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Althares is said to be the most enlightened and intellectual of all the gods of the Pantheon of Man. Patron of sages, wisemen, and those who seek lost secrets and knowledge, Althares favors those using their intellect rather than just their brawn. This is not to say that warriors do not pray to Him for wisdom or guidance. Generals and other tacticians regularly sacrifice to Althares for insight and clarity of mind before launching critical military campaigns or battles.

Holy Symbol: A small book with the Holiest of Althares’ words is worn on a thin chain around the neck of the priest of the Mother Church, among the Altherian's the book is often a literal book filled with the most unique knowledge known to the cleric. This holy book is added to Althares' library upon the death of the priest.

Position within the Pantheon: Artificer of the Gods. Sister to Saluwe’ and Beltine.

Favored Weapon: Warhammer, “Forge-shaper” and the crossbow, “Althares’ Word.”

Animal: Owl

Color: Dark Blue

Appearance: Althares usually appears as a wizened old Altherian with a shock of wild, tangled white hair.



Sphere of Influence

Althares is regarded highly throughout the civilized regions of the Known Lands and His temples can be found in almost every town and city. Having a temple to Althares is considered a status symbol, boasting of the populace’s enlightenment and education. Althares’ clerisy promote this attitude and assists in funding the building of new temples or the refurbishing of older ones. Regardless of Althares’ widespread devotion, the Republic of Altheria remains the center of this deity’s worship.

Temple

Temples of Althares are grand and stately edifices, veritable monuments to the God of Knowledge, built using the most advanced engineering techniques to erect wonders of architecture. The largest and most grandiose of Althares’ holy places is in the city of Althré, where the temple floats upon a gigantic shallow bowl above the streets. Staircases are replaced by metal plates that defy gravity, spaced at a comfortable distance, that lead up to its massive gilded doors. Worshippers thus get the feeling of walking up to the heavens to commune with their deity rather than rooting about the earth like savages.

Temples throughout the continent sometimes double as libraries and schools. Nobles and rich merchant princes vie for every precious seat in one of these temples, as some of the greatest philosophers and intellects known have been instructed by the Altherian priesthood. The priests smile, enjoying their prestige and steady stream of wealth by saying that tending to the health of the mind is as important as that of the soul.

Not all temples are devoted to Althares’ aspect of the Keeper of Knowledge. Other temples exist that are devoted to his aspect as the Artificer of the Gods. Here blacksmiths, inventors and engineers pray for inspiration and assistance in their works.

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Role of the Priest

Priests of Althares prize their ability to analyze matters clearly, objectively, and without emotion. Due to this, as well as their introspective natures, the general populace views them as cold and uncaring, with only their lovers, ancient tomes and musty scrolls able to elicit passion and excitement. In truth, the priests of Althares can be very compassionate and charitable. With the exception of the priesthood of Anshar, none are more benevolent and interested in the welfare of humanity as they are.

The priesthood is concerned, some say obsessed, with self-enlightenment as well as the uncovering of lost secrets and the pursuit of the sciences. Where some governments and nobles try to keep the masses enshrouded in ignorance, the Altherian priests wish to spread knowledge and encourage the education of all. They feel that it is when the least among them has attained their highest potential, that humanity can take that next step in their evolution as dictated by the Gods.

The priesthood believes that Althares once codified all the information and wisdom that ever existed in the Book of Knowledge and kept its many volumes in the Celestial Library of Lazur. This book, along with the library itself was lost during the opening days of the God War with the Other. The priesthood feels it is their sacred duty to piece the Book of Knowledge back together by learning all that there is to learn. When completed, all the secrets of the multiverse will be laid open and the Paradise of the Gods and the realm of Man will become one.

The temple of Althares works closely with the Illiirite priesthood to ensure the stability and expansion of civilization into the benighted regions of the world. Living as savages in the wilderness, striving to find sustenance while eluding predators is anathema to their philosophy.

The blessings of civilization are the birthright of all humanity as well as all sentient beings. When the dark curtain of barbarism falls there can be no enlightenment, no furtherance of science, and no chance for the ascension of man.



Cleric Aspect of Althares

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Runic Inscription

At 6th level you have learned how to inscribe a temporary spell rune onto an item and empower it with a spell. You can only inscribe a spell that you know of 5th level or lower and you must expend a spell slot to inscribe the rune. The level of the spell slot you expend is the slot level at which the rune is inscribed.

Inscribing a temporary rune takes 1 hour and you can inscribe a rune on any non-magical armor, weapon, or shield that does not already have a rune, either permanent or temporary. You must remain in contact with the item during the entire process.

At the end of the hour, you select a spell that you know and expend a spell slot to store that spell into the temporary rune. Until the temporary rune is activated, you cannot recover the spell slot you expended when you created it.
For example, you can inscribe a temporary rune and store cure wounds as a 1st level spell by expending a 1st level spell slot. If you expend a 5th level spell slot, the cure wounds spell stored in the rune is cast as a 5th level spell.
This rune remains active for a number of days equal to its slot level used to inscribe the rune. After this time has elapsed, the rune fades away with no effect.
Any creature that is in possession of an item with a temporary rune inscribed upon it may activate it with a touch. This takes the same amount of time as casting the spell stored within the rune and the creature must remain in contact with the rune for the entire time. The creature who activates the rune makes any decisions necessary for the spell, such as targets.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number o f minutes equal to your W isdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading: Holding an object as you meditate, you can see visions o f the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell as the most recent significant event involving the object and that owner. If the object w as owned by another creature in the recent past (within a number o f days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading: As you meditate, you see visions o f recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.


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