Enoatra

“Hallowed Be His Halls”

Pantheon: Main (Global)
Alignment: Lawful Neutral
Favored Weapon: Any fragile weapon made of stone
Domains: Ruins (None), Glory (Hubris), Plant (Decay), Darkness (Loss), Chaos (Entropy)
Also Known As: “???”

Enoatra {eh-no-AW-tra} is the god of ruins: the actual structures and dungeons that adventurers have a knack for stumbling upon. Ruins and age themselves aren’t inherently evil; sometimes a ruined monument has more value as a reminder not to make the mistakes of the past. Enoatra claims to be the god of “preventing regret,” and works closely with his twin brother (the god Erinarn) to preserve what they can of forgotten cultures and protect their memory and advancements for the benefit of all. He is effectively the god of archaeology.

Edicts

  • Every ruin must be made safe. Eliminate any evil dwellers. Attempt to relocate any good dwellers. Actual descendents are often allowed.
  • Every ruin must be made stable. Never damage a structure in any way. Repair and rebuild what elements you can to restore its old look.
  • Every ruin is a lesson for history. Once safe and stable, all should be welcome to respectfully walk through them. Lost knowledge is for all alignments.

Holy Symbol
His holy symbol is a small chunk of rubble with part of a humanoid bone jutting out of it, like an arrow in a target. Such amulets are never stylized: they each use real materials, joined in permanence by high ranking clergy. Followers claim that both materials come from “the Lost,” supposedly the very first ancient culture that even the gods have forgotten, and serves as a reminder not to allow any other civilization to fade into obscurity.

Favored Weapon
As Enoatra serves as every forgotten culture’s custodian – a task he always hopes is temporary, but assumes is permanent – there are too many cultural weapons across time periods, races and even other religions that he does not favor one himself. However, due to his very nature infusing into ruins, any stone weapon or armor his clerics use is effectively treated as a modern day version of the same weapon: ignoring all normal penalties except that it still breaks on a natural 1. Keep in mind that for actual antiques, such a worshiper would only ever use them in battle in the most dire of circumstances; modern stone replicas are instead chiseled for ceremonial purposes.

Worship
While always grateful for worship, he prefers diligence in taking care of your home and inventory over many theatrics. However his brother is one for a bit of spectacle, and Enoatra is more than happy to follow his lead. It’s almost unheard of to have a ceremony that isn’t a joint one; worship of Enoatra alone isn’t uncommon, but is always done privately. Adventurers all know not to ask him for his blessings if they’re engaged in tomb raiding, as his attention is something best averted.

Avatars
As the god of ruins, Enoatra essentially only manifests as some sort of crumbling golem, and rarely of a humanoid shape. An entire dungeon might well be the form he possesses (for he never creates new structures, even temporarily). Those few times that he has appeared humanoid, he’s been said to look the spitting image of his brother.

Alliances
Followers of Enoatra and Erinarn are as inseparable as the twin gods themselves. It’s exceedingly rare to see one without the other, and while they govern different domains and slightly different priorities, they are so in sync that watching them work is like a choreographed dance. Woe to us if one brother ever decides to stand against the other… every ruin in the world might well become the center of some terrible and bitter battle between the forgotten rooms and the ghosts that haunt them.

Priests
There are two main types of spiritual follower. The first are classic clerics, who are partnered with one of Erinarn’s to guard over specific ruins, graveyards and lost places and prevent everything from wild animals to adventurers from attempting to conquer them. More than one party has faced off against one or more pairs of such clerics, who tend to have the battlefield advantage as they’ve probably been stationed at such a dungeon entrance for quite awhile; some posts are even for life. Safer jobs include acting as historians or tour guides to restored – and safely empty – ruins. Clerics of Enoatra are skilled in navigating ruins, and getting passed doors and traps.

The other type of “priest,” in a surprisingly strong sense, are members of the global archaeologists’ guild called the Chaplains of the Chambers. Run jointly by the twin churches it functions as a direct arm of the clergy. Comprised mostly of specialized bards who master traps over music, most have strong healing magics at their disposal. Such bards casting has the divine descriptor instead of arcane, though all other penalties such as arcane failure still apply. Like the clerics above them they too partner up with an Erinarn worshiping anthropologist, though employment can sometimes get more secular at this level and such partnerships stem more from safety and practicality rather than spiritual symbolism.

Both types of priests value teamwork with their partner, and a focus on teamwork feats is almost requisite. These need not be shared by the party at large, and even if they are, such a follower will always prefer to stick with their actual partner.

Adventurers
Devotees of the twin gods are well suited for any adventuring party, mixing a healer’s touch with a rogue’s, though they often don’t want their friends to keep any treasures found therein. Few of the scholars are as battle-trained as others in their expeditions, so it is usually guild policy to privately report any relic raiders to be dealt with summarily.

Enoatra

Lands Unknown Compass_Rose