Marqod

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  • Titles: Healer of the Gods, Peaceful One, She Who Wars with Words, Woundsoother
  • Aspects: Healing, protection, mercy, generosity, peace.
  • Symbol: A bunch of healing herbs.
  • Priesthood: Caregiver (priests); Cleansers (paladins).
  • Herald: A dove-headed female of the summoner’s species carrying a quarterstaff (use the stats for a herald of Eira from the Hellfrost Bestiary).
  • Holy Days: Yaus al-Nefar.
  • Duties: To help those in need (not including obviously evil creatures like undead or demons), find peaceful solutions to problems.
  • Sins: (Minor) inflicting a wound on a creature when other options were available, refusing to heal a good person in need, taking the life of an evil creature, promoting violence through word, deed, or inaction; (Major) taking the life of a good creature, causing sickness or disease; (Mortal) willfully taking the life of a defenseless creature (good or evil).
  • Signature Power: Healing.
  • Powers: Arcane resistance, armor, beast friend, bladebreaker, bless/panic (bless only), bodyguard, boost/lower trait (Vigor, Healing, and Persuasion only), champion of the faith, confusion, deflection, dispel, energy immunity, environmental protection, feast, glyph, greater healing, knockdown, refuge, regenerate, sanctuary, slumber, stun, succor, summon herald, warding, weapon immunity.
  • Trappings: Clergy must never use a trapping that inflicts harm on others, such as acid, electricity, fire, and such like. They cannot take necromantic trappings.

Marqod is the chief goddess of the pantheon, and is considered the voice of reason in the heavens. Whereas the other gods’ followers wage war to gain supremacy, Marqod’s clerics are there to pick up the pieces, knowing in their hearts that so long as one soul suffers, their goddess will always exist—and suffering is part of being alive.

Marqod is depicted as a young maiden holding a bundle of herbs in her right hand. In most statues, her left hand is held palm forward as a warning to cease inappropriate action. More militant factions show her with a club in this hand. Temples are sanctuaries of healing and meditation, and often used by arguing factions as neutral grounds when trying to solve their differences. They also serve as dosshouses for the homeless, though “guests” are expected to work for their room and board, often serving as cleaners, gardeners, or orderlies. Every temple maintains a small herb garden, where medicinal plants are grown.

Her priests tend to be the actual healers and herbalists, while the paladins protect the priests and temples, and act as battlefield medics during times of war. While many mock the presence of paladins, knowing full well they will resort to lethal violence only in the direst circumstances, they often forget that Marqod does not prevent her paladins from giving someone a nonlethal beating. Within the ranks of the paladins is a small group who have fallen from grace, but deliberately so. These few souls understand that while a peaceful solution is to be favored, there are times when violence and death
is the only solution. Plague demons, for instance, exist only to spread suffering. No court in the land would dare to bring one to justice, and so they must be eradicated. The paladins, known as the Violent Hand of Marqod, are actually revered by their comrades, and are always given preferential treatment.

Festivals involve burning medicinal herbs and singing songs of peace and harmony. Celebrants often enter a meditative trance during ceremonies, intoning the hymns and prayers by rote while their spirit seeks harmony with the world around.

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Marqod

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