Pantheon
of Neutrality
Gosaena
Mistress of Eternity Goddess of Death
Despite
resurrections, deeds, and other ways to return to existence, death is an
ultimately final thing. When the bridge between life and death is crossed for
the final time, and a soul is allowed through the Ebon Gates, Gosaena is there
waiting on the other side. She is the goddess of death. Unlike Lorminstra, when
a spirit comes to Gosaena, it will not be returning to the mortal realm.
Gosaena
is a pariah among the other Arkati. She is gifted with foresight, most
specifically, knowledge of when everyone and everything will die. The Arkati,
now gods to the mortal races, had no desire to recall their own mortality and so
outcast her. Neither pantheon will claim her, and no one will speak to her save
Jastev, whose own talent for foresight makes him sympathetic to her plight.
Gosaena
never speaks, except on very rare occasions to Jastev. She is as silent as the
grave, and takes the souls due her without regret, compassion or malice, only
impartiality.
Gosaena’s
preferred humanoid manifestation is that of a beautiful woman with pale skin,
long silver hair, and ice blue eyes. She wears grey robes and a large grey cloak
that covers brilliant white feathered wings. In manner, she is silent and
impartial. Her symbol is a silver or grey sickle on a field of green.
To
many people Gosaena is an enigma, we often wonder of her existance since there
is one Goddess of the Ebon Gate. Do you ever recall dying and going through the
Ebon Gate? No, Lorminstra turns you around, says she owes you a favor and takes
you to your body to await resurrection. I say Gosaena is the angel of death who
comes to take you beyond the Gate when it is your time for final and eternal
rest.
Most
people don't know that there is any shrine or representation of Gosaena
anywhere. But, why would someone worship her when she doesn't care any more
about you than to guide you to final rest and guard your soul in eternity?
[Temple,
Chapel of Life]
Far beneath the roots of the Temple, you stand in a place of judgment and
change. Two statues face each other across the chamber. One, made of pale
alabaster, gleams in the dim light. The other, carved of diorite, soaks up all
light and is barely visible. A bell tolls somewhere unseen, deep and sonorous,
as the heartbeat of its mother must sound to the babe yet unborn in the safety
of the womb. There is a sadness to the sound that instills in you an intense
sense of loss and foreboding. You also see a white marble altar with a slender
white candle on it and a narrow ramp.
Obvious exits: none.
look statue
Dark as the night sky in that distant time when all the stars have died, a
shrouded figure cloaked in midnight looms above you. One hand beckons toward you
and the other gestures downwards to eternal darkness and the silence of the
tomb. Your blood chills and slows within you and you feel the weight of ages
upon you. Death is here and almost you would welcome its embrace.
look other statue
Seeming to glow from a source within, the statue is of a woman, godlike in her
perfection of face and body. Wings of silver arch far out over you, offering
shelter and security. One hand beckons toward you and the other points upwards
to the outer world where life and the living await.
Zelia,
Keeper of the Moons Goddess of the Moons and Insanity
Zelia
is a lunatic in the purest sense of the word. Goddess of the moons and of
insanity, the only thing consistent about her is that she is inconsistent, and
is completely out of her mind. Zelia may be chaos personified.
Once
a great lover of solitude, it is said that the Arkatis’ move to the moons at
the Drakes’ behest was her undoing. It is not known, however, if it was the
invasion of her privacy or the loneliness that may have ensued after her peers
left for Elanthia that unseated her sanity. Whatever the case, she now takes a
personal hand in the affairs of the mortal world, just as the other Arkati,
blessing her followers with what she considers the greatest freedom of all:
freedom from lucidity.
Zelia
has a great dislike for Sheru. She feels that his tactic of scaring a person
into madness is classless and brute-like, lacking a great deal in finesse and
understanding of mortal mentality. There are much better ways to drive someone
over the edge. She drives a misty chariot pulled by grey stallions, looking for
people in need of her gift.
Zelia’s
preferred humanoid manifestation is that of a woman with large green eyes and
silver hair that always seems to be blowing wildly about her face. There is no
trace of sanity anywhere in her expression, and she wears a silver breastplate
and grey tunic. In manner, she is unpredictable and insane. Her symbol is a
silver crescent moon on a field of black.
Zelia
has an altar in the temple in Icemule trace
[Hall
of Those Beyond]
Eerie light fills the hall, making you wonder for a moment if you are in the
world you know so well. The murals on the east and west walls, filled with
images of insanity and terror, do not help to reassure you that you remain on
familiar ground. A grey altar sits before the west wall, and a black altar sits
before the east wall.
look other wall
The moon has just risen over the horizon. Within its orb is the face of a woman.
Her hair blows wildly about her face, and her green eyes are wide with
undisguised insanity. You look away, getting the feeling that looking into her
eyes too long would drive you as mad as she is.
look black altar
Black as a starless night, the altar seems to be a well of quiet insanity. A
crescent of silver lights the top, as if a waxing moon hung in the darkness. A
tarnished silver plaque sits at the front of the altar. It reads:
Zelia, Keeper of the Moon
"What has
Zelia to do with me?
Everything. Her sylvan feet
are the end of every pilgrimage.
When I meditate upon her
I float like a lily on an ocean of bliss.
I think of fire consuming fuel:
that is Zelia. Devotion to her
is the root of all happiness.
Salvation is her companion.
Think hard upon the wild-haired
goddess, and all becomes clear."
- Faendryl poet
Nharha
The
Immortals
Aeia,
the Mother Patroness of the Earth and Gardens
Aeia
is a local goddess in the River’s Rest area. She is quite popular with the
locals, but her worship does not expand far past the surrounding area.
Local
tradition dictates that Aeia is the earth mother; the world that the mortal
races dwell on. She also seems to enjoy gardens, and such plots that contain
statues of Aeia seem to do unnaturally well.
Aeia’s
preferred humanoid manifestation is that of a beautiful human female with kind
eyes. In manner, she is quiet and gentle. Her symbol is a white lily on a field
of green.
Aiea
is the earth goddess, or as some say, the planet elanthia itself. Others claim
the Aiea is the all-mother, the goddess of all goddesses.Very few worshippers
exist, even within River's Rest, the area where her influence is most prevalent.
There are others who believe that Aiea is a mortal women given the powers of
healing by Imaera. She has a shrine in Rivers rest with a statue and a pool.
There is a ghostly gardener there as well but he won't talk to you.
[Citadel,
Gardens]
Lined with tile, a large pool rests in the center of the citadel's garden. A
statue carved in the likeness of Aeia, a local goddess of the earth, stands in
the middle of the pool. The water that feeds the pool seeps forth from the base
of the statue.
look statue
The size of a human female, the statue of Aeia graces the center of the pool
with both beauty and substance. Beauty of form, line and texture, lovingly
crafted by the gifted hands of a master whose art is bringing life to cold
stone. Substance being the pure water that bubbles up from beneath her, filling
the pool and giving life to the surrounding garden.
look at pool
The large tile lined pool is filled with clear cool water that seems to flow
from the base of the statue. Water lilies float upon the calm water providing
vivid colors, a sweet scent and also a habitat for a variety of insects and
fresh water creatures.
look in pool
In the large pool you see the Aeia statue, some water lilies, some clear blue
water and some lily pads.
look
gardener
The gardener is mostly transparent, though sort of grey in color. He looks like
he was a tall human male in life, with sharp features. By the look of
concentration upon his brow he was probably a passionate thinking man.
Is
the ghostly gardener under a geas because of what he did in life? did he build
the shrine itself? Is it that he simply does not know he's dead and continues to
tend his garden? I wondered these things as I wandered around the garden. The
garden is a good place to forage for any herbs you might need. Each separate
area seems to have it's own climate which is perfect for growing the specific
kinds of herbs.
I
am whatever is. Whatever is, I am.
I am whatever is visible. Whatever is visible, I am.
I am whatever is alive. Whatever is alive, I am.
I am whatever moves and breathes. Whatever moves
and breathes, I am.
I am the very spirit of life. The very spirit of life, I am.
-
Invocation to Aiea, Turamzyrr
Amasalen
the Executioner Patron of Sacrifice
Once
a Faendryl elf before the exile of the House, Amasalen’s immortal origins are
not known. He is the patron of sacrifice, and delights in the painful offering
up of victims as gifts to a greater cause.
He
is considered a servant of Luukos, which is borne out by his faintly reptilian
features and craving for human blood. However, he has frequent dealings with
Mularos, and many rumors state that his true master is Marlu. What is known for
certain is that he is energized by bloody, frenzied religious celebrations.
Amasalen’s
form is that of a white-haired, lean, muscular man with bronzed skin, snake-like
eyes and a long reptilian tongue. He wears only flowing white silk pants. In
manner, he is zealous and sadistic. His symbol is a purple two-headed serpent
twined about a crimson hand.
Amasalen
has a statue inside of the shrine of Luukos on Teras Isle. I cannot go there to
look at it.
Amasalen
also has a shrine in Icemule Trace, beyond the Rolaren Gate.
[Ice
Plains, Shrine]
The room is lit by dozens of torches and a marble dais is set at the end of the
chamber atop a stone altar. The dais has gold and platinum inlays along the top
with veins of silver twisted down the supports of the base. Several stools are
arranged in rows in front of the altar, with a path large enough to walk down
the center of the room to the altar. Behind the dais is a dark alcove with a
lifesize statue of Amasalen, servant of Luukos. You also see a tempered rolaren
arch.
Obvious paths: none.
look at statue
This representation of Amasalen is quite exquisite being fashioned of the purest
silver. Amasalen, in his elven form, has a lean muscular build with piercing
eyes. His pupils are mere slits and the image that comes to mind is that of a
reptile. His face is cold and his expression is grim as he holds out his hands
to watch over the altar. Blood continually drips from his fingers but never
seems to touch the floor of the altar before it disappears.
look altar
The altar is made from large stone blocks fitted together so tightly that the
cracks between each block are barely noticeable. Several small pools of blood
have formed around the dais. The blood does not look fresh, but doesn't appear
to have dried up at all.
look arch
The arch is made from pure rolaren with archaic runes etched in gold along the
entire border. Several images depicting Amasalen are evident as well.
MY
opinion of this shrine.... To get in there you have to climb a very icy ramp. I
was warned by Skyfawn when I went
to put away my gear unless I lose it from falling. I was able to get up the ramp
well enough but coming down was a lot more slippery.
I
think that that the rumors of him being in cahoots with Marlu and Mularos are
based on the fact that his dealings often bring him close within the sphere of
these two gods. He is called upon to aid in magical rituals and
sacrifices,oftentimes by Luukos. Rumors are that he is immortal because of being
vampiric.
Arachne,
the Betrayer Patroness of Spiders and Betrayal AND The Huntress, Patroness of
Vengeance and The Hunt
Arachne
is the patroness of spiders and betrayal. She is the dire enemy of the Huntress,
who she betrayed while both were still mortal.
Arachne
was once the bodyguard of a great queen who became jealous at her husband’s
bodyguard’s beauty.The Huntress was the bodyguard to the king. The queen
enlisted Arachne’s help to bring the Huntress. Arachne slipped a sleeping
potion into the Huntress’ drink then, when the Huntress had fallen asleep,
planted a dagger in her hand and claimed that the Huntress had come to kill the
king.
When
the Huntress was exiled, Arachne was thrown into the dungeons for her knowledge
of the queen’s treachery. When the Huntress returned to exact her revenge,
Arachne fell to her knees and begged forgiveness, although she was hardly sorry.
She was jealous of the Huntress’ new status as an immortal, and wished some of
this power for herself.
This
became obvious when, as the Huntress struck the queen dead, Arachne in turn
murdered the Huntress. As Arachne bent to drink of the immortal blood, a black
widow spider bit her on the lip and mixed with that power to create a
spider-faced creature that would become a cult-worshipped goddess.
Arachne’s
preferred humanoid manifestation is that of a woman with the frame of a fighter
dressed in blood-stained leather armor, although most often she appears as a
giant spider. In manner, she is cocky and condescending. Her symbol is a black
widow spider on a field of red.
The
Huntress’ preferred humanoid manifestation is that of a woman of surpassing
beauty dressed in silver chainmail. Her face is always a mask of
carefully-controlled anger, and she always holds a scythe at the ready. In
manner, she is quiet and angry. Her symbol is a silver eight-pointed star on a
field of black.
Arachne
has a lot of followers, and she has a temple dedicated to her near Wehnimers
Landing which is built in the shape of a spider. The entrance of the temple
makes you feel as if the grotesque spider creature herself is looking down upon
you.
[Spider
Temple, Entrance]
You come upon the entrance to the Great Temple of Arachne, the Spider Goddess,
whose fearsome likeness provides the plan for the layout of the temple. Set
above the ironbound oaken doors leading into the forbidding black basalt
structure are eight moonstones arrayed in dual rows of four. Representing eyes,
they seem to glare down at you with evil intent and a peculiar, insatiable
greed.
[Spider Temple, Near Altar]
You are standing before the spiritual center of the shrine--a massive black
marble altar that rises several feet from the floor. Its sides are adorned with
images of various spiders.
Obvious exits: north, south, east, west.
look altar
The sides of the black marble altar are covered with bas-relief images of
spiders and vermin.
MY
opinion of this temple... Blech, it
seems more like it represents grotesque spider creatures than a Goddess.
Arachne, deadly
goddess
weaving webs of deception
Teach us your ways
Teach us your power
-
Nalfein prayer
Arachne
and The Huntress share the Hall of the Rivals in the temple in Icemule.
[Hall
of the Rivals]
Tension fills the air in this octagonal chamber. Two ice statues of women, both
beautiful beyond belief, stand at opposite sides of the room. The one to the
east bears a plaque with "The Huntress" enscribed on it. She seems to
watch the statue at the west, which has a plaque enscribed with "Arachne"
set into the base. Upon the eight walls are scenes of different colors that seem
to tell a story, beginning with a wall tinted purple. Two altars, one red and
one black, sit in the center of the room.
Obvious exits: northwest, down.
look
statue
The statue's face is a mask of carefully controlled anger. Her eyes perpetually
stare at the other statue and her lips are set in a tight line. She has the
frame of a fighter, and holds a scythe at the ready in her right hand.
look other statue
A cocky smirk sits on the statue's face. She seems to be taunting her rival
across the room, leering condescendingly in that direction. Her frame is lithe
and lean, obviously used to the dance of battle.
look red altar
The altar is the color of slightly-dried blood. Behind it is a spiderweb, its
messy construction identifying it as the lair of a black widow spider. The
arachnid looks at you from the strands, mirroring the large spider painted
across the top of the altar. A silver plaque sits between the forelegs of the
painted spider. It reads:
Arachne, The Betrayer, Goddess of Spiders and Betrayal
look
black altar
The altar is of the deepest black onyx, covered in the finest, most delicate of
spiderwebs. Inset in the top is an eight-pointed star of pure silver, strangely
untarnished after all this time. An onyx plaque is snared in the webs. It reads:
The Huntress, Goddess of Vengeance
There
is another shrine to The Huntress in Rivers Rest. My family has kept the secret
of how to get inside there for 5 generations now. We will never tell anyone. It
is heavily guarded on purpose but whatever purpose that may be is pure
speculation. The green barrier itself almost seems a sentient thing with the one
and only purpose of keeping you out.
[River
Tunnels, Ancient Altar]
Having made it past the barrier guarding this room, you are treated to the sight
of an ancient altar that dominates most of the available space here. The magic
of the barrier appears to have kept this room completely dry, as is evidenced by
the musty, ancient smell of the air that has been trapped here for centuries.
You feel a bit unsettled here, as if someone is lurking in the shadows ready to
strike at your back at any moment. You also see a magical green barrier.
look altar
The altar is constructed of an odd black rock, the type of which you have never
seen before. It has been carved into the form of a female humanoid with catlike
features. As you move about the room, the pointed ears and slitted eyes seem to
follow your movements. She holds extended horizontally in her hands a vicious
looking scythe, perhaps on which to place offerings. Inscribed in the ancient
common tongue on the base of the altar is one word . . . "Huntress".
The
Huntress also has a shrine in the Vipershroud forest. I contemplated whether the
plaque in the tree was put there in ancient times long before the great redwood
had died and became this petrified state or whether it was put there by magic or
some other means. It would surely be a hard task to put it there if it was done
by other means.
[Vipershroud,
Shrine]
A single, giant, petrified redwood stands amongst lesser pines and firs. A deep
black, onyx tablet displaying an eight-pointed star of pure silver is firmly
imbedded in the tree, and a row of small stones, carefully placed end-to-end,
encircles the tree. A large bouquet of trumpet flowers and the carcass of a
woodchuck have been laid at the tree's base. Interestingly, both offerings seem
to be fresh.
"Vengeance leads to nothing.
But how sweet it is."
Taryllnar
Lranarskh, Faendryl Philosopher
Jaston,
the Windrunner Spirit of the Air, Patron of the Four Winds and Birds
Called
“The Windrunner,” Jaston is the Patron of the Four Winds. Once a sylvan elf,
Jaston was one of Imaera’s first experiments into the recreation of life upon
Elanthia
After
the Ur-Daemon War, Imaera sought to rebuild life upon the planet. Using the body
of a fallen sylvan elf, she extended muscles and bones from his shoulder blades,
creating three wings off each side of the sylvan’s back. She then covered them
in soft white feathers.
It
was Imaera’s hope that she could turn her beloved tree elves into true
tree-dwellers, complete with wings and other birdlike attributes. But looking
down upon her beautiful creation, she realized it could never be, for all other
mortal races would envy this creature’s attributes. Thus, she begged
Lorminstra for one of the souls she would ordinarily allow through the Ebon
Gates. Using this soul, she re-animated the fallen sylvan, and charged him with
the care of birds, and made him caretaker of the Four Winds.
Jaston’s
form is that of a sylvan elf with long brown hair, hazel eyes, a slender build
and six white-feathered wings growing from his back. He dons green breeches and
many-colored feathered bands about his head, arms and wrists. In manner, he is
lighthearted and playful. His symbol is a white feather on a field of green and
white.
Have
you ever been resting after hunting tree spirits in Danjirland and wondered who
the tree statue is in the southernmost area of the elven village? It is Jaston.
[Tree
Statue]
You find yourself at the foot of a giant tree, which towers over your head
rising about fifty feet into the air. It is shaped in the form of an elf dressed
in feathers with arms outstretched in front of it, holding something you cannot
quite make out from here. The forest surrounding the area is strangely silent
except for the wind, which sings softly as it moves through the treetops above.
Obvious paths: north.
look statue
You seem to see a faint shimmer of light around it as if it had a living aura.
climb statue
[Tree Statue, Arm's Cradle]
The view from the arms of the statue is breathtaking as you look out across the
treetops of the forest which spans for miles. Looking upon the face of the
statue, you sense a calm, giving presence and wonder just whose arms you rest
in. The winds eddy and flow around you as if attracted by the very nature of the
majestic figure. Several long vines drape across the statue's hand. You also see
a small bowl resting in the hands of the tree.
Obvious paths: down.
look in bowl
In the small bowl you see some tree bark, a blood eagle feather and some rose
quartz.
Thoughtful
and fitting offerings to the patron of Birds. I did not place those items in
there. Mabey someone or some bird did.
Heaven is mine,
the earth is mine
I am a free spirit am I
Is there an eagle that can vie with me?
Elanith's children are mice
I am a splendid falcon!
-Sylvan song to Jaston
Kuon,
the Green Patron of Herbs and Flowers
Kuon
is the patron of herbs and flowers, which many consider odd for a former
giantman. In the days following the Ur-Daemon War, he unabashedly knelt beside
Imaera, working to heal the green growing things of Elanthia. It was at his
suggestion that Imaera gave certain herbs healing properties, for Kuon felt
that, while the help of the Arkati was well and good, the lesser beings should
have a way to help themselves.
Imaera
was impressed with this gentle giant, and at the end of his allotted span of
life, she gave him the gift of immortality. It is said that as long as there is
a single green leaf upon the planet, Kuon will be there, nurturing it back into
health. Flowers grow spontaneously in his wake, and go uncrushed beneath his
steps.
Kuon’s
form is that of an immense giantman in his thirties with hazel eyes, light brown
hair and a hulking presence. His shimmering green, amber and brown robes are
unable to hide his massive shoulders. In manner he is gentle and kind, but has a
bad temper once pushed far enough. His symbol is a gold leaf on a field of
brown.
Kuon
has a place which I am sure is dedicated to him in the Hearthstone Manor. I
think that perhaps the people that built the manor really enjoy gardening and
growing herbs. Perhaps the proprieter that sells herbs in the shack built the
statue as well. Either way the beauty of the garden itself seems blessed by Kuon
if he didn't have a hand in the herbs himself.
[Hearthstone,
Herb Garden]
Herbs of all types and colors are spread before you, sure to delight the most
discriminating chefs and empaths, even as they delight the casual visitor to
this garden. Laid out in rectangular beds edged by brick walkways, the colors
and textures intermingle in a seemingly untamed maze. Stone benches are spotted
throughout the garden, and in the center of the maze of walkways stands a marble
statue. You also see a hollow tree stump, a small vine-covered shack nestled
among some shade trees, a shady garden path and a rough-hewn oak door.
Obvious paths: none.
look statue
Carved of white marble, the statue takes on the green tint of the plants
surrounding it. Closer inspection reveals a robed figure, large and protective
of the growth which seems to flourish under his watchful eye.
Happily
may I walk.
Happily, with abundance may I walk.
Happily, with abundant rain, may I walk.
Happily, with abundant plants, may I walk.
Happily, on a trail of abundant pollen, may I walk.
Happily with abundance may I walk.
Happily may I walk.
- Sylvan chant
Laethe,
the Lovelorn Patron of Young Love and Lost Love AND Voaris, the Charming Patron
of Young Love and Forbidden Love
Voaris,
patron of young love and especially forbidden love, is the twin brother of
Laethe. He and his brother are the youngest of the Arkati, still considered
young by their racial standards, orphaned by the Ur-Daemon War. His powers have
not grown great enough to be counted among the other Arkati of Liabo, and he is
watched over by Oleani.
Voaris
is the ally of those who would love beyond what is allowed them by racial,
social or age standards. Young lovers forbidden to wed by their parents, couples
unable to marry because of differences in social standing, and others denied
romance by circumstance often seek his aid.
Clerics
of Voaris will wed anyone, so long as love is present. They will also aid lovers
by giving sanctuary and often transportation to other places where the forbidden
union will be allowed.
Voaris’
preferred humanoid manifestation is that of a young man with golden hair, fair
skin and merry blue eyes. He most often dresses in courting clothes traditional
to the area in which he is manifesting. In manner, he is clever and mischievous.
His symbol is a yellow rose on a field of red.
Laethe
is patron of young love and especially lost love. Laethe watches over those
whose love is lost.
While
Voaris took his parents’ passing with a calm acceptance, Laethe never truly
learned to cope with their death. Thus, he has an intimate understanding of the
pain associated with a loved one gone from one’s life. He works to aid them in
whatever way he can, even if it is only to put them at peace with their loss.
Traditionally,
worshippers leave notes with their prayers for the hopeful return of their loves
in the shrines dedicated to Laethe.
Laethe’s
preferred humanoid manifestation is that of a young man with black hair, fair
skin and sorrowful blue eyes. He most often dresses in plain black attire,
unadorned by any jewelry or decoration. In manner, he is compassionate, caring
and sad. His symbol is a black rose on a field of purple.
There
is no known shrine to Voaris but there was one place in Icemule dedicated to
Laethe.
[Tavern
Burrow, Pilsner Avenue]
A small niche has been carved into the old stone wall, and is surrounded by
dried flowers and small folded notes. A young woman kneels before the wall, a
wedding bouquet in one hand, her other hand pressing against the wall so hard
that her fingertips have whitened.
Obvious paths: north, south.
look niche
This appears to be a shrine to Laethe, the patron Arkati of young lovers. Notes
left at this type of shrine traditionally contain prayers for the return of lost
lovers.
Who is this
they're burying?
Who but the shoulder I leaned on?
Who but the fire of my passions?
Who but the burning ember of loss?
Who but my darling, who but my treasure,
Who but the blood of the blood of my heart?
Human
death song
Leya,
Master of Martial Arts Patroness of Amazons and Martial Arts
Leya's
skills as a Master of Martial Arts was often demonstrated by her winning matches
in many a tournament held by the Elven Houses. She is also skilled with many
weapons. Daughter of the God, Kai, and the elf Learya, Leya was blessed with
talents from both spheres.
The
tomes record that Leya wielded the sword Soulingen in one of the many battles
staged during the Undead Wars, accidentally killing her lover, Egan. Soulingen's
blade holds the souls of those it kills, evil and good alike. It was after this
mournful accident, staged by Luukos, that Leya built the tomb for her lover,
which is now her shrine. Taking up a simple dagger, Leya wandered the lands,
retiring among the elves that cared for her during childhood.
Leya's
blessing often takes the form of a dagger-shaped mark.
Leya's
preferred form is that of a woman who appears to be in her twenties with azure
eyes and wavy mahogany hair. She wears a belted tunic over her athletic form and
laced up sandals upon her feet. In manner, she is cool and confident. Her symbol
is an ivory-hilted dagger on a field of deep blue.
Leya's
Shrine is in the forest in Lyserian Hills. This is where according to legend she
built the shrine in her grief to bury her lover. As you can see she never did
bury the sword but tossed it upon the altar in her grief and is said she never
returned to the place.
[Shrine
of Leya, North Niche]
The sound of water dripping into the shrine's pool echoes quietly within the
north niche. Only a modicum of light manages to intrude, leaving the imposing
figure of "Strength" cloaked in partial shadow. He is turned, and
looks back over a thickly muscled shoulder, almost as if he were about to
disappear into the niche's wall. The twisted pose of the statuary emphasizes its
powerful musculature.
look statue
The majestic form of "Strength" displays an unearthly power. His pose,
both watchful and aloof as he glances back over his shoulder, suggests a force
of will matching his physical prowess. Despite the indomitable nature implied in
his demeanor, his expressive features evoke a sense of sorrow, an image of the
body as the earthly prison of the soul.
se
[Shrine of Leya, East Niche]
The alcove harbors a figure embodying the quality of action-in-repose, the
figure of "Day". A warrior with a face of classic beauty, he kneels on
one knee, resting an arm upon the hilt of a formidable sword. Grasped in his
other hand is a sceptre crowned by a snarling lion. His visage is fierce as he
gazes forward with a resolute expression in his blank, marble eyes.
look statue
The sculpture is exquisitely rendered, each drape of garments and curve of
muscle expressing a beauty so sublime, it is startling. Despite this, the figure
leaves one wishing for some small imperfection of feature.
sw
[Shrine of Leya, South Niche]
The area within the alcove is almost completely overtaken by the sculpture it
harbors. An ensemble of two figures, the monument bears a carved legend across
its base that reads "Mercy". Appropriately, the soft illumination
bathing the statuary promotes a meditative ambiance.
look statue
The two figures comprising "Mercy" are carved from a single block of
ivory marble. A seated female figure holds the lifeless body of a young man. Her
attitude of calm, mournful resignation combined with the elegant proportions of
the forms generates a beauty of classical serenity.
nw
[Shrine of Leya, West Niche]
This side of the building is bathed in vertigris shadow. Positioned within the
niche is a grey marble figure of a young woman reclining against the bole of a
tree. Her form is supple and her features possess a divine grace as fierce as it
is sublime. Occasional reflections of light from the building's walls play
across the statue, making it almost seem to breathe.
look statue
The figure of "Night" is both monumental and winsome in her repose.
She leans against the tree in an attitude at once tense and calm. Her weaponry
suggests she is a warrior, for a great sword hangs at her side.
n
[Shrine of Leya, Northwest Wall]
Against the curved wall sits a marble altar, its contours echoing the arcuation.
Light from the dome above plays across its polished surface, dappling it as
clouds drift past outside. A formidable sword rests upon the altar, and although
the altar's dimensions seem perfectly contrived to bear the weapon's span, the
sword lies there askew, as if casually discarded.
Obvious exits: south, east, southeast.
look sword
The weapon is massive, leaving one to marvel at the strength required to swing
it in battle. Its shining blade, although unsheathed for who knows how long,
bears no trace of corrosion. The hilt is heavily carved with interlocking
flourishes inset with precious jewels. Incised upon the blade in archaic
lettering is the name "Soulingen".
The
legend of Soulingen
Ages
ago, a band of roving halflings, criminal by nature, were lead by some priests
who dabbled in very unhalfling-like black magicks. T'was for this reason we
believe they had been exiled from a nearby shire.
Wishing
for a power to sate their need for revenge and greed, the dark priests made a
deal with Fash'lo'nae -- the God of Magic and Forbidden Knowledge -- to craft
them a blade, a powerful weapon which would kill all their enemies without
resurrection.
Now,
Fash'lo'nae was intrigued with the idea of evil hobbits. So fascinating was the
idea that he agreed to the deal and had the blade forged, for them to use on
their enemies.
One
of the exiled halflings, though he was a criminal, had fallen in love with a
maiden in the nearby shire. So strong was this growing bond that, seeking to be
reunited with good society, he knew what he must do.
His
heart being good even though he had mis-stepped, the deal with Fash'lo'nae
horrified him. Acting quickly, he managed to wrest the blade away, but not
without a struggle.
The
young halfling killed the dark priests in his desire to right the wrong, then
ran for his life to the nearby shire, throwing himself upon the mercy of the
elders. They agreed to hold the blade for safekeeping.
Let us adopt
each other as sisters.
Let us adopt each other.
Let us love each other as sisters.
Let us love each other
Let us live peacefully, my sisters
Let us never argue forever.
- Amazon folksong
Niima,
the Wavedancer Patroness of the Water, Sailors and Sea Life
Niima
is the mistress of the water and the patroness of sailors. Daughter of Charl and
one of the Arkati lost in the Ur-Daemon War, she acts as her father's conscience
and moderates his temper.
She
rescues shipwrecked sailors, but tends to save the young and handsome ones
first. There are a number of sea tales of a beautiful young woman, likely in her
teens, pulling waterlogged and hopeless sailors from the seas. There are an
equal number of unfaithful sailors who use the excuse that Niima saved their
lives and required their company to stave off their unhappy wives.
Niima
is a favorite for the subject of sea chanties and pirate songs. She is also
popular as a figurehead for ships.
Niima’s
preferred humanoid manifestation is that of a spritely young woman, no older
than sixteen, with very pale skin, blue eyes, and pale blonde hair. A blue-green
gown clings to her slender form. In manner, she is playful and flirtatious. Her
symbol is a grey or silver dolphin on a field of blue.
Onar,
the Assassin Patron of Homicide
Onar
is known as the Assassin of the Gods. Most often working at the behest of
Eorgina, Onar is professionally cold and calculating. He never chooses a target
without a reason. His services are used whenever a single death will achieve
Eorgina's ends.
Onar
also serves the other Gods, but always at a price. What coin can pay a God is
not for mortals to guess at, but the Dark Gods seem to use his services
regularly against mortals who cross them. In many courts of law, possession by
Onar is a defense to a charge of murder. Such possession can usually be detected
by the presence of a skull marking somewhere on the body of the one possessed.
Onar's
true form is unknown, as he acts almost exclusively through the hands of others.
In manner, he is cold-blooded and emotionless. His symbol is a broken white
skull on a field of black.
Onar
has a shrine in the mossy caverns outside of Wehnimers Landing. And in the
temple at Icemule trace. There are
no other shrines to Onar that I know of.
[Mossy
Caverns, Shrine]
Seven stone monoliths form a crude triangle in this room. Thin beams of wood
with glowing vines growing on them have been placed on the top of the stones.
The strange canopy and silent stone guardians seem to lend the shrine a dark
sense of security. You also see a hewn obsidian altar, a pitch black hole and a
narrow stone bridge.
look monolith
The image of a cracked white skull on a field of black has been etched into the
stone of the monolith.
[Hall
of the Deathbringers]
The faint light coming through the ice is a filthy black-red. Covering the east
wall is a scene of carnage so bloody that the gorge rises in your stomach at the
sight, and an altar the color of blood sits before it. Death has also visited
the west wall, with its black altar before it, although it is a much quieter
manifestation.
look west wall
A single corpse lays sprawled across the floor. His throat has been slit, and
the look on his face is one of absolute surprise. In the shadows is the form of
a man, lithe and long, although you can see none of his features.
look black altar
Sinuous garrotes wind their way across the surface of the altar, twining around
thin assassin's blades and other weapons of quiet death. Across the top is drawn
a white skull, broken in several places. A plaque of bone sits at the front of
the altar. It reads:
Onar, Assassin of the Gods
MY
opinion.... I don't know why anyone would want to worship Onar, He does not
bestow any favors upon his followers.. Perhaps it is their wish to be posessed
by him and by so doing gain status within their niche of society.
Tilamaire,
the Lithe Patron of Music and Dance
Tilamaire
is the patron of music and dance. The servant of Cholen, it is said that he
gained his position by singing a song so full of joy and laughter that Cholen
knew this mortal must work to further his immortal designs.
Tilamaire
frequently travels in the guise of a wandering minstrel to seek out new musical
talents. Upon finding one worthy of his time, he offers to stay and tutor them,
greatly increasing their skill and often bestowing magical abilities.
Tilamaire’s
form is that of a young man with tawny hair, wide eyes, and full lips. He often
dons a cloak like that of his master, and is seldom without several musical
instruments on his person. In manner, he is carefree and exuberant. His symbol
is a yellow note on a field of blue.
There
are no known shrines to Tilamaire, but polish up your flute and lute, rosin your
violin bows because Tilamaire is wandering around looking for folk with
exceptional talet to take under his wing and even give gifts to those that are
deserving.
Voln
Destroyer of the Undead
While
not directly a servant of Lorminstra, Voln does owe much to her and shares her
hatred of Luukos. Tales suggest that Voln's very existence is a result of
Lorminstra's constant entreaties to Koar for some direct action to counter the
spreading curse of Luukos' undead. Most tales attribute Voln's paternal lineage
to Koar and a mortal woman. His upbringing, in a land where he witnessed loved
ones lost to Luukos' curse, shaped him with an undying hatred of the undead and
provided a lifelong mission.
Now
fully cognizant of his own immortal nature, Voln has pledged himself to the
release of every soul enslaved by Luukos.
Voln's
form is that of a man in full armor of black chainmail topped by a white surcoat
and carrying a white shield. In manner, he is grim and sometimes snide. His
symbol is a white shield on a field of black.
The
Order of Voln is the foremost brotherhood in northwestern Elanthia, with known
branches in Wehnimer's Landing,
Rivers Rest, Solhaven, Pinefar and Icemule Trace. They are opponents of Luukos
and of all undead masters and minions, seeking to free those entrapped by the
"curse of the undead". Their acts are directed at easing and
preventing the suffering of those families who lose loved ones to the undead,
and at preventing another Undead war. Ever vigilant and watchful, the society is
both loved and criticized, and at the heart of a great controversy upon whether
it is ethical to "free" the undead. With Lorminstra's backing however,
it is difficult to argue that Voln is in the wrong.
Voln
has an altar in the temple in Icemule in the Hall of the Holy Struggle.
[Hall
of the Holy Struggle]
The walls of this circular chamber are filled with pictures of horror and of
goodness. The western walls are covered with carvings of undead beings, etched
in disgusting detail, while the eastern walls bear bas-relief warriors in
gleaming armor marching to war. The pictures seem to be chasing each other in a
perpetual hunt, although you could better see if you looked more closely. Two
altars have been erected in the room, one tinted black, the other white. A
spiral staircase leads up to the next level.
look white altar
A huge white shield has been emblazoned across the top of this altar. Across the
sides have been etched the faint images of souls floating upward, as if newly
released from the rotting corpses beneath them. A gleaming steel plaque at the
front of the altar catches your eye.
It reads:
Voln, Servant of Lorminstra and Freer of the Undead
look other wall
Clad in shining armor, these warriors hold weapons at ready as they march
doggedly to war. Many are young and enthusiastic, while others seem tired but
determined. They march behind an older knight who is clad in black chain mail
covered in a white surcoat, holding a white shield and carrying a standard of
that white shield on a field of black.
The
Gods of the Stone Giants.
Meyno,
the Matriarch Matriarch of the Stone Giant Tribes
Meyno
is said to be the oldest living stone giantess, although no sign of her has been
seen for some time. She was the matriarch of the giant tribes of Stone Valley,
and had twin sons called Khaarne and Illoke. Where Khaarne was neutral, Illoke
was hateful and evil.
The
giants had a matriarchal society, worshipping and venerating the chief matriarch
as a goddess. The valley flourished under Meyno’s hand, becoming lush and
green. She was a kind and generous matriarch, and well-loved by all save the
faction who was tired of female rule. This faction raised a shaman to their
ends, then sought Meyno’s darker son for assistance.
The
shaman went into the tribes to kill Meyno and place Illoke in the seat of power.
Meyno’s faithful priestess battled this shaman, and in the force of their
dueling, the ground cracked open. Upon the Priestess’ defeat, Illoke cast
Meyno beneath the surface, forever entombing her beneath what is now known as
Meyno's shrine. Lore also has it that the twin mountains of Thanatoph were once
one large mountain, rather than split.
The
shaman then took the renegades to the mountains. They built an enormous stone
fortress between the twin peaks of Thanatoph. From there, the stone giants
raided the surrounding lands until a few years ago, when the fortress in the
mountains fell silent. While the stone giants still live there, the massive
doors to the fortress are closed and no one has been able to open them.
Meyno’s
form is that of a large stone giantess. In manner, she is powerful, kind,
generous and primitive. She has no known symbol, as the giants are a simple
people who do not hold with this kind of symbolism.
Illoke,
the Upstart Son of Meyno
The
second son of Meyno, Illoke was full of hate and evil. He was the figurehead of
a faction that staged a coup against the ruling matriarch of the stone giant
tribes and thus took them over as his own.
Illoke
is said to have turned the stone giants and other creatures of Stone Valley
hostile and warlike. His shamans are quite powerful, and fanatically devoted to
him. His hostility often ranges out of his traditional holdings.
Illoke’s
form is that of a large stone giant. In manner, he is violent and hostile.
Khaarne,
the First Son Son of Meyno
The
eldest son of Meyno, Khaarne was the most neutral of her two offspring.
It
is said that Khaarne fled when his brother Illoke staged a coup of sorts that
saw his mother entombed in the ground. Little has been seen of him since.
Khaarne’s
form is that of a large stone giant. In manner, he is neutral.
If
there is any symbol for this family it is a star, inside a circle, inside a
half-circle. The symbol represents the family; the star representing Illoke, the
'renegade' of the family; the circle for Khaarne for his neutrality, embracing
the star (Khaarne) with his love, yet a product of his mother (the half-circle);
and the half-circle for Meyno, cradling or hugging both her children.
The
shrine in Thanatoph...
[Thanatoph,
Vine Covered Shrine]
There
is a small opening set above a stone altar, but otherwise the shrine is empty.
Obvious
exits: out.
look
altar
This
old stone altar dominates the small shrine.
The altar, worn smooth by the passage of time, has an intricately carved
base. Three carvings illustrate the
base, a large smooth one in the center near the top of the base, and two smaller
ones on either side of the first near the bottom of the base.
look
carving
This
carving depicts Stone Valley growing lush with life as a sage old giantess
watches over, smiling warmly.
look
second carving
Worn
from the constant touch of the many years it has seen, this carving sits in the
center of the old stone altar. Carved
deep into the altar, this symbol depicts a star surrounded by a circle, which is
in turn surrounded by a half-circle. The
symbols seems to shimmer briefly when you look at it, but when you turn to look
again, the shimmer is gone.
look
third carving
l[Thanatoph,
Vine Covered Shrine]
There
is a small opening set above a stone altar, but otherwise the shrine is empty.
Obvious
exits: out.
>l
altar
This
old stone altar dominates the small shrine.
The altar, worn smooth by the passage of time, has an intricately carved
base. Three carvings illustrate the
base, a large smooth one in the center near the top of the base, and two smaller
ones on either side of the first near the bottom of the base.
>l
carv
This
carving depicts Stone Valley growing lush with life as a sage old giantess
watches over, smiling warmly.
>l
second carv
Worn
from the constant touch of the many years it has seen, this carving sits in the
center of the old stone altar. Carved
deep into the altar, this symbol depicts a star surrounded by a circle, which is
in turn surrounded by a half-circle. The
symbols seems to shimmer briefly when you look at it, but when you turn to look
again, the shimmer is gone.
>l
third carv
This
carving depicts a joyous ancient giantess giving birth to twin sons.
look
open
Through
the slanted opening, you have a perfect view of the twin spires of Thanatoph and
the stronghold that sits nestled in between them.
When grief
strikes a mother,
there is no end to it.
The earth parches, its
glittering waters gone.
Everything is barren. Cattle starve
for lack of grain. Nothing grows.
Even the gods are destitute.
even the altar flames blow out.
Such is a mother's grief, bitter
and endless for her lost child.
The
Elementals
Cingh,
the fire elemental
It
is said that he dwells in the Sea of Fire, but I am sure that he manifests
himself elsewhere sometimes. I found no documentation on Cingh.
Iquaine,
the ice elemental
Iquaine
was created by Charl and entrusted with the lands of the north by Koar, to guard
over them. She travels the ice flows of the Great mountain Aenatumgana. She
walks the lands there and has learned to animate the ice to do her bidding.
She also created the strongest and most deadly of her minions, the lesser
ice elementals.
Aquayl,
the water elemental
Charl
also created Aquayl, who has devloped skills in manipulating the water itself.
It could form tidal waves and power typhoons from its Air cousin. It could take
form in either fresh or salt water, but it could never directly touch the rays
of the sun.
The most powerful of its creations was the Water elemental. This elemental could
walk the lands and manipulate its contents, but only for a short period of time.
These elementals are said to be quite rare and quite strong. They have the
ability to form into a puddle and thus dodge attack, or draw upon any other
source of water they can to heal or strengthen themselves. All in all a
legendary creature.
Aquayl has not been seen often, but it is said that the Sea Elves of auld have
powerful artifacts and scrolls dealing with Aquayl and his legends.
NOTE:
As to the name of the Air elemental or any existance of an earth elemental I did
not find any doccumentation.
Other
patrons
Shar,
patroness of the undead
Rumors
state that she is the daughter of Despana, and either has the knowledge of or is
in possession of the Book of Tormtor. She's been the known to have waged
numerous undead invasions. She has been also known to deal with those outside of
Voln, and is against anyone who opposes the undead.
Patrons
of Spiders
The
names of which include: Aldemur, Carelin,
Drevthrel, Folthre, and Volnar.
As
to what kind of creatures these are, or where they live;
I was unable to find out.