Tuesday, June 15, 2010

Tinaka, Goddess of Healing

Tinaka is the Goddess of Healing, a Goddess everyone prays to every now and again. She works hard to heal, relieve pain, and to ease the pain of dying. She teaches her followers to help even the enemy die as pain free as possible. Healing is a wonderful gift and can always be withheld from those who do not deserve it, but she feels even the cruelest of people should not be in pain. She is a woman in conservative gossamer robs and is of mild features and manners. She is the most soft spoken God of the pantheon, by far. Her favorite avatar is Grace Featherblossom, a healer at the Healing College in Stormvale.

Some generic roleplaying information is as follows: Her symbol is a mortar and pestle. Her Mages wear thick, blue robes with white trim. They carry staves.

Tinaka's Alignment (if your system calls for it) should be neutral. Healing knows no bounds of good and evil. Though they tend to be with more light aligned people, Tinaka's Mages will not allow dark aligned people to die in needless ways.

Tinaka's followers include healers and midwives, though most people pay her heed.

Tinaka's Mages are to bring healing and aid to those who need such things. They are also supposed to train others to be able to help others in their times of need. Their temples are usually places of healing and learning of healing. They turn no one away, save for the very evil. Even the Gods of Chaos and their Mages will not harm a Mage of Tinaka. They are a neutral group and thus no one wants to anger someone who can heal them.

Kahalla and Lokar are the antithesis of her powers, though Lokar respects her abilities and will often leave her followers alone.

Roleplaying tip of the Day: So for me, I like to write out a plot outline (it's probably the author in me). This way you can figure out where your characters need to go and send them in that direction without making them go that way. You can predict, most of the time, all the strange paths your players might travel and plan accordingly. Plus, it is easier to work in weird things your players are no doubt going to bring up.
Tomorrow: Vates, Gods of Bards and Minstrels

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