Zia - The Champion

Zia is known throughout the Republic as the leader of the Iríkós Empire that the Republic evolved from. She was the demigod daughter of Olsír, born in the middle of the Archon war and raised as an incredible weapon against these enemy beings. She combined the might of Kiderha with the magic of her mother, and led her people to victory.   In the aftermath of the war, hundreds of pretenders and conquerors rose up to violently fill the power vacuum, as though unaware of the suffering this exact behaviour had caused mere years earlier. Eventually, The Champion had enough of sitting on the sidelines trying to peacefully guide the foolish warmongers. She once again took to battle, and with her magic ushered in a golden age of peace and prosperity across the Varolian sea.   She lived a long and peaceful life as Empress of the Iríkós, before finally being raised to divinity by Katas and Olsír, just like Kanzu and Temní before her. Since then, the empire embraced the ideal of peace and magic over war and bloodshed and shifted to a democracy, allowing more freedom for the people who had earned it following the teachings of civilisation.   Above all, Zia recognises but regrets the necessity of combat in many situations. War is something to be avoided if possible, but not feared. Once a battle has begun, her worshipers know that they must fight through to the end and see the glory of victory, protecting the weak and innocent at all costs.      

Divine Portfolio

Zia is the primary God of Victory and Glory, Peace and Diplomacy. She was the first great Empress of the new age, and as such she holds sway over the founding of nations and cities. She guides her followers to become their best selves, utilising both Magic and Strength to protect and serve all others. She teaches wisdom, to think before an action, but to be resolute in all deeds taken once a course is decided.      

Divine Relationships & Shared Portfolios

Celestial Protectors

Originally a group formed of Lútus, Talsia, and Kiderha - gods dedicated to slaying monsters and protecting mortals from threats too dangerous for them to handle alone. Lútus left his warrior's post after deeming The Balance safe enough, and Kiderha was slain during the Archonomachy, leaving Talsia alone to safeguard the world.   This did not last for long though, as Olsír stepped up into the role Kiderha had left behind, using magic in place of innate draconic power. Soon after she assumed her role she gave birth to The Champion, who would grow into The Dragon's true successor. The three Gods stand as the new guardians of the world, hopefully for the rest of time.  

Gods of War

Kanzu and Zia have a great deal in common: both are Gods of War and Sports, risen from demigod to full divinity. But the difference rests in their methods and goals. Kanzu's barbaric Wars are fought simply for War's sake, to enjoy the excitement and the rush of blood that comes with fighting for one's life, while Zia's tactical Wars are fought only to preserve and restore Peace. Kanzu relishes in the deed itself, while Zia cares far more for the results - to win is glory, to earn glory is to be divine.      

Piety

You gain piety with Zia for using personal power to improve the lives of people in the world
  • Defending others from threats such as monsters or enemy nations
  • Founding or defending settlements, or improving the livelihoods of those who live there (providing clean water, setting up a hospital, planting crops, etc.)
  • Winning victories against skilled opponents, be that in combat, or athletic or magical competitions.
You lose piety with Zia for causing pointless suffering or acts of cowardice
  • Fleeing a battle once it has begun
  • Using force to solve a problem without trying an intelligent solution like diplomacy or magic first
  • Declaring war or attacking neighbours without cause, or harming innocents in battle of any kind
  Zia's Devotee - 3 piety As a devotee of Zia, you have earned her favour through valorous acts. You can cast compelled duel with this trait a number of times equal to your Charisma modifier (minimum of once) per long rest. Charisma is your spellcasting ability for this spell.     Zia's Votary - 10 piety You can cast crusader's mantle with this trait once per long rest. Charisma is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being frightened.   Zia's Disciple - 25 piety As a bonus action, you can call on Zia's blessing, gaining the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can't gain advantage on attack rolls against you. Once you use this trait, you can't do so again until you finish a long rest.   Champion of Victory - 50 piety You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2.

Holy Symbol

A golden wreath, or sometimes a gold helmet
Children

Cleric Domains

Arcana, Light, War, Peace

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