Allitur

The Evenhanded, the Lawgiver

  Allitur is the Flan lesser god of ethics and propriety, but his worship has spread to all the races of the Flanaess. The younger brother of Rao, he is on good terms with all of the other Flan gods, and is often their representative when dealing with other pantheons. He is a master of diplomacy, and is the champion of the maintenance of and adherence to cultural traditions, in the name of reinforcing societal integrity. Among the Flan peoples, he is something of a cultural founder, being credited with bringing them the concept of law itself. Many of the ancient traditions of hearth and home among the Flan are attributed to him, especially those for which the original intent has been long forgotten.   Allitur dwells in the Seven Heavens, in a place called the Empyrea, The City of Tempered Souls. It sits on the edge of a cold, clear mountain lake on Mount Celestia's fifth layer, Mertion. It is said that the many healing fountains and curative waters in Empyrea can restore withered limbs, lost speech, derangement, and life energy itself; those who ail need only find the right fountain. Empyrea is also known for its healers and hospitals, and many planar pilgrims seeks to reach this legendary site of perfect health.  

Manifestations

  Allitur appears as a human male of indeterminate years, with long brown hair. He wears robes of light blue and white, and rides the magical horse Keph, who never tires. On occasion he will lend his horse to a mortal in need. He is unarmed except for a staff, which has a number of mind-altering effects. No lie can be told within a 30 foot radius of the god, and he knows whenever a lie is told within a mile of his position.  

The Church

  CLERGY: Human diplomats, clerks, lawyers, barristers, and judges
CLERGY’S ALIGNMENT: LG, LN
DOMAINS: Knowledge, Allituran
  People with a lawful good or lawful neutral alignment worship Allitur. They also possess a keen interest in maintaining social order. He is formally invoked at trials, diplomatic conferences, and at other times when fairness and an ethical perspective are encouraged. Services are held every Godsday, and involve prayers, rituals, and songs of great antiquity, as well as sermons exploring moral and ethical conundrums, and their proper solution. Temples are bright and airy affairs, with many windows and white diaphanous curtains and hangings.   Dogma: The people should understand and respect their cultural traditions, else breakdown of society should result. Study the morals that arise in your own culture and compare how they relate to the culture of others. Seek to mediate and enshrine an ever-improving code of laws and see to it that they are followed. When such laws are broken it is necessary and good to deal out punishment that is both fair and equitable.   Day-to-Day Activities: Allitur's clerics arbitrate disputes, carry messages between tribes and nations, act as legal advisers or judges when needed, scribe laws and other documents for the common folk, travel to teach the proper traditions to children and heathens. They also have a martial aspect because of their role as enactors of punishment for criminals, violators of taboos, and oathbreakers. Allitur's worshipers are expected to comply with clerics when they serve this function. These roles carry them far into hostile lands where their belief comes into conflict with heretics and the uncivilized.   Priests of Allitur are noted for their contemplative and quiet natures, but can be firm and even militant when enforcing the laws and traditions of the society around them. They are trained in logic, and spend most of their time discussing and contemplating various moral dilemmas, as well as teaching children and others. Their chief function in society is to team and maintain the various social rituals, as well as serving as judges and moral advisors to both rulers and commoners alike. They also work as ambassadors, and sometimes missionaries into untamed lands and barbarian peoples, to attempt to teach them civilized ethics and customs.   Important Ceremonies/Holy Days: The priesthood of Allitur follows a monthly cycle of high rituals, beginning with Cultural Observance on the first day of each month, the Analysis of Laws on the thirteenth day of the month, and the Ethical Debates on the twenty-second day of each month. These major rituals involve chanted prayers, bellicose hymns to the god, and argument and debate.   In addition to the high rituals, Alliturans celebrate daily rituals of prayer to the god, which take the form of personal invocations, a series of study and ethical conundrums led by a senior cleric, a short sermon of instruction or reading of wisdom from the Sacred Judgments of Allitur, and a period of writing and transcription.   Every year on Sunsebb the 28th, the church will hear requests from the community they tend to, listening for suggestions on needed laws, requests for support, cultural changes, and perceived transgressions. The following festival week of Needfest is often spent in response to these requests, with the priesthood debating the complaints and suggestions and then seeking ways to enact the most worthy.   Major Centers of Worship: Temples and other sites dedicated to Allitur can be found in most lands boasting a large percentage of Flan inhabitants, such as the Duchy of Geoff, the Duchy of Tenh, the County of Ulek, Sterich, Verbobonc, and the lands of the Rovers of the Barrens. The largest and best known of all the temples to Allitur is the Tower of Custom located in the city of Istivin in the Earldom of Sterich. This grand edifice is the primary center of all the teachings of the Evenhanded and contains a great wealth of the literature of his faith.   Temples of Allitur are comparatively simple in their construction, with the only notable outward decoration being bas-relief images depicting important Flan rituals and Allitur giving the law unto the Flan people. Within, such temples are notably ornate in only one respect: the walls are inscribed with a full recounting of Flan law. A statue of Allitur holding the Scrolls of Law and the Spear of Judgment is also usually prominently displayed. Temples of Allitur also function as storage houses for records of judgments and other legal proceedings as well as all manner of other legal documents. Records of cultural and ritual teachings are also kept in their own separate archive. In smaller, more rural communities where a proper temple cannot be built for whatever reason, a local priest will adopt the roll “keeper”. The keeper’s duties include recording all local legal proceedings, acting as the arbiter of disputes, and they are responsible for overseeing cultural and religious rituals and practices.   Affiliated Orders: An order of knightly judges called the Scales of Order hire themselves out to help adjudicate complicated legal matters throughout all the lands of Veluna. They are well respected and have maintained an unblemished reputation for being able to manage and sift through even the most difficult cases ever brought before the High Court of the Archclericy. They often assist with the dissemination of justice upon the accused and have even participated in seeing redemptive punishments applied where such judgements seem fair. These knightly judges are also skilled in combat, having taken the field during times of war to help adjudicate the proper ethical course of just combat.   Priestly Vestments: Priests of Allitur wear robes of white and light blue, often accessorized with a white or blue sash. When adventuring or traveling, clerics tend to dress in whatever way seems most appropriate for the journey, with careful consideration given to the customs and manner of dress expected by the cultural norms of the regional territories. Allitur's holy symbol is a pair of clasped hands.  

Allituran Domain

  Clerics of Allitur may select the Allituran Domain instead of the Knowledge Domain.  

DOMAIN SPELLS

Cleric Level Spells
1st command, detect lie*
3rd calm emotions, steed
5th daylight, speak with dead
7th death ward, guardian of faith
9th geas, modify memory
*indicates a new spell described below.  

Bonus Proficiencies

When you choose this domain at 1st level, you are proficient in martial weapons and Diplomacy, in addition to the normal proficiencies a cleric begins with.  

Bonus Cantrips

Also at 1st level, you add both friends and vicious mockery to your list of cantrips.  

Channel Divinity: Turn Undead

You have the ability to turn undead at 2nd level, as described in the Player's Handbook. you can also destroy undead at 5th level.  

Channel Divinity: Zone of Truth

Starting at 2nd level, you can use your Channel Divinity to cast the spell zone of truth without needing to prepare it or use a spell slot. If you do expend a spell slot while using your Channel Divinity power, creatures attempting to make their saving throw do so with disadvantage.  

Force Confession

Starting at 6th level, you can force a single creature to confess to a transgression against the law, custom, or other immoral action. The creature must be within 30 feet of you, must be able to understand you, and is entitled to a Charisma saving throw. Failure means the creature is compelled to answer truthfully to one charge you make against it. If no specific charge is made, the creature will confess to some transgression of its choosing. Forcing a confession requires an action, and may be done once per long rest.  

Divine Strike

Starting at 8th level, you can imbue your weapon with divine power. Once per turn when attacking a creature with a weapon, you can inflict an additional 1d8 points of radiant damage. At 14th level, this will increase to 2d8 points of damage.s  

Lifelong Penance

Starting at 17th level, once per week you can impose a lifelong penance on some wrongdoer who has violated law or long-standing custom. The effect is much like that of a geas spell, except that it lasts for the life of the target creature. You can lift the penance, as will a remove curse, greater regeneration, or wish spell. Imposing a penance requires an action, and the target must be within 60 feet.  

Allituran Spells

 

Detect Lie

3rd level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (gold dust)
Duration: 1 minute
  This spell enables you to tell when someone is telling an untruth. When the spell is cast, you may select any individual within the spell’s range; whenever that person is lying, you will sense it. Note that if a creature says something they believe to be true, it will seem to you as if they are telling the truth, even if what they believe is incorrect.

Lesser God

Human (Flan) Pantheon

  Titles
The Evenhanded, the Lawgiver   Sphere of Influence
Ethics, Propriety   Alignment
Lawful Good   Symbol
A pair of hands clasped in friendship   Home Plane
The Seven Heavens of Celestia
  Superior
None   Allies
Beory, Berei, Heironeous, Obad-Hai, Pelor, Rao, Zodal; maintains good relations with most other deities   Foes
None   Worshipers
Humans (Flan and common)   Worshiper's Alignments
LG, LN   Domains
Knowledge, Allituran
Children

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