Celenia (The Lady of Cure)

Neutral Good Intermediate Power

 
 
PPI: Healing
SPI: Peace, Love, Hope
Areas: Preservation, Beauty, Positive Relationships
Aliases: The Lady of Flowers, The White Hand, 
Allies: Kreaon, Thr, Tyre
Foes: Ajoetis, Diadria, Garalax, Jandor, Sembral
Symbol: description
Holy Book: The Book of Well-Being, the Suppositions of Love
Outer Realm: Haven
Wor Alignment: LN, LG, N, NG, CG, CN

Celenia is called the Lady of Cure, but far more than only curing the sick and mending the physical body, she is the power behind all forms of restoration and preservation that allow all beings in Kyranath to be able to survive. Soothing emotions and returning people to their right mind and state of being, her power goes deep into the psyche of all thinking beings. Animal, sentient or monster all are under her care. Celenia is the god of healing in all of its forms, the spiritual healing of beauty, the social emotional nurturing of love, and the physical healing through  medicine. Because of this Celenia boasts one of the largest worshipping bodies in all of Kyranath. Nearly every home has an idol to Celenia to guard their hearth and door. Almost all priests, regardless their god, evoke her name to bond a couple in marriage, and she remains the hope of all when injured or diseased and in search of cure. She is the love of many, the hope of others, and the balm for all.

The Church of God's Name
 
CLERGY:  Clerics, Specialty Priest (Hopebringer) and Hospitalar Knights (Ranger).
CLERGY ALIGN:  N, NG or CG

    The church of Celenia is the provider of hope and care for those that have none. It is the bringer of purpose to those who have found love and stability and do not want to lose it. The church is the provider for more than healing and shelter but for a peace of mind and of the soul, giving both succor to the body and the heart so that everyone can survive in a world full of danger and disappointment. The final promise is that of peace after death, a place for the worshipper to finally reside and find their way within the cosmos. Celenia is known as the Lady of Cure and many think that is all she is, but healing goes far deeper than the level of the physical body. The mind and soul of each individual is sacred to Celenia and she would have her followers give their worship and service not only to her but to each other.  The most important lesson of the church is to be good to each other.

Dogma and Beliefs:

    Celenia is one of the strangest deities in the Ostrian pantheon. She is a being of pure goodness but not beholden to law. It has always been her way to do what is best to preserve life, love, hope and peace regardless of what others may say or believe. Never one to go along with the pack, Celenia was the last of the gods to eke out a part of the cosmos for herself and still remains distant from any single place, resigned instead to travel the cosmos and through the realms of the other gods to bring hope and succor where ever she treads. This seemingly chaotic nature  makes her a strange member of her pantheon and yet she is not truly chaotic. Her consistent disregard for what the other gods would want of her and the fact she sees good and evil both as entitled to what she has to give puts her firmly in the Ostrian Pantheon. One thing is constant, she will always do what is most likely to be the best for the preservation and survival of anything with which she is dealing. This is what she asks most of those that follow and put their faith in her. Above all else be good to each other.
    There are others that believe that Celenia should better be known as the Goddess of love, hope or peace. But as the god of healing in all its ramifications, she uses these as a means to bring about healing and the preservation of life. But her healing does not end there as she also cares for the soul after life. The Lady of Cure does not forget those who worship her after they no longer have a body to heal. She continues to heal their mind and soul throughout existence and gives them a place to crate their own comfort and find their ultimate place in the cosmos. Through hope and love, the followers find peace and security, health and family but these are only extensions of Celenia's true nature which is to heal.  Celenia is the god who seeks to heal the wounded, to bring about beauty and give the world hope. In the home and hearth, she stands as the power to provide and preserve. Celenia is with any that decide to take a bound of love and blesses weddings and the married couples life together.
    Great numbers of worshippers think of Celenia as the Goddess of Love and Celenia does embody love in all "productive" forms. The love that causes a mother to care for her child, the bond shared between a father and son, the compassion the physician shows to his patients, the deep regard of the artist as he creates and the patron that views the artist's work and the elderly couple who long have let the embers of lust burnout but are filled with a deep abiding closeness are part of the wellspring of the healing force that comes from Celenia. Even the compassion that draws the combatants on the field of battle to stop and help the enemy's wounded is love as much as hope for and the bringing of peace. While peace, beauty and hope are close followers, it is love that underlies all of this. Some clergy devote their lives to medicine and healing and Celenia is not offended that they never perform marriage ceremonies, other clergy live a life of pacifism and the easing of conflict between others and this too serves, but it is love that presents the motivation for these actions and choices in the minds of most.
    Some see Celenia more as the bringer of hope... the hope of love, life and peace. She inspires people to turn away from fighting and war to a life of health and beauty. Healing brings hope of life, life brings hope of love, love brings hope of joy and happiness, and all bring hope of peace. After many years of fear and oppression and then unquiet following the Third Mage Wars, people have little left but hope of a better life.
Celenia has gifted the world with medicine and guides the healer's hand as well as gives leaders the wisdom to delegate and compromise rather than risk lives to decide their differences. each of these is done with hope of a better and more peaceful time. Recovery from the dangers and troubles of life is the greatest time for hope.
    Others carry in their heart the image of a road worn goddess traveling the cosmos beseeching the gods to "get along." She is the warder of peace. But she has no time to plead her case to the gods as her eye is ever drawn to Kyranath to heal the peoples of the world and teach them of ways better, greater than conflict to settle their differences. Afterwards she moves on once more to the court of Sembral to beg him to stop the fighting or into the realms of Diadria's dead to free those souls being held by their fears and the Lady of the Cold Embrace.  In the minds of the other gods Celenia is a romantic and optimist with no hate in her being, only compassion, love and a desire to preserve all that is good and healthy. This makes her seem harmless and so easily ignored by many gods. But for some this makes her an ally and for others Celenia and her ways are contrary to their own goals and desires and so she has made enemies. Who can know peace if they have not first seen war or realize relief if they have not known pain and suffering? So these diverse sides compliment each other and maintain a balance but it is not through mutual agreement but through diverse workings in the world which sometimes pits one god's follower against another.
    Regardless of the personal image one has of the Lady of Cure, a part of the worship of Celenia is to make sacrifices for the benefit of others. It is more important to see that the greater number are cared for than the few, that the many are preserved over the one. The followers of Celenia that are warriors sometimes are the bravest of all as they see the sacrifice of their own health as something worthy and holy as long as it is in the act of preserving the life of others or aiding the many that are in need. Part of the general worship of Celenia is to give as much as you can to the aid of others as long as it causes you no actual harm. Too take the food from your own family's mouth to feed others would be wrong, but to sell a quality crafted sword and use a plain unadorned or less quality one in order to give to the care of starving orphans or others in need is considered to be every follower's sacred duty. To give without it being some sacrifice is the same as to take when you are not in need. Many followers of Celenia live spartan lives, only taking what they need to survive and giving the rest to the church or the needy that cannot provide for themselves. Regardless of other sacrifice, a follower of Celenia will never take payment for using their skill or resources in healing or providing for the truly needy.

Physical Manifestations:

    Celenia is sometimes a maiden and sometimes a matron, but always of extreme health and beauty. She is always seen holding a basket and a white flower. The generally regarded appearance in tales puts her as a young woman, healthy and beautiful, dressed in a white flowing dress with long, braided flaxen hair and blue eyes. Her skin is flawless and slightly blushed and she is almost always smiling.

Alters and Idols:

    Alters are typically just a raised dais where donations are placed and prayers are made. The idol standing on a short pedestal behind the dais is carved from purest white marble and  is of an exceptionally beautiful woman of indeterminate age holding a basket crooked in her left arm and a white flower in her outstretched right hand. Long braided hair flows down her back and her gown seems made of some light material that barely hides her features. She smiles beneficently down on the worshipper.

Major Centers of Worship:

   The Lady of Cure has the most temples of any of the gods of Kyranath; and her shrines are found in every city and many homes. Her temples are bastions of peace and serenity, no one will draw blood on the holy ground of Celenia without facing great trouble. All gods of good intent honor their sister with a minor shrine in their temples or within their sacred grounds. There are large temple complexes devoted to Celenia in Fairingtown Branch and Riveringtown. Major temples are found in Coopersville Forge and Heartville. Smaller temples are located in  Cobbersoniatown, Magmaville, Mountainsoniatown, Rifttown, Silverstown, Walnuttown, and Watersoniatown.
    The temples of Celenia are not as much a place of worship and ceremony as are the temples for other god's. They are places where succor and aid are given to the needy and a sort of  extended family can be found to give hope and love when it is missing elsewhere in the world. To many they are seen as the home of and family of the beloved, the worshippers of Celenia. Temples are generally large complexes with many different buildings rather than just one great building. There will of course be a place of direct worship of Celenia where ceremonies and meetings are held, and this will be central to the complex. But there is also generally granaries with perhaps even a mill and kitchens to provide for a great many meals to be made, hospices or a hospital for the care of the ill, shelters for refugees or persecuted people seeking sanctuary, orphanages for the care of parentless children and generally a dormitory for the housing of any that are suffering and without anywhere else to go. Donations of all sorts are desired, espcially those of food and, if no money can be donated, then goods or even labor are welcome.

Worshipers:

     The worshippers of Celenia are of all kinds. It is almost impossible to give them a single definition or a niche that they fill, as they are all of society and everybody. Even the most dastardly of villains will at some time want to be cured of wounds or disease and so give at least lip service to Celenia. But most of her followers are the people that make up the greater population of general workers and those just living their lives as best they can. They may dedicate much to another god that is more closely linked to their livelihood, but still hold Celenia in their hearts when it is time to go home to their wives and children, or at times of pain and illness. There is no greater follower of Celenia than the mother who has a sick child or husband who watches as their wife gives birth to their first son. Though Tyre may have gained the sacrifice when they wanted a child, it is Celenia that provides for the child's health and protects them through the first trying months of life.

The Clergy:

    The leaders of the worshippers of Celenia are to follow in her kind, feeling only compassion, love and a want to help to end the sufferings of others should be forefront in their hearts. Healing is the main pattern of this service, with all its ramifications and aspects. The body, mind and soul of the beloved, the followers and believers of Celenia, are under the care of the clergy. To cause one to slip and so harm another or cause them pain in any way is seen as a failure in their duty.
      Pacifistic in most all dealings when possible, the clergy is able to take up arms and wear armor if the fight is for the right cause and at the proper place and time. But these times are rare. Generally the church provides means of dealing with any conflict short of the use of force. Each must make their own mind as to the way in which they mean to serve Celenia. The greater portion of her clergy never even learn to use a weapon and would die before causing the death of another. Almost all who do learn weapons, learn those that cause no harm and only block, control or detain an opponent. A few learn actual weapons of war, those that have no other use than the dealing of harm to another, but these are extremely rare and are social outcasts in the church.

Church Hierarchy:

      “All those who worship Celenia, must carry no hatred in their heart, and must find all creatures worthy of love. Pity the undead in all forms for they are painfully and unnaturally bound to this existence. Show no malice to the diseased of Lycanthropy they seek cure from our goddess and allow all that would harm you the blessing of Celenia's healing love.” -The Suppositions of Love, Nepher, First of the Advocates  (from antiquity)

     The structure of the church is mainly to find a place within it where a person feels they can do the most good. There is a hierarchy but it is by merit only and not due to any politics. Each is called to their place within the church and serves it to the best of their ability. If any are lapse in their responsibilities, it is by their own volition that they step down. It has never been known for the clergy to have to act to remove a person of leadership when they have failed in their duty.

The Beloved - First echelon of belonging to the church of Celenia. All people, everywhere are considered the beloved. All people are loved and cared for by Celenia.

The Hospitalar - Committing themselves more to the church than life and love itself, these have began to gain favor through their worship of Celenia. They are able to give divine healing to those in need (cast 1st-level spells). In most cases these maintain shrines of Celenia, work in and care for the temples and do most of the ceremonies and day to day service of the church. There are different types of Hospitalar that have given themselves to the service of the church. These are called Hospilites:

The Hospilite Maiden- These women have given up their own pursuit of husband and love in order to give their attention to the needy. They are the ones who work in townships, responsible for teaching mundane healing and herbalism to the beloved, and help with deaths, sickness and most hospice care. They generally live in a separate complex of buildings where no man is allowed. Many convents dedicated to the Hospilite Maidens can be found throughout Kyranath.

The Hospilite Midwife- These are woman who after having husband and love, have either lost or sacrificed them in order to serve the Lady of Cure. They act as midwife, aiding in births, nursing babes when their mothers are unable and provide minor healing and care for the sick. Rather than being separated from the rest of the world, these live normal lives within the townships where they practice.

The Hospilite Healer - These are generally men, though some Midwives learn greater healing skills and so become healers, but it is rare. These men can be found either living in and as part of a community or traveling throughout a district to give aid and healing where they are able. They generally have the best skill at mundane healing and herbalism as well as other helpful skills to make the place of there practice as healthy in all ways as posible and the care they can give the best to be found.

The Hospilite Priest(ess)- These are the traveling practitioners of Celenia's way. They take the words and teachings of Celenia to people everywhere, traveling long distances to bring care to those in need. When there is no emergency or cause for their travel, they have a place at one of the temples of Celenia or maintain a shrine for her or in one of the other god's temples.

Hopebringer- Some are called to serve with greater vigor and purpose of mind. These dedicate themselves to the service of Celenia above all else and so act outside the general structure of the church. These advocates of Celenia true nature travel the world attempting to bring love, hope and peace where ever they are able.

Advocates - After serving Celenia over time, the Hospitalar gains more power and favor of the goddess and may be called to sacrifice part of their freedom in order to more greatly serve her. These then take on more responsibilities and become the advocators of peoples souls. These have gained the level of favor to be able to cure disease, give sight back to the blind and remove the curses of maleficent deities (cast 3rd-level spells) they are given to becoming purer themselves and so serve Celenia with greater fervor. As a person dies they go on to the realm of the dead where Diadria sends them to their final destination. It is the purpose of the Advocates to prepare a person, through teaching and living a good life as example, so they will not spend any time in doubt and so become lost in the realm of the dead. As the spiritual leaders of the church, the Advocate must swear to strict codes of ethics and never break them or else fail in their duty to themselves and Celenia.

The Code of the Advocate
High Hospitalar- Many have not found the purity of mind to put aside earthly love and so become an Advocate. These are more able to understand the ways of the common people and so are given a place of leadership over the temples and shrines found throughout the townships of Kyranath. Having the same abilities of divine favor as the Advocate, they are able to bring great aid to their area at need.

Hospitalar Patre and Hospitalar Matre - The Temples of Celenia are always lead in pairs, one male and one female and so provide for the family environment the church wishes to provide. The male leader of a temple of Celenia is the Hospitalar Patre, or father of hospitality, while the female leader is the Hospitalar Matre, or mother of hospitality.  These leaders are men and women of great wisdom and understanding of the needs of those of their temple's district. They cannot be the pure Advocates of Celenia as the advocate have separated themselves in some ways from the masses, and so two High Hospitalar one of each sex and of great divine favor, able to actually raise the dead (cast 5th-level spells), is given the control of each Temple of Celenia.

High Advocate - An advocate able to grant the divine power of true restoration (cast 7th-level spells) is given the title of High Advocate. This person is the advocate for the temple itself, not only for those under their personal care or within their district or township. These are very rare and there is normally only one in each temple of Celenia. The arrival of a new Advocate with this amount of divine power and so entitled to be called a High Advocate causes a need of the church to build a new Temple.

Ceremonies and Holy Days:

Day of Sacrifice (Seroum 25th)
Believe to be the anniversary of the beginning of Celenia's church. The myth is that one day long ago Diadria struck Celenia dead, and for  months she was imprisoned in the realm of the dead. Then on the day of sacrifice, Nepher and the spirit of Mali, sho had given her life to save Nepher before, worshipped the dead goddess Celenia and she returned to her immortal state of Deity. Nepher sacrificed his own life and freedom to release Celenia form Diadria's embrace. From that moment on no god could bar Celenia's entrance into their realm and she now goes about granting succor to any in need regardless of where they may be.  On this day, prayers are made for those that have died so that they can find recognition and be given aid by Celenia in her travels through the other god's realms. Usually large tithes to the church are made on this day.

Day of Joining (Igors 20th through 25th)
On this day worshipers all remember the necessity of love and commitment. A number of weddings are made during the week leading up, and then on the last day they are consummated. On the Say of Joining, the Hospitalar Patre and Matre of each Temple show the goddess's commitment to her followers and the love and bond of family through a symbolic act of lovemaking.

Priestly Vestments:

     All clergy of Celenia wear robes of white. There is no other markings or regalia to set them apart. All will have a carved or crafted white bloom as a holy symbol. This can be on a ring or cameo, at the top of a staff or worn around the neck on a chain or even a piece of string. Many have only an embroidered white bloom on a green pennant or tabard, or perhaps painted on a shield. The holy symbol can be simply carved, bleached wood, some semiprecious stone or precious metal of white. It is not usually something of great value though, as this would be seen as a waste of resources better used to aid others.
    When it is necessary, organized clergy will wear a golden died leather armor and polished brass or golden helm. Weapons tend towards quarterstaff and non damaging weapons used mainly to block, capture or only detain their foes. The clergy are free to use many different types of weapons and armor if they choose though this is usually looked down upon and only done in very rare occasions.

Affiliated Orders, Societies and Guilds:

The New Order of the Ages- The New Order Of The Ages desires above all else, peace. With the help of all good and educated people they hope to heal the ravages of war that has kept Thardferr from this goal. They welcome educated individuals that would like to bring peace to Thardferr and teach others so that the horror of war may never touch our lands again and welcome all good and moral persons with a desire to heal and rebuild the land and educate the people of Thardferr. Their hope is that Healers and Priests of all good gods will join in this purpose and that the Warriors of the good forces will dedicate themselves in the cause of peace. They believe that to maintain peace one must be able to defend themselves and be willing to fight the forces of evil to keep it for as long as possible.

Healer's Guilds - Numerous guilds have formed with the idea of bringing healing safely and cheaply to the peoples of Kyranath. Most large cities will have at least one guild that represents the apothecaries, midwives, doctors and other practitioners of the healing arts that have allegiance with or are almost always connected to the Church of Celenia. They may be found under many names, usually representing their specialty or region, or perhaps the person that founded them, but in all cases they can make no headway or gain the trust of the people without proving their faith in Celenia and having the sanction of her church.
 

Church Errata:

Allies

Tyre ***- Life is what Tyre is and the preservation of life is what Celenia seeks. Together these are the greatest powers for living that exist. Tyre brings life and Celenia preserves it and desires it to be one in peace and health as well as hope for an ultimate afterlife without torment and pain. Working together all things are born, live and grow in health, remain at ease and without difficulty and continue till their death under the care of these two gods.

Kreaon - The Creator is the giver of natural existence and within that existence ws brought life. the natural order of things allows for the peaceful and healthy living of this life. Celenia and the Creator work together to see that things are available and without danger for the living. Preservation of the living and bringing hope and peace aids in the natural order of creation and so these two gods work along side each other to provide for a stable and unharmed existence for those that would live within creation and experience all its wonder.

Thr - As the guardian, Thr and Celenia are closely allied. They both work to preserve and protect life. Only in times of war when Thr is openly hostile against the threats to peace and life do they differ. Celenia still has no fondness of war and will not take up arms against others. But the times of peace and even preservation of life during wars brings these two gods ever together. Celenia may detest hostility but should there ever be a time for it, it is through Thr that the Lady of Cure finds her strength of arms. While Celenia prefers no hostility, it at times is unavoidable and at those times it is to Thr that she then turns for protection.

Foes

Ajoetis - While Celenia wants to bring love and all that comes of it to the people of the world, Ajoetis wants to bring out the evil that is in a person's heart and manipulate those feelings. She pollutes the purity of the positive emotions and twists them into a mockery that brings only pain. Her touch is the opposite of Celenia's, causing pain instead of healing, hate instead of love and despair instead of hope. As with Diadria, Ajoetis is the opposite of what Celenia represents and they are at constant odds against each other for the minds of people everywhere.

Diadria ***- The sister that plotted against her and at one time stole her aspect of love, the unlawful binder of souls, Diadria is a great enemy of Celenia. While one represents healing and life, the other represents disease, corruption and death. These two are opposed to each other by their goals for the living, Celenia wishes to preserve and enrich life while Diadria only wishes to see it come to its end. Clenia's feeling that each person ,and after death their soul, should be able to roam freely to experience whatever they are able without threat and in good health causes her to interfere with Diadria's judgment of the dead and causes much strife between the two goddesses.

Jandor ***- The Lady of the Cure and Jandor are nearly complete opposites. Jandors animosity towards her healing arts and methods of redressing pain make Jandorites view Celenia as a weak willed goddess of emotion. Jandorites have been known to swear blood oaths to rid the land of Celenia's influence and attempt to cause as much pain to her followers as possible. Tales of the imprisonment of Celenia's spirit by Jandor long ago have been said to be the beginnings of the animosity between these two gods.

Garalax ***- The son of death and bringer of murder and assassination to the world, Garalax is an enemy of any that hold love in their heart. The divine killer has no love in his heart and seeks only to see those that do murdered to bring a world filled only with hatred and mistrust. The ancient battles between the gods at one time lead to the death of Celenia's physical avatar at the hands of Garalax and her spirits capture and imprisonment by Jandor at Garalax's instigation. The conspiritors have spent much of their time trying to foil Celenia's power base and influence ever since. The killer of hope, Garalax is constantly a thorn in the side of Celenia and her allies.

Sembral- It would come as no surprise that these two would be enemies. Sembral is the god of war and conflict while Celenia is the bringer of peace and healing. When Sembral isn't trying to tear down what has been accomplished by Celenia, she  is cleaning up the mess left by Sembral. but even so, Sembral does have a love for the Lady of Cure as it is through her that he is able to continue his wars anc start conflicts anew after she has picked up the pieces and made things right.

***denotes a major factor
 

Appendix 1: Classes of Celenia

    Though all of the church wish for peace and practice non hostile forms of dealing with conflict, the general clergy is able to use any form of armor, shield and blunt weapon. The teachings of the church and the beliefs of the clergy generally keep the priests from using anything other than a quarterstaff or other non lethal weapon in order to block, control and contain rather than harm others. Those that learn weapons of other kinds and chose to wear heavy armors, (greater than leather) tend to be ostriaized from the church and gain little favor or aid through it.
    All clerics of Celenia gain Thardferrian Religion and Healing as a free Non Weapon Proficiency. They cannot turn or control undead.

Clerics of Celenia
 
Requirement: Constitution 9, Wisdom 9, Charisma 9
Prime Requisites: Wisdom
Major Spheres: All, Animal, Charm, Creation, Healing, Necromantic, Protection and Summoning.
Minor Spheres: Divination, Elemental, Guardian, Plant and Sun. 
Spell notes: No spell that causes damage may be cast .

Special Abilities:


Hospitalar Knights (Rangers) of Celenia
 
Requirement: Str 13, Dex 13, Con 13, Wis 13, Cha 9
Prime Requisites: Strength, Dexterity, Wisdom

    The Rangers of Celenia are the militant side of the church. They believe in peace and love as much as any of Celenia's followers, but they realize that others may never be able to see the way of Celenia and so take up arms to preserve peace and protect those that will not protect themselves.
    In most every way they are like the ranger of any of the gods, but they have different spells available to them at 8th-level. See Appendix 2b.
 

Specialty priests (Hopebringer)
 
Races Allowed: Elf, Gnome, Halfling, Human
Requirements: Con 9, Int 9, Wis 11, Cha 14
Prime Requisites: Wisdom, Charisma
Alignment: NG, CG
Weapons: Knife, Lasso, Mancatcher, Net, Quarterstaff.
Armor: Padded and leather, bracers but no shield.
Magic Items: As for clerics but can use no rods or wands.
Required proficiencies: Two of the following; Agriculture, Animal Handling, Astrology, Herbalism, Brewing, Cooking, Fire-building, Rope Use, Seamstress/Tailor or Weaving.
Bonus Proficiencies:  Religion, plus Healing.

Hopebringers of Celenia have these basic tenets to obey above all others:

Special Granted Powers:


Appendix 2a: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Animal Friendship Aid ! Create Food & Water Abjure
Bless Augury Cure Blindness or Deafness* ! Cloak of Bravery*
Command Chant Cure Disease* ! Control Temperature, 10' r
Create Water Charm Person/Mammal Dispel Magic Cure Serious Wounds* !
Cure Light Wounds* ! Detect Charm* Flame Walk Hold Plant
Detect Magic Enthrall Hold Animal Imbue with Spell Ability
Detect Poison Find Traps Locate Object Neutralize Poison* !
Detect Snares & Pits Goodberry Magical Vestment Protection from Evil, 10' r*
Endure Heat/Endure Cold ! Hold Person Negative Plane Protection ! Protection from Lightning
Entangle Know Alignment Prayer Repel Insects
Invisibility to Animals Messenger Protection From Fire Speak With Plants
Invisibility to Undead Resist Fire/Resist Cold ! Remove Curse* ! Spell Immunity
Light* Silence, 15' Radius Remove Paralysis ! Tongues*
Locate Animals or Plants Slow Poison ! Snare
Protection from Evil* ! Speak With Animals Water Breathing
Purify Food & Drink* ! Straighten Wood 1.
Remove Fear* ! Trip
Sanctuary Withdraw
5th level 6th level 7th level
Anti-Plant Shell Anti-Animal Shell Control Weather
Atonement ! Find the Path Regenerate* !
Commune Heal* ! Restoration* !
Cure Critical Wounds* ! Heroes' Feast ! Resurrection*
Dispel Evil* Speak With Monsters Symbol 1.
Rainbow Turn Wood Succor
Raise Dead* Word of Recall
True Seeing
  Italicized spells are reversible.
      * denotes a spell that is normally reversible but is not reversible by the SP.
       ! These spells may be chosen as the bonus spell at this level.
       Straghten Wood is the reverse of Warp Wood.
       1. This spell may not be used to cause pain.
 

Appendix 2b: Hospitalar Knights (Rangers) of Celenia Spell List

All Hospitalar Knights who follow Celenia gain access to these spells once becoming 8th-level:
 
1st level 2nd level 3rd level
Animal Friendship Barkskin Cure Blindness or Deafness*
Cure Light Wounds* Goodberry* Cure Disease*
Endure Cold/Endure Heat Hold Person Hold Animals
Invisibility to Animals Resist Fire/Resist Cold Negative Plane Protection
Locate Animals or Plants Speak With Animals Plant Growth
Pass Without Trace Trip Snare
Purify Food & Drink* Withdraw
Sanctuary
 * denotes a spell that is normally reversible but is not reversible by the ranger.
 

Appendix 3: Outer Realm of Celenia

Haven

     Unlike other god's realms, Haven is not a place where Celenia lives and then allows her faithful to come to after death, it is a place where the souls of her faithful and other wrongfully punished souls by Diadria may come and find a place of peace. It is not a separate realm but only a rest stop along the Road to Justification. Celenia wanders the realms of other gods at will, answering those that call to her and then gives succor to them and brings them out to Haven. Each soul creates their own personal afterlife within the realm. Celenia only brings them to Haven and then allows them to make of the place what they will. There is rules, but few. They are that no one can enforce their will on another and no one may bring any kind of harm to whom they encounter in the realm.
    As Diadria has punishment and torment or unending boredom in her realm, brought on by each soul as it is working its way to its ultimate place in creation, Celenia provides a place of purity, health and peace, filled with only the trapings of love and hope for those that have no guilt or regrets but just need time to find their place. Taking these lost souls from the enforced torments of the road of Diadria or another god's realm where the soul has ceased to find peace or conmfort, Celenia provides each soul the freedom to pursue their own path, or pursue none at all if that is their wish, in their own small part of Haven. But Haven is not a destination realm but only a resting place where the soul may heal and find its way to its final destination. This may be that of another god's realm or to return to life in another form or even to cease to exist.
 

Appendix 4: The Book of Celenia

The Book of Well-Being, the Suppositions of Love

    Within the Book of Well-Being is lessons in surviving the dangers of creation. It gives instruction to the healing of both body and mind. anatomy of a great number of living things are illustrated within as is sections of thought and dealing with madness. As well as living thinking and breathing there is also information on growing things but only in the dealing with the healing and care of such as they are damaged and need aid.
    The second and much smaller part is the sections on relationships commonly known as the Suppositions of Love. This is filled with parables, legends, and stories of hope, love and the maintenance of peace and harmony of all living things.

   "Early after the gods chose their realms in the cosmos, Celenia forsook the trappings of godhead and roamed the planes seeking to spread love and hope into the darkness. At that time the gods knew that to enter another’s realm was by means of creating a mortal shell, and to interfere was to be subject to that god's will.  Celenia put aside the dangers of doing this and traveled as she willed."
    "It happened that on Kyranath, the gods of darkness had amassed a great army and Ballog ruled it under the direction of Nepher. So cruel and evil it was rumored was Nepher that is was spoken he was not human but the avatar of Ballog! Yet, a poor girl named Mali loved Nepher and had since before his ascension to the rank of Chaoslord and leader of Ballog's armies.  Ballog swore to kill the girl for she caused a stumbling in his servant Nepher, and in an act of supreme defiance Nepher would not kill the girl. So Ballog turned him over to the minions of Anthor, and Hesneen."
    "At his trial Mali plead that his love and compassion had spared her, but to no avail, the court sentenced Nepher to death for his previous crimes agasint people. Then to return the favor bestowed on her by Nepher's defiance, Mali claimed the rite to die in Nepher’s stead. The gods agreed and in the afterlife Diadria planned to torment Mali for eternity, and would have, but Celenia so moved by the compassion and love of the two lost souls, shucked her veil of immortality to enter Diadria’s court. Diadria allowed the ruse knowing that the goddess would have to leave in due course, and the idea of tormenting the souls with false hope thrilled Diadria. In time Celenia found Mali and broken over the state of horror the girl was existing, dared to take Mali from Diadria! At the moment that Celenia tried to take a soul from its path winthin the Abyss, Diadria confronted Celenia, and to her came the god Garalax who actually destroying Celenia's body and then Jandor was called to imprison the soul of the goddess. Diadria took up the mantle of Love that was lost in her relam and added it to her power."
    "All about the cosmos love died. Dryads, Nymphs, and Naiads, all Fey spirits of any compassion, turned dark and evil. It is believed that this is the origin of the unseelly spirits. Peoples allover creatoin stopped caring for each other and allowed for disease to go unchecked and many didn't bother to raise children. For one year no mortal knew what had happened,. only that the things had changed. The armies of Ballog sweep over the world destroying tings and leaving chaos in thier wake. Syth followed and put things back in to a semblance of order but only under his iron rule and so governments and kingdoms were born. The gods all grieved at the loss of their sister and wondered what became of her aspect… Then, finally after months of neglect Kaldinsky discovered the truth and told his followers the horrific news. In fanatical frenzy the followers of the Kaldinsky, Anthor, Hesneen, and Trye and even the little acting worshippers of Kreaon called again for the death of Nepher! They moved upon him in coordinated fury and prepared to destroy him. BUt they were able to capture him and when they told him of his crime, he cried out, “Cruel conspiring torment that causes a god to die, I love Celenia, for she loves more than any! IT was her that held my hand against Mali and Mali was lost. I will give my life that love may return!”  In the Court of Bone, Celenia revived at the words of Nepher, his exclamation being the first to give complete and total worship to her and so gave her back her powers of godhead. Even Diadria cannot ignore the worship of mortals lest she lose her own power over them."
    "Weak, but alive, Celenia reclaimed her mantle of influence and her veil of deity. Diadria could no longer stop Celenia from removing the unjustly imprisoned soul she had held in the realm of the dead. She took the soul of Mali and created a haven for her and other souls that called to her from their places of  wrongful punishment, and later for those that would worship her. This was the first god to bring out a soul from Diadria's clutches and many others followed as the gods realized they could save their faithful and bring them to their own realms. Diadria found that you can only kill a god once, but you must also destroy any that would worship them. If they revive there is no way to kill them again. And so, it remains. Celenia walks the planes no realm of her own, but no god evil or good, Chaotic nor lawful, is able to bar her way. As she goes she is the advocate for the souls of mortals. Diadria's realm has never held another spirit unjustly again held for very long.  That is why we call the Priest of Celenia, Advocates, for they plead our case to the goddess of compassion and cure to bring our souls from out of Diadria's judegement and into that of each person's own."

- from the Suppositions of Love.


Appendix 5: The Priest's Special Weapon and Maneuvers

                          Weight                        Speed    Damage
Weapon  Cost   (lbs.)    Size   Type   Factor    S-M   L     Note
Lasso       5 sp       3         L         -         10           -       -      two-handed only.
Net          5 gp      10        M        -         10           -       -      two-handed only.

Lasso

   The lasso, or lariat, is a length of rope with a loop at the end; the wielder holds the slack in his off-hand, twirls the lasso in his other hand, and hurls the loop at his target. On a successful hit, the lariat settles over the target, giving the wielder the chance to dismount him, pull him to the ground, trip him, etc.
    In other words, when you attack someone with a lasso, you must declare what you're trying to accomplish with the attack.
    If you're trying to trip him, you're trying to make the loop settle about his legs. This requires a Called Shot at the legs as per the Hit Locations section of the Combat Rules chapter.
    If you hit, he must make a Dexterity ability roll, with the usual modifiers for the Pull/Trip maneuver; if he fails, he falls, and if he succeeds, he's able to jump out of your loop before it closes.
    If you're trying to pin his arms to his sides, you're trying to make the loop settle about his torso and arms. This requires a Called Shot at the arms as per the Hit Locations section of the Combat Rules chapter.
    If you hit, he must make a Strength ability roll, again with the usual modifiers for Pull/Trip. If he succeeds, he shrugs the loop off before you can pull it taut. If he fails, you pull the loop taut. Both of his arms are pinned, as in the Pin maneuver. The target gets to struggle each round, also as per the Pin maneuver rules. Each additional lasso that hits the target to pin him gives him a -4 to his Strength ability for purposes of his struggling. When his Strength reaches 0, he has no chance of escaping.
    If you're trying to dismount a rider, you're trying to make the loop settle about his torso- and then brace yourself for the impact (when his mount's movement reaches the end of your rope, both you and he are going to be jarred). This doesn't require a Called Shot: You must merely hit your target normally.
    If you hit, both you and the unfortunate rider must now make Strength ability rolls. If he rolls his better than you roll yours, the lasso is torn from your hands and you take 1d2 damage. If you roll yours better than he rolls his, you yank him from his saddle and he takes 1d3 from impact with the lasso and the earth. If you both make your roll by the same amount, then both results occur; the lasso is yanked from your hands, doing 1d2 to you, and he's yanked from his horse, taking 1d3. (Incidentally, if you've had time to tie your rope to an absolutely stationary object, like a boulder, you don't have to roll against your Strength ability; you win this contest unless your target rolls a 1, in which case the rope breaks and he can ride off laughing.)
    If you're trying to lasso a target's head (for example, when you're up in a tree and your target is an unsuspecting guard walking below), this is a Called Shot to his Head as per the usual rules.
    If, after the modifiers, you still hit, you can yank for 1d3 damage (plus your Strength bonus). On subsequent rounds, you can yank for 1 point of damage each (plus your Strength bonus). But if you're in a position to hoist your target up in the air (for instance, if you're up on a tree branch, lasso your victim, and then drop off the branch on the other side, holding onto the rope to hoist your victim up), you do your victim 1d4 points of strangulation damage per round (Strength bonus does not apply to this). If he can get his knife free and cut himself loose, that's good for him; if not, it's good for you. While strangling, a victim cannot shout or raise the alarm.
    If you're trying to drop your loop around the head of a mounted rider . . . well, it's difficult, but possible. Make it as a standard Called Shot to the head.
    If you hit, you must again make your Strength ability check. If he wins it, he takes 1d4 damage from the impact of the lasso around his neck going taut- but the lasso is still yanked from your hand, doing 1d2 to you, and he can ride off. If you win it, he takes 2d6 damage from the impact, another 1d3 from hitting the ground, and he's dismounted. If you both make it by an equal amount, he takes 1d4, is dismounted and takes an additional 1d3, and you take 1d2 from the lasso being yanked out of your hands. (If, in this example, you've had time to tie the other end of your lasso to an absolutely stationary object, your target still gets his roll. On a 1, the rope breaks and he takes 1d4 damage. Otherwise, he's automatically dismounted and takes 3d6 damage.
    Such a maneuver, hard as it is to set up, could easily break someone's neck, killing him instantly.)
    In the chart above, the lasso was listed as a large weapon because of the amount of space it takes to twirl and wield it.
    You cannot perform a Parry or Disarm with the lasso, or use it as a melee weapon for Pin- only at range.
    Lasso requires its own weapon proficiency, which is not related to any other weapon proficiency.
    If it is not, a PC need only train with someone who has proficiency with the weapon (and the PC must have a free weapon proficiency slot) in order to learn how to make and use the lasso.

Net

  The Hopebringer's net consists of a small (8' to 12' diameter) circular net with weights around the edge and a trailing rope used for control. Customarily, it is folded in such a manner that it will twirl open when thrown; the Hopebringer throws it with one hand, keeping a grip on the trailing rope with the other.
    If the Hopebringer makes his attack roll, he has a Pin maneuver on his target (see the rules for Pin maneuver from the Combat Rules chapter). All the notes on Pin apply here, except one: the netted character may not make any sort of attack on the netter until he's won a Strength ability check and thrown that net off.
    On the round after the Hopebringer has netted his opponent, he has a choice of what he wants to do.
    He can hold onto the trailing rope with his off-hand (in order to maintain the Pin), pull out another weapon with his free hand, and attack his prey with that weapon. Eventually, his prey will probably win a Strength ability check and shrug that net off; in the meantime, the Hopebringer may get several rounds of unreturned attack on him.
    Alternatively, he can try to improve his hold on the target. By continuing to loop the trailing rope around his victim, he can improve the capture until the victim has no chance of escape. To do this, he must make an ordinary roll to hit against his victim's AC each round. On each successful hit, the victim loses 4 points of effective Strength for purposes of breaking free of the net. If the victim wins a Strength ability check against his captor before his Strength drops to 0, he breaks free (and his Strength is normal for all other purposes). If he fails, and his Strength is brought down to 0, he is hopelessly enmeshed in the net and cannot get out until his captor lets him.
    When a Hopebringer throws a net and misses, it is open and unfolded. That doesn't mean he can no longer fight with it . . . but it is not as accurate, because it's not folded right. Each subsequent attack roll with the unfolded net is at a -3 to attack rolls.
    With a properly folded net, an attacker can perform Disarm, Parry and Pin maneuvers. Once a net is unfolded, such attacks are at a -3 to attack rolls.
    Weapon proficiency with the net also give you the ability to fold the net properly, and to make fighting-nets.

Maneuvers

Pin

    With the Pin maneuver, you move close to your enemy (right up in his face) and use a weapon to pin, or trap, his weapon-usually as well as restrict his movement by pressing it against him so that he can't move.
    This is like a Called Shot, except that you don't have to announce it before initiative and you don't suffer a +1 to initiative. You do still suffer the -4 attack penalty.
    If you successfully hit, the victim can't use his pinned weapon until the pin is broken, and you can't use your pinning weapon until the pin is broken. also if pressed against something, (a wall, the ground) the target cannot move to get away.
    When the pin is first performed, the victim gets one chance to struggle, using a Strength roll. However, just because you've got your weapon in place doesn't mean that you're in control of him yet.
    In the same round that you performed the Pin, roll 1d20. Your opponent will do the same.
    Compare the number you rolled to your Strength ability score. Whichever one of you rolled better against his score won the contest.
    For purposes of the a Pin, all 18 scores (01-50, 51-75, etc.) are just 18. However, in case of a tie, a higher-percentile 18 beats a lower-percentile 18. (For instance, an 18/40 beats an 18/30, an 18/00 beats an 18/99, etc.)

Example: Rathnar the Hopebringer tries to pin his enemy.
He successfully rolls to attack rolls and gets his quarterstaff against his opponent.
Rathnar is Strength 14. His enemy is Strength 15. Both roll 1d20.
Rathnar rolls a 7. He's made his roll by 7. His enemy rolls a 9. He's made his roll by 6.
Rathnar pins his opponent.
    If you pin something and then fail your Strength ability roll, then you've lost: Your enemy eluded the Pin.
    A tie (for instance, if both of you made your roll by 5, or both missed it by 2, or came up with any other identical answer) means that you re-roll, during the same round. Treat this second roll as if it were a second attack in the same round for determining when in the round it takes place (in other words, it will take place after all other characters have performed their first maneuvers for the round).
    However, all these Strength rolls resulting from a single Pin maneuver are counted as one "attack;" if a character can make two attacks in a round, and his first attack is a Pin, and the pin leads to two or three Strength rolls due to struggling, that's all still only one attack. The character still gets his second attack later in the round.
    If he succeeds, he holds the opponent's weapon and possibly the opponent's ability to move freely; if he has attacks left this round, he can use all of them. If he fails, the weapon remains pinned for the rest of the round; the victim loses one of his attacks for the round (if he only had one, he's out of luck until next round); but next round and in succeeding rounds, his first struggle attempt each round does not count against his available attacks. (Subsequent ones in the same round do count as attacks.)

Pull/Trip

    This maneuver is designed to knock opponents down.
    When using the Pull/Trip maneuver, the attacker announces his intention when it's his turn to attack. He describes how he's performing the maneuver to the DM, who may rule that it's impossible.
    If it is possible, though, the attacker rolls vs. the target's AC as with any normal attack.
    The target then rolls 1d20 against his Dexterity. If he succeeds, he stays on his feet. If he fails, he falls down. Modifiers to his Dexterity include:

+6 Target Was Not Moving
-3 Target Was Unaware of Attack
    The Pull/Trip maneuver is best performed on someone who is moving and unaware of you. A target who is standing still (not walking or running) and is aware of his attacker is very hard to knock down.

Disarm vs. Single-Handed Weapons

    With the basic Disarm maneuver, the attacker follows the normal rules for Called Shots (announcing his intention before initiative and receiving a +1 modifier to initiative, and then suffering a -4 attack penalty); if his attack is successful, he will (normally) cause his enemy's weapon to go flying from his enemy's hand.
    Roll 2d6. The number rolled is the number of feet the weapon flies. Roll 1d6. The number rolled determines which direction the weapon goes. (This is described in terms of the attacker's facing. Straight Ahead means straight ahead from the attacker; Behind means behind the attacker.

1 = Straight Ahead
2 = Ahead, Right
3 = Behind, Right
4 = Straight Behind
5 = Behind, Left
6 = Ahead, Left
    This Disarm can also be used on magic wands, crystal balls, and any other sort of magical apparatus which is held in one hand. If the item is worn (like jewelry), it cannot be Disarmed. (Note: Weapons, when used, cannot be worn like jewelry.)

Disarm vs. Two-Handed Weapons

    Disarm does not work nearly so well against two-handed weapons. If you perform a Disarm against a wielder of a two-handed weapon (including magical staves), it merely knocks the weapon out of alignment briefly; the weapon's wielder automatically loses initiative on the next round. However, two Disarms made against the wielder in the same round will knock the weapon free; roll only 1d6 to see how many feet it flies, and 1d6 to see which direction it goes.
    Naturally, the two Disarm maneuvers don't have to come from the same character. Two characters can work together to disarm the two-handed wielder; or, one character with multiple attacks in a round can do the job himself.
    If a character finds his two-handed weapon partially disarmed, and he still has at least one attack to perform this round, he can elect to forget about his next attack and may use that attack to recover his weapon instead.

    Example: Torreth and Amstard are fighting, Torreth with long sword and shield, Amstard with two-handed sword. Both characters have two attacks per round. Torreth has initiative. He successfully Disarms Amstard, drawing his weapon out of line. Amstard now has his first attack of the round. He can either punch Torreth with his gauntleted fist, in which case his sword will still be out of line, or he can recover from the Disarm. He chooses to recover. He swings the weapon back into line and is ready for the next exchange. He suffers no initiative penalty on the next turn.