Saturday, January 5, 2019

The Gods of Alnwich: Sieva


the Feathered, of Marriage, the Watcher

Greater Deity
Sphere of Influence: Marriage, Protection, and Womanhood.
Symbols: Bells, Cauldron, Circle, Cows, Eye, Falcons, Knot, Stephanotis.
Favored Weapons: Guisarme or Sovnya.
Relationships: Wife of Veträ.

Sieva is the goddess of marriage, protection, and womanhood. She represents the ideal wife in that she is dignified, motherly, dutiful, supportive, and strong; but her wrathful jealousy stands as a warning against infidelity. Like most other gods and goddesses, Sieva has a strong warlike aspect that is responsible for providing women the courage and might to defend their homes and offspring against invasions foreign and domestic. She also is known for her persecution of the bastard children of Veträ, but in doing so often drives them to accomplish tremendous feats. In this way, she is the adversary that makes men of boys and forges girls into women.

Sieva appears as a fearfully beautiful and dignified woman wearing a robe of falcon feathers and accompanied by a panther as black as her long, flowing hair is golden.


Sieva is fiercely loyal to those who worship her and follow her ideals, above all, a sense of duty to women or one’s family as represented by Sense of Duty (All Women or Family) [-10 or -5]. She also values those who conduct themselves with honor, do not lie, and make personal sacrifices for the good their fellow; take Code of Honor (Gentleman’s), Truthfulness, and Selflessness, respectively, to model these virtues. Finally, as with all deities, Sieva has a host of ceremonies and rituals surrounding her worship. Those how attend to these religiously should take Disciplines of Faith (Mysticism or Ritualism), as appropriate.

Divine Servitors

Sieva’s servitors appear as comely women wearing the red ribbon of marriage about their right wrist and usually have Good. This is often accompanied by other elements, depending on the asect of Sieva the servitor embodies. Those who represent steadfastness have Wisdom, and those who are defenders of homesteads have War or Peace. It is also quite common for servitors of Sieva to have the Winged lens, as well.


Sieva’s shrines are rarely freestanding structures, but rather portable affairs that are carried in procession during weddings. These are supported by two or more poles and bear a likeness of the goddess adorned in falcon feathers and crowned in stars and holding the marriage ribbon. She is carried at the head of the wedding precession by the groomsmen who set her on a prepared dais to oversee the ceremony. In the final act of marriage, the ribbon is taken from Sieva’s hands and used to bind the hands of the bride and groom to each other.

In the pantheon, Sieva’s shrine sits to Vetra’s left and depicts her in her common form holding a bell above a cauldron and accompanied by a panther. Offerings of cow’s blood are poured into the cauldron and wreathes of stephanotis set about her feet.

Clerics of Sieva

Priests of Sieva should generally be built using the Initiate template with the following modifications:

Advantages: Remove Animal Friend, Channeling, Licensed Exorcist, Medium, Outdoorsman, Spirit Badge, Spirit Empathy, Spirit Weapon from the list of optional advantages and add Enhanced Defenses 1 or 2 [Varies], Medium (Specialized, Spirits of Protection, -50%) [5], Penetrating Voice [1], and Spirit Empathy (Specialized, Spirits of Protection, -50%) [5].
Disadvantages: Add a required -10 points in any of the disadvantages listed under Morals, above and reduce the -30 points in disadvantages to -20.
Skills: Remove Herb Lore, Hidden Lore (Elementals and Faeries), and Naturalist from the list of optional primary skills and add Body Language (A) Per [2]-13; Detect Lies (H) Per-1 [2]-12; and Diplomacy (H) IQ-1 [2]-12. • Remove Detect Lies, Diplomacy, and Research from the list of optional secondary skills. • Remove Flail from the melee weapon options, and add Polearm (A) DX+2 [8]-13. • Remove Blowpipe, Bolas, Lasso, Net, and Thrown Weapon (Stick) from the ranged weapon options and add Thrown Weapon (Axe/Mace) (E) DX+1 [2]-12. • Remove Cartography, Disguise (Animals), Mimicry, Navigation (Land), Survival, and Traps from the list of optional background skills and add Area Knowledge (Trollenmere) (E) IQ [1]-13; Cooking (A) IQ-1 [1]-12; Housekeeping (E) IQ [1]-13; and Leadership (A) IQ-1 [1]-12.
Special Abilities and Spells: Choose the following 25-point package:

Cleric of Sieva: Either Power Investiture 2 [20] or Divine Favor 5 [20]. • Choose [-10] points from disadvantages mentioned in Morality, above. • 15 points total in any combination of Power Investiture 3 [10], Divine Favor 6 or 7 [5 or 15], Learned Prayers, or clerical spells.

Holy Warriors of Sieva

Holy warriors of Sieva are usually built using the Squire template with the following modifications:

Advantages: Remove Born War Leader from mandatory advantages and place all levels in the optional advantages. • Add Divine Favor 4, 5, or 6 [10, 15, or 20], Enhanced Dodge 1 [15], and “or Learned Prayers” to the list of optional advantages.
Disadvantages: Add a required -10 points in any of the disadvantages listed under Morals, above and reduce first -20 points disadvantages to -10.

Skills: Remove Leadership, Strategy, and Tactics from the mandatory secondary skills and add Detect Lies (H) Per-1 [2]-9, Diplomacy (H) IQ [4]-10, and Leadership (A) IQ [2]-10. • Remove Gambling, Seamanship, Streetwise, and Survival from the optional background skills and add Cooking (A) IQ-1 [1]-9; Housekeeping (E) IQ [1]-10.

Cleric Spells

Sieva grants her clerics the following spells:

PI 1 Armor, Aura, Awaken, Body-Reading, Bravery, Cleansing, Command, Coolness, Detect Magic, Detect Poison, Iron Arm, Lend Energy, Lend Vitality, Recover Energy, Resist Lightning, Sense Emotion, Sense Foes, Sense Life, Sense Spirits, Share Vitality, Shield, Slow Fall, Thunderclap, Umbrella, Vigor, Warmth.

PI 2 Air Jet, Compel Truth, Create Air, Create Water, Fascinate, Final Rest, Grace, Great Voice, Haste, Light, Mental Stun, Minor Healing, Peaceful Sleep, Persuasion, Predict Weather, Purify Air, Purify Water, Remove Contagion, Resist Acid, Resist Cold, Resist Lightning, Resist Pain, Resist Pressure, Shape Air, Stop Bleeding, Strengthen Will, Summon Spirit, Truthsayer, Turn Spirit.

PI 3 Affect Spirits, Astral Vision, Command Spirit, Continual Light, Create Food, Emotion Control, Glow, Healing Slumber, Know Location, Know True Shape, Magic Resistance, Might, Mind-Reading, Neutralize Poison, Oath, Presence, Purify Food, Relieve Madness, Relieve Paralysis, Relieve Sickness, Repel Animal, Repel Hybrids, Repel Spirits, Resist Disease, Resist Fire, Restore Hearing, Restore Memory, Restore Sight, Restore Speech, See Invisible, Silver Tongue, Strike Barren, Suspended Animation, Terror, Turn Zombie, Vigil, Walk on Air, Watchdog, Water to Wine.

PI 4 Bless Plants, Cure Disease, Dispel Magic, Dispel Possession, Divination, Gift of Letters, Gift of Tongues, Instant Neutralize Poison, Major Healing, Resist Poison, Restoration, See Secrets, Seeker, Sunlight, Suspend Curse, Weather Dome, Wisdom, Wizard Eye.

PI 5 Astral Block, Banish, Bless, Charm, Curse, Entrap Spirit, Great Haste, Images of the Past, Monk’s Banquet, Pentagram, Remove Curse, Trace.

PI 6 Bind Spirit, Control Air Elemental, Invisible Wizard Eye, Planar Summons (Divine Servitor), Resurrection, Sanctuary, Summon Air Elemental.

Divine Favor

Sieva hears the prayers of women protecting others and those protecting women. Her priests and priestesses are healers of injured bodies and relationships, and her holy warriors are fierce protectors of women, children, and those who cannot defend themselves. Abilities marked with an asterisk (*) have Accessibility, Only in the defense of others (-20%) and Temporary Disadvantage, Bloodlust (12) (-10%).

Abilities Affliction, with one of Malediction, Melee Attack, or Sense-Based and either Advantage for any ability with an asterisk (*) or Negated Disadvantage for Cowardice, Combat Paralysis, Pacifism, or any other disadvantage that directly impedes fighting for survival; Damage Resistance, with Force Field; Danger Sense; Enhanced Defenses (Any); Enhanced Move*; Extra Attack, with Multi-Strike*; Fearlessness; Hard to Kill*; Hard to Subdue*; Healing; Indomitable; Injury Tolerance, with Damage Reduction*; Lifting ST*; Luck, with Defensive; Mind Control, with Emotion Control; Regeneration; Resistant or Immunity to any physical or supernatural effect; Serendipity; Static (Divine, Magic, or Spirit); Striking ST*; Super Jump*; True Faith, with Turning; Unfazeable; Unkillable 1*; Visualization, with Blessing.

Jürä • Karalis • Korë • Liekki • Likumä • Malä • Menes • Milä • Pazamë • Sëra • Sieva • Veträ • Yaunävä

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