Church of Lathander Organization in Not Forgotten Realms | World Anvil

Church of Lathander

Wealthy and popular, the church of Lathander has opulent temples throughout the North, some of which push back the borders of good taste, as well as less audacious and more serviceable structures in most towns and cities and dotting all of Faerûn. The main room of a temple faces east and is open to the horizon, at least in part, so that the faithful can see the dawn. The high priest or priestess of a shrine or temple is often called a prior or an abbess, although titles vary throughout the church.   Specialty priests of Lathander call themselves morninglords. Clerics of Lathander call both themselves and their specialty priest and crusader brethren dawn priests, ignoring any difference. About 35% of the organized priesthood are specialty priests; the remainder are clerics or crusaders. A larger number of the adventuring priests who serve the Morninglord are specialty priests.   The Lathanderian religion has no overarching hierarchy from church to church and no central authority. When issues of doctrine or policy come up that must be decided upon, a conference is called at the church who initially presented the problem for consideration, and the issue is resolved. Regardless of rank or experience level, each Lathanderite priest is considered the master of the temple, shrine, or parish she or he is responsible for no matter the number of priests staffing the facility under him or her.   Novices in the Lathanderian faith are called the Awakened, and they gain the title of Dawnbringer upon becoming full priests. In ascending order of rank, the titles in general use by the Dawnbringers are: Dawngreeter, Dawnlord (the church does not use feminine form of titles often), High Dawnlord, Dawnmaster, Morninglord, High Morninglord, Mornmaster, High Mornmaster, and Sunrise Lord.     Although humankind has dwelt in the shadow of Mount Waterdeep since the abandonment of Aelinthaldaar, the City of Splendors has retained the energy of an up-and-coming commercial center full of promise for generation upon generation. This spirit of renewal is both in harmony with the teachings of the Morninglord and the primary reason so many Waterdhavians embrace the teachings of Lathander. As a result, the Church of Lathander is one of the leading churches of Waterdeep.   The Church of Lathander is divided into three factions, although there is little discord between the three: the clergy of Lathander, the Order of the Aster, and the Order of the Sun Soul.   The clergy focus primarily on ministering to the faithful.   The Order of the Aster encompasses the Morninglord's holy warriors, dedicated to the destruction of evil undead and the defense of the clergy.   The Order of the Sun Soul is not formally part of the Morninglord's church, as it claims equal allegiance to the churches of Selûne and Sune, but in truth, this monastic brotherhood has long been primarily associated with the followers of Lathander.  
  Lathander’s priests are the clergy most concerned with business start-ups, new ideas, get-rich-quick schemes, social renewals, and reorganizations— usually involving smaller groups rather than governments, though sometimes of government bureaucracies, too. They are the folk to see if you need a larger loan than a local moneylender will provide.   Optimists are preferred as clergy, and their upbeat nature is infectious, making Lathand- erites popular. The clergy host parties to which they bring carefully chosen eloquent thinkers who like to converse. Once everyone is together, they watch over the proceedings with sober-up spells held ready to keep anyone from getting so intoxicated that heated debates turn into brawls or enthusiastic agreements drift into lovemaking. They want the revelers to listen and talk and then go home feeling inspired, uplifted by new ideas, and a part of new endeavors, movements, and ways of daily doing things.   Some Lathanderites are matchmakers, seeing this activity as fostering newness in lives, but oth¬ers believe this function is more properly left to Chauntea, or Sharess, or even Siamorphe, if the partners are noble.   Creed: The Morninglord stands for new beginnings and ideas, innovation and artistic ex¬pression, renewal and self-perfection, birth and fertility, creativity and vitality, youth and athleti¬cism, and dawn and spring. He abhors undeath and desires to see it destroyed, and is a fierce foe of evil and the tolerance of evil. Be as Lathander.   Support new beginnings of all sorts, be they lives, businesses, ideas, fashions, art, or ways of doing things. Scorn not old art in favor of the new, for all art is expression that stirs new think¬ing in those who work it and those who behold it. Plant seeds and seedlings, and make common cause with the clergy of Chauntea. Sow hope even more often than you sow seeds. Greet each dawn personally, so as to be closest to Lathander and so as to drink in the bright hope that every sun¬rise brings. Helping others and instilling hope are more important than laws, rules, and adherence to authority.   Secular Aims: The Awakened (novices of the priesthood) are trained and manipulated by Dawnbringers (Lathanderite priests) to experi¬ence hope and to share hope with others. Belief in the uplifting power of daily hope is their strength and what drives them, and kindling and main¬taining this zest for life is essential for one who would do successful service to Lathander. Spread¬ing hope and enthusiasm is “your holy task, your life’s work, and your daily salvation,” in the words of Dawnmaster Istorn Malvantur of Elturel.   Every Dawnbringer is encouraged to share new ideas, as well as to help common folk every¬where with their new ideas. Lathanderite clergy fund new endeavors and facilitate cooperation between crafters and traders by bringing them into contact, guaranteeing loans, and witness¬ing agreements. From there, it’s a short step into going into business for oneself—and many Dawn¬bringers do just that, becoming “wheeler-dealer” moneylenders, traders, investors, and lobbyists in the mercantile world all across Faerun (but con¬centrated in cities, ports, and market towns).   The popular expression “as eager as a Dawn¬bringer seeking to sell you a rag folded in a new way” speaks to public bemusement at the tire¬less hucksterism of some Lathanderites. In the faith of the Morninglord, promotion of “the new” trumps possible negative consequences or the (very rare) disapproval of the church of Lathander. As a result, most Dawnbringers are avid boosters, sponsors, and abettors of swindles, new business ventures, and (often covert) “new ways” in trade. As a merchant of Selgaunt put it, “Intrigues? They’re what you can’t hear or see us doing behind all the excited bustling and cajoling done by the dawn-dancing, hope-happy-heads of Lathander.”  

PERKS OF CHURCH OF LATHANDER

Bane of the Restless (Ex): The character's morninglord of Lathander levels stack with her levels in any other class that grants the ability to turn undead for the purpose of turning. Lathander's Light (Su): Whenever a morninglord casts a spell with the light descriptor, its area is doubled. Creative Fire (Ex): Morninglords are creative, expressive people, much like their god. At 2nd level, the character gains a bonus equal to her morninglord of Lathander level on all Craft and Perform checks. Daylight (Sp): At 3rd level, the morninglord of Lathander may use daylight once per day (caster level equals morninglord of Lathander's divine caster level). Searing Ray (Sp): A 4th level, a morninglord of Lathander may use searing ray once per day (caster level equals morninglord of Lathander's divine caster level). If this ability is used against undead, the damage increases as if the Empower Spell feat had been applied. Greater Turning (Su): Once per day, a morninglord of at least 5th level may use greater turning. This ability functions like the granted power of the Sun domain. At 9th level, she may use this ability twice per day. If the morninglord of Lathander already has access to the Sun domain, she gains an extra use per day of greater turning at 5th level and at 9th level. Blessing of Dawn (Su): The sight of the morning sun is an inspirational vision for all morninglords. Beginning at 6th level, a morninglord of Lathander gains a +2 morale bonus on Will saves from sunrise until noon. This ability is in effect only while she can see the sun; the effect is suppressed any time she is deprived of the sight of it during this period. Maximize Turning (Su): Once per day, a morninglord of at least 7th level can automatically achieve the maximum possible result on a turning damage roll. Rejuvenation of the Morn (Su): Dawn is a powerful symbol of rebirth and renewal. Once per tenday, a morninglord of at least 8th level may spend one uninterrupted hour before dawn praying to Lathander. As soon as the sun rises after this prayer ritual, she gains one benefit of her choice from the following list. • Healing up to full normal hit points (self only). • Removal of any poisons or diseases (self only). This effect does not restore ability damage or ability drain caused by poison or disease. • Full restoration of ability damage due to one poison or disease. If the morninglord's prayers are interrupted for even a single round, the attempt is ruined, and she must wait a full tenday to try again. Aura of Radiance (Su): When the morninglord of Lathander reaches 10th level, the light of Lathander shines perpetually upon her. No matter how dark it is, the morninglord sees as though the conditions were identical to the outdoors at sunrise. This ability functions like darkvision out to 60 feet, except that the morninglord sees in color. The morninglord also gains a +2 sacred bonus on saving throws against spells with the darkness descriptor and a +2 sacred bonus to Armor Class against attacks from undead creatures.

История

Lathander was the central figure in the Dawn Cataclysm, an ill-fated attempt by the Morninglord to reshape the Faerûnian pantheon in his own image. Several deities were killed in the events that followed, including the goddess Murdane, a death for which Helm never forgave Lathander. The Morninglord believed that his efforts went so wrong because of the interference of agents of Shar, and secretly began working on a second attempt at reforming the pantheon.   In 916 DR, Lathander, enraged with the unchanging, tyrannical, undead-centric philosophy of the Cult of the Dragon, sent an avatar to Cormanthyr to personally do battle with Sammaster during a Harper raid. He destroyed Sammaster but was wounded in the battle.   In 1345 DR, Lathander’s worshipers, along with those of Selûne, Shar, and Thor were involved in religious unrest, culminating in the Night of Temple Fires.   At some point between the Time of Troubles and the end of the Spellplague, Lathander disappeared and was replaced by the resurrected Amaunator, presumably confirming the truth of the theory that the two were one and the same. Moreover, the formerly lawful neutral Amaunator had apparently inherited the goodness of Lathander, as he became lawful good.   Lathander however was back during the events of Second Sundering, thanks to the effort of his Chosen and prophet Stedd Whitehorn.

Этика

Dogma: The charge given to most novice postulants to the faith of Lathander is: "Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies. Perfect thyself, and guard ever against pride, for it is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Be fertile in mind and body. Consider always the consequences of thine actions so that the least effort may bring the greatest and best reward. Wherever you go, sow seeds of plants, tend the growing things you find, and plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Whenever possible, see each dawn."   Lathander's dogma is filled with stories of optimism and perseverance. It is important to feel good about an upcoming event or else it will naturally go awry through negative thinking. Favorite sayings of Lathander include: "From death, life," "There is always another morning," and "In the dawn, beauty reigns, and the way is clearer." Far more importance is placed on acting in the service of Lathander by helping, encouraging, and aiding than in strict adherence to rituals, rules, and the dictates of superior clergy. This practical philosophy is shared both by Lathander and his senior clergy.   Death is considered a reward for the clergy, since they are "going to Lathander" in the afterlife. Most clergy are not raised unless they are needed to complete a task.

Поклонение

Novices in the Lathanderian faith were called the Awakened, while clerics were known as Dawnbringers. The full priests took a new name in his service when they were ready to signify that Lathander personally recognized and accepted them. This new name could either be used instead of their old name or simply used only when addressing other Dawnbringers and when in solitary prayer. Other titles included (in ascending order): Dawngreeter, Dawnlord, High Dawnlord, and Dawnmaster, while an elite cleric was referred to as a Morninglord. All followers were required to be of to good alignment.   All of Lathander’s clergy respected art, liberty, nature, and culture; promoted betterment of oneself; and strove to bring hope to their followers and others. Many of these followers worked in various creative arts. They were intolerant of evil, especially undead and inaction that caused evil to prosper. Most ceremonies of Lathander were held at dawn and actions and contracts agreed to at sunrise were said to be blessed by him. Funerals, among his followers, were held at dusk, and followed by a wake that lasted until dawn.   Some followers of Lathander insisted that he was in fact the reincarnation of Amaunator, the Netherese god of the sun. Others took this heresy further, claiming that he would take up the mantle of the lawful neutral Amaunator again, and that the transformation from deity of the morning to sun god was imminent. Day-to-Day Activities: Lathanderites seek to build anew, encourage the rebirth of barren areas and more productive growth in cultivated lands, drive out evil, and either restore civilization to heights it once had or lead it to new dizzying heights of interracial harmony, cooperation, and pursuit of the arts and progress. To do this, they battle monsters to nurture civilization; they plant seeds and new seedlings, they encourage and aid adventurers, travelers, traders, and pilgrims as the harbingers of culture; and they recover lost magical items, pieces of literature, and works of art. Lathanderites study, restore, and attempt to duplicate, emulate, or expand upon these recovered items and works when possible.   Temples and shrines also sponsor athletic events and competitions where people of all classes and races can strive together in nonhostile competition in wrestling, distance throwing, target archery, running, jumping, horseback riding, or any of a number of other noninjurious sports. Other competitions sponsored by Lathanderian churches are for honors in the literary and fine arts. Such competitions are usually for a prize, which may be money, a special item or piece of art, or even a work written about the victor by a famous poet or artist. Winning a competition sponsored by the Lathanderites brings great status in certain circles.   Temples and shrines to Lathander provide aid to adventurers and communities in their area as long as such aid is returned in good faith. Priests of Lathander try tirelessly to encourage those of good alignments to the more dedicated worship of the Morninglord if they are not already Lathanderites, but they do not insist on conversions or withhold aid if they are refused.   Lathanderites are expected to make regular offerings of ideas, inventions, coins, discovered artifacts, or food to Lathanderian temples and shrines. Much more valuable offerings such as magical items or quantities of gold are demanded of nonbelievers in return for special services like rescue missions or raising from the dead.   Holy Days/Important Ceremonies: As may be surmised, most ceremonies of Lathander are held at dawn. Actions taken and contracts agreed to at dawn are considered blessed by the god. Marriages held at Lathanderian temples or shrines at dawn are considered especially blessed and so dawn is when the church most often holds such services, even if they are inconvenient for visiting guests. Funerals consist of a solemn, candlelit ceremony called the Going Down. This ceremony is followed by a wake that lasts until dawn prayers. Funerals are not held for those who are to be raised.   The most important ceremonies of worship are the daily prayers to Lathander at dawn, often held outdoors or where the dawn can be seen. This ritual is followed in importance by the twilight devotions. Some temples and shrines also add to these two daily ceremonies an optional prayer and song to Lathander at highsun. To these daily devotions are added special prayers said when offerings are presented at the altar and when priests call on Lathander for guidance or aid. These ceremonies are all joyful, but dignified, and usually involve prayer, song, and ritual drinking of well water touched by the dawn. On special occasions, on Midsummer morning, and on the mornings of the vernal and autumnal equinoxes, priests of Lathander perform the Song of Dawn, praising Lathander with a blend of vocal harmonies and counterharmonies of beautiful complexity.   Priestly Vestments: Priests of Lathander dress in bright long-sleeved robes of yellow, red, and pink. These are often called "sun robes." Those priests with their own temples have their robes trimmed with ornately crafted gold ribbons. A sunburst headpiece, worn toward the back of the head to emulate a rising sun or radiant sunpeacock, completes the ceremonial garb. The ritual robes used at many rural shrines are simple cassocks with a color scheme by rank. Novices and postulants wear brown; adepts and underpriests wear russet and crimson. Senior priests wear scarlet, and subpriors and those of higher rank wear rose-red. The leader of the temple or shrine wears white. Holy symbols of Lathander are often made of painted wood, cut from rose quartz or similar minerals, or enchanted to radiate a dim, pink glow.   Adventuring Garb: Adventuring clerics usually wear more utilitarian garb, but prefer reds and yellows, to the point of tinting their armor those shades. Most priests of Lathander favor chain mail, and often the only obvious mark of Lathander they bear is a rose-red circle on their shields and helm brows.

Полученные божественные силы

Specialty Priests (Morninglords)   REQUIREMENTS: Wisdom 14, Charisma 12 PRIME REQ.: Wisdom, Charisma ALIGNMENT: NG WEAPONS: Same as clerics ARMOR: All armor types up to and including plate mail and shield MAJOR SPHERES: All, astral, charm, creation, elemental, healing, necromantic (restorative forms only of reversible spells), plant, thought, sun, wards, weather MINOR SPHERES: Combat, divination, guardian, time MAGICAL ITEMS: Same as clerics REQ. PROFS: None BONUS PROFS: Pick two: appraising, artistic ability, carpentry, cooking, juggling, leatherworking, musical instrument, and pottery   Morninglords turn undead creatures at four levels higher than their listed level if the undead is affected by direct sunlight. Intelligent undead such as vampires know about Lathanderian specialty priests and either avoid direct conflict or act to remove the threat they pose as quickly as possible. Morninglords are able to create light (as the 1st-level priest spell) three times a day. At 3rd level, morninglords are able to cast faerie fire (as the 1st-level priest spell) once per day. At 5th level, morninglords are able to cast sunrise (as the 3rd-level priest spell) once a day. At 7th level, morninglords are able to cast boon of Lathander (as the 4th-level priest spell) once a day. At 9th level, morninglords are able to cast false dawn (as the 6th-level priest spell) once a day. Morninglords gain a +2 base bonus when using the appraising, artistic ability, carpentry, cooking, juggling, leatherworking, musical instrument, or pottery nonweapon proficiencies. Additional nonweapon proficiency slots devoted to these proficiencies increase the proficiency score normally. Morninglords convey a +10% bonus to the resurrection survival check of any being upon which they cast raise dead or resurrection. (The resurrection survival score cannot, however, exceed 99%.) Lathanderite Spells 1st Level   Rosemantle (Alteration, Necromancy)   Sphere: Protection Range: Touch Components: V, S Duration: 2+1d4 rounds Casting Time: 4 Area of Effect: One living creature Saving Throw: None   This spell causes the affected being (who may be the caster) to glow with a soft, faint, rosy radiance. Until the spell expires or is dispelled, the spell recipient moves and functions with the same freedom a ring of free action grants and is temporarily released from any negative modifiers or activity restrictions due to naturally or magically induced pain, nausea, fear, or venom effects. (The effects of venom are suspended by the spell, but not negated or lessened in any way.)   2nd Level   Rosetouch (Alteration)   Sphere: Protection Range: Touch Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: Object touched Saving Throw: None   This spell causes the caster's hands to glow with a bright rose-red radiance. At any time after the spell is cast until the priest casts another spell, loses consciousness, goes to sleep, or dies, the caster can choose to mend any one item. The item cannot be larger in volume than the caster's body.   The item must be touched by the caster, who must deliberately choose to affect it. The object may have been once living, or even be be presently living. When used on a living being, rosetouch closes gaping wounds—even over a foreign object—and closes off veins and arteries to prevent further blood loss, but cannot restore lost hit points, life force, or functioning organs, nor knit together severed limbs.   As the item is mended, the rosy glow pulses brightly, surrounds the item, and then fades. At the end of the round in which the rosetouch is bestowed, the item is whole.   This spell is often used to mend broken weapons or tools. Although it cannot restore the dweomer of a broken or expended magical weapon, its physical repair work is permanent and cannot be dispelled. A weapon that has been rosetouched gains no attack or damage bonuses, but counts as a magical weapon for purposes of what can be hit by it for 1 round per level of the caster of this spell.   3rd Level   Sunrise (Evocation, Alteration)   Sphere: Sun Range: Touch Components: V, S, M Duration: 1+1d4 rounds or special Casting Time: 6 Area of Effect: 5-foot-sphere centered on one being Saving Throw: Special   With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself or a touched being or item. All beings in contact with the sphere lose the use of infravision for 2d4 rounds, which is halved if a saving throw vs. spell is successful.   Vampires and other undead, fungoid creatures, and subterranean fungi in contact with the sphere suffer 4d6 points of damage, which is halved if a saving throw vs. spell is successful. Upon their first contact (only) with the dazzling radiance, such creatures are affected as if by a confusion spell on the round following contact. Essentially, on first contact with the radiance, these creatures may continue an attack or fighting actions that bring them into the light, but on the next round they hesitate and are unable to attack or take any deliberate action.   Creatures harmed by sunlight are affected by the radiance as if they were caught in actual sunlight. Undead vulnerable to sunlight receive a saving throw vs. spell to avoid destruction.   The caster of this spell can choose to have it delay and not take effect until a word of activation that was whispered during casting is spoken again. The spell effect occurs at any later time when the word is spoken unless the touched being dies first or is affected by a dispel magic. In addition, if the delayed form of the spell is cast on the caster, it may even be activated by silent force of will alone; no word need be spoken. The spell is not affected by other spellcasting or magical activity on the part of the caster, but its delayed effect cannot be unleashed in the same round as the caster activates a magical item or casts another spell.   The material components of the spell are an aster seed and a piece of sunstone (aventurine).   4th Level   Boon of Lathander (Conjuration/Summoning)   Sphere: Combat Range: Touch Components: V, S Duration: 6 rounds Casting Time: 7 Area of Effect: One being Saving Throw: None   On the two rounds following the round this spell is cast in, the spell recipient receives bonuses of +1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.   5th Level   Shield of Lathander (Conjuration/Summoning)   Sphere: Guardian Range: Touch Components: V, S Duration: 1 round Casting Time: 8 Area of Effect: One being Saving Throw: None   If the recipient of this spell is unwitting or unwilling and engaged in combat, a successful attack roll is necessary to touch that being. The spell's recipient must be touched within three rounds of the spell being cast or the spell is wasted and lost.   Shield of Lathander protects a single touched creature from all damage due to purely physical means on the round after it is touched. The protected being takes full normal damage from spells and magical item discharges, but the physical component of an enchanted weapon's attack is negated. For instance, a long sword +2 striking a protected recipient of this spell would inflict only 2 points of damage (due to its magical bonus). Enchanted weapons lacking pluses cause only 1 point of damage.   6th Level   False Dawn (Evocation)   Sphere: Sun Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 9 Area of Effect: 30-foot-radius sphere Saving Throw: None   False dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. This light is bright enough to read by, dispels magical darkness, and persists for the spell duration despite any attempts to dispel it or to establish magical darkness in the area.   All undead creatures within a false dawn suffer 6d4 points of damage. Undead creatures are not allowed saving throws against this damage, and if it destroys them, their remains instantly crumble and can never again be animated to undeath. Affected undead also act confused (similar to the effects of a confusion spell) on the round after the false dawn appears. These confused undead beings cannot move, launch attacks, or use specific magical powers of their own volition.   All creatures using infravision have it foiled during the false dawn and for 1d4 rounds after it ends or they leave its area.   The caster cannot choose to exempt any creatures within the area of effect from these effects. The spherical area of effect extends below the caster's ground level and into the air above him or her.   This spell consumes a clear-, red- or yellow-hued gemstone or gemstones of not less than 1,000 gp total value that fades away to nothingness in the caster's hand.   7th Level   Greater Shield of Lathander (Conjuration/Summoning)   Sphere: Guardian Range: Touch Components: V, S Duration: 1 round Casting Time: 1 round Area of Effect: One being Saving Throw: None   If the recipient of this spell is unwitting or unwilling and engaged in combat, a successful attack roll is necessary to touch that being. The spell's recipient must be touched within three rounds of the spell being cast or the spell is wasted and lost.   Greater shield of Lathander protects a single touched creature from all damage-whether magical, physical, or psionic-on the round after it is touched. The greater shield also suspends the functioning of any magical geas, quest, or other compulsions on the touched being including psionic controls and attacks. Note that protected beings in or placed in damage-taking situations during the round of protection (such as pinned under water, leaping off cliffs, or buried under rockslides or collapsing buildings) are not rendered immune to damage. On the round after the spell expires, they suffer the full normal damage that the situation dictates. Beings can, however, use the round of grace given them by this spell to activate healing or escaping magics.

Политическое влияние и интриги

Major Centers of Worship: The Spires of the Morning in Waterdeep, headed by High Radiance Ghentilara, is the largest and probably most opulent of Lathander's temples. The Tower of the Morning in Telpir, run by High Radiance Durneth Seafarer, is the second most prominent of his temples, though much simpler in design than the Spires of the Morning.  

Temples

  Eveningstar: In 1372 DR, there was a large temple located in Eveningstar.   Lathander’s Light: In Dagger Falls, the temple of Lathander there was rebuilt in 1372 DR after the Zhents burnt it down during their occupation of Daggerdale.   Spires of the Morning: A grand temple to Lathander in Waterdeep at the northern spur of Mount Waterdeep.   Morninglow Tower: The largest temple in Daggerford, it shared the hill with the ducal castle and was directly supported by the duke.

 
Если вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
 
 
Внимание! Имеется скрытый контент, доступный только подписчикам. Подписка - бесплатна. Детальнее - читай здесь.
 
  Вы можете присвоить себе следующие роли, чтобы расширить видимый контент:   Daggerford   Deadsnows           Waterdeep   Neverwinter       Baldur's Gate  
  RSS канал данного сайта
Тип
Religious, Organised Religion
Дочерние организации
Deities
Контролируемые территории
Известные участники

Articles under Church of Lathander


Комментарии

Please Login in order to comment!