Orders and Schools

The Syanoran Church includes numerous orders and schools under its broad and decentralised umbrella. In the absence of a central hierarchy, some of the more organised cults can attain considerable power, rivalling that of the bishops. Others, however, are as striven by internal dissent as the Church as a whole, and lack any central leadership, or else are more concerned with local pastoral care than with politics.

The great majority of Jonatings do not follow any particular order or school, and simply attend their weekly services, asking for the intervention of specialists as and when required. Those that do are strictly delineated in which they may choose, based on their caste. Commoners, when they practice specialised magic at all, must follow one of the Elmoi cults, which are all but indistinguishable from theistic (pagan) magic to most outside observers. Pious warriors and nobles follow the Saintly Orders, taking the path of a holy individual who showed a new way to worship God appropriate to their profession.

Wizards, who are by definition specialist magicians, are unusual in that they all join a particular school of wizardry once they have completed their basic training. These schools generally provide the most powerful magic available to Syanorans, but require a considerable amount of detailed study unsuitable for the other castes.


The Syanoran Church

Form: Ostensibly monotheist Church, incorporating saintly orders, wizardry schools, and theistic cults.

Worshippers: 2,100,000 worshippers from Jonatela, Karstall and Timms; 250,000 elsewhere in Fronela.

Look and Feel: A worldly Church, which provides magic of direct use to people. Icons and images abound, of both saints and Elmoi, and are common in homes as well as churches. Apparently pagan trimmings are visible everywhere, and only the wizards fight over doctrine—but they do so constantly.

Role in Society: Officially the state religion in Jonatela, Karstall, and Timms, most Jonatings have a casual, almost disrespectful, attitude towards their Church, being more concerned with this world than the next.

Virtues: Ascetic, Chaste, Courageous, Dutiful. (Note that, being a worldly people, very few followers of the Church actually have all, or even most, of these virtues!)

Scriptures:  Wizard liturgists use the blessings and curses of The White Book in their rituals and services. Village priests instead use only the approved blessings of The Commoners’ Appendix, which, being unable to read, they learn by rote memorisation.

The White Book

Common BlessingsBless Congregation, Hide From Beasts, Put Up With Bad Luck, Work Through Grief
Special BlessingsAbsolve Sin, Bless Building, Bless Corpse, Bless Food, Bless Home, Bless This [Animal], Confirm Adult, Consecrate Icon, Dedicate Infant, Find Way Home, Name Child, Protect From Illness, Resist Pagan God, Sanctify Marriage, Ward Away Heathen Spirit
Curses—Curse Adulterer, Curse Murderer, Curse My Enemy, Curse Rebel, Curse Thief, Curse Werewolf, Excommunicate Sinner

The Commoners' Appendix

Common BlessingsBless Congregation, Hide From Beasts, Put Up With Bad Luck, Till the Land, Work Through Grief
Special BlessingsAbsolve Sin, Bless Corpse, Confirm Adult, Consecrate Icon, Dedicate Infant, Name Child, Sanctify Marriage

Great Secret: Solace (the worshipper ascends to the highest heaven, and is removed from play).

Icons and Images: The Church uses a wide range of icons for all of its saints, but there is considerable variation in their form. Icons of Malkion, in particular, vary according to the particular form of heterodoxy followed by the icon maker. An icon of a shining essence bear, burning away scrolls of false scripture is the closest thing to a universally recognised emblem for the Mother Church in it entirety, although, even them, some wizards prefer the symbol of a book with a white cover.

Founder’s Day: King’s Day (14th Aeror) is a celebration of Saint Jonat, and of the foundation of the modern Church, although it is distinct from the regular holy day of the saint.

Other Holy Days: All Elmoi’s Day (11th Holiday) is the most important commoners’ festival, followed by Barleycorn Day (10th Sementis) and Sheaf Day (24th Messistide). Nemuzhik instead celebrate Pentacles (15th Vernus) and Malkonmas (24th Fervidor), which are common to most Malkioni churches and sects. New Year’s Day (1st Sementis) is unique in being observed (albeit separately) by all Syanorans, regardless of caste as a celebration of the continued rebirth of the universe.

Other Side: When a person dies, their soul is ushered to the Gates of Heaven by Kagshei, the black-winged Elmoi of Death, to face judgment. Those found to be truly virtuous ascend to the Third Heaven where they spend a blissful eternity around the Throne of God. The remainder either reincarnate after a time spent in an appropriate part of the Otherworld, or are damned to Hell forever, depending on the weight of their sin.



The Elmoi Cults

Commoners have very little access to the more refined magic common to the Nemuzhik. Rather than follow the saints, they worship the Elmoi, semi-divine beings that serve God by manifesting and protecting parts of His creation. The cults of the Elmoi are quite unlike the orders and schools of the Nemuzhik, or those of most other Malkioni sects. The exact form of worship varies across Jonatela, although it always includes a strong focus on physical icons representing the various Elmoi.

In many places, Elmoi worship includes the performance of sacrifices, either of material goods or foodstuffs. Depending on the attitude of the local white wizards, such sacrifices may be made publicly, or with varying degrees of secrecy, but their mere existence means that such cults are difficult to distinguish from pagan, non-Malkioni worship. Indeed, many non-Jonating scholars would go as far as to say that the commoners of Jonatela are not Malkioni at all, and that their worship is merely a denuded and emasculated form of the Orlanthi religion. To such people, Jonating commoners are in reality pagan earth-worshippers covering their true religion with a veneer of Malkioni respectability.

Syanoran wizards deny all such claims, pointing out that most commoners venerate the icons through prayer and devotional practice, and that some even do so to the exclusion of any sacrificial rites. The liturgical magic of the village priests is, for them, sufficient to show that the religion of commoners is truly Malkioni, and it only looks otherwise because of the earthbound and limited nature of their lowly caste. On the contrary, they would argue that the more obviously Malkioni worship of, for example, Rokari commoners, is damning its practitioners by forcing them to follow rites that they can never truly understand, thus denying them any chance at Solace.
A few deluded scholars counter that veneration of the icons is just the “misapplied worship” of pagan deities. Even among non-Malkioni, the usual response to such claims is to beat the speaker about the head with their own scrolls and then drive them off until such time as they learn to stop speaking nonsense.

Most commoners follow the Elmoi collectively, turning up to weekly services, praying to the icons, receiving blessings from the priests, and taking part in any sacrifices that may be required. They gain only common folk magic from this worship, in addition to the benefits of any blessings they may receive.

Only a minority of commoners go so far as to initiate themselves to the Elmoi, gaining more personal magic through their deeper relationship with the greatest of angels. Village priests are usually initiated into one of the Elmoi cults, typically Frona, although Uryana, Vilecha, and (rarely) Tak or Kagshei are also possibilities. However, this is not a requirement for the role, and many initiates, especially of Vereled and some of the minor Elmoi, are not village priests at all.


Jonating Membership of the Elmoi Cults
Frona
15,400
Inoria
320
Ishkaya
320
Isyedik
200
Kagshei
240
Svetara
150
Tak
400
Uryana
1,000
Vereled
1,000
Vilecha
1,500
(Lay worshippers) 930,000
 

Elmoi Magic in HeroQuest

In rules terms, the magic of the Elmoi cults is theism, not wizardry – whether this means that non-Syanoran scholars are correct to sat that Jonating commoners are actually Orlanthi, not Malkioni, is left as an exercise for the reader. Joining an Elmoi cult is generally the same as joining a typical theistic cult, but there are some differences.

Followers of the Elmoi cults gain only one rune affinity from their association, which is used exactly as a rune affinity for any theistic cult is. The cult entries include some sample uses for the rune, although there is no penalty for improvising similar powers from the examples given, and such abilities are not highly specific in their functions as wizardry spells are. Initiates may also use whatever other runes they have in the usual way for theists; this is seen as calling on lesser angels when it is broadly virtuous, and worthy of social ostracism at best when it is clearly sinful (since, presumably, the practitioner obtained the power from demons).

In addition to their affinity, all Elmoi initiates also gain access to the single wizardry spell Consecrate Icon. Village priests, in addition to any powers they may gain from membership of an Elmoi cult, are also liturgists, with access to the full range of blessings in the Commoners’ Appendix. There is no penalty for being both a liturgist and a “theistic” initiate simultaneously. However, worshippers may not initiate to more than one Elmoi cult at a time, nor may they become devotees.



Frona

The Great Mother

Frona is the highest of the Elmoi worshipped in Jonatela, tasked by God with the moulding of the land itself. She raised the mountains, and flattened the great plains of Golaros, filling them with fertile soil so that crops could grow across them. She moulded the first commoners from the clay of the land, and is thus the ultimate ancestor of all members of that caste, giving them the connection to the soil that allows them to support the more rarefied Nemuzhik. Frona grants mortals power over plants, especially her favourite crop of oats, over the soil, and over their own fertility. All commoners venerate her icons because of her role in the creation of that caste, but she is especially popular amongst farmers and village priests.

Entry Requirements: Be a member of the commoner caste born in Fronela.

Abilities: Know Crops, Know Local Families, Know Local Geography

Virtues: Humble, Prudent

Rune: Earth

Affinity:  The Land  (Bless Oats, Enrich Manure, Find the Path, Harden Mud, Know the Soil, Preserve Grain, Protect Plants from Cold, Sow Wild Oats, Strengthen Plough, Ward Away Blight, Work With Vigour)

Icons and Images: Icons of Frona show a green-skinned motherly figure, commonly holding a basket full of oat sheaves. Other grains often adorn her hair or clothing, and her dress is typically earth-brown in colour. A nimbus of golden or greenish light surrounds her head; unlike most other Elmoi, she is usually not shown as winged.

Holy Day: 22nd Aeror, the Day of Earth’s Bounty

Other Side: The Fields of Frona are broad and flat, covered with rich fertile loam and watered by numerous streams. They burgeon with crops of all kinds, which grow to twice their normal size. High hills and wooded slopes surround the low-lying farmland, which forms the centre of the Elmoi Realm on the God Plane.

Inoria

White-Cloak

When the world was young, Inoria white-cloak spent her time in the mountains at the edge of the world, far from human habitation. She rejoiced in the harsh cold and clean air of the highest peaks, spreading her cloak of fresh snow across them. Yet, while she was remote from humans, she bore them no malice. When the Padim brought the Ice Age to shatter and freeze the world, some people prayed to God, and He sent Inoria to assist them, teaching them how to survive in the harshest of winters. She remains the most capricious and distant of the Elmoi, yet sometimes her gifts prove useful.

Entry Requirements: Be a member of the commoner caste.

Abilities: Skiing, Winter Survival

Virtues: Practical

Rune: Cold

Affinity: Snow  (Eat Snow, Find Shelter, Find Winter Food, Freeze Water, Gain Strength from Wind, Resist Cold, See at Night, Summon Frost, Walk on Snow)

Icons and Images: Inoria is shown as a human woman with pale blue skin and white wings, her head surrounded by a nimbus of pale blue light. Her wings are usually folded around her like a cloak, and her white robes are adorned with ice crystals and snow flakes.

Holy Day: 14th Frigidor, the Day of Ice

Other Side: Inoria’s Peak lies on a mountain far above the Fields of Frona. The landscape is harsh and rocky, perpetually covered in a thick blanket of snow. The sky is either clear and blue, during which time the Peak is swept by a freezing dry wind, or shrouded in clouds as snowflakes flutter to the ground from an almost impossible still air.

Advantages and Disadvantages: Initiation to Inoria is most common in Visurkoga, and in other parts of Jonatela, her followers may be regarded with suspicion because of the hardships that winter brings.

Ishkaya

The Merry

Ishkaya was a son of Frona, an Elmoi who created the lesser grasses of the land, and delighted in roaming over the green plains. There are many tales of his love for the Elmoi Mormitia, whose favoured plant was the salty blackvine. When the Darkness came, and Padim and other demons corrupted and nearly destroyed the world, Mormitia was among their victims, her body dissolved into bubbling goo. Her creations, plants no longer known to the world, were destroyed along with her, turning into no more than a yeasty mess.

At first, Ishkaya wept and raged at the world, inconsolable in his loss. But, in time, he took one of his own plants, rye, and distilled into it his tears and the memories of his former passion. In so doing, he created the first vodka, the burning water of life that brings oblivion or merriment to all those suffering from loss or distressed at the sorrows of the world. He taught this new skill to mortals, some of whom now revere his name as a saviour who can bring temporary joy in the midst of disaster.


Entry Requirements: Must be a member of the commoner caste.

Abilities: Brew Vodka, Consume Alcohol, Forget Ills

Virtues: Generous

Rune: Illusion

Affinity: Drink  (Awaken Thirst, Banish Pain, Cloud Minds, Distil Sorrow, False Happiness, Inflame Ardour, Strengthen Drink, Unsteady Limbs)

Icons and Images: Ishkaya is shown as a gaunt man, without the wings of so many other Elmoi. He is usuall clad in rags, yet with an empty and blissful expression on his face. Rye plants lie scattered at his feet, or twined in his long hair. His head is surrounded by a nimbus of burning white light.

Holy Day: 5th Turbidor, the Day of Sorrow’s Loss

Other Side: As a place of illusion, Ishkaya’s home on the Other Side does not have the same appearance to all those who visit it. His followers, or those who travel there in supplication, see a broad hillside close by the Fields of Frona, full of towering colourful plants, the sounds of raucous music, and whirling essences of light and joy. A stream of water rippling with energy runs from the hilltop, producing a variety of beverages that flow in profusion straight from the plants and rocks. But others have reported nothing but a bramble-covered wasteland, derelict and unkempt, with broken ruins peeking from the ground and overgrown with weeds reeking of mildew and vomit.

Advantages and Disadvantages: Ishkaya’s powers are all illusory, allowing one to forget the world, but not to escape it. Many of his initiates fall into a trap of their own making, becoming alcoholics barely able to protect themselves or to make a good living, and earning the ridicule of their peers – except when they, too, need a little escape.

Isyedik

The Wanderer

Isyedik never rests in one place for long, for he represents constant motion and travel. He made a number of wild animals, such as deer and foxes, that care nothing for man-made boundaries, and travel where they will. He became the patron of vagabonds, those members of the commoner caste that have no fixed home, and who make their living travelling across Jonatela as peddlers, tinkers, and other ne’er do wells. Since such groups have, by definition, no village priests, the initiates of Isyedik may be the closest thing they have to religious leaders.

Entry Requirements: Must be a member of the commoner caste with no fixed abode. Although they are also vagabonds, the Tegomok do not worship Isyedik, having their own peculiar religion.

Abilities: Walk Long Distance

Virtues: Wanderlust

Rune: Motion

Affinity: Travel  (Avoid Pothole, Cover Tracks, Find Escape Route, Fix Wheel, Glib, Locate Trail, Mend Pot, Stitch Cloth, Resist Cold Weather)

Icons and Images: Isyedik is shown in his icons as an elderly man with white or light grey wings, often leaning on a staff, but with his face turned to the horizon. His head is surrounded by a nimbus of white or silvery light.

Holy Day: 11th Aeror, the Day of Passage

Other Side: Isyedik has no particular home on the Other Side. When his followers heroquest, they find themselves at a random place within the Elmoi realm. The location is always a safe one, but this is only relative to such places as the homes of the Padim, and may include, for example, the trackless wilds of Vereled.

Advantages and Disadvantages: Vagabonds have no direct masters, as most other commoners do, but neither do they have any protection from a larger community. They are often poor, even by the standards of their caste, and own nothing that they cannot carry with them.

Kagshei

The Black-Winged

When the Padim fell and brought wickedness and destruction to the world, the Elmoi waged war against them, and the heavens and the earth shook with the force of their conflict. Eventually, the sun was blotted from the sky, everything plunged into darkness, and the living and the dead walked openly together, so that none could tell which was which. When at last God’s justice brought about the resurrection of the world, He commanded that henceforth, there should always be a clear separation between the dead and the living, and He created Kagshei as a guardian to oversee that barrier. Thus, Kagshei is not one of the original Elmoi, who made the world, but a later being, tasked with the grim duty of preventing the shades of the departed from re-entering the world, and with ushering every soul to its final resting place.

Entry Requirements: Be an unmarried member of the commoner caste.

Abilities: Conduct Funerary Rites

Virtues: Impassive

Rune: Death

Affinity: Death  (Bless Corpse, Bless Grave, Bring Peace to the Mortally Wounded, Harden Own Heart, Seek Out Ghost, Sense Death, Shadow of Gloom, Speed Soul Onwards, Ward Away Ghost)

Icons and Images: Kagshei is depicted as a tall and powerful man with black wings and solemn clothing, holding a sword, or less commonly, a staff. His head is hooded, and is often – although not always – shown surrounded by a nimbus of black shadow.

Holy Day: 28th Frigidor, the Day of Endings

Other Side: Kagshei’s realm on the Other Side is separate from those of all the other Elmoi. It is a desolate and open plain, covered with grey sand beneath leaden skies steeped in perpetual twilight.

Advantages and Disadvantages: Initiates of Kagshei may never marry, although many were widowed before taking up the role. They are respected, but often slightly feared, in their communities for carrying out an important duty that nobody wishes to think about.

Svetara

The Radiant

Svetara is an Elmoi of the sky, soaring high above the plains and forests of the world, higher even than the clouds. At first, she was aloof and distant, and there are few stories connected with this early part of her existence, for humans knew her only from her distant light. She did not fight against the Padim, and when the Darkness came, she was cut off from the world, flying in distant places close to God and far from mankind. Slowly, she became aware of the destruction and havoc being wreaked on the world beneath her, and, through the will of God, she at last descended, and burned away the darkness, bringing the light of the sun to a shattered world.

Entry Requirements: Be a member of the commoner caste.

Abilities: Singing

Virtues: Temperate

Rune: Light

Affinity: Light  (Banish Gloom, Bring Comfort, Dry Cloth, Dry Seeds, Handheld Glow, Rekindle Fire, Resist Darkness, See Long Distance, See in Dazzling Light)

Icons and Images: Svetara is shown as a beautiful young woman with long golden hair and golden wings outstretched to catch the rays of the sun. She wears pure white robes and her bare feet never touch the earth. A nimbus of golden light surrounds her head, which is often raised to the heavens.

Holy Day: 8th Aestival, the Day of Light

Other Side: Svetara’s realm is on a rocky crag overlooking the Fields of Frona. The rocks are crystalline and shimmer in the light of the sun during the day and glimmer with inner light once the sun sets. Everything is pure and fresh here, and the other lands of the Elmoi (except that of Kagshei) are always visible, spread out to the distant horizon.

Advantages and Disadvantages: Svetara is usually the least popular among the Elmoi cults, since her magic has little practicality in the harsh world that most commoners must endure.

Tak

The Half-Broken

While Frona forged the land and seeded it with grain, Tak made smaller, but sturdier things. He made the bushes and the stones and other things that brought detail to the world, but which were overshadowed by the great creations of others. When the Padim fell, and brought disaster and evil things into the world, Tak fought against them, and lost, crippled forever by their wicked blades. He lost his connection to the wild things of the world, and would have died had not Vilecha restored him to health, although even her arts could not undo all of the injuries he had suffered. After that, Tak became a teacher to humans, giving them his gifts of craftsmanship, showing them how to work wood into carpentry, wicker into basketry, and clay into pots. His followers today are craftsmen, and are common especially in the cities and towns.

Entry Requirements: Be a member of the commoner caste, and accepted as an apprentice by an existing initiate.

Abilities: Craft [Material]

Virtues: Hard-working

Rune: Craftsmanship

Affinity: Crafts  (Bless Wicker, Bless Tools, Dry Wood, Find [Craft Material], Mend Pot, Repair Damaged Wood, Repair Worn Clothing, Tend Fire)

Icons and Images: Tak is shown as a heavily built man, often scarred, and always with bandaged stumps at his shoulders where most other Elmoi have wings. He is always shown holding tools or crafted goods of some kind, although the nature of these may vary depending on the local economy; carpentry, pottery, or basketry are most common, but are by no means universal accoutrements.

Holy Day: 13th Aestival, the Day of Making

Other Side: Tak’s Workshop lies in a pleasant valley on the edge of the Fields of Frona. It is a large structure, made of wood and stone, where every room is dedicated to a different craft, with a large central courtyard where goods of all kinds are on display. His head is surrounded by a nimbus of white light.

Advantages and Disadvantages: Followers of Tak are all professional craftsmen, rather than farmers, but have far less power than the guilds of other Western lands. They cannot sell their goods over long distances, for such trade is the purview of the noble caste; in the case of some goods (such as jewellery and fine clothing) they may not even be allowed to use their own produce.

Uryana

The Horned

After Frona had made the land and seeded it with plants, her sister Uryana made the first animals of the plains. Her first creation was cattle, which bore the powerful strength of the earth inside them, and so are ideal for ploughing. She later made sheep, pigs, chickens, and rabbits, all of which late proved useful to Frona’s children, the commoners. She is venerated as the mother of all these animals, and is the source of human dominion over them, for she first taught people how to domesticate and rear them. Wild animals, and even some farm animals, such as cats and dogs, are not her creations, while the noble animals, such as horses and swans, have an entirely separate origin. Her followers are herdsmen and shepherds, and she is especially popular in the few upland areas of Jonatela, where pasture is as important as cropland.

Entry Requirements: Be a member of the commoner caste.

Abilities: Care for Animals, Know Domestic Animals, Shear Sheep

Virtues: Stoic, Vigilant

Rune: Beast

Affinity: Herding (Bless [Domestic Animal], Bless Ox Team, Calm [Domestic Animal], Cow’s Endurance, Ease [Domestic Animal] Birth, Find [Domestic Animal], Sense Predators, Sense Rustlers)

Icons and Images: Uryana is shown as a middle-aged woman with white wings and with a pair of cow-like horns sprouting from her head. She is often depicted cradling a calf, or with other domestic animals gathered around her feet. Like her sister, she most commonly wears brown, and she has a nimbus of white or yellowish light around her head.

Holy Day: 26th Sementis, Calving Day

Other Side: The Pastures of Uryana lie close by the fields of her sister, Frona. They are rolling downs of rich grassland, dotted by trees and with occasional springs of fresh clear water.

Advantages and Disadvantages: The magic of Uryana works only on her favoured animals: cattle, sheep, pigs, chickens, and rabbits. In many parts of Jonatela, herdsmen are seen as inferior to farmers, often seen as a role for youths rather than adults, which may limit the influence of Uryana’s initiates.

Vereled

The Swift

Vereled created the birds of prey, the hawks, falcons, buzzards, and eagles that soar through the skies over Jonatela and hunt down their prey with devastating swiftness. Later, Vereled taught these arts to humans, and how to make arrows using feathers as fletching. His cult in particularly important in the wilder parts of Jonatela, close to deep forests or remote hills, where wild animals are still found in profusion. Even in such areas, however, it tends to be overshadowed by the role of agriculture as a primary supplier of food to the population, and for many, a more important role is finding furs and similar goods. Initiates of Vereled are more common on the fringes of society than in the larger villages.

Entry Requirements: Must be a male member of the commoner caste.

Abilities: Archery, Fletching, Set Trap, Track Animals

Virtues: Patient

Rune: Hunting

Affinity: Hunting  (Bless Bow, Fell Tree, Keen Eyesight, Kill Animal Cleanly, Move Silently Through Woods, Move Swiftly, Preserve Furs, Reinforce Shelter, Seek Prey)

Icons and Images: Icons of Vereled show a youthful man dressed in peasant clothing with the wings of a goshawk. He almost always carries a bow, and is often accompanied by a hawk or similar bird. His head is surrounded by a nimbus of white or golden light.

Holy Day: 8th Vernus, Fletching Day

Other Side: Vereled’s Forest lies among rugged hills on the fringes of the Elmoi Realm. Here, wild beasts abound, and birds of prey are common. A few winding tracks lie in the central parts of the Forest, and some even head off through the trees towards hills surrounding the distant Fields of Frona, but otherwise there is no sign of human habitation.

Advantages and Disadvantages: Jonating hunters are restricted in what they can catch; animals such as deer are restricted to the Nemuzhik, as sport for knights and nobles. Many flout such rules, but must be wary lest thy are caught and executed.

Vilecha

The Pure

When the Elmoi created the physical world , Vilecha made the pure fresh air that lay above the land. The air was clean, and unsullied, incorruptible in its nature, so that Vilecha remained free of the earthy impurity that was the lot of her kin. After God cast the Padim down into Hell, the material world became corrupted, and disease, disaster, and misfortune plagued all the peoples of the world. God sent Vilecha, the purest of the Elmoi, to be a guardian against the forces of sickness, decay, and suffering, and that is the role she personifies today. Because of her healing powers, Vilecha is popular among commoners everywhere, helping in some small way to ease the burden of their existence.

Entry Requirements: Must be a member of the commoner caste and willing to take a vow to ease the suffering of other commoners, even at risk to oneself.

Abilities: First Aid, Make Healing Broth, Recognise Disease

Virtues: Empathic

Rune: Harmony

Affinity: Healing  (Bless Poultice, Breath of Fresh Air, Brew Healing Potion, Ease Childbirth, Ease Pain, Ease [Sickness], Find Healing Herbs, Hasten Healing, Heal Hurt, Weaken Poison)

Icons and Images: Vilecha is shown as a young woman with pale skin, long, golden hair, and silvery wings. She is often carrying or adorned with healing plants, and always wears a white dress. Her head is surrounded by a nimbus of white or silvery light.

Holy Day: 10th Brumastide, Blessing Day

Other Side: Lying close to the Fields of Frona, Vilecha’s Bowl is a wide basin of natural rock lined with patches of shimmering crystal and surmounted by a clear blue sky untouched by cloud. Springs of fresh, healing water bubble up from underground and are surrounded by a profusion of healing herbs.

Advantages and Disadvantages: Initiates of Vilecha often find themselves in demand, curing all manner of minor ailments, and may not turn away a genuine request for healing aid from a fellow commoner.



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This page was last updated 26th July 2011 by Jamie Revell