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Post by Innovation on Jan 18, 2009 3:28:50 GMT -5
Torm
The True, the True Deity, the Loyal Fury Symbol: Right-hand gauntlet held upright with palm forward Home Plane: House of the Triad Alignment: Lawful Good Portfolio: Duty, loyalty, obedience, paladins Worshipers: Paladins, heroes, good fighters and warriors, guardians, knights, loyal courtiers Favored Weapon: "Duty's Bond" (greatsword)
Cleric Alignments: LG, LN, NG Domains: Good, Healing, Law, Protection, Strength
History/Relationships: Torm serves Tyr as war leader and champion, as he once did for a mortal monarch in the days immediately following the Fall of Netheril. Scholars disagree on where Torm's kingdom was located, or even what it was called, but the most believable theories place it somewhere south of the Lake of Steam, in the area now known as the Border Kingdoms. Whole knightly orders in service to Torm's church seek the location of this kingdom, which the clerics refer to as the High Seat, or Chalsembyr. They hope that discovering the location might give them more insight into Torm's life as a mortal, one of the few subjects about which he absolutely refuses to enlighten his followers. Some interpret his reticence as a game, as if Torm keeps Chalsembyr's location a secret in order to test his faithful, who routinely go on quests to locate it. Lore of the faith holds that he who discovers the whereabouts of the Loyal Fury's mortal home will be raised up to the celestial planes as Torm's divine servant.
Prior to the Time of Troubles, Torm served Tyr as a loyal demipower. After his resurrection at the hands of Ao, the maimed deity elevated him to lesser deity status, and greatly enhanced his duties, granting him control of several armies of celestial warriors to use in outer planar conflicts. Torm, Tyr and Ilmater work together frequently, and are known as the Triad. At Tyr's insistence, Torm has of late befriended the Red Knight in an attempt to temper her lust for war with an appreciation for justice.
His kinship for Helm dates back several centuries, though the clergies of the Loyal Fury and the Watcher currently find themselves at odds on several important ideological and political issues. As a pro-active enemy of evil, Torm finds that his ideals and philosophies often square with those of Lathander, whom he greatly respects.
After destroying Bane, Torm turned most of his attentions to Cyric, working with Mystra, Oghma, and Mask in dethroning the Black Sun from his position as Lord of the Dead. He deeply regrets not destroying Cyric in that instance, and has vowed to remedy that regret should the two deities meet again. Torm found the alliance with Mask distasteful, and hopes to force the Lord of Shadows to reform himself by thwarting his plans as often as possible. Since the return of the Black Hand, however, the bulk of Torm's ambition and planning has gone toward defeating the dark intrigues of Bane.
Dogma: Salvation may be found through service. Every failure of duty diminishes Torm and every success adds to his luster. Strive to maintain law and order. Obey your masters with alert judgment and anticipation. Stand every alert against corruption. Strike quickly and forcefully against rot in the hearts of mortals. Bring painful, quick death to traitors. Question unjust laws by suggesting improvement or alternatives, not additional laws. Your fourfold duties are to faith, family, masters, and all good beings of Faerun.
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Post by Innovation on Jan 18, 2009 3:29:46 GMT -5
Tymora
Lady Luck, the Lady Who Smiles, Our Smiling Lady Symbol: Silver coin featuring Tymora's face surrounded by shamrocks Home Plane: Brightwater Alignment: Chaotic Good Portfolio: Good, fortune, skill, victory, adventurers Worshipers: Rogues, gamblers, adventurers, Harpers, lightfoot halflings Favored Weapon: A spinning coin (shuriken)
Cleric Alignments: CG, CN, NG Domains: Chaos, Good, Protection, Travel, Luck
History/Relationships: Prior to the Dawn Cataclysm, a single deity, Tyche, controlled both good and bad luck. A fickle deity whose attention just as often brought calamity as calm, Tyche wandered through her existence controlled only by her whims, seldom concerning herself with anything or anyone for more than a moment. As luck would have it, the amorous deity found herself embroiled in the war between deities initiated by Lathander, who attempted to restructure the Faerunian pantheon according to his own sense of propriety. Deciding quickly that her paramour had become altogether too serious, Tyche kissed the Morninglord with misfortune and left him to his fate.
During her travels, she came upon a beautiful rose, which she attempted to pluck from the earth. Curiously, the flower would not budge, so she cursed it with bad luck, whereupon its stem broke and it fell to the ground. Thinking little of the incident, she placed the rose in her hair and continued her roaming, oblivious to a dangerous corruption on her very person. The rose had been an aspect of Moander, deity of rot and decay. In short order, Moander worked its corruption into Tyche's ear, eagerly draining the deity's lifeforce and withering her form within. When she finally returned home, the oblivious Tyche came upon her friends Lathander and Selune, as well as Azuth, who had been warned of Moander's attack through consultation with the Pale Tesseract. Before the disgusting creature that had once been Tyche could greet her former companions, Selune lashed out with a bolt of purifying light. Tyche's form split right down the middle, and from the husk emerged a completely new deity.
A bright, somewhat smaller version of Tyche arose first, looking upon the three deities with a bemused expression of confused recognition, as if she had known these figures in dreams even if they had never met. Bold, beautiful Beshaba was second to arise.
After a brief battle in which the good and evil aspects of the fallen Tyche nearly destroyed each other if not for the combined effort of Azuth, Lathander, and Selune, Beshaba cursed the four deities, decrying them as murderers and luckless villains unworthy of both her presence and her good will. Swearing to bedevil their followers with ill fortune for eternity, the Maid of Misfortune left the assembly in a torrent of acrid smoke and foul language. The newly born deity, Tymora, simply shrugged, a small frown her only display of emotion.
Since that day, Tymora and Beshaba have continued their struggle. For Beshaba, their battle is one of wholehearted destruction. Tymora, for her part, seeks to stave off the Maid of Misfortune's depredations, occasionally punishing her cruel ambition with a particularly choice humiliation.
Though it would not be fair to call Tymora cruel, she does delight in practical jokes, often attempting to bring good humor to stern deities such as Helm and Tyr through the careful application of gentle teasing and playful trickery. Though she inherited all the good qualities of her progenitor, she also retains much of Tyche's fickleness-- she's seduced dozens of deities and countless mortals, seldom staying with a single paramour for more than a year or two. She shares a somewhat casual, long-running romance with the halfling deity Brandobaris, whose passion for daring-do and ribald shenanigans rivals her own.
Dogma: One should be bold, for to be bold is to live. A brave heart and a willingness to take risks beat out a carefully wrought plan nine times out of ten. Place yourself in the hands of fate and trust to your own luck. Bear and conduct yourselves as your own masters, showing your good or bad fortune as confidence in the lady. Chase your own unique goals, and the Lady aids the chase. Without direction or goals, you soon know the embrace of Beshaba, for those on no set course are at the mercy of misfortune, which has no mercy at all.
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Post by Innovation on Jan 18, 2009 3:30:39 GMT -5
Tyr
The Even-Handed, the Maimed God, the Just God Symbol: Balanced scales resting on a warhammer Home Plane: House of the Triad Alignment: Lawful Good Portfolio: Justice Worshipers: Paladins, judges, magistrates, lawyers, police, the oppressed Favored Weapon: "Justicar" (longsword)
Cleric Alignments: LG, LN, NG Domains: Good, Knowledge, Law, War
History/Relationships: Tyr came to Toril in -247 DR in an event known as the Procession of Justice. Bursting from a gate near modern-day Alaghon in Turmish, he led a force of 200 archons across the Vilhon Reach in an effort to pacify the remnants of ancient Jhaamdath, which had fallen to lawlessness and brigandage following the empire's destruction at the hands of its elven enemies. In the ensuing battle, Tyr's host slew Valigan Thirdborn, a lesser deity of anarchy whose rise in -269 DR directly coincided with the ascendance of the bloodthirsty Exarch Thelasand IV, who spurred the Emperor into greater conflict with the elves.
Tyr's actions and sacrifices during the Procession (which lasted until -238 DR) attracted the attention of the previously obscure Ilmater, who joined forces with Tyr in -243 DR. Years later, long after the Procession had ended with most of Tyr's servants banished or killed and the deity himself taking interest in Toril at large at the expense of his initial, highly targeted campaign, Torm joined up as the Just God's war leader. Together with Ilmater, the deities became known as the Triad, by which they are still referred to this day.
Over the more than 1,600 years since his arrival, Tyr has expanded his dominance over the whole of Faerun-- few are those who do not know his name or the enthusiastic ideals he represents. His is a civilizing voice, urging the construction of moral and legal codes and the administration of fair justice for sentient creatures in every land.
In this regard he is both progressive and regressive, representing a force for cultural development in lands with corrupt or no legal systems and representing a stern defense of the status quo in nations with well-established codes of law. Tyr's relatively short time on Toril has gained him a host of enemies. He fiercely opposes deities dedicated to tyranny, evil, or lawlessness, and bears particular enmity toward, Bane, Cyric, Mask, Talona, and Talos.
Dogma: Reveal the truth, punish the guilty, right the wrong, and always be true and just in your actions. Uphold the law wherever you go and punish those who do wrong under the law. Keep a record of your own rulings, deeds, and decisions, for through this your errors can be corrected, your grasp on the laws of all lands will flourish, and your ability to identify lawbreakers will expand. Be vigilant in your observations and anticipations so you may detect those who plan injustices before their actions threaten law and order. Deliver vengeance to the guilty for those who cannot do it themselves.
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Post by Innovation on Jan 18, 2009 3:31:22 GMT -5
Umberlee
The Bitch Queen, Queen of the Depths Symbol: Blue-green wave curling left and right Home Plane: Fury's Heart Alignment: Chaotic Evil Portfolio: Oceans, currents, waves, sea winds Worshipers: Sailors, weresharks, sentient sea creatures, coastal dwellers Favored Weapon: "Drowning Death" (trident) or jellyfish (trident)
Cleric Alignments: CE, CN, NE NwN Domains: Chaos, Destruction, Evil, Water, Sea Caves
History/Relationships: Umberlee is one of the Gods of Fury. She serves Talos, along with Auril and Malar. Talos has been encroaching upon her portfolio, and since she lacks the strength to fight him, Umberlee has been trying to distract him with romantic intrigues. She fights Selune and Valkur (to whom sailors pray to bring them home safely), Chauntea (for her dominion over land), and Sune (whose beauty she envies).
Dogma: The sea is a savage place, and those that travel it had best be willing to pay the price of challenging Umberlee's domain. All should know the Bitch Queen and fear her, for the wind and the wave can reach everywhere if sufficiently angered. Fair offerings bring fair winds to sea travelers, but those that do not pay their respects will find that the sea is as cold as Umberlee's heart. Spread the word of the might of Umberlee, and let no service be done in her name without a price. Make folk hear the wind and wave unless a cleric of Umberlee is there to protect them. Slay those who ascribe sea and shore storms to Talos.
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Post by Innovation on Jan 18, 2009 3:32:20 GMT -5
Uthgar
Father of the Uthgardt, Battle Father Symbol: That of the individual beast totem spirit Home Plane: Warrior's Rest Alignment: Chaotic Neutral Portfolio: Uthgardt barbarian tribes, physical strength Worshipers: The Uthgardt tribes, barbarians Favored Weapon: Appropriate beast totem spirit (battleaxe)
Cleric Alignments: CE, CG, CN, N, NG Domains: Animal, Chaos, Strength, War
History/Relationships: Uthgar was once a mortal Northlander from Ruathym named Uther Gardolfsson, brother to Morgred (the "Morgur" of Morgur's Mound), who gained fame by invading the fabled realm of Illusk before moving into the northern interior. There, his followers united with Netherese refuges who had reverted to a primitive way of life to form a dynasty of barbarians, the Uthgardt. As he lay dying of wounds received in battle with Gurt, Lord of the Frost Giants, Uthgar was raised up as a demipower by Tempus, who admired his fighting spirit. Uthgar counts only the Lord of Battles as an ally. The Father of the Uthgardt dislikes Helm, Ilmater, Torm, and Tyr, for they have stolen away the devotion of all but one cleric of the Black Lion tribe. He holds Malar responsible for the destruction of the Blue Bear tribe (a fragment of which survives as the new Tree Ghost tribe), and he hates Auril for turning the Elk tribe away from his worship. Other than enmities stemming from encroachment upon his followers, Uthgar holds himself aloof, unconcerned with divine politics and struggles.
Dogma: The dogma of the Uthgardt religion varies slightly from tribe to tribe as each beast cult emphasizes different "barbarian" virtues. In general, shamans are charged as follows when they are initiated into the Uthgardt faith: Strength is everything. Civilization is weakness. Men should fight, hunt, and raid from the weak to provide for their wives and families. Family is sacred, and its bonds are not cast aside lightly. Arcane magic is effete, self-indulgent, and ultimately leads to weakness. Reliance upon arcane magic is an evil and false path that leads to death and ruin. Revere Uthgar, your ancestors, and your tribe's spirit. Study the beast so that you know its virtues and its weaknesses; claim its virtues as your own and weed its weaknesses from your spirit. The beast holds wisdom and raw power that you can make your own. Make the others of your tribe fear and respect your power and knowledge so they heed the wise words of your ancestors speak through you to them.
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Post by Innovation on Jan 18, 2009 3:33:13 GMT -5
VelsharoonThe Vaunted, Arch-Mage of Necromancy, Lord of the Forsaken Crypt Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Dweomerheart Alignment: Neutral evil Portfolio: Necromancy, necromancers, evil liches, Undeath. Worshipers: Liches, necromancers, seekers of immortality through Undeath, Cult of the Dragon Favored Weapon: "Skull Staff of the Necromancer" (quarterstaff)
Cleric Alignments: CN, LN, NE Domains: Death, Evil, Magic, UndeathVelsharoon (vel-shah-roon) is a vain, selfish, petty, but very canny deity consumed with v e n g e a n c e , obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. In many ways he continues to act like the mortal he recently was, albeit with far greater power at his disposal than before. The ChurchCLERGY: Clerics, specialty priests, necromancers CLERGY'S ALIGN.: LE, NE, CE TURN UNDEAD: C: No, SP: No, Nec: No CMND. UNDEAD: C: Yes, SP: Yes, Nec: No All clerics and specialty priests of Velsharoon receive religion (Faerûnian) as a bonus nonweapon proficiency. The DM is encouraged to allow Velsharoon's clergy access to the necromantic spells detailed in the Complete Book of Necromancers. Velsharoon is largely unknown throughout Faerûn, but in the past year or so many bards have begun to relate fanciful tales of his ascension to audience's seeking to be frightened by stories of horror. Outside of secretive cabals of necromancers, those mortals who are aware of this evil demipower perceive Velsharoon as the lord of liches and a power able to organize the undead against the living. Cultists of Velsharoon gather in dusty crypts, abandoned mausoleums, and neglected graveyards. The Necromancer has few true temples, but those few which have been constructed are located in ancient catacombs or necropolises and resemble brooding stone mausoleums carved with ghastly depictions of the dead, the dying, and the undead. Fetid air and the cloying reek of embalming fluid waft through such edifices, and undead servitors serve as untiring sentinels. Vast laboratories, crammed storerooms of alchemical supplies, and befouled mortuaries consume most of the space, and few concessions are made toward sleeping chambers, dining halls, and kitchens. Velsharoon's clergy is composed primarily of specialty priests, known as necrophants, and necromancers. Both groups are represented in roughly equal numbers. About 20% of the Necromancer's clergy are clerics, holdovers from before the Time of Troubles who served Myrkul, the former Lord of the Dead, and who have little interest in serving Kelemvor, the new Lord of the Dead, or Cyric, who briefly preceded him. Novices and acolytes of Velsharoon are known as Pallbearers. Higher ranking priests have titles such as Soul Stalker, Cryptguardian, Dead Walker, Bleeder, Life Leech, Spirit Sepulcher, Seeker of the Seven Truths, and Necromaster. Higher-ranking priests have unique individual titles conferred upon them by Velsharoon himself. Those who are chosen to be the apostles of Velsharoon are an elite fellowship of visionaries worthy of the respect of the common masses and entitled to be held in esteem for their bold excursions to the frontier of life and death. Life and death are the twin faces of eternal existence. To surrender to either one is to resign oneself to obscurity. True power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form-even mortal life itself-knowledge of the world, in all of its infinite complexity, is extended. Lesser beings cannot understand the importance of the exploration of life, death, and undeath and the philosophical implications of this complex medley. Let no one interfere with the pursuit of such research, for the end result will more than justify the necessary sacrifices along the path. Knowledge is power, and knowledge of life and death brings power over all beings, living and unliving; power that can lift the church of Velsharoon and his priests to dizzying heights. Day-to-Day Activities: Many priests of Velsharoon spend their days in necromantic research, seeking to understand the faith's collective knowledge of life, death, and undeath. Most have created hundreds of undead servitors, some of them unique. When an undead creation has served its purpose, these self-involved researchers often brand the symbol of their god on its chest and then order it to wander randomly across the Realms. Other priests of Velsharoon are involved in "support" activities for the faith-grave robbing, embalming, teaching, etc. A few of the more congenial low-level priests sometimes cure the minor ills of the populace to bring in funding or worldly supplies for the church and to more easily gather information about its enemies. Holy Days/Important Ceremonies: For a relatively young faith, the clergy of Velsharoon have quickly established a large number of holy days and rituals. The faith has yet to coalesce into a homogeneous creed, however, and widely varying rituals are found not only in different temples but within individual temples as well. Nonetheless, one ritual has become fairly widespread. The Pact of the Everlasting is a special ceremony performed by Velsharoon's priests upon attaining 9th-level (or sooner if they employ an appropriate scroll spell). This unholy ritual involves the casting upon them of a Velsharoon's death pact (as the 7th-level priest spell), as well as numerous other horrible incantations and the foul sacrifice of numerous good-aligned sentients. Prominent theologians of the faith claim that this ritual is merely the first of seven to be revealed by Velsharoon along a path to achieving immortality. Major Centers of Worship: The Crypt of the Arisen Army is hidden amidst the caverns worn into the walls of the steep-walled valley known as Skull Gorge. The subterranean temple and surrounding city, Necropolis, were founded at the site of one of Velsharoon's mortal abodes known as the Forgotten Crypt, which was built in the form of a grand mausoleum amidst the crypts of an ancient Netherese city. The Cryptskulls, as the clergy of the temple are known, haunt the length of the Skull Gorge and the neighboring Battle of Bones. The have animated a legion of undead to guard the gorge after claiming the entire valley as their domain. They are led by a high-level necrophant, Baron Vjurn Blacktower. Affiliated Orders: The Order of One Thousand Nightmares is a company of nightmare-riding swordwraiths who haunt the Fields of the Dead. Although the ghostly warriors have battled each other for centuries, Velsharoon's clergy have recently mastered powerful spells enabling them to organize the contentious spirits of the ancient warriors into a necromantic knighthood of nearly 200 undead mercenaries whose ranks continue to grow. The aims of the necrophant masters of this unholy army are unknown, but they surely spell trouble for the Western Heartlands. Priestly Vestments: Velsharan vestments resemble once-resplendent, rotting wizard's robes. The Necromancer's clergy wear garments of varying colors-any shade except red-but their habits are uniformly of somber hue. Most adorn their vestments with depictions of skulls and bones, but the faith is still young enough that fixed patterns of adornment for the various ranks have not developed. Adventuring Garb: When adventuring, Velsharan clergy members favor iron-shod staves and cold iron or silver maces which are effective when battling undead. Most eschew armor as too great a burden on their spellcasting abilities, with only the relatively rare clerics of the clergy garbing themselves in conventional protective garb. A typical priest or necromancer disciple of Velsharoon considers an escort of undead servitors as eminently suitable armor. The church of Velsharoon is a new one, and what hierarchy exists is found within individual temples. Many clerics of Velsharoon spend their days in necromantic research, seeking to understand and expand the faith’s collective knowledge of life, death, and undeath. Most have created hundreds of undead servitors, some of them unique. When an undead creation has served its purpose, these self-involved researchers often brand the symbol of their deity on its chest and then order it to wander randomly across Faerûn. Other clerics of Velsharoon are involved in “support” activities for the faith—grave robbing, embalming, or teaching. A few of the more congenial low-level clerics sometimes cure the minor ills of the populace to bring in funding or worldly supplies for the church and to more easily gather information about its enemies. Clerics of Velsharoon pray for their spells at midnight, when the secrets of the night are best unearthed. For a relatively young faith, the clergy of Velsharoon have quickly established a large number of holy days and rituals. The faith has yet to coalesce into a homogeneous creed, however, and widely varying rituals are found not only in different temples but within individual temples as well. Two rituals have become fairly widespread. The Binding of the Crypt and the Pact of the Everlasting are two rituals performed by powerful clerics, allowing them to return as an undead creature or be raised from the dead automatically if they are slain. Both rituals involve numerous other horrible incantations and the foul sacrifice of numerous good-aligned sentients. Prominent theologians of the faith claim that these rituals are merely the two of seven to be revealed by Velsharoon along a path to achieving immortality. Many clerics multiclass as divine disciples, necromancers, or (if part of the Cult of the Dragon) as wearers of purple. History/Relationships:As a mortal, Velsharoon was a renegade Red Wizard of Thay whose chief rival was Szass Tam. He discovered a method laid forth by Talos for a mortal to achieve divinity, but quickly realized that the Storm Lord would simply exploit him until he was destroyed. Velsharoon then shifted his allegiance to Azuth, who, with Mystra's help, blocked Talos from seeking vengeance. Velsharoon has since secretly renewed his alliance with Talos and has begun flirting with Shar, although he still nominally serves Azuth. Velsharoon loathes Cyric, Jergal, and Kelemvor, for all three routinely upset his plans. Dogma: Life and death are the twin faces of eternal existence. To surrender to either one is to resign oneself to obscurity. True power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form - even mortal life itself - knowledge of the world and its infinite complexity are extended. Let no one interfere with the pursuit of such research, for the end result will more than justify the necessary sacrifices along the path. Knowledge is power, and knowledge of life and death brings power over all beings, living and unliving. From Faiths and Pantheons source and from www.nj-pbem.com/data/Gods/humangods/Velsharoon.htm
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Post by Innovation on Jan 18, 2009 3:34:00 GMT -5
Waukeen
Merchant's Friend Symbol: Gold coin with Waukeen's profile facing left Home Plane: Brightwater Alignment: Neutral Portfolio: Trade, Money, Wealth Worshipers: Merchants, traders, the wealthy, rogues (those who learn the thiefly art in order to fight thieves) Favored Weapon: Cloud of coins (nunchaku)
Cleric Alignments: CN, LN, N, NE, NG Domains: Knowledge, Protection, Travel
History/Relationships: At the Time of Troubles Waukeen was still a relatively young deity with few enemies other than Mask, whose portfolio was naturally opposed to hers. As such, it was quite unexpected that Waukeen was never seen during the Time of Troubles and never reclaimed her mantle following its conclusion. The truth behind her disappearance is that she conspired with Lliira to leave her divine mantle behind and escape to the Astral Plane with the aid of a deity from another world. Once on the Astral Plane, she intended to make her way back to her realm via the Abyss through the purchased aid of the demon lord Graz'zt. However, Graz'zt betrayed her, making her his prisoner, and it was not until she was rescued by daring adventurers in 1371 DR that she regained her divinity. Waukeen has since revitalized and reassured her worshipers of her existence and her restored divine power. She is very closely allied with Lliira (who held her portfolio in trust while she was imprisoned), Gond (whose inventions she appreciates), and Shaundakul (whose portfolio complements hers). Aside from Mask, her only true enemy is Graz'zt, against whom she has sworn her eventual revenge.
Dogma: Mercantile trade is the best road to enrichment. Increasing the general prosperity buys ever greater civilization and happiness for intelligent folk worldwide, bringing people closer to the golden age that lies ahead. Destroy no trade goods, raise no restrictions to trade, and propagate no malicious rumors that could harm someone's commerce. Challenge and refute unproven rumors that could negatively impact trade when heard. Give money freely to beggars and businesses, for the more coin everyone has, the greater the urge to spend and trade rather then hoard. To worship Waukeen is to know wealth. To guard your funds is to venerate her, and to share them well seeds your future success. Call on her in trade, and she will guide you in wise commerce. The bold find gold, the careful keep it, and the timid yield it up.
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