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Pantheon of Neutrality

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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.

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