazard, with the primary lessons focused on along with the few solid rules of the faith.

The rules of the faith are outlined in the Sa'Zahsim, which is antiquated aquan for ruler of many waves, a slender booklet small enough to fit on a large scroll if needs must. These rules are simple: Do not harm other Zahsim or those of the Cauldron, respect the final word and authority of Lady Sanzha, give offerings when grateful and be true to who and what you are, for good or ill.

Preferred Classes

There is a great variety of classes amid the Zahsim, with many popular options such as fighter, sorcerer, favored soul, bard and noble. There are also scattered paladins of freedom and anarchs, barbarians, mariners and rogues. Clerics are rare, as Lady Sanzha prefers favored souls, but they are not unheard of. Almost any class can be found amid Lady Sanzha's faith if you look hard enough.

Common prestige classes are likewise varied, but sea witch, stormcaster and wavekeeper being the most common.

Preferred Symbols

Lady Sanzha prefers pearls when she gives out signs and omens of her favor. However, she uses virtually any sea creature to serve in this role. As Sanzha talks with her faithful unusually often, she has relatively little need of consistent symbols. Her trident likewise serves as one, as do all tridents, but this is more informal as it's already her holy symbol.

Supplementary Material

Alternate Class Feature: Elemental Favor

Followers of Lady Sanzha may call on the favors of a different kind of nobility to aid them.

Class: Noble

Deity: Lady Sanzha

Level: 1st

Replaces: If you select this alternate class feature, you do not gain favor.

Benefit: As a standard action, once per day you may summon a small water or air elemental. This elemental serves you for once hour or until slain. The elemental understands you regardless of language and will obey you to the best of its ability. This is a supernatural ability.

At 5th level and every 5 levels thereafter, you gain another daily use of elemental favor. Additionally, your selection of elementals expands. At 5th level, you may summon a medium or small water or air elemental. This pattern continues, as 10th level allows you to also choose a large elemental, 15th level a huge elemental and 20th level a greater elemental.

Notes: An epic level noble continues this progression. At 25th level, you may summon an elder elemental and at 30th level you may summon an elemental monolith.

Alternate Class Feature: Sanzha's Cunning

Lady Sanzha is a cunning old marid who has seen countless eons of politics in the marid court, and this grants her followers some of that.

Class: Favored Soul

Deity: Lady Sanzha

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain energy resistance at 5th, 10th and 15th level.

Benefit: You may add your Intelligence modifier as a bonus to armor class. Additionally, choose from Bluff, Diplomacy and Sense Motive. You may now apply your Intelligence modifier to that skill as a bonus.

At 10th and 15th level, you may choose another of the skills to add your Intelligence modifier to.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Kascha
Merciful Phoenix, Mistress of the Healing Flames, The Wise Doctor
Demigoddess
Symbol: A red wing laid over a golden book
Home Plane: The Cauldron
Alignment: Chaotic Good
Portfolio: Healing, restoration, arcane knowledge, study, dragon lore
Worshipers: Healers, sages, phoenixes, paladins of freedom
Cleric Alignments: CG, CN, NG
Domains: Chaos, Good, Healing, Knowledge, Magic, Renewal
Favored Weapon: Resurgent Flames (Greatsword)

Kascha is the guardian of those who see knowledge as the tonic to cure the illnesses of Creation. This calls on those who are wise and learned to tend to the sicknesses of others, from the physical, to the mental and spiritual. They are bastions of knowledge, wisdom and kindness that improve the world around them. In particular they believe magic is Kascha's chosen tool to improve Creation, and as such, magic is held in the highest regard in the faith. Indeed, virtually anyone who honors Kascha knows at least a few cantrips.

Kaschans and Kascha herself hold dragons, and metallic dragons in particular, to be potential paragons of wisdom. From a dragon's mouth comes secrets and knowledge that can change the world for the better, if one can manage to hear them. Relations with friendly dragons are prioritized and seen as a noble mission for any Kaschan. It is said those who win the friendship of a dragon earn Kascha's favor, for the secrets a dragon can give are monumental.

As far as it goes, Kascha is not an overly communicative deity. She prefers to lay out her lessons and allow her faithful to work with a minimum of interruption. She has little use for direct messages except when necessary, she prefers an avatar or personal intervention should such matters be required. Independence to learn is vital in her eyes, and Kascha is said to be wary of interference with that mission. Instead she offers healing and succor when needed, so that her faithful can continue to learn and thus lead to the renewal of others through them. After all, should Kascha do too much, her faithful will not grow.

Clothing amid Kascha's faith varies but tends towards reds and golds, particularly vibrant shades of red. The color rather than the type of clothing is seen as important, as it mimics the red of Kascha's feathers in phoenix form, and the gold is said to be the color of her wise heart. In particular, suits of red and gold dragonscale armor are highly favored. Naturally, this means scales given freely from a dragon and not taken from the body of a slain wyrm, save for times a red dragon attacks the faith and leaves no other choice. Indeed, to attack a dragon without good cause is seen as a grave sin in the faith, and risks being cast out for heresy and the destruction of draconic knowledge.

Holidays in the Kaschan faith are still in flux. However, two emergent holidays stand out. The first is the Day of the Firewing, a ceremony held in late autumn. Often the winter is a brutal time for mortals in Creation, where the lands are asleep, cold numbs the body and darkness blackens the soul. It is a day of study and prayer, for wisdom learned to aid the Kaschans this winter so that they can help others through it. They pray for the fiery wings of Kascha to warm their hearts and bodies, so that their minds can work uninterrupted. Often on this day Kaschans commission or begin magical items that will aid them in this and future winters, for such efforts on this day are seen as blessed.

The second holiday is Dragonday, a holiday borrowed and translated from the faith of Io and most other draconic deities. Held in early summer, it is held this is the anniversary of the day Io created dragonkind. It is celebrated to honor the worthy dragons Kaschans look to for wisdom. Should a Kaschan have a friendship with a dragon, they aim to spend the day with them and aid the dragon should they need it.

History/Relationships

Kascha's mortal life is generally unknown, save that she returned from death and was reborn through the will of Seira Aryn. The details of it are hazy in legend and are said to be in the far past, in a land forgotten and abandoned due to disaster. Her deeds since that time are well known, both in the service of the Cauldron as well as part of the Aurora. Her heroism as a member is known well, one of the legendary figures that saw to the overthrow of Hell on Lifasa. In particular her skill as a mage is highly spoken of, one of the archmages integral to Aurora's triumph.

Since Kascha's apotheosis, her main allies have been the Cauldron's other deities, as is only natural. Beyond that pantheon, her main ally is Queen Morwel of the Court of Stars. It is said that Kascha knows the Queen well. The details of this are not clear, but the two share a strong relationship of respect and trust. Little else is known of it, though recent planar scholars suggest Kascha may have been a potential consort for Queen Morwel, or otherwise lost out to Lady Gwynharwyf. This is completely unsubstantiated by any facts, but the idea has gained some traction nonetheless. Others speculate that Kascha was created by Queen Morwel or is even her descendant, though again no evidence supports such claims. Perhaps this is merely a product of Queen Morwel's mystique and mysticism rather than any doing of Kascha's, as Kascha's own nature seems ill suited for such games.

Currently, Kascha has relatively few true enemies as a newly risen deity. Like any member of Aurora, she can count on Hell as an enemy, as well as any of the Cauldron's enemies. Of special note is that there have been a few signs of potential hostility between Graz'zt and Kascha. The reasons why aren't entirely clear, though most point to her participation in the destruction of Demon Lord Athux, a son of Graz'zt. It is unknown how serious this grudge is, or if it even is one at all. It is possible that it is nothing more than coincidence, as the ways of demons can be capricious.

Finally, while nothing has happened here as of yet, the Stoics of Mephistopheles are a natural opposite of Kascha's faithful. A few observers of planar events have already suggested difficulties here are inevitable, but as of yet nothing has occurred.

Dogma

Wisdom is the best medicine. Knowledge is the potion to which the world can be healed, one dose at a time. Renewal comes through learning and magic enables all learning to be mighty. Do not abandon your heart to knowledge, for a warm and compassionate heart heals yourself. Respect dragons and learn from them, save those that attack you without cause or that prey on others. Be quick to forgive and quicker to teach. Gentleness is not weakness, for a healer's hand should be as soft as a mother's. Strive to both help the world and learn something new each day.

Clergy and Temples

A typical Kaschan temple is not yet established, as Kascha's faith is new. However, early plans suggest large temples painted red and with repositories of lore within. The exact clergy and structure is also still in development, but as of now it looks to be an unusually strict hierarchy for a chaotic faith. The structure appears to be based around strong foundations in cities that spread out into the land beyond, with chapters and chapels in the countryside tended to by a cleric.

The Gospel of Life are Kascha's holy books - a collection of fourteen books, a comprehensive collection of lore and philosophy for the faith. It is not for the mentally feeble or incurious, and it is mostly intended for the clergy to read and preach in distilled form to the laity. The lessons within take a good deal of knowledge to fully appreciate and wisdom to properly interpret, it is not intended for beginners. Nonetheless, a person who is able to devote themselves to it will eventually find what they need within the tome to understand it, as the breadth of material covered is comprehensive.

Preferred Classes

Common classes amid the Kaschans are wizards, sorcerers, bards (bardic sages in particular), factotums and clerics. Most any class that offers three or more knowledge skills has some representation amid the faith. A band of fighters known as the Wise Wings have also entered her service, who treasure lore as much as the oldest and wisest archmage there is. As of yet no barbarians or similar classes have found their way to Kascha's service, as they are largely incompatible with her lessons.

Prestige classes favored by Kaschans include loremaster, wyrm wizard and archmage.

Preferred Symbols

The most common symbols of Kascha are red feathers and red birds in particular, phoenixes, cardinals, red diamonds and red gold. Flames are often considered a symbol of Kascha as well, but not one she routinely favors. Cardinals are said to be seen when Kascha approves of a Kaschan's deeds, and to that end, an effort to domesticate and breed cardinals has begun in the faith. Ambitious plans suggest magically augmented cardinals being used as messengers and watchers in the faith, though as of yet such plans have not gone past the preliminaries. Coins of red gold and stamped with a phoenix on them are sometimes found in the coin bags of Kaschans, said to warn of financial sacrifice, loss or ruin. One is seen as noble and tow are seen as personal setbacks, so when this happens, as Kaschan devotes themselves to discern what may come.

Wise Wings

Fighters who have the soul of a scholar may find themselves in Kascha's service.

To take a wise wing substitution level, a character must worship Kascha and be about to take his 4th, 6th or 10th level of fighter.

Hit Die

d8

Class Skills

Wise wings have the same class skills as a standard fighter, plus Knowledge (all skills, taken individually).

Skill Points per Level

4 + Intelligence modifier.

4th: Lose Bonus Feat, gain Knowledge Devotion
6th: Lose Bonus Feat, gain Lore
10th: Lose Bonus Feat, gain Phoenix's Mercy

Knowledge Devotion

A 4th level a wise wing gains knowledge devotion as a bonus feat. If she already possesses this feat, she may choose another instead.

Lore (Ex)

A wise wing is a repository of knowledge and lore gained from hundreds of battles. She knows something about almost everything, something that lets her pull nuggets of knowledge out when needed most. This is identical to a bard's bardic knowledge ability, except that the wise wing uses her fighter level in place of her bard level.

Phoenix's Mercy (Sp)

All of the lore a wise wing learns teaches them many things, including Kascha's lessons of healing. Once per day at 10th level, the wise wing may bestow a vigor spell with a touch. The caster level equals the wise wing's hit dice.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Donald Smurth
The Lucky Fool, Dragon's Bodyguard, Foebreaker
Demigod
Symbol: An inverted green triangle with a white, six sided die with the one visible
Home Plane: The Cauldron
Alignment: Chaotic Good
Portfolio: Fortune, warriors, protection, martial strength, magical strength
Worshipers: Duskblades, gishes, fighters, gamblers, bodyguards
Cleric Alignments: CG, CN, NG
Domains: Chaos, Good, Luck, Protection, Strength
Favored Weapon: Guardianil (Bastard Sword)

Donald is a guardian, guide and example for warriors who seek power. Not those who merely desire power, but those who want it for a good cause. Donald aids virtually anyone who falls within that and comes to him, for he believes that enough moves and enough gambles will bring victory. Each soul aided is a bet and Donald is lucky with his gambles. It is an open faith, one that accepts any who come and demands little, only that those who seek his aid be worthy of it.

Those of Donald, who have taken the name Noachians from a draconic word for wealth, seek to live up to this. They strive to be strong, to be protectors and to combine that to win on the gambles any warrior takes on the battlefield. To protect someone is always a gamble, one with great prizes but a loss can often mean your life. Noachians focus on victory rather than defeat, they are a fairly upbeat lot by doctrine. Indeed, a good laugh is said to be worth a bag of gold and a smile worth a pouch of silver. After all, the ideal gambler is a happy man who throws his coins about with abandon and trusts in luck.

Unlike most deities, Donald is very communicative with his flock. While he rarely provides direct intervention, he's more than willing to spare a few good words or hand out advice to his faithful. He refrains from full on conversations, but he'll drop a few words with ease. Most of his faithful have heard his voice several times, and those clerics who are favored by him may talk to him each noontime when they pray for new spells. These talks shock those not initiated in the faith, as Donald is informal to his faithful, as if they are old friends. He likewise uses little tact and will speak with blunt honesty, even if such a choice may perturb his faithful. It is said that few of thin skin last long amid the Noachians.

The typical garb of Noachians varies. Anything will do, even outright nudity, so long as the holy symbol of the faith is seen. This extends to priests, but an ornate and open faced helmet is required. This helmet is decorated as an angelhelm is, or is an actual angelhelm for those fortunate enough to have one. As long as that's done any sort of clothing is acceptable.

Donald copied the holidays of the rest of the Cauldron and told them to celebrate them as well. He only has one personal holiday for himself: The Day of Protectors. This day in late summer is dedicated to defenders of all kinds and serves as a day of celebration, with feasts and drink common. Games and gambles are common, with larger groups with the service of an actual gaming hall if possible. It's a festival and feast, a day for everyone to celebrate and be free of a year's worries.

History/Relationships

In his mortal life, Donald was a rejected paladin hopeful who took to the ways of the sword. In time his path crossed with Seira Aryn's, and he learned arcane magic at her side. Legends of these time are known in the city of Balmuria, and over time have spread to the planes beyond that world. His bravery is well known, as is his role as Seira's friend, ally and guard.  In time he helped defeat hostile empires, cabals of liches, Sharrans, demons and devils. When Seira arose as the new demigoddess of the Cauldron, Donald went with her and has served since that time.

Donald has one main ally besides the Cauldron and his friends there: Lathander, the Morninglord. In his mortal life Donald revered Lathander. He sought to be a paladin in his name but failed, as he was not called to service and proved wholly unsuitable for the duties of a paladin. Nonetheless Donald kept his faith and in divinity has forged a friendship with Lathander. The extent of the alliance is unclear, but most believe Lathander would intervene if Donald was gravely threatened.

Thus far Donald has not made any strong enemies the rest of the Cauldron do not share. Those who know him marvel at this fact and it is unlikely to stay this way long.

Dogma

Trust in your strength and your luck. A good gamble can open the way for your abilities to triumph. Don't be afraid to be struck as long as you can strike them back harder. Magic and blades are a natural combination, use them them together well. Keep an eye on what's important but don't worry too much. When in doubt go for it and don't look back. A strong body and strong mind support everything you need to do.

Clergy and Temples

Noachian temples are thus far a hodgepodge of locations and are at times rented game halls, warrior guilds or even mage guilds. As long as the holy symbol of the faith is displayed prominently, anything is considered acceptable for now. Time and effort will build grand churches in the fullness of time. The clergy follow a loose structure, with strong individual clerics, paladins and other religious figures in charge of a small flock. Communication between groups varies and an overriding central church has not yet developed.

Unlike many faiths, there is no holy book at all. Instead Donald teaches the clergy the basic dogma and guides them along. Those who do well and build on it correctly are rewarded. As a result of this there is a wealth of variations between churches and gatherings of the Noachians. Often traditions from other faiths carry over, particularly those from local Lathanderites and other members of the Cauldron. Donald's communicative nature generally prevents things from going too far astray, but he is tolerant of variations.

Preferred Classes

Typical classes for Noachians are duskblade, fighter, wizard, sorcerer and paladins of freedom. There is a great deal of variety due to the nature of the faith to welcome any who seek aid, with virtually any non evil class represented. As of now, the loose structure of the faith has prevented the formation of any religious orders.

Prestige classes for Noachians include eldritch knight, abjurant champion, dragon devotee and dragon disciple.

Preferred Symbols

The symbols of Donald are dogs, open faced helmets, white feathers, dice, sunrises and citrines. Donald's favored symbol is an open faced helmet styled like an angelhelm, one that often bears minor enchantments to ensure it protects as well as a closed face helmet. Those who greatly please him will quickly stumble on an angelhelm with only one on its abilities active, though research will uncover ways that the rest of the powers can be added. In comparison, dogs are seen as warnings of ill fortune and guides away from it. To see a dog flee from something is a warning to a Noachian, one they can obey or gamble and ignore at their own peril.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?