(Lady of Peace)
Lesser Power of Elysium, LG/Celestial of Energy, L
Portfolio | Pacifism, artistry |
Aliases | Latehani (Sind) |
Domain | Elysium/Amoria/Cyprisia |
Date of Ascension | 800 BC |
Sponsor | Razud |
Allies | Razud, Koryis |
Foes | Alphaks |
Symbol | A glowing shield with paints dabbed on it like an artist's palette |
WAL | Any except CE (most are pacifists) |
In her mortal life, Alphatia was Aasla, a common Alphatian woman. She was born in Old Alphatia and traveled to Mystara together with other Alphatians when the old empire was destroyed. Aasla and her followers founded a new city (named after herself) on their new continent. In the next 200 years, the city of Aasla and the kingdom of Haven were transformed into a place of beauty, civilization, and art. Thus Aasla became the Immortal Alphatia.
Clergy | Priests (Peacebringers) |
CAL | LG, LN, NG, N |
Weapons | Net, staff, club, thrown rock, sling, staff sling, lasso, mancatcher |
Armor | Up to chain mail, shield |
Major Spheres | All, Charm, Creation, Guardian, Healing, Necromantic, Protection, Wards |
Minor Spheres | Divination, Law, Sun |
Granted Powers | Turn Undead, +2 to saves vs. rod/staff/wand and spells, Cure Light Wounds 1/day |
Bonus Profs | Priest's choice of either Healing or Artistic Ability |
Dogma: Alphatia believes in a peaceful
existence, enriched by beauty and artistry. She abhors violence
and wars, and encourages her followers to speak for peace in the
Alphatian Empire. This is not to say that her followers cannot
fight - they are merely not allowed to initiate violence of any
kind, except to defend themselves or those under their
protection. Even then, they must strive not to slay their
opponents, unless no other alternative presents itself. Followers
of Alphatia are also encouraged to engage in artistic pursuits
whenever possible, and they are absolutely forbidden to damage
any beautiful or artistic things. Needless to say, followers of
Alphatia are extremely hostile to the followers of Alphaks, and
the Immortal often looks the other way if her followers initiate
hostilities against Alphaksans.
Day-to-Day Activities: Alphatia's priests spend
their time in quiet study or creation of art. They are not
required to spend every single moment of their day doing that,
merely when it is possible and when inspiration strikes them.
They also travel around the world, observing and admiring the
beatiful arts of other people and cultures. The priests are also
a force for peace in the Alphatian Empire, and they have several
members of the clergy in the Grand Council; these members
advocate peace and speak out against expansionistic wars.
Important Ceremonies/Holy Days: The 11th of
Vatermont marks the foundation of the city of Aasla. It is
considered a holy day by Alphatia's clergy, and on this day they
are visited by divine inspiration that allows them to create
especially fine works of whatever art they like most. Obviously,
this day sees the creation of a lot of beautiful things
throughout the Alphatian Empire.
Major Centers of Worship: Alphatia is worshipped
mostly by common folk in all regions of Alphatian Empire except
Esterhold. More imperialistic Alphatians scoff at her followers,
but she is nonetheless a patron of all Alphatian people. Alphatia
also acts as one of the protectors of Gentle Folk elves in the
Hollow World. In Sind, she is known as Latehani, patroness of
pacifism, and has a following among the lower castes and among
the Kei mystics.
Affiliated Orders: As mentioned above, the Kei
mystics of Sind take a major part of their philosophy from the
teachings of Alphatia (Latehani). They emphasize self-defense by
being out of the blow's way before it lands. In Aasla, the
Society of Artistic Devotion is an art club whose members share
their artistic insights with each other and undertake joint
projects to create particularly extensive works of art. The
wizardess Mylertendal is the Society's most prominent member.
Priestly Vestments: Alphatia's priests wear
ceremonial robes that must contain all colors of the spectrum
somewhere on their surface. The colors can be arranged into any
sort of images, or just be mixed together randomly (though with
artistic sense).
Adventuring Garb: When adventuring, priests of
Alphatia also strive to have all colors visible on their clothing
somewhere. If they carry shields, these are often colored to
represent the likeness of Alphatia's symbol (and can be used as a
holy symbol in spellcasting).
Artistic Inspiration (Enchantment)
Level: 2
Sphere: Charm
Range: Touch
Components: V, S
Duration: 1 day/level
Casting Time: 1r
Area of Effect: 1 creature
Saving Throw: None
This spell instills a willing target creature with divine
inspiration, prompting him to create art objects. For the
duration of the spell, the creature gains +4 bonuses to all
artistic proficiencies, and on the roll of 3 or less he creates a
truly masterful work of art. During the time the spell is in
effect, the creature will feel an urge to create art objects, but
is not in any way forced to do so. Multiple works of art can be
created with the above bonuses as long as the spell persists.
Only willing creatures who are capable of creating art can be
affected (thus most animals and mindless creatures are excluded);
undead are also not affected. The spell does not make the target
change his views on what constitutes art; thus, works of art
created by an orc would likely be quite strange to most humans,
while works of art created by a mind flayer would probably
include elements that are abhorrent to members of other races
(the priest should be careful in such cases lest he himself
become part of the art object).