Alignment: Unaligned

Melora is generally considered one of The Twelve Lords of Delvionus and is a central deity in the Aversillian pantheon.

Melora is the god of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her before beginning their voyages. Her strictures are these:
✦ Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
✦ Hunt aberrant monsters and other abominations of nature.
✦ Do not fear or condemn the savagery of nature. Live in harmony with the wild.

Melora is newly worshipped by the Minotaurs of the Isperades who have turned away from Baphomet.

Blessed Acts

  • Hunting
  • Living in the wild
  • Killing Aberrants
  • Preventing the destruction of the wilds
  • Making alliances with animals

Transgressive Acts

  • Killing creatures of nature for reasons other than self-defense or food
  • Harming naturally occurring elementals
  • Helping acts or creatures that are unhealthy to the forests
  • Polluting waters
  • Clearing forest

Preferred Profession: Ranger, Druid, Sailor
Preferred Race: Wood Elves, Wild Elves, Sea Elves, Merfolk, Minotaur
Sacred Places: The Woods, the Sea
Opposing Gods: Erathis, All Far Lords

Phenomena Associated With Melora

Of the people who have to deal with Melora on a regular basis, farmers are the most at odds with the goddess. Because they must often clear away nature in order to produce their farms, they must comply with Melora even though they are far from the graces of Erathis. Farmers tend to make their peace with the nature goddess by building the backsides of their fence from wood that had fallen deep within the forest. By putting the wood to good use, they appease Melora and according to superstition, the presence of the wood is said to confuse the nature goddess’s minions.


Melora’s followers include all who enter the wilds on a regular basis. She divides her attention mainly between Govid Om, who does not particularly respond well to prayer, and Ehlonna’s whose main domain is pedestrian, beautiful, and generally safe, nature. Melora’s domain is, likewise, divided between these two extremes: nature as a thing that destroys the civilized and nature as a thing to be enjoyed. Melora has both clerics and druids, and has more of the former than the latter, but to her clerics, she is considered a lesser goddess. She is considered a greater goddess when revered by Druids.

Allusia is spotted with druidic orders that are devoted to Melora or one of her Avatars, both in her aspect as the queen of the wilderness and the queen of the wild sea. Melora’s number is four and so her land-based druidic orders are generally composed of four members and are responsible for a particular region. Her druidic order at sea is much more organized and much larger. Known as the Order of the Silver Fathoms, Melora’s nautical druids and clerics are well-known and welcomed on most ships and at most ports. A crew will often include a member of the Silver Order as an advisor.

As with the druids, Melora has a number of Ranger orders which she controls indirectly. Three are particularly worthy of note. The first, known as the Rovers of the King’s Road are responsible for keeping the King’s Road safe in Western Allusia as far as Streckhorn. The Rovers worship a circle of gods and goddesses that include Farlanghn, Avandra, Pelor, and Cthonia. Melora, however, commonly informs these rangers in times of great need as part of her responsibilities as a member of the Twelve Lords.

Melora is also the patron goddess of the Wastral Hounds who have taken an oath to act as wardens over the cursed places on the March. They keep the horrors that thrive in these places at bay and they keep others from wandering into these places by mistake.

Finally, Melora’s most pronounced soldiers in Western Allusia are the Hunters of the First Hart, the largest order of Rangers in Fallen Aversill. The Hartsmen, as they often refer to themselves, are responsible for general expeditions into the wilderness as well as the standard duties of rangers within a ducal court.

Melora’s Paradise

Melora’s paradise is located in the mountains that surround Televionous and divide it from the Desoleen Plain. Her followers enter into the city Delvionous to share the treasures they have brought back from the wilds of the godly domain. Melora is said to hold court in an arboreal temple on the far sides of the mountains looking out over the Astral Sea and the Far Realms beyond.

Answering Prayers

see Non-Cleric Prayer for chances of having a prayer heard

Spells attributed through faithful prayer

1: Pass Without Trace
2: Goodberry
3: Call Lightening
4: Control Temperature
5: Control Winds
6: Weather Summoning
7: Reincarnate

Desperate Prayer, Base: 3%

Melora hears desperate prayer from all equally. Because of her numerous avatars and her lack of fixed alignment, desperate prayer is really just prayer from those who do not worship her. Melora charges those who received her intervention with quests to be carried out in her name, but rarely do such tasks generally involve protracted, life-long dedication.


For chances of suffering a curse, see Curses
Things that will cause a curse of Melora:

  • Defiling a temple (Minor)
  • Harming individuals under the protection of Melora (Minor)
  • Harming Wood or Wild Elves
  • Supporting Erathis within the wilderness (Minor)
  • Harm creatures loved by Melora (Major)
  • Defiling an artifact (Major)
  • Saving those whom Melora wants destroyed (Major)
  • Defiling nature (Major)
  • Destroying nature in the cause of civilization (Major)

Types of Curses

Tree (Chronic): Melora turns the offender into a tree so that they learn the error of defiling nature. Hopefully, it’s not a tree that’s too difficult to find.

The Infinite Wilderness (Chronic): So long as the character is cursed, they cannot find civilization.

Eyes of the Wolf (Acute): A nearby lycanthrope becomes obsessed with finding and infecting the character.

Venal Spring (Acute): Nature attempts to grab the character, as with an entangle, except that it won’t let go.

Call of the Wild (Acute): For the next week, the character becomes a magnet for wild and violent animals. They will migrate short distances to the character’s location.

Lycanthropy (Chronic): The character is infected with lycanthropy.

Hart (Chronic): Whenever the character hears the sound of dogs barking or baying, they are turned into a deer.


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