Kiror Despair

Intermediate Diety

The Spell Lord, Patron of Mages

Symbol: A blank scroll
Home Plane:
Alignment: Chaotic Good
Portfolio: Magic, Knowledge, Spellcasters
Worshipers: Arcane spell casters, philosophers, sages
Cleric Alignments: Any
Favored Weapon: The Magister (quarterstaff)
Champion‘s Title: Magistrati
Colors and Designs: Brown usually fading into orange

Arcane is the deity of arcane spell casters, the one who allows mankind to channel the chaotic energy into a narrow focus that is a spell. A somber father figure of a diety, he possesses a dry, sardonic wit and appreciates subtle humor.
The church embraces the use of magic for constructive purposes and tries to acquire copies of every spell available (sometimes resorting to spying or temporary theft) so that the loss of a spell caster does not mean the loss of a unique repertoire of spells. Arcanian church also sponsors the universities that teach magic. Predominantly finding those with the natural talent for magic, and seeking to coach them on the safe practices of it. The try to curb or restrict those who employ a possible destructive result from spell use. Most churches devoted to Arcane are found in the universities that lie within large cities.
Clerics of Arcane pick one time of day to pray for spells, and must maintain that time to constantly pray for spells. The only official Holy day is the celebration of the ascension of a new Magistrati; however, meals within the temple are accompanied with the works of Arcane and the philosophy of magic.

History/Relationships: Arcane is quite friendly with most of the Deities. He seems to hold no ill will towards any of the divine. And since magic is quite prevalent, even among the deities, none hold her openly with ill will.

Dogma: Love magic for itself. Do not treat is as a weapon to reshape the world to your will. True wisdom is knowing when not to employ magic. Strive to use magic less as your powers develop, for often the threat or promise of it’s use often outstrips the actual performance. Seek always to find and learn new magic. Do not hoard knowledge, and encourage creativity in magic in all ways and at all times. Seek to promote those with potential; however, be cautious to grant power to those who would abuse it. Those who use magic for personal gain or destruction must not be allowed to abuse the power.

Church and Temples: Arcane followers work hard to preserve magical lore so that magic can flourish regardless what befalls any races. They maintain secret libraries, private safeholds, well-guarded research laboratories, and small hidden stashes. Arcanians also search out beings skilled in spell use and keep watch over the power and behavior of individuals likely to become magic-wielders of significance. The clergy actively seek out sources of old or fallen magic, often from tombs, and dangerous ruins – even liches. They consider it more crucial to know the precise location or artifacts and items or magical power than to possess them, but whenever possible, they will wrest control of such things from the aggressively evil, the irresponsible, and the unsound of mind. All clergy are expected to invent and create new spells and magic items with sufficient experience. In this way, magical study remains a growing, vibrant thing, and magic is not seen as a handy tool for rulers and engineers to tame the land, but remains a thing of wonder.
Temples of Acrane can be of any size and style and structure; some shrines are natural caves or grottoes. All are living works of art – or rather Art – raised with magic and enwrapped in countless spells. Most are filled with magic items, many of them which are esoteric rather than practical in nature. Most include an open central courtyard in which daily services are held and from which many classes of magic are taught. Lesser rooms house libraries of magical lore or serve as workshop or laboratories for experimentation in the Art. Sites dedicated to the deity are enhanced for greater spell casting power. Any spell cast from within it by his clerics can benefit from one metamagic feat without needing to take up a higher level spell slot; the benefit ends if the recipient leaves the location of the temple.
All wielders of magic and seekers after the arcane lore of any race are welcome in the temples of Arcane. The hierarchy of the Arcanian faith is wide and varied, separating into orders concentrating on one form of magical energy. Relations between various orders and subgroups are usually very good. Both divine and arcane spell casters fill its ranks without regard to experience level or origin. The general rule of the Arcanian faith is that talent and ability outweigh social rank and legendary feats.

Manifestations/Avatars: Arcane appears as a wise, old man; usually with a gnarled staff for support.

Sorcerers revere Arcane almost exclusively. They often believe that they are direct descendants of the first Sorcerer, Amdalin, who is generally believed that he was created by Arcane himself. Amdalin initiated the first institutions to teach those who have magical ability how to properly channel and use magic. Amdalin is rumored to have existed for centuries and suddenly disappeared after building the solid foundation for magic that is still practiced today. Many believe that one his purpose was completed, he returned to his deity.