Shelta

Shelta - "the Voice That Moves", "the Starfinder"
Minor Goddess
Symbol: a bright white star.
Alignment: Neutral Good
Portfolio: Travellers, bards, navigation by stars.
Worshipers: Humans - especially of Wanderer ancestry, travelers, navigators, bards.
Priests (overview): Priests of Shelta are pathfinders. They find new and better routes for travelers and traders. Shelta's priests also sponsor waystations and hostels at especially dangerous points (such as high mountain passes, swamps, or forests). They also train guides and encourage local rulers and others to improve roads, crossing points, bridges, etc. Shelta's priests, though small in number, are usually found where they will have the most impact on easing travel.
Background: Shelta and Myrna are twin goddesses. Worship of these goddesses was introduced to the Kingdoms by the Wanderers. "The Twins" are the patron goddesses of the Wanderers. Their people are defined by their twin drives of travelling and knowledge. Travellers will often ask her blessings. Shelta came with the first Wanderers who came to the Kingdoms. The worship of the twins was discouraged in Old Aare by the magelords. Since then, worship of Shelta has spread throughout the Kingdoms.
Priest Character Information:
Alignment: Shelta is neutral good. Her priests may be neutral good, chaotic good, or true neutral. Followers may be of any non-evil alignment.
Minimum Ability Scores: Wisdom 10, Charisma 12.
HD: d8
Races Allowed: Half elves (favouring human parent) and human (favouring Wanderer heritage).
Nonweapon Proficiencies Required: Survival and navigation.
Nonweapon Proficiencies Recommended: Animal handling, Geography, Reading/Writing, Religion.
Weapon Proficiencies Required: None.
Duties of the Priest: Guidance, Marriage. Maintenance of waystations on dangerous routes. Training of guides, protection of travelers, and protection/encouraging the building of infrastructure that assists travel. Missions that assist travel.
Weapons Permitted: Bows (all), club, quarterstaff, spear, trident .
Armor Permitted: All non-metal.
All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Charm, Divination, Protection, Weather.
Minor Access to Animal, Guardian, Healing, Plant.
Powers: Language - 1 additional language per level from Level 1 to 8.
Enhanced Movement: a priest of Shelta movement rate is always 1 step better than the average traveller (e.g. encumbrance penalties are 1 step less, rolling terrain is treated as flat terrain, overgrown density obstacles are treated as slightly overgrown, etc.)
Followers and Strongholds: The followers are received at 8th level, and consist of three third level priests and six first-level priests of the same order, plus five third-level rangers to act as guides. The priest may take the following on adventures: Three priests (only one of whom may be third-level) and two rangers. The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include a hostel . Temples/strongholds must be located in locations significant to travellers.
Symbol: A bright white star.
Notes:.
Minor Goddess
Symbol: a bright white star.
Alignment: Neutral Good
Portfolio: Travellers, bards, navigation by stars.
Worshipers: Humans - especially of Wanderer ancestry, travelers, navigators, bards.
Priests (overview): Priests of Shelta are pathfinders. They find new and better routes for travelers and traders. Shelta's priests also sponsor waystations and hostels at especially dangerous points (such as high mountain passes, swamps, or forests). They also train guides and encourage local rulers and others to improve roads, crossing points, bridges, etc. Shelta's priests, though small in number, are usually found where they will have the most impact on easing travel.
Background: Shelta and Myrna are twin goddesses. Worship of these goddesses was introduced to the Kingdoms by the Wanderers. "The Twins" are the patron goddesses of the Wanderers. Their people are defined by their twin drives of travelling and knowledge. Travellers will often ask her blessings. Shelta came with the first Wanderers who came to the Kingdoms. The worship of the twins was discouraged in Old Aare by the magelords. Since then, worship of Shelta has spread throughout the Kingdoms.
Priest Character Information:
Alignment: Shelta is neutral good. Her priests may be neutral good, chaotic good, or true neutral. Followers may be of any non-evil alignment.
Minimum Ability Scores: Wisdom 10, Charisma 12.
HD: d8
Races Allowed: Half elves (favouring human parent) and human (favouring Wanderer heritage).
Nonweapon Proficiencies Required: Survival and navigation.
Nonweapon Proficiencies Recommended: Animal handling, Geography, Reading/Writing, Religion.
Weapon Proficiencies Required: None.
Duties of the Priest: Guidance, Marriage. Maintenance of waystations on dangerous routes. Training of guides, protection of travelers, and protection/encouraging the building of infrastructure that assists travel. Missions that assist travel.
Weapons Permitted: Bows (all), club, quarterstaff, spear, trident .
Armor Permitted: All non-metal.
All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Charm, Divination, Protection, Weather.
Minor Access to Animal, Guardian, Healing, Plant.
Powers: Language - 1 additional language per level from Level 1 to 8.
Enhanced Movement: a priest of Shelta movement rate is always 1 step better than the average traveller (e.g. encumbrance penalties are 1 step less, rolling terrain is treated as flat terrain, overgrown density obstacles are treated as slightly overgrown, etc.)
Followers and Strongholds: The followers are received at 8th level, and consist of three third level priests and six first-level priests of the same order, plus five third-level rangers to act as guides. The priest may take the following on adventures: Three priests (only one of whom may be third-level) and two rangers. The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include a hostel . Temples/strongholds must be located in locations significant to travellers.
Symbol: A bright white star.
Notes:.