Ginnir Character in Akun | World Anvil

Ginnir

The Favored Sibling of Gold

Sacrificing to heal the suffering. Compassion beyond what mortals can perceive. Ginnir is the Keeper of Secrets for both health & sickness. They lean towards keeping the world living. Sacred springs and healing wells once plentiful have slowly dried up and are protected from those that would wish to abuse them. Ginnir wed the first mortals to start the nation of Akun. The people of the land all hold claim to this ancestor. The Rasery family used this millenia ago to help secure the creation of their once Royal Lineage. The light of the candle the Favored Sibling carries to examine patients foretells the destiny of the patients he tends to. Once being earthbound among mortals Ginnir re-ascended to heaven after counting, naming, and mapping out all of the stars in the sky as he mapped the lands of the world.

Divine Domains

Ruler Of: Healers, Navigators, Family, Map-making, Stars, Graveyards, Inspiration, Medicine, Astronomy, Family, Disease, Cartography

Domains: Life, Death

Artifacts

Ambitious Medic's Box

This wooden box has two halves which are magically locked by ornamental clasps that can only be opened during certain times of the day. The box is 1 foot wide, 2 feet long, and weighs 3 pounds. You can open and use the box as normal, as described below, even if you aren't attuned to it. The left side is locked by a metal clasp decorated with a sun. From dawn until dusk, you can open the left side of the box, which contains the same contents and functions identically to a healer's kit. Each day at dusk, the left side of the box magically closes and regains all expended uses of its healer's kit. The right side is locked by a metal clasp decorated with a moon smoking a pipe. From dusk until dawn, you can open the right side of the box, which contains three pewter steins, a flask, and a wooden pipe. While holding the flask, you can use an action to speak its command word followed by either "beer", "wine", or "whiskey". When you do, the flask magically fills with up to 4 gallons of beer, 1 gallon of wine, or 8 ounces of liquor, depending on the chosen drink, which can be poured out as an action, up to 1 gallon per minute. Once this property of the flask has been used, it can't be used again until the next dusk. The wooden pipe is magically refilled with tobacco daily at dusk. Each day at dawn, the right side of the box magically closes, and anything removed from the box is magically returned to it. While attuned to the box, you are proficient in the Medicine skill and can open either side of the box at any time. If you're already proficient in the Medicine skill, your proficiency bonus is doubled for any ability check you make that uses that skill.   “He hated adventuring: the uncertainty of life and death, the lost comforts of home, and the walking. It was a far cry from his comfortable life back in Aku. Gods, how he missed having a bed.
But he knew that it was his job to worry as a healer and caretaker. His concern allowed those braver than he to charge headlong into battle: a kindness and responsibility they'd remind him of often during his evening smokes. It was a kind of comradery that was new to him.
So it was with a caring and poetic irony that he left his box and equipment to the group before they parted ways. Though he had returned home, he hoped that the box would serve as a constant reminder to them that even though he may no longer be with them, it would still fall to him to help his new friends come back home alive.” - Journey of a Field Medic of the Akun Civil War   Wondrous item, uncommon (requires attunement)   Mourningsteel Ghost Candle   This candle holder and its candle never run out of wax while it burns, even if you aren't attuned to it. Although wax runs down the sides of the candle, it never drips off it onto the holder, nor does it ever seem to be diminished or consumed. The candle can't be removed from the holder. While the candle burns, ghostly hands reach out from the holder as if to warm their hands by the tiny fire. If you're holding the lit candle and its holder while attuned to it, will-o'-wisps are indifferent toward you and will not attack you unless you threaten or harm them. In addition, you can use an action to cast the blink spell from it. For the duration of the spell, whenever you vanish from your current plane of existence, a will-o'-wisp appears in your space there instead. The will-o'-wisp's turn is immediately after your own, and it obeys your mental commands (no action required by you). The will-o'-wisp vanishes when you return from the Ethereal Plane or when it's reduced to 0 hit points, at which point you return early to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. Once the candle and holder have been used to cast this spell, it can't do so again until the next dusk.
“Seeing the enemy before her, Risa held the candle close and uttered a prayer as she stared into its dancing flame. "Please, allow me to draw on your strength once more, and may your tortured souls eventually find the rest they deserve."
Looking back at her foe, Risa felt a shiver run down her spine as a mote of flame leapt from the candle, and the world turned suddenly gray.” - The Journeys of a Ginnir Medic
“Being able to see when Uncle Appletut was walking around the parade was great! His will is wisp was sparkly blue!” - Child at The Golden Star Journey
Wondrous item, uncommon (requires attunement)  


Gloves of Healing

  These silken gloves enhance the rejuvenating power of healers and clerics. While wearing the gloves, whenever you cast a spell of 1st level or higher to restore hit points to one or more creatures, you can choose one target of the spell to regain additional hit points equal to your proficiency bonus. Alternatively, a creature can regain these additional hit points if you use a healer's kit to stabilize or restore hit points to it. Once a creature regains extra hit points in this way, it can't do so again until it finishes a short or long rest.
"To truly heal, we must mend the spirit along with the body."— Guru of Ginnir
“Healing twice the people for half the effort! Makes my day better spent and less tiring.” - 1st Year Apprentice Guru at Aku’s Recovery
Wondrous item, rare

Divine Symbols & Sigils

Element: Life & Death
Number: 7
Creatures: Vulture, Rabbit, Snake, Otter, Dolphin, Tunam Minnows
Symbol: A bed with a candlelit nightstand under a sky of stars with a purple blanket.
Weapon: A lithe dagger
School of Magic: Necromancy

Tenets of Faith

Anointing of the Sick is the focus of the Medics under Ginnir. Ancient chants in an archaic form of the language of the land remind those that can hear of the times the Favored Child walked amongst people. A long leaf soaked in oils is wrapped around the area of injury or sickness as the chants go on. The patient is made to lie on rocks for seven days as the miasma (cause) of the condition sinks out of the body. Their main teachings revolve around reaching the afterlife and spirituality, and these teachings are often passed on through daily readings of their holy scriptures and religious community events. Ginnir’s teachings come from laws supposedly given by the god and supposedly marked the beginning of enlightened life on Akun.

Holidays

On the seventh month and on the seventh day, a seven day long celebration of the Golden Star Journey happens every year. A bright circus and parade is created in every City-State with the obvious largest being in Aku. The loved ones that have been lost (especially that year) are mourned and celebrated in the walks from the cemeteries or graveyards to the circus down flamboyantly colorful parade roads. At the circus each person to have passed since the past year’s celebration has their permanent tombstone crafted with symbols relating to their life’s journey and family history by those close to them. The collective efforts of all involved allow for enough ambient magic in the area for the spirits to commune with those that lie across the mortal coil.

Physical Description

Body Features

Aesthetic: Clean flat robes in mostly white with a purple trim color. Black shoes, hair tied back in a bun, and long purple gloves. A head covered by a hood of white, black, and purple illuminated by golden eyes behind half-moon glasses and thick red hair.

    Appearance: animal head, wings, auras of elements, geometric style clothes of vibrant colors, variable pupil shapes, generally bipedal human shaped, are assumed gargantuan but generally a changing mortal height depending on mood, hair can be any color/style

Identifying Characteristics

Signs of Divinity: the back of their palms have a glowing crest with divine light with a symbol for a specific school of magic they created, sacred weapon dance that shows divinity to the initiated or to experts/masters of the weapon

Social

Mannerisms

Personality: Effusive, Logical, Introverted
Ideology 1: The Cycle of Life/Fate/Determinism
  Ideology 2: Pragmatism
  Ideology 3: Compassion

Relationships

Lotyx

Messenger (Vital)

Towards Ginnir

4
3

Frank


Ginnir

Healer (Trivial)

Towards Lotyx

2
0

Honest


Ginnir

Favored Twin (Vital)

Towards Imera

5
5

Frank


Imera

Unnoticed Twin (Vital)

Towards Ginnir

3
4

Frank


Quaanam

Protector of the People (Important)

Towards Ginnir

3
2

Honest


Ginnir

Parent of the People (Vital)

Towards Quaanam

5
5

Frank


Divine Classification
God
Alignment
Lawful Neutral
Honorary & Occupational Titles
Divine Physician, Ancestor of the People, Light of Heaven
Spouses
Siblings
Children
Gender
Non-Binary
Related Myths

Articles under Ginnir


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