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croiduire:refuge:characters:the_gods_of_haven:mikkela

Mikkela

Goddess of Nature

Mikkela is the Goddess of Nature in all its attributes. The farmer sowing his crops, the ranger out in the forest depths, the sailor battling a hurricane on the turbulent ocean, and the miner searching for ore deep underground all acknowledge the supremacy of Mikkela.

Mikkela is neutral good, but that is not always easily understood by mortals, for goodness is defined as what is good for the whole of creation, not just one individual. The wildfire that burns across the land, clearing old growth so that essential young forests can spring up and flourish to nurture a profusion of life is good, the earthquake that relieves the pressure of the tectonic plates and restores equilibrium is good, the flood that recharges the ground water, makes the soil more fertile, and maintains the diversity of life in the floodplain is good, but mortals caught in the path of such natural events usually do not see it that way. Her priests may be neutral good or true neutral; most are neutral good. The flock may be of any alignment.

The Priesthood

There are two categories of priests who worship Mikkela: druids and rangers. Both paths lead in time to full access to all her spheres of influence. Druids use d8 hit dice; rangers use d10. After 4th level druids use the standard Priest Experience Levels table for clerics, not druids, to determine advancement.

Duties of the Priest

Mikkela's priests are primarily guardians of nature. They teach the population to worship the deity of nature by appreciating the vast, interconnected, complex ecosystem that sustains life. They ask the faithful to glory in the beauty and grandeur of nature, to delight in the sweet gifts she lavishes on her children, and to fear her wrath. They stress the fact that the sentient species are small, insignificant things, merely components within the whole glorious marvel that is the natural world.
Other Duties
Birth Rituals. Guidance. Marriage. Funeral Rites. Vigilance against any forces, gods, or mortals that threaten nature, and--if such a threat is detected--her priests are required to go forth and do something about it.

Minimum Ability Scores

Strength 13, Dexterity 13, Constitution 14, Wisdom 14. Those who would follow the druidic path must also have a Charisma score of 15 or more. Rangers with Strength, Dexterity, and Wisdom scores of 16 or more receive a 10% bonus to their awarded experienced points. A ranger must have 16 or more in all three of these abilities to qualify for this bonus. Druids with Charisma, Perception, and Wisdom scores of 16 or more receive a 10% bonus to their awarded experienced points. A druid must have 16 or more in all three of these abilities to qualify for this bonus.

Races Allowed

Dwarves, elves, gnomes, half-elves, halflings, humans…or any mortal of neutral good or true neutral alignment who sincerely worships Mikkela and respects the natural world.

Nonweapon and Weapon Proficiencies

Nonweapon Proficiencies
Bonus, Ranger: Survival (primary terrain only); Tracking. Druid: Survival (primary terrain only); Weather Sense
Required: None.
Recommended: Agriculture, Animal Handling, Fire-building, Fishing, Healing, Herbalism, Reading/Writing, Religion.
Nonweapon Proficiency Group Crossovers: General, Priest, and Warrior
Weapon Proficiencies
Required: None.

Weapon and Armour Restrictions

Weapons Permitted Any (natural preferred--bows, staffs, etc.)
Armour Permitted All natural armour--leather, hide, cuirboilli (may be metal reinforced). Bucklers, small, and medium shields.
All together, these constitute Good combat abilities.

Other Limitations

Churches, shrines, and temples of Mikkela must be built outside city walls. Her priests can sleep within city walls (especially when travelling, when the city is under siege, etc.), but his permanent residence must be outside the city limits. To have permanent residence elsewhere is a minor offense against Mikkela, and a priest in violation of this commandment will be assigned penance as determined by the hierarchy of the church.

Spheres of Influence

Major: All, Animal, Creation, Elemental, Healing, Plant, Protection.
Minor: Divination, Sun, Travellers, Weather.
These spheres become available to the two paths in the following progressions:
Druids: All, Animal, Plant, and Weather: 2nd level; Elemental and Sun: 3rd level; Healing: 4th level; Divination: 5th level; Creation, Protection, and Travellers: 6th level
Rangers, Seekers and Guardians (Kits): Animal and Plant: 4th level; Weather: 5th level; Elemental and Sun: 6th level; All and Healing: 7th level; Divination: 8th level; Creation, Protection, and Travellers: 9th level
Rangers, Explorers, Forest Runners, Mountain Men, Pathfinders, Sea Rangers: Animal and Plant: 8th level; Weather: 9th level; Elemental and Sun: 10th level; All and Healing: 11th level; Divination: 12th level; Creation, Protection, and Travellers: 14th level
Rangers, Beastmasters, Falconers, Feralans, Giant Killers, Justifiers, Stalkers, Wardens, and all Warrior Kits: Animal and Plant: 10th level; Weather: 12th level; Elemental and Sun: 14th level; All and Healing: 16th level; Divination: 18th level; Creation, Protection, and Travellers: 20th level
Note: Mikkela does not permit Greenwood Rangers

Additional Powers

Most powers are the same as those of the ranger and druid classes with the following exceptions:
Analysis, Identification (Druids and Rangers). The priest has no special detection powers, but when he sees a plant or animal he can identify its species and whether or not it is normal for this area. He can only identify non-magical animals and plants; those with any magical powers, including breath weapons, are beyond his power. He can identify plants, animals, and pure water with perfect accuracy after he reaches 3rd level.
Turn Undead (Druids and Rangers). The priest can turn undead as a 3rd level cleric when he gains access to the sphere of Protection. Progression thereafter is one for one (for example, a 10th level druid turns undead as a 7th level cleric; a 12th level guardian turns undead as a 6th level cleric).

Followers and Strongholds

At 10th level, a priest of Mikkela begins to attract followers (never more than 2d6 at any one time, usually far fewer, arriving one or two at a time). These followers might be normal people of any race or class, but they are often animals or even stranger denizens of the land. The priest has no control over who, or what, decides to follow him. Shrines and other holy places may be built at any level if the priest has discovered a place of such wondrous natural beauty that it must be commemorated in some fashion. That is the priest's own decision; he may never profit materially thereby (no admission charges, etc.). To do so is a major offence against Mikkela, and a priest in violation of this commandment will be assigned a heavy penance as determined by the hierarchy of the church. The only strongholds permitted priests of Mikkela are sacred groves. The overriding requirement is that the sacred grove possess a natural splendour. They must be sanctified, protected, and tended, but these are the churches of Mikkela, where her followers worship and where her rites are performed.

Holy Symbols

Some commonly used are the cresting wave, mistletoe, sheaf of wheat, and snowflake, but there are many additional possibilities. Finding a holy symbol is a personal quest for a priest of Mikkela, and depends on her guidance and inspiration.

Revealed since arriving on Erden
Grimm and Mikkela are the closest, both in terms of love for each other, and in domain, of all the children of Calabash and Eterni. Life and Death, twin children of Yin and Yang, cooperatively fulfil the divine cycle.

croiduire/refuge/characters/the_gods_of_haven/mikkela.txt · Last modified: 2015/01/12 07:17 by Croi Duire