Ruins of Adventure
Liira
- Name: Liira (sometimes spelled Lliira)
- Allegiance: Gods of Civilizations
- Portfolio: Joy, Pleasure, Dance, Festivals, Excess, Youth, Vitality, Freedom, Trade, Money, Wealth
- Titles: Joybringer, Mistress of Revels, The Merchant’s Friend, Liberty’s Maiden, The Golden Lady, Our Lady of Gold, Our Lady of Joy, The Coinmaiden
- Symbols: A gold coin with a woman’s face in profile; A triangle of red, yellow, and orange stars; A small silver bell
- Worshipper Alignments: LG, NG, TN, CG, CN
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Core Doctrine: Money CAN buy happiness.
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Edicts:
- Give often and generously.
- Aid and encourage business dealings of all kinds.
- Spend your coin to bring yourselves and others joy.
- Strive to brighten the hearts and minds of all folk you meet.
- Gather into celebration the lost, the lonely, the exiles, even your enemies.
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Anathema:
- Hoarding wealth in any form.
- Taking, Selling, or Buying slaves.
- Allowing any child to come to harm.
- Destroying or vandalizing a place a business.
- Ignoring someone who is sad, lonely, or grieving.
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Edicts:
- Allied Faiths: Gond, Shaundakul, Sune
- Enemy Faiths: Mask
- Pesudonyms: Astilabor (among Dragons), Nephthys (in Mulhorand), Waukeen (historic)
Base Requirements
- Races: Any
- Classes: Cleric
- Ability Requirements: Appearance 13, Balance 12, Knowledge 12
- Alignments: Non-Lawful, Non-Evil
- Starting Cash: By class
Proficiencies
- Weapon Slots: None
- Allowed Weapons: None
- Allowed Armor: None
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Social, and Performance
- Bonus Proficiencies: Appraising, Dancing, Endurance, Religion
- Required Proficiencies: none
- Recommended Proficiencies: Drinking, Etiquette, Folklore, Literacy, Local History
- Forbidden Proficiencies: none
Priest Spheres:
- Major: All, Charm, Combat, Creation, Healing, Necromantic, Protection, Summoning
- Minor: Divination, Numbers
Overview: Lliira is the patron money, and the pleasures that can be had spending it. Like all gods of the Realms, Lliira recognizes that the accumulation of wealth for its own sake is an Evil act, and instead encourages her clergy and worshipers to acts of carousing and philanthropy, through song, dance, festivals, and charity, to spread more coin through an economy and grow it for everyone. Her specialty clerics organize parties, keep track of feast days and holidays, and are well versed in party customs from all over the Realms. Because of their expertise in social situations, these priests are also surprisingly successful in business dealings as well.
Description: Clerics of Lliira dress in stunning gowns if they are female, or rich tunics and pants if they are male. In either case, the clothing is always in shades of yellow or orange, Lliira’s holy colors, and much of it is made from luxurious satins and diaphanous silks.
Armor and weapons are rejected completely by the clerics of Lliira. The most offensive item found on their person is either a belt, anklet, bracelet, or choker made of silver and adorned with little silver bells, which serves as their holy symbol. The bells make a pleasant jingling sound when the cleric walks or moves. When forced to defend themselves, the clerics of Lliira rely on their spells or on unarmed combat techniques.
Role-Playing: Life in the Realms can be filled with strife, struggle, and pain. The clerics of Lliira believe that everyone needs a party and a good laugh. They are not foolish optimists, laughing madly as a dragon attacks them. Rather, they seek joy in even the gloomiest (but not life-threatening) circumstances. Of course, when alone they are just as subject to fits of anxiety, depression, and desperate doubt as any other person in the realms, perhaps more so due to the constant jovial front they are called to put on in public.
Clerics of Lliira may seem overly obsessed with parties, dancing, and laughter, but this is simply because they believe there is way too much weeping and seriousness in life, and somebody needs to compensate it with joy. One can always count on a cleric of Lliira to know the right joke for any occasion, the latest dances from Waterdeep, or the party customs of whatever city he is in. Although they are of little use in a slimy sewer, mountainous lair, or rotting graveyard, these clerics are avidly sought after in a palace ballroom or the taproom of an inn.
In addition, her clerics are called on to bless new businesses, advise and make business deals, and spread wealth. Of course, the clerics see all of these are just more excuses to throw a party.
Special Abilities:
- Clerics of Lliira are extremely good at unarmed combat. They may use their weapon proficiencies to become specialists in punching or wrestling (or both) and can gain improved specialization as if they were monks.
- A cleric of Lliira can make a Knowledge ability check in order to know of a particular city or nation’s party customs. They also have an uncanny ability to know what the exact date is wherever they are. After all, they simply cannot allow a feast day to go by unnoticed and uncelebrated.
- Clerics of Lliira have remarkable fortitude, able to stay up all night carousing without getting tired or woozy. All Fitness ability checks, and checks against the Drinking, Eating, or Endurance proficiencies are made with a +4 bonus.
- Three times per day, a cleric of Lliira can use a special form of the Command spell. It affects up to three targets, and subjects suffer a -2 penalty on their saving throws. The most common command is “Dance!”, though truly belligerent party crashers are often simply told to “Leave!”
- Clerics of Lliira can discern real precious metals and gems from clever fakes with perfect accuracy. This even includes false valuables created by magical means, such as a Fool’s Gold spell.
- The clerics of Lliira can turn undead.
Special Disadvantages:
- If a cleric of Lliira ever experiences spell failure, he must make a Reason ability check. If the check is failed, the cleric succumbs to the crushing depression of reality and suffers the effects of a Confusion spell. Each subsequent day, the cleric may make another ability check. Once the check passes the check, the madness lifts and all is well again.
Return to Religions.