The Great Mother, the Grain Goddess, the Golden Goddess, She Who Shapes All
Holy Symbol: A budding flower encircled by a sunburst of wheat or (older) a sheaf of golden wheat on a green field
Destruction for its own sake, or leveling without rebuilding, is anathema. Nurture, tend, and plant whenever and wherever possible; protect trees and plants, and save their seeds so that what is destroyed can be replaced; see to the fertility of the earth, but let the womb see to its own; and eschew fire.
(You need to abide by these as clergy, not as a worshiper)
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Cleric, Commoner, Druid, Ranger, or Shaman
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Any Race
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You must not harm an innocent
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You must not use torture or cause any unnecessary injury
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If you ever destroy a growing plant, you must replace it
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You must never use magical fire
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Non-Cleric Initiation: You must plant the seed of an edible plant and raise it to maturity.
(You need to abide by these as clergy, not as a worshiper)
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Level 5 Spell: Animate Dead
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Raising undead is unforgivable.
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Level 3 Spell: Darkness
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Good plants cannot grow in darkness.
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Level 5 Spell: Contagion
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Not justifiable
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Level 9 Spell: Plague
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Even less justifiable
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(If you wish to become clergy of this god, you must take three vows from those below—if you violate your vows you lose any moves, spells, and any other benefits granted by this god until you atone.)
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Fertilize (Forbidden: Allowing anyone to go hungry; you must feed everyone in need, and pass to them with their meal the message of Chauntea)
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Sow (Forbidden: Allowing for poor farming and gardening practices; you must instruct all in the proper planting, growing, and maintenance of all that they would grow from the soil)
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Preserve (Forbidden: Allowing harm to come to beautiful or useful plants, or the people who tend them; protect crops, gardeners, and farmers)
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Harvest (You must donate all unused money, items, and food to the Church of Chauntea, or to a local storehouse)
Chauntea (Chawn-TEE-ah) rarely appears to mortals, although the most devout sometimes see her smiling face in their dreams. Her hand is on every place where humans seek to grow things. She is not a goddess given to spectacle or pageant, but rather calls her followers to small acts of devotion. She is immensely popular among gardeners, farmers, and common folk of many nations. Through her blessing, most of Orben is fruitful. She is wise and quiet, though not passive, and is not given to hasty action.
Home Plane
House of Nature
Portfolio
Agriculture, crops, farmers, gardeners
Favored Weapon
Shock of Grain (Scythe)
Myths
Birth of Orben
Chauntea is believed to be one of the eldest gods in Orben—being born from the primeval battles between Shar and Selûne. Selûne favored her and nurtured her with her light, with the help of Azuth. Some of her worshipers claim that her divine glimmer gave life to the natural world, and some contended that she is the creator and source of all mortal races. In some sense, Chauntea is the manifestation of the earth itself—the avatar of the world of Orben.
History
Before her days as the "Great Mother", she was said to have been named "Jannath", and in her early days, she frequented places of overgrown nature, wilderness, and packs of animals. This role eventually became much more Silvanus's.
Relationship with other gods and churches
Chauntea has a cordial ongoing contest with Tempus and a friendly rivalry with Gond. Lathander and Chauntea have had an off-again, on-again romance for centuries (currently on), but the relationship between them is always warm. She has strong ties with other deities concerned with nature, such as Shiallia and Mielikki, and she shares a close relationship with Silvanus.
She opposes Talona with utmost vehemence, due to her malefic intent in spreading poison and disease to the natural world. She is also always in conflict with Talos. Chauntea battles deities who sought to desecrate and expunge nature; she opposes evil deities such as Malar and Bane, and views the latter's resurgence as portentous.
Associated Lesser Deities
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Chauntea is seen by those of Orben as a critical aspect of the assumed cycle of life. Though she has a diverse collection of followers, Chauntea is fanatically worshiped by peasants, servants, druids, gardeners, and any others who earn pay from working on farmland. Private land owners and destitute (perhaps as a consequence of an unproductive harvest) farmers visit the clerics of Chauntea for any divine suggestions for aiding the harvest. If at any time plague or drought strikes the crops, farmers look to Chauntea, since they hope she will save the harvest, due to her love of nature.
Rites and Duties
Chauntea's priests tend to be folk of all races who have a deep love for the land and an appreciation of natural ways and balances, seeing intelligent life as part of an ongoing series of cycles. They tend to be gardeners or farmers by trade and training and have an increasing appreciation for the beauty of plants that brings them at last to the veneration of She Who Shapes All.
Chauntea is spoken of as "Our Mother" or "the Mother of All" by her clergy. They know that she is very powerful in a quiet way—and like her, they tend to be quiet and patient in their ways. Also like her, many members of her clergy are female. In the communities in which they dwell, they are known for their wisdom and appreciated for their willingness to freely (without fee or obligation) tie up their skirts and pitch in when agricultural work must be done, especially where farmers are ill or injured.
Chauntea's church has two wings: standard clerics who minister to the faithful in towns, cities, and civilized areas, and druids who work in more outlying regions. With the success of the town priests, the druids have been moving farther and farther afield. The relationship between the druids, who call themselves "True Clerics of Chauntea," and the more civilized clerics is cordial, but at times strained. The druids have always venerated Chauntea, and consider the more recent city disciples to be upstarts. The more civilized priests, in turn, feel that the druids' day is done, and while druids are still useful in wild lands, the rising nations need and organized, professional faith controlled by a more reasonable and rational clergy. The percentage breakdown of clerics and druids in the clergy is about 40% clerics and 50% druids. Mystics and shamans, and those of other occupations who work alone outside of either wing of the church and report only to She Who Shapes All herself, comprise only 5% of the priesthood together, and monks, who are always allied to a particular group of servants or druidic circle's leader, round out the remaining 5%.
Though Chauntea's faith has some large, impressive temples and shrines whose granaries ensure that food for all is abundant in their vicinity, the backbone of the Earthmother's faith is composed of small, local temples, many of which are little more than huts or caverns near pure wells. Often these used only for storing seeds and grain. Chauntean services are most often held in open fields and druid groves.
Every day begins with whispered thanks to Chauntea for continued life and close with a prayer to the setting sun, from whence (Chaunteans believe) the Great Mother sends her power. Prayer to the Great Mother must be made whenever things are planned, but should otherwise occur when worshipers are moved to do so by the beauty of nature around them, which they are always encouraged to notice. Prayer to the Golden Goddess is best made on freshly tilled ground, farmland, or a garden, or failing that, at least at a well or a watering place. Chauntea listens best to those who enrich the ground, so before prayer many priests bury wastes, dispose of the litter of civilization, or plant seeds.
Few ceremonies of worship fall at set times. Passing one's wedding night in a freshly tilled field is held by Chaunteans to ensure fertility in marriage. Greengrass is a fertility festival, wherein uninhibited behavior and consumption of food and drink is encouraged. The much more solemn High Prayers of the Harvest celebrate the bounty Chauntea has given a community and are held at different times in each community to coincide with the actual harvest of crops, rather than precisely on Higharvestide.
Priests of Chauntea are charged to learn—and pass on to others, both fellow clergy and laity—all they can of horticulture, herblore, plant types, and plant diseases, and to encourage all civilized folk to enrich the land by replanting, composting, and irrigation, not merely to graze or dig it bare for what it can yield and then pass on. They replant trees wherever they go, root out weeds that strangle and choke crop plants, and till plants back into the soil. They strive to let no day pass in which they have no helped a living thing to flourish.
Clergy of Chauntea are encouraged to work against plant disease wherever they go. They often hire nonbelievers to help them burn diseased plants or the corpses of plague-ridden livestock to prevent the spread of sickness. They keep careful watch over such blazes—Chauntean clerics do not like handling fire, and refuse to use magical fire.
Chauntea encourages her faithful to make offerings of food to strangers and those in need, freely sharing the bounty of the land. It is also said that money given to one of her temples returns to the giver tenfold. Worshipers should plant at least one seed or small plant-cutting a tenday, tend to it faithfully for as long as possible, and see that their own wastes are always tilled back into the soil to feed later life. Any extra seeds yielded by plantlings should be taken to a temple of the god for distribution to the less fortunate.
For Cleric/Wizards
When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.
When you gain a level from 6–10, you may choose a second Domain.
If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.
Clerics/Wizards
If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).
Primary Domain
Agriculture (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)
Primary Domain Move
Control Plants
Control Plants acts as Turn Undead, but against plants. On a 10+ you can instead choose to control affected plants. A mindless plant will treat you as an ally, following your orders and joining your side.
They are still limited by being plants.
Level 9 Spell
Wall of Thorns | Level 9
Channeled (+DEX | +CON)
You craft a circular wall or dome out of thorny vines to protect an area up to 20 meters wide that you control at will. Those who wish to enter without your permission must succeed at a saving throw (+DEX) to get through the vines. Those who make it through must make an additional saving throw (+CON). Those who fail the second saving throw take 2 damage every round until you or an ally heals them, or they leave the Wall of Thorns. Wall of thorns lasts until you dismiss the spell.
Secondary Domains
Life (Gain this domain's level 1-7 spells)
Peace (Gain this domain's level 1-7 spells)
Trade (Gain this domain's level 1-7 spells)
Wilds (Gain this domain's level 1-7 spells)
For Non-Cleric/Wizards
When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.
When you gain a level from 6–10, you may choose a second Domain.
If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.
Non-Cleric/Wizards
If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.
Primary Domain
War (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)
Primary Domain Move
Control Plants
Control Plants acts as Turn Undead, but against plants. On a 10+ you can instead choose to control affected plants. A mindless plant will treat you as an ally, following your orders and joining your side.They are still limited by being plants.
Secondary Domain Moves (choose 1):
Certified Organic
With enough time and using only naturally-grown ingredients, you can prepare a simple but delicious meal. It heals 10 HP and 1 Mana.
Green Thumb
So long as you tend to them daily (with RP!), plants under your care cannot be killed except by being burned or uprooted, even if they are trampled, frozen, eaten from, infested, or become riddled with parasites; they can recover within a day.
Secondary Domains
Life (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Champion of the Sun, Master of Karate
You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.
Peace (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
A Good, Clean Fight
You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.
Trade (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Gold to Lead
If you spend several minutes studying an item of great alleged value, you will get a gut feeling if it's a fake. Ask a storyteller to confirm the validity of an item; you will know immediately if it’s counterfeit, though you may not be able to prove it.
Wilds (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Don’t Be Hasty
If you wait one round before acting upon a source of danger, take +1 to Defy Danger.