Gaea - Mother of the Gods, Goddess of Nature

Alignment: Neutral
Cleric Alignment: Any
Spheres of Influence:
Major:

All, Animal, Combat (those using attacks dealing with natural animal attack forms), Creation, Healing/Necromantic (non-reversible, not including those spells dealing with the dead), and Plant

Minor:

Charm, Elemental, Guardian, Protection, Sun, and Weather
Symbol: Blue sphere with a thriving tree in the center
Colors: Blue (water), Green (leaf)

Formal Vestments: Formal vestments are worn almost all the time to indicate a clerics ranking within the church and so that others may address them correctly. The vestments consist of simple robes dyed to a specific color for the lower ranking members, the middle-rank members of the church may have robes that have a more complicated design. The higher ranking members of the churh alternate between simple formal robes and the more complicated designs depending upon the formality of the situation. Holy days may see Elders in full regalia, while most other days will see them in simple earthy robes.

Rank

Vestment

Initiate

Acolyte

Red robes

Disciple

Curate

Prelate

Brother

Canon

Lama

Patriach

High Priest

Aspirant

Ovate

Master of Winter

White robe with gold trim

Master of Autumn

Master of Summer

Master of Spring

Druid

Dark Brown cloth robe

Arch Druid

Elder

The Legend

In the beginning, there was the Mother and that was all. But soon the Mother felt a longing so she gave birth to the sun. The sun was a dutiful child, but a tad limited. Delighted with the sun, she wanted another child. But she wanted this one to be different. So she gave birth to the world. As the world grew the seas rose and the mountains towered and life appeared. First came the sea and land plants. The sun, who was quite protective of his little sister, shone brightly on the world to encourage growth. But before long the plants grew too much and began to choke each other for space. So the Mother created the giant plant eaters and the little birds. And for a time things were well.

But then the Mother heard a crying and she went to find out what was wrong with her child. The plant eaters were sad because no matter how fast they ate the plants would grow even faster and they were getting tired of eating all the time. So the Mother turned to her first child and commanded that the sun only shine part of the time to give the plants a chance to rest and stop growing. And if the plants stopped growing then the plant eaters could make some progress. Also the plant eaters could also rest and not eat all the time.

But when the sun disappeared a cry went up from the world. Again the Mother went to answer the cry. Her daughter was scared because she couldn't see her big brother anymore. And so the Mother took tiny pieces from her eldest and spread them around the dark sky so that they would shine their light on the world while the sun was gone. And she birthed the twin moons who always shone with the light of their big brother. They shined weakly so that the plants could not grow and the plant eaters could rest, but they could all still see. And for a time all was well.

But soon the plant eaters grew too large and ate too much and the Mother saw that they would eat all the plants and starve. So she created the giant meat eaters who fed on the plant eaters, keeping their numbers down so they would not eat all the plants and starve. And for a time things were well.

After a time the great Mother noticed that many times there were too many meat eaters and not many plant eaters so the meat eaters starved, then there would be too many plant eaters and the great plants would nearly vanish before the meat eaters bloomed, repeating the cycle. So the Great Mother decided to fix things so she made the giant plant eaters, not-so-giant and the giant meat eaters, not-so-giant as well. And she gave birth to many other types of plant eaters and meat eaters, which were smaller, faster and more cunning than before. As time passed all was well, as the many meat eaters kept their numbers in check as well as the many plant eaters, which never got large enough to eat everything even when there were too many. And even this was fine, but it was very chaotic.

After a while the great Mother, like all Mothers, wanted some order to her childs life. So she gave birth to the Gaealana - "Gaea's last children" and she gave them great intelligence and she made them into the perfect form. She appeared unto them in their own form and instantly they knew whom she was. And she said unto the Gaealana - "I am Gaea, Mother to all you see and hear and touch and feel and know. You are my children, I gave birth to you so that you would go forth into this world and make your place within, but never forget your Mother loves you as I love all my children."

And though the image faded out, the Gaealana could still feel her presence in all that was around them. So the final children of Gaea spread out into the world. Some sought the tops of mountains, so they could better view their Mother's daughter and her other children. Others sought the deepest depths so they could be closest to their eldest sister in hopes to be close to the Mother. Still more sought the deepest jungles to take their place in the cycle of life. A few sought the endless waters to frollic and play as well as to see the mysteries in uncountable variety that lay hidden below the surface. The rest sought the hills and open plains to run through or to rest in.

As time passed, each of the Gaealana changed to better suit their chosen environment. Those in the endless waters grew great lungs or gills. Those in the mountains gained sharp eyesight, while those in the depths lost theirs. Those in the jungle had a variety of changes from sharpened claws and increased agility to increased size and strength. Those who lived in the hills and plains gained great speed and endurance. But for every improvement, there was a corresponding loss. In the end only a few Gaealana stayed pure and where they went only Gaea knows.

In time the impure Gaealana, turned their back upon their worship of the great Mother. Some of these gained great power and proclaimed themselves 'gods', which means 'lord over all'. These 'gods' made the weaker ones worship them as they should have worshiped the great Mother. They even made claims to have created everything. The great Mother saw the behavior of her children and smiled. Children will be children, after all. As the power of these 'gods' grew, so did their arrogance and selfishness. A time came when the great Mother thought she would play with her children and beat them at their own game, while reminding them that they are still her children.

And so it came to pass that a young seamstress named Tara woke up one fine day. She started her day like she had any other, but today she had a rather strange visitor. She could not say what was different about him, except that he had an aura of rightness about him. Without any words passing between them, she knew she had to close up shop and travel for the mountains. Even though the way was long and dangerous with wild creatures and bandits lurking, she set out with only an apple and a light shaw. Two weeks later, she returned much to the surprise of the villagers. She brought wondrous tales and word of the Great Mother Gaea. And on that day when Tara returned, the crops which had withered to dust, grew straight and tall and healthy, the bandits who had roamed the hills threw down their weapons and peacefully joined the village and all those who had been sick or wounded were instantly healed.

Now Tara, the seamstress, is recognized as the favored daughter of Gaea, goddess of Harmony, Healing, Safe Travel and Miracles. Word quickly spread around throughout the world and many of the once errant children of Gaea worshiped her anew. Meanwhile the 'gods' watched with jealous eyes.

End of the beginning

Manifestations: According to Church Histories, the Goddess Gaea first appeared in the form of the Gaealana. Over time the Gaealana changed to many different forms to adapt to their chosen environment. Gaea's later manifestations have always been in the form that the Gaealana have taken so as not to alarm her children.

 Holy Days:

Fertility Festival - This festival is primarily practiced in the smaller communities. It is marked by the beginning of the mating season amongst the animals. It is usually when many young couples chose a mate or begin to show their interest.

Great Awakening - The spring festivals celebrate the rebirth or waxing power of the light and all that is good. In smaller communities, everyone turns out to help the farmers work on their fields, in exchange for a portion of the harvest. Toward the end of the planting season, nightly dancing and music is the norm. In the larger communities, the Gaean temples hold formal celebrations and invite everyone to join.

Harvest Festival - The fall festivals celebrate the rewards of hard work of the faithful and the preperation for the coming winter nights ahead. In smaller communities, everyone turns out to help the farmers work on their fields, in exchange for a portion of the harvest. Toward the end of the harvesting season, nightly dancing and music is the norm. In the larger communities, the Gaean temples hold formal celebrations and invite everyone to join and give thanks to the great mother for providing a bounty that will allow her children to survive the cold winter nights.

Tithe: The Church requires no tithe. However, so strong is the feeling of family within the church that all priests contribute as much time, money, and effort as the church requires with recompense. The feeling often extends to many of the local famers and villages and the Church shows its gratitude by sending acolytes and priests out to help with the planting and harvesting seasons.

Prayer Duties: Priests are encouraged to "talk" with the Great Mother at least once a day or face the ire of a distraught, worried and angry mother.
Weapons Allowed:

Bow (long, short), Spear, Curved Knife or Fang Dagger, Club or Mace, Sickle, Sling, Net, Bolo, Scythe, & Poison*

* Must be of natural origins (i.e. snake venom, plant extract)

Armor Allowed:

Hide, fur, leather, ring mail, chain mail, scale mail, any helm, no shield.

Minimum Attributes:

Strength: 12 or Wisdom: 12 or Charisma: 12

Weapon Proficiency:

Must specialize in one weapon by 5th level.

Non-Weapon Proficiency:

Must have Herbalism. Hunting, Survival, Tracking, Jumping may be chosen without penalty.

Granted Powers: (May be used once for each level of the priest per day)

Level         Granted Power
      1       Awaken

Awakens any member of the Animal kingdom from slumber whether natural or magical in origin, or if below 0 hp, while still alive, brings them to 1 hp. Does not stop bleeding, so unless bandaged bleeding rules apply.

      3       Adaptation

Cleric will be magically altered to survive in current environment, provided it is natural and non-vacuum. Adaptation takes 4 rounds.

      7       Call of the Wild

Preist will imitate the call of a specific kind of creature to come and aid the cleric. The number of creatures that responds is equal to the level of the cleric. The cleric can only call creatures native to the area or have been seen in the area recently. The Cleric need not know the name or call of the creature, the knowledge will be granted unto them. Even if the cleric does not know which type of creature can help the closest or most appropriate match will come.

      10     Seeds of Life

Creates a dozen seeds. Which when planted and watered with one gallon of pure water daily for 4 days the seeds will grow trees native to that latitude (if no local type trees exist). Substances inhibiting growth (i.e. salt) will be broken down. Seedlings from these trees can grow naturally in this environment. And soil that was once depleated will become restored over time.

Restrictions:

Cannot turn or control undead

Helpless in space, unless there is abundant plant and non-intelligent or semi-intelligent life nearby.

May not use any shield.

No non-hunting, gathering weapons

Powers wane and wax with the seasons:

Winter

Prayers have -2 penalty to effectivness

Spring:

Early: Prayers have a -1 penalty to effectiveness

Mid: Prayers have no plenalty/bonus

Late: Prayers have a +1 bonus to effectiveness

Summer:

Prayers have a +2 bonus to effectiveness

Fall:

Early: Prayers have a +1 bonus to effectiveness

Mid: Prayers have no penalty/bonus

Late: Prayers havea -1 penalty to effectiveness

Will seek to stop or destroy any unnatural or hostile extraplanar creature or any creature, responsible for or attempting to destroy an ecosystem regardless of either the clerics or the targets alignment.

Other:

Healing spells gain +2 per die bonus regardless of season

Immunity to sea sickness, air sickness, acrophobia, fear of darkness, fears dealing with creatures of magical origin*.

* Does not make a Cleric brave in front of a charging dragon, but will be unaffected by dragon awe.