Pathfinder: The Gods of Niiran

Priest? Mage? Goddess? You decide.According to legend, Niiran was shaped when the gods Arrin the Dragonlord and Ameterra, the Lady of Light, pushed the swirling chaos into the plan now known as the Abyss and created a world of their own. They came to settle Niiran and have children, the demigods known as immortals. Each immortal was given a portion of the world to rule over, but they sought more. Uniting against their parents in hopes of stealing the power of creation, the immortals slew Arrin and forced Ameterra to flee, plunging the world into darkness for a time. Then, while her children rested and healed their wounds following the great battle, Ameterra crept into the world once again, bringing the dim rays of dawn with her. She cast a spell upon her sleeping children that bound them beneath the earth in eternal slumber – or so she hoped.

Not even the will of the gods lasts forever, and the immortals managed to awaken in the modern day. Derrezen, the first and mightiest of the immortals, was the first to emerge from his prison. He laid waste to the realms of mortals and was only finally defeated when Ameterra herself joined the heroes of Blackwood, the last mortal realm, in battle against her son. Derrezen lay slain, but his breaking of his bonds was but a harbinger of things to come.

The other immortals all broke free at once and nearly destroyed Niiran. Not even Ameterra could defeat them all, so she finally made them a deal: she would grant them the power of creation in exchange for their vow never to return to the Prime Material Plane. Banishing herself along with the other gods, Ameterra also granted divinity to the greatest of Niiran’s mortal heroes. These heroes, along with Ameterra and Istar, the one immortal who had not fought against her parents, became the Guardian Gods – the one force that protects Niiran from the machinations of the gods themselves. Although the deities of the multiverse each seek to return to Niiran and conquer, none have been willing to break the stalemate enforced upon them by the pact that granted them their current power. And so the gods of Niiran scheme against one another, acting through clerics and other followers in an eternal battle for a world which they have been forever banished from.

The Guardian Gods:
The Guardian Gods include Ameterra, the mother of all, her daughter Istar, and the three ascended heroes Allaina, Seelik, and Stryke. They are considered protectors of Niiran and are allies who seek to maintain Ameterra’s decree that no deity shall ever enter into the mortal realm. Most good- or neutral-aligned communities have at least one church dedicated to one or more of the Guardian Gods.

While the Guardian Gods each represent different aspects of the world, their religions are largely compatible. Clerics may choose to worship multiple Guardian Gods, as long as their alignment remains within one step of each deity. In such cases, the cleric may choose domains from the list of any of the gods he reveres, and usually wears a holy symbol that combines the symbols of the deities he chooses.

Ameterra's holy symbol

Goddess of the sun, motherhood, and creation
Neutral Good
Domains: Glory, Good, Healing, Protection, Sun
Favored W


eapon: Starknife

The Lady of the Light, the Great Mother, and the creator of Niiran, Ameterra is the last of the original gods. She and the dead deity Arrin were born as balancing forces in the chaos of the universe. With Arrin’s help, she pushed the chaos of the Abyss into its own plane and formed the world of Niiran. She gave birth to the Dark Gods and the guardian goddess Istar, who were known as immortals prior to ascending to divinity. Ameterra is a symbol of hope, creation, and protection. She is said to be embodied by the sun, and looks down upon the world from the heavens. She has been believed to be killed several times, most recently at the end of the Second War of the Immortals, but has returned each time, returning to life just as the sun returns at the start of each new day.

Ameterra is revered by farmers who seek sunlight for their crops, expectant mothers who pray for a healthy child, and all those who need protection. She is said to answer all calls in her own way, often through the deeds of her followers. Of all the deities of Niiran, only Ameterra is allowed to exist in the Prime Material Plane. Although she watches Niiran from afar, she learned long ago not to interfere with the mortal realm, for doing so makes mortals overly reliant on divine aid rather than willing to act through their own free will.

Allaina's holy symbolAllaina
Goddess of nature, growth, and untamed wilderness
Chaotic Good
Domains: Animal, Chaos, Earth, Good, Plant
Favored Weapon: Longsword

The wild goddess, Allaina is a force of freedom and a guardian of nature. She is the divine lover of Stryke, god of justice, a pairing that many find odd, since Stryke is a figure of law and order as compared to the more carefree Allaina. Nonetheless, their religions are the most commonly united, with Stryke’s crossed blades often appearing above Allaina’s wolf symbol.

Allaina is revered among farmers and others who live off the land, for it is she who is believed to be responsible for the growth of crops. Her clerics are sometimes confused with druids, and while druids worship the forces of nature themselves, they do often view the faithful of Allaina as allies. While the faithful of Allaina are primarily associated with the wilderness and forests specifically, they usually have no qualms about nearby cities and villages, so long as the locals do not defile the land around their community.

While all nature is revered by worshippers of Allaina, wolves have a special place as holy animals in her religion. Harming a wolf except as a matter of self-defense is frowned upon, while those who gain the willing service of a wolf are seen as blessed by the goddess.

Can you tell that I like Neverwinter Nights?Istar
Goddess of prophecy, wisdom, and foresight
Neutral Good
Domains: Good, Knowledge, Magic, Rune, Travel
Favored Weapon: Rapier

The only one of Ameterra’s children to side with her parents, Istar is a deity renowned for her wisdom and ability to foresee the future. She was initially spared imprisonment following the first War of the Immortals, but insisted that she be bound with her siblings for reasons that scholars debate even today. During the Second War of the Immortals, she was slain by her brother Shiken, but was resurrected by the intervention of Ameterra and the heroes who would become the other Guardian Gods. Due to these tribulations, many worshipers associate Istar with great sacrifice in addition to great knowledge.

Istar is worshiped by scholars, sages, and prophets. Her scriptures emphasize the importance of using the power of foresight as a way of promoting a greater good, but many worshipers pay little more than lip service to this doctrine, instead devoting their lives to the pursuit of knowledge and the unraveling of mysteries. Istar does not demand sacrificial offerings, but her worshipers use a variety of such ceremonies as a tool through which they hope to channel some of the goddess’s wisdom. Offerings are often burnt and the pattern of the ashes is interpreted as a method of divination. In barbarian cultures, a burnt offering is replaced by animal entrails or even a living sacrifice from a criminal in that society, with the pattern of spilled blood believed to grant the tribe’s shaman or wise man the ability to see the future.

Seelik's holy symbolSeelik
Goddess of love, luck, and community
Neutral Good
Domains: Charm, Community, Good, Liberation, Luck
Favored Weapon: Rapier

The goddess of romantic love, Seelik puts emotional well-being before all else. She is a close ally of Allaina, whose free spirit and association with fertility mixes well with Seelik’s religion.

Although Seelik has an organized church, she is worshiped more on an individual basis than most deities. Those who are in love or who seek love often pray for her. Her name is invoked at most marriage ceremonies, regardless of the church the ceremony occurs in. Seelik espouses the sacred nature of romantic love in all its forms, and encourages each individual to seek love in whatever way feels right. She also encourages a sense of community, for without the goodwill of society, finding and holding onto love becomes increasingly difficult. She is strongly opposed to the dark goddess Kiiri, who seeks to pervert her message of love.

In life, Seelik was a sorcerer with a toad familiar. As such, the toad is associated with Seelik’s religion. The creatures are sometimes given as gifts at a wedding. If a pair of lovers is trying to conceive, the woman often sleeps on her back with a toad lying on her belly. If the toad stays the whole night, a child is soon to come. In keeping with this message of fertility, Seelik’s faithful hold a special holy day on the first day of spring to celebrate a new season of birth. Many churches also hold special services around their local harvests, acknowledging the full rewards of what the planting season in the spring brings farmers.

Stryke's holy symbolStryke
God of battle, law, and justice
Lawful Good
Domains: Good, Law, Nobility, Strength, War
Favored Weapon: Longsword

Stryke was a powerful warrior as a mortal. Although he usually fought in light armor and wielded two magical longswords, modern depictions of Stryke portray him as a heavily armored knight, unyielding in his pursuit of justice. One element of his mortal life that has remained unchanged in the fact that he and Allaina are lovers. The apparent contradiction in themes between Stryke’s order and Allaina’s wild spirit makes for much philosophical debate among followers of the Guardian Gods.

Along with Ameterra, Stryke is the most commonly worshiped deity in Blackwood. He is a favored patron of knights and paladins, who seek to promote the goodness that justice can create. Stryke’s name is invoked in courts of law, where a witness must hold aloft a blunted longsword and swear on Stryke’s name that his testimony is true. Those who opt for trial by combat are often given time to meditate and pray in a church of Stryke. He is an enemy of Shiken, who seeks battle as a way of dominating others rather than a way to promote order.

Like Allaina, Stryke had a wolf companion as a mortal, and wolves are seen as holy animals among his faithful. Priests of Stryke emphasize the loyal nature of wolves and espouse that humanity should be as loyal to their own allies as wolves are to their pack.

The Silent Gods:

This group of gods gains their name from the fact that they remained neutral during the Wars of the Immortals, choosing neither to war against Ameterra nor to defend her. Although some in Blackwood call this neutrality cowardice, many do not hold the choice to remain neutral against them. They are not as frequently worshiped as the Guardian Gods, for no one knows exactly where their loyalties lie. However, they are not as shunned as the Dark Gods, for there is no confirmation that they seek to violate the will of Ameterra like their other siblings.

Arash's holy symbol looks suprisingly like Umberlee's from the Forgotten Realms...Arash
God of the sea, storms, and travel
Alignment: Chaotic Neutral
Domains: Air, Chaos, Travel, Water, Weather
Favored Weapon: Trident

Also known as the Stormlord, Arash is a wild deity that was born in the depths of the Siren Sea. He is obsessed with water, both from the seas and from the skies. During the first War of the Immortals, Arash is said to have raised the seas themselves and flooded all of Niiran while his siblings battled, seeking to cleanse the land.

Although many rightfully recognize the god as dangerous, Arash receives a fair amount of informal worship in Blackwood and coastal communities. Many sailors make an offering to the sea god before setting out on the water, hoping to avoid the tumultuous storms that Arash is said to control. Coastal towns and villages also make an attempt to appease the god during stormy seasons in hopes of avoiding tsunamis and floods. The Stormlord is somewhat simple-minded for a god, and does not pursue any true ethical agenda, driven more by a passion bordering on madness than anything else.

Kraten's holy symbolKraten
God of the elements, craftsmanship, and balance
Alignment: Neutral
Domains: Air, Artifice, Earth, Fire, Water
Favored Weapon: Warhammer

The stern master of the elements, Kraten is a master of shaping and molding the four elements into almost anything he desires. He respects craftsmanship and art in all forms, and seems only interested in Niiran as a way of creating such things.

Kraten is depicted quite differently in different sects among his followers. Some see him as seeking balance above all, both of the elements and of good and evil, order and chaos. Others view him as almost indifferent to the affairs of all others, focusing almost solely on perfecting the many crafts that the universe has to offer. The truth likely falls somewhere in between. Kraten’s name is called out by smiths and artists alike who seek to perfect their craft. His worshipers ally often with druids, and some priests of Kraten claim that the druidic worshiping of the forces of nature is just reverence of Kraten in another form.

And Lady Death's holy symbol looks like Kelemvor's. Something strange is going on here...Lady Death
Goddess of duty, time, and death
Alignment: Lawful Neutral
Domains: Darkness, Healing, Law, Protection, Repose
Favored Weapon: Scimitar

Lady Death is shunned by many mortals who see death as something negative – a force to fear and dread. Her status as a child of Ameterra is frequently debated by scholars. She is not mentioned in most myths regarding the War of the Immortals, and only gains brief mention in histories of the Second War of the Immortals as a silent rider who collected the souls of those who perished directly at the hands of the Dark Gods. Many speculate that Lady Death is not truly a child of Ameterra but is some other divine force, possibly as old or even older than the mother goddess herself. She is rarely seen, but is usually depicted as a black-clad woman who wears an expressionless silver mask.

Few humanoids follow Lady Death, for most of the associate her with Arawn, believing that any deity that would espouse the virtues of death is something to be feared. The goddess is not truly a force that promotes destruction, but rather a being that represents fate and inevitability. Lady Death sends servants to collect the souls of those who die and escorts them to their rightful afterlife. Despite her name and ethos, her faith has no tolerance for undead, which are seen as monstrosities that deny a soul a peaceful repose in the afterlife. Her followers have also been known to defend mortals from the machinations of extraplanar beings and even deities who would end their lives before their destiny has been reached. Lady Death is the only deity who is not among the Guardian Gods that has paladins who serve her cause, although they are rare.

Lady Death makes her domain in the Gray City, a vast community of souls she has shepherded to the afterlife. All living beings with souls are said to travel to the Gray City, where they wait for a god to claim them and bring them to eternal rest in the afterlife of that god’s choosing. However, should a soul remain unclaimed for long enough, they are eventually drawn into the Wall of the Condemned which surrounds the city and separates the realm of Lady Death with Annuvin, the domain of Arawn, lord of undeath and rival to Lady Death.

The Dark Gods:

The Dark Gods are the children of Ameterra who fought against her in an attempt to steal the power of creation. Following the Second War of the Immortals, Ameterra granted them a portion of her divinity and the ability to create realms of their own, but only in exchange for their eternal exile from Niiran. While some of the Dark Gods are comfortable within their own realms, most of them still seek to take control of Niiran, coveting it as the first world of the multiverse. Their incursions are blocked by the intervention of the Guardian Gods, and thus they are limited to acting only through clerics and other chosen individuals.

The Dark Gods are generally not worshiped in Blackwood, and reverence of any of the evil gods is considered cult activity for the most part. Nonetheless, they draw their fair share of devoted worshipers, either from those who believe they were wronged by Ameterra or from those who succumb to the promises of power many of the Dark Gods offer their followers. Unlike the Guardian Gods, the Dark Gods are jealous deities, and it is a very rare occurrence for a cleric or follower to revere more than one and receive any magical ability. For the most part, the faithful of the Dark Gods exist in sects and cults, scheming against both the will of the Guardian Gods and the machinations of rival deities as well.

Arawn's holy symbolArawn
God of forbidden lore, stolen knowledge, and undeath
Alignment: Neutral Evil
Domains: Darkness, Death, Evil, Knowledge, Rune
Favored Weapon: Scimitar

The Lord of Undeath, Arawn is one of Ameterra’s most cunning, treacherous, and evil children. He seeks little more than personal power, and is said to have sought the power of creation only so he could undo it entirely. Arawn has few allies or minions beyond the undead, and seems to revile the company of other intelligent creatures. Arawn has little in terms of a formal following. Even followers of the other Dark Gods distrust him. Those who worship him usually do so out of a desire for power. He offers eternal life and immense power to those who serve him, although most note that “eternal life” usually means an eternity as a lich or other undead creature. Arawn is an enemy of both Lady Death and Asmodeus. He competes often with Asmodeus, resentful of that god’s similar tact of seducing mortals to evil. It is believed that part of Arawn’s obsession with undeath comes as a way of perverting mortal souls enough so they are useless to Asmodeus.

Arawn is said to make his home in the domain of Annuvin, a vast plane that borders on the Gray City where Lady Death makes her home. The two domains are separated by the Wall of the Condemned – a built of souls left unclaimed by the other gods.

Hounds and hunting animals are considered holy creatures in Arawn’s religion, but are often tormented or twisted with magic in order to make them as vicious as possible. Arawn himself uses a wide variety of yeth hounds as his hunters throughout the planes. It is believed that yeth hounds summonable by magic and thus most commonly encountered are but the weakest of their kind, with the Lord of Undeath breeding many different varieties, both living and undead.

Asmodeus is the one god of Niiran who also exists on Golarion.Asmodeus
God of pride, torment, and infernal pacts
Alignment: Lawful Evil
Domains: Evil, Fire, Law, Magic, Trickery
Favored Weapon: Flail

The most sinister and universally loathed of the children of Ameterra, Asmodeus is notorious for scheming against mortals and gods alike, constantly twisting promises and pacts to his benefit. Even the most conniving of the Dark Gods avoid alliances with Asmodeus, for his ability to bind others to his infernal agreements is beyond even the duplicity of Arawn.

Asmodeus has few worshipers beyond those who are willing to sell their souls for a great deal of power. He is the lord of the Nine Hells, dwelling in the ninth layer of Nessus, from where he commands the legions of devils that are born from corrupted souls. Asmodeus cares little for an organized religion, instead acting through infernal ambassadors that corrupt mortal souls one at a time. He delights in perverting a soul into damnation, and particularly prizes corrupting paragons of good into vessels of evil. Asmodeus is in constant competition with Arawn for souls, seeking to add souls to his infernal army before Arawn can drain their spirits away and turn them into undead. He frequently employs complex contracts and pacts which he follows to the letter, twisting the spirit behind such agreements to fit his own ends. Despite his duplicity, Asmodeus adheres to a strict personal code and is said to be incapable of truly lying, relying instead on semantics and technicalities to deceive. This code causes many to try their hand at dealing with Asmodeus in hopes of outwitting him when the time comes to present payment – a situation that almost never turns out well for those foolish enough to think they can outwit the master of deceit.

Kiiri's holy symbolKiiri
Goddess of lust and perversion
Alignment: Chaotic Evil
Domains: Chaos, Charm, Evil, Madness, Trickery
Favored Weapon: Kukri

The goddess of vice and perversion, Kiiri is known as an instigator and corruptor whose powers work even on her siblings. It is said that her touch can instill any number of different vices in even the most strong-hearted individuals.

Kiiri gains her followers in two ways. First, she appeals to those who experience any sort of unusual and socially unacceptable romantic tastes, such as bestiality or incest. Such individuals often seek out Kiiri’s cult as one of the few places where such acts are accepted. Secondly, her followers often disguise themselves as priests of Seelik, infiltrating the ranks of that goddess’s church and corrupting the message being preached there. Such individuals preach that love can take many forms, and that social taboos are unnecessary restrictions enforced by the ignorant. For this reason, the faiths of Seelik and Kiiri are in constant conflict, with Kiiri’s faithful undermining the notions of romantic love by passing off lust and love as the same thing.

Rhudae's holy symbolRhudae
Goddess of monsters, savagery, and abominations
Alignment: Chaotic Evil
Domains: Animal, Chaos, Evil, Madness, Plant
Favored Weapon: Flail

The creator of many modern monsters and aberrations, Rhudae specialized in twisting the plants and beasts of Niiran into her own sinister creations before she gained the power of creation. Many people attribute the majority of monsters that can be found in Niiran, from the orc to the owlbear, to Rhudae’s hand. In truth, she is not wholly responsible for all the strange beings that populate the world, but is behind many of them.

Rhudae delights in the creation of monsters and encourages the magical splicing of existing species into something new, even though such experiments often create self-loathing abominations. Rhudae is usually depicted as the youngest of the Dark Gods, supposedly created after the death of Arrin in an attempt by Ameterra to design a guardian against the rest of her children. If that myth is true, then it would explain Rhudae’s own madness and her affinity with creatures that are not meant to be. Rhudae makes her home in the Outer Wildlands, a domain where aberrations and magical beasts reign supreme. Those who are “cursed” with a normal humanoid appearance may gain Rhudae’s favor through their actions, deliberately striking against all that is seen as sacred by the Guardian Gods. Such acts often include the hunting of the faithful’s own race and sometimes even his kin. Those beings who serve Rhudae well as said to be remade as a servant of the mad goddess following their passage through death and into the afterlife.

Shiken's holy symbolShiken
God of strife, tyranny, and conquest
Alignment: Lawful Evil
Domains: Destruction, Evil, Law, Strength, War
Favored Weapon: Battleaxe

Known to many as the Iron God of War, Shiken is the embodiment of the concept that might makes right. He single-handedly almost destroyed the realm of Blackwood during the Second War of the Immortals when he laid siege against the capital city itself.

Shiken appeals to much the same group of followers as Stryke, seeking order through the strength of arms. However, while Stryke is concerned with a universal justice, Shiken believes that the meaning of righteousness is determined by those with the power to define it. In Shiken’s ideal world, only the strong survive, and those who cannot conquer are either killed or enslaved. Shiken’s destractors, especially the faithful of Stryke, point out that it is easy for the god to espouse such a philosophy because no one has ever bested him in battle. Shiken and Stryke often come into conflict, for Shiken finds the ascended mortal’s decision to hide behind notions of justice and honor a mere excuse to shield the weak.

Dead Gods:

Even gods can die. Some claim that Ameterra originally had dozens of godling children, and that the Dark Gods are but a handful of survivors from the first War of the Immortals. Whether these tales have any truth to them, it is known that at least some deities have perished since the creation of Niiran. These gods still have a small following among mortals, though they are not able to grant full divine power to their devotees.

Arrin's holy symbolArrin
God of order, balance, and protection
Alignment: Lawful Neutral
Favored Weapon: Heavy Pick

The Dragonlord and one of the creators of Niiran, Arrin was birthed from the chaos of the universe and charged with bringing order and balance to the world. With Ameterra he pushed that primordial chaos into the plane now known as the Abyss and created the world of Niiran. He and Ameterra became lovers, and he fathered the immortals who would eventually be his undoing. Arrin was slain in the War of the Immortals by Derrezen, his first and favored son. His body plummeted to earth and his remains are said to have formed the Peaks of Arrin.

Arrin has few followers left in Niiran. In life, he espoused the virtues of balance and order. He devoted himself to protecting the new world of Niiran from the dangers of the multiverse, particularly the chaotic evils of the Abyss. The few worshippers he has among mortals seek to duplicate his devotion to the protection of the world and carry on his holy crusade against demons and other fiends of chaos. A few followers believe that Arrin either can be resurrected or that he is not truly dead, having been banished rather than slain by his son.

Derrezen's holy symbolDerrezen
Immortal of corruption, wrath, and violent change
Alignment: Chaotic Evil
Favored Weapon: Heavy Pick

The firstborn of the immortals, Derrezen was the first and most successful to strike against his parents in a quest to steal the power of creation. He was the first of the immortals to break free from his prison and is still the most feared of the immortals, for he almost single-handedly destroyed Blackwood as well. He was finally slain mere miles from Blackwood City, when it is rumored that Ameterra herself returned to Niiran to finally end his threat.

Derrezen cared little for followers, but his power attracted many. He was worshipped by monsters of all sort, as well as by those who wished to see an end to the reign of Blackwood. He believed that Niiran was his birthright, and sought to remake the world as he saw fit. Of all the immortals, Derrezen’s presence is still most directly felt in Niiran, for the magic he used to create the foul realm known as the Dragonlands still lingers, unable to be undone even by a miracle or wish spell. Derrezen still has a great many followers who seek his resurrection, known as the Cult of the Crimson Claw. He cannot be restored through even the most powerful magic, though, for the gods themselves seem to fear his return. However, some believe that Derrezen still walks the world despite this attempt by the gods to prevent his resurrection, existing as the Red Mage, a humanoid sorcerer with but a sliver of the power he once held but whose magical might can still lay waste to entire armies.

Inaga's holy symbolInaga
Immortal of death, corruption, and lies
Alignment: Neutral Evil
Favored Weapon: Scythe

The original lord of death, Inaga was one of Ameterra’s most powerful and frightening children. He specialized in corrupting mortal souls and then drawing from their power when no other god would claim them. Inaga constructed the Wall of the Condemned, which now serves as the boundary between Lady Death’s Gray Domain and Arawn’s realm of Annuvin in the Outer Planes. The wall is constructed of forgotten souls who are left unclaimed by the other children of Ameterra. Inaga drew power from those souls, making him possibly the most dangerous of his kin. The immortal ultimately fell in the War of the Immortals due to an alliance between Arawn and Asmodeus – two bitter enemies united against their sibling. It is said that Arawn gained the secrets of undeath from Inaga’s fall, while Asmodeus gained the immortal’s ability to corrupt mortal souls. Depending on which faith tells the story, one of the two supposedly got the better end of the deal, tricking the other out of a wealth of knowledge and power.

In life, Inaga gained followers through fear and lies, drawing to him those who either sought great power for themselves or who feared becoming a part of the Wall of Condemned due to Inaga’s machinations. His faith emphasizes death as a tool, either as a threat to keep masses in line or as fuel for magical rituals that can extend one’s own life. As he gained followers through force and coercion, few mourned his passing. However, some do still exist who seek to resurrect this ancient immortal, either to learn his forgotten secrets of death and undeath or to curry favor with what many believe was the most powerful of the children of Ameterra.

Nethra's holy symbolNethra
Immortal of illusion, trickery, and moonlight
Alignment: Chaotic Neutral
Favored Weapon: Kukri

Nethra was a master of illusion magic and a free spirit who enjoyed trickery. Said to be the most beautiful of Ameterra’s children, she earned the enmity of her siblings for the favor Ameterra and Arrin showed her. According to legend, Nethra ultimately fell from grace during the War of the Immortals when Kiiri used her dark charms to manipulate her into an incestuous relationship. Kiiri ultimately killed her sister while they made love. Ameterra, upon finding out about the death of her daughter, was said to have gathered up Nethra’s essence and placed it into the sky. Over the years, the essence solidified and became the moon, which is sometimes referred to as Nethra.

Despite having died thousands of years ago and possessing very few formal followers in the modern day, Nethra’s name is spoken quite often in Niiran. Her name is invoked by thieves, bards, and anyone who relies on illusions or acts of deception. Over the years, her penchant for trickery and chance has caused many to associate her name with luck, and gamblers tend to use the words “Lady Nethra” interchangeably with “Lady Luck.”


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