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Helőre

A.k.a Lady Truthseer, The All-Witness

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Suggested Domains (D&D 5E)
Order, Arcana, Knowledge

  Helőre's Words (Godbound)
Command, Knowledge, Sorcery, Time

One of the more powerful of the five major divinities in the Tukhamu Magas area, Helőre has satisfied her people's desire for protection and order in these dangerous highlands. The All-Witness is likely the single most active divinity out of all when it comes to participating in the government and judicial system of their Point of Radiance. This is quite fitting for her, since her specific aspects are that of Foresight and Justice, belonging to the greater domains of Order and Truth.   She is of the firm opinion that nothing is more important than following and upholding the law. Because if everyone were to do so, that would invariably lead to the greatest good. This is something that is heavily emphasized within her faith as well, and her highest-ranking and most trusted priests serve her city as arbiters and judges.   The important thing then is of course to ensure that everyone does indeed follow the law, and is properly motivated to do so. It is for this reason that she sees punishment as an important cornerstone of civilization. People have to not only have a reason to stick to the law, but they should also be pushed to do better when they have broken it before. She has made sure that the city's laws focus on public punishments, and this is reflected in the city's appearance, which is full of scaffolds on every street corner and more.   Her philosophy is that if a person gives in to their weaknesses and breaks the law, their fault should be put on full display so that they feel shamed. After such an experience, a person should wish to overcome their shame and become better. Without that feeling of shame, there would be no good incentive to overcome your faults. But she also preaches the virtue in overcoming weakness, such that those who fail but then overcome their faults are celebrated, oftentimes even more than those who never struggled in the first place. This has however also led to people willingly taking punishments, particularly her priests, to strengthen themselves and their resolve in a public manner.   Lastly, her belief that it is for the greater good if all were to be under the same laws has also put her in the mind of conquest. The terrain of the Tukhamu mountain ranges is not favorable for this, but with the recent expansion and her perennial conflict with Sárbolc, she has been considering the option more and more frequently.  

Hallow

Even when people first found her she was already an imposing sight, resting on her giant stone throne. The throne, now known as the Seat of Judgement, is a strange and tall structure that seems like it could have never formed naturally. Nearly twenty meters tall, it towers over people, as she does.   It is a strange thing as well, as people have frequently reported seeing intricate carvings on it that constantly shift and change into different scenes. Some speculate the throne to be the thing that gives Lady Truthseer her abilities of divination. Either way, people have built an enormous temple around it, from which she can rule and hand out justice.  

Appearance

Her appearance is invariably tied to the stone throne on which she is always seated within the House of Judgement at the top of the city. From here she hears cases and deals out sentences and punishments every hour of every day. It's become such a busy thing that the entire process has turned into a finely tuned machine, with her priests making sure that all the paperwork is handled properly, and the defendants are escorted in and out.   As for her personal appearance, she appears as an immensely tall, tanned woman of middling age. Her long white hair transitions into paper scrolls on which she writes her sentences, and they seem to constantly grow to replace the paper she uses. Her chest is dominated by a gaping hole from which she frequently pulls a scroll as well. It is said that from this scroll she can read a person's every deed to support her in making a righteous judgement.

Followers

Due to how tightly her dogma is interwoven in the city's legislative system, it is outright expected of any citizen of Helőrszeg to also be a devout follower of her faith. It is in essence the state religion, which is not that unusual for a theocratic city-state. Her people are taught to be fair but harsh when necessary, and this mindset is rarely challenged. They are a welcoming people though, and this makes the turn when you are shamed for a crime all the more painful. Their customs are minimalist, focusing on continued unwavering service rather than celebratory events and holidays.   Her church is part of several civil branches that put the law into practice within her domain. The Szemtanú, or Eyes of the Witness, are the arbiters and judges of the city, they handle all the lesser cases that Helőre doesn't handle personally. The Kőkéz, or Stone Hand, on the other hand ensure that people stick to the law in their daily lives and capture those who do not, they are effectively a religious city guard. A particular (and slightly extremist) faction amongst them, known as the Kősziv Legion, hunt down the bigger fish regardless of borders, morals or extenuating circumstances. To them, the law is the law, and that's all there is to it.

Devotion

Those who devote themselves to a divinity are sometimes rewarded for it, especially when they perform extraordinary actions. Helőre rewards those who bring lawbreakers to justice, and preserve order within the community. Conversely, she is quick to punish those who break the law or cover for those who do. Sympathy and forgiveness are admirable traits, but they should not stand in the way of justice and growth through shame. She also favors those who use foresight and good judgement to navigate their way through complex diplomatic situations. She does not shy from conflict, but it should be avoided where possible.   Her blessings grant her followers some of her foresight of events and insight into people. Information is the key to making a correct judgement, the means to uncovering truth. Her champions are imperious figures with a voice that demands to be followed, and this overwhelming aura that says they know everything that happens around them and cannot be caught off guard.   Piety Rewards (D&D 5E)
Earning Piety:
  • Bringing a criminal to justice, or uncovering the truth about a criminal event.
  • Put yourself into harm's way to preserve order within a community.
  • Use insight or divination to navigate a difficult social situation.
  • Raising or restoring a monument to Helőre.
  • Expanding the domain of Helőre.
Losing Piety:
  • Committing a crime, or covering for someone else who has committed a crime.
  • Interrupting the course of justice.
  • Destroying a monument or totem to Helőre.
Helőre's Devotee.
(Piety 3+ Trait)
Your service and righteousness have been noticed by the All-Witness, who has seen fit to bestow upon you the ability to speak with her commanding voice which can bring others to a halt. You can cast command with this trait, a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Your spellcasting ability for this spell is your choice of Constitution, Wisdom, Intelligence or Charisma.   Helőre's Votary.
(Piety 10+ Trait; Minimum Level 6)
Lady Truthseer has given you some of her foresight and insight so that you always decide on the correct course of action. You can cast augury as a ritual with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest.
Additionally, you have advantage on Wisdom (Insight) checks made to determine if another creature is lying to you.   Helőre's Disciple.
(Piety 25+ Trait; Minimum Level 11)
You gain a second sense for twists and turns that fall onto your path. No matter how the road winds, you will find your path straight like an arrow. You can't be surprised, provided you aren't incapacitated.   Saint of Justice.
(Piety 50+ Trait; Minimum Level 17)
Justice may be blind, but you are most certainly not. Your foresight and righteousness have honed itself into a sixth sense that cannot be distracted. You gain blindsight, out to a reach of 30 feet.
In addition, you can call upon the Lady Truthseer to guide you. You can cast divination as a ritual with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this spell is your choice of Constitution, Wisdom, Intelligence or Charisma.
Children
Aligned Organization

Myths of Helőre

  Shadow Judgement
There was once a man so reviled for all his crimes, that the tales even omit his name. He had murdered many and so when he was caught, he claimed that none could judge him impartially, for all the possible judges had been personally affected by his deeds in some manner. So the people brought his case before Helőre as was usual for the more difficult ones. He claimed that with so many of his victims having been her followers, even she could not be impartial. She agreed, but then did something unexpected. She pulled the special scroll from the hole in her chest, and after reading it she gathered the shadows around her and gave them shape. What stood now before the man, was a copy of his younger self, from before he became a disillusioned criminal. She read all of his misdeeds to the shadowy reflection, and asked him for his sentence. The younger copy was so revolted by his current self's crimes that he sentenced himself to death.
  Glutton For Justice
The law cannot always bring the guilty to justice. That is a shameful fact that people rarely like to admit, but in certain cases it is true. Sometimes the evidence is simply not there, even though it is so likely that the suspect is guilty, that people already think of them as culprit rather than suspect. There was once a man who felt this so strongly, that he decided to bring to justice those that the law had been unable to reach. He became a vigilante, someone people whispered about quietly, often with fear, sometimes with quiet admiration. But he became overzealous and started hunting down those against whom no solid evidence was present but he believed to be guilty. Eventually he was caught and brought before Helőre. He walked up proudly to his goddess, thinking that he had nothing to fear, for she would be proud of his services rendered. This was not the case. She denounced him, proclaiming that society would fall into chaos if everyone were to act like him. She pointed out the cases where he had been mistaken and convicted him of murder. He was surprised, stunned and most of all, angered. He begged her for mercy and in a way was granted it. She turned him into a divine specter, a creature to hunt down evil men. The newly born Torkoszevő is a being that eats the souls of the wicked, but can only harm those who hold evil in their hearts. Against the innocent, it is powerless.

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