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

Frostmaiden, Icedawn, the Cold Goddess, Lady Frostkiss

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

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

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

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

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

Greater Power of the Elemental Plane of Air
N

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

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

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

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

Isis

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

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

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

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

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

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

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

Comandante Shendean,


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



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



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



Il fuoco puro tempri le vostre anime ora e sempre.



Darsa Naur

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

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

Xenia Attinori

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  *nuovi annunci a mistledale*
Inviato da: DM Ignem - 07-08-2017, 19:17 - Forum: Voci e Annunci - Risposte (1)

A causa di una segnalazione arrivata e considerata la pericolosità della stessa, le persone nella lista sottostante sono caldamente pregate di recarsi in caserma o al tempio della triade ad Ashabenford.
Coloro che non si presenteranno entro la giornata odierna verranno trattati come fuggiaschi.

-Areskahan
-Velyahn
-Evelynn
-Mikhael
-Xenia
-Beltran
-Renfri
-Llewelyn
-Arduil
-All'appello manca anche un'ultima persona: Sacerdotessa di Torm, di mezza età, donna. Gira in tunica semplice. *descrizione vaga di Annette*

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  [DM Ignem] Intervista (poco volontaria) con il vampiro
Inviato da: Endymion - 07-08-2017, 10:41 - Forum: Quest e Autoquest - Nessuna risposta

Aveva accettato la proposta di quel sacerdote di esplorare le terre dei tumuli perché aveva sentito più volte racconti sulle ricchezze che nascondevano. Aveva preso in considerazione avrebbero avuto qualche problema con i morti inquieti, ma in fondo era giorno, ed erano tanti. Poteva andare bene, era una scommessa sicura.
Poteva.
Come un bambino fosse riuscito a sopravvivere in quel posto, calata la notte, le sfuggiva. Era certa la sua amica non potesse essere ancora viva, ma a quel punto i suoi compagni si erano così eccitati all'idea di salvare un povero innocente che l'idea di tornare indietro da sola si era fatta meno allettante. Se solo avesse saputo...
L'addentrarsi nella grande cripta non era stato così terribile, spettri e statue piangenti sangue a parte. Avevano trovato lo spirito della bambina, che continuava a chiamarli attraverso porte socchiuse... non era certo una trappola, vero? 
Allora, bevutisi la sua triste storia (se l'era bevuta un po' anche lei, doveva ammetterlo), erano andati a cercare i vampiri che l'avevano resa tale, per farli fuori. La femmina non era stato un problema enorme, ma il padrone si era preso gioco di loro, li aveva massacrati con facilità e... Merda, sarebbe dovuta fuggire quando aveva capito che le cose si stavano mettendo male, ma non voleva lasciare lì le sue amiche... pessima decisione. Per dei brevi, concitati istanti era anche riuscita a fuggire assieme a Ronda mentre Beltran aveva orgogliosamente cercato la morte per salvare gli altri, ma era stata ripresa dal padrone di casa. 
Si era risvegliata con un sapore metallico in bocca. Probabilmente aveva ricevuto lo stesso trattamento che gli aveva visto riservare al mezzodrago ed a Renfri... Che fare, ora? Non si sarebbe certo fatta mettere in gabbia, timore di far del male agli altri o meno. E nemmeno si sarebbe consegnata ai fanatici del tempio della Triade, capaci di bruciarli sul rogo per il loro stesso bene o chissà cos'altro. Doveva trovare un'altra soluzione.
Velyahn aveva detto che a Shadowdale vi era un grosso tempio di Lathander. Forse lì avrebbero potuto aiutarli, ma chissà quanto tempo restava loro... Si diceva in città ci fosse un albero magico, in grado di far viaggiare grandi distanze. Forse...

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  [DM Ignem] El chupasangre
Inviato da: Endymion - 07-08-2017, 10:19 - Forum: Generale - Risposte (9)

Quando continuiamo, ed in che condizioni? Se non ricordo male, abbiamo 1d4 giorni prima di diventare progenie/vampiri al servizio del padrone, a seconda dei dadi vita dei coinvolti.
Inutile dire che questa vicenda prende vagamente la precedenza su tutte le altre, almeno per me Big Grin
I partecipanti credo fossero: Xenia, Evelynn, Renfri, Lele (il chierico di Lathander responsabile di tutto questo, faccio notare), Aresk, Annette, Velyhan, Ronda, Mikael (MIA, non so come vada trattato), Beltran, Arduil, e spero di non dimenticarne altri.
Ammetto poi di aver staccato all'1.40, mentre stavate andando avanti imperterriti Big Grin Come la giochiamo? Temporalmente come siamo messi? Me bambino speciale, avrei bisogno di qualche indicazione diemmica.

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Bug [Dm Artemis] Malattia? Preferivo le ferie.
Inviato da: Blaze - 07-08-2017, 03:13 - Forum: Generale - Risposte (23)

Per tutti i pg che sono/saranno coinvolti nella faccenda, scrivo qui un paio di disponibilità ed essendo una quest a tempo, magari non dobbiamo finirla in 5 giorni giusti ma non farla durare un mese, posto le disponibilità.
Sarà più o meno un, ''chi c'è c'è'', quindi non vi offendete se giorno X andiamo avanti o iniziamo e il vostro pg non c'è. 
Contando che deve essere disponibile anche la diemma, darò precedenza a questa quest (gioco di parole, bardo in real!) riguardando la salute fisica e mentale del mio pg contando che l' ultima è compromessa dalla nascita praticamente, voi siete liberi di seguire le altre quest in sospeso o meno se il giorno dovesse combaciare.

Al momento i coinvolti sono Ariah, Fjolnir, Ivor, Ares e Theo (in gdr, lettere, missive, segnali di fumo), potrebbe aggiungersi qualcuno avendo iniziato il tutto praticamente ora.

Le disponibilità sono lunedì, mercoledì, giovedi, (venerdì dipende, ma è più un no che si) e domenica. 

Per me, Artemis permettendo, inizierei direttamente domani se per voi non è un problema.

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