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The Spring Maiden
Symbol: A spinning ball of fire.
Alignment: Chaotic Good
Portfolio: Elements, Weather, Sky
Worshipers: Druids, rangers, barbarians, elves
Cleric Alignment: NG, CG, CN
Domains: Good, Healing, Protection, Sun, Travel, Weather
Favored Weapon: Quarterstaff
The Goddess of the Wind and Sky, Shahara is a Chaotic Good Elemental deity. She is an aloof goddess who seldom interferes with the mortal realms. She represents the unfettered side of nature. Her priesthood battles entropy and is opposed to the evil portions of the world. Shahara is the protector of the weak and the guardian of those who cannot fend for themselves. She is revered by barbaric tribes and the occasional paladin.
Shahara has few holy days. Her clerics celebrate the end of winter by holding a great feast and inviting all to come and enjoy the return of life. They prey for spells at sunrise or noon. Great storms or unusual weather events also becomes wild revels for priests and the devout.
History/Relationships: Shahara is one of the oldest known deities in Traykon. Ancient text call her the daughter of Morval, the creator. She is attributed to bringing the fey races to Traykon. She has no real allies or enemies as she is amazingly unpredictable. She opposes evil on principle but only passively acts against the forces of evil in Traykon.
Clerics of Shahara do not build temples. Shahara is worshiped outside under the open sky. Often, Druids and Clerics who worship her will build stone monoliths dedicated to her that they sanctify for their rituals. Often rangers, barbarian tribes, and those who suffer harsh weather try to placate her even if they do not venerate her as their goddess.
Dogma: Shahara teaches her faithful that they must be strong in the face of adversity. Her followers are fiercely independent and seldom ever ask for aid. Teachings say that those who want good hunting, healthy crops, and gentle rains should try to please their goddess. The best way to please Shahara is to protect and provide for yourself.
Avatar: Shahara retains the ability to manifest an Avatar in Traykon. She seldom uses this ability and when she does she will often apear as a Sylph or some other Sylvan creature in the high mountains to tempt and play with travelers. She distains combat and will disappear at the first signs of violence. Her divine abilities grant her the power to resist all mortal magics and often she will reflect the spells of casters back upon them. Rumors persist that like her father, she has been known to take a mortal mate for a midnight dalliance. Her followers often go on pilgrimages to the high mountains in hopes of being granted this most divine embrace.