Domains: Trickery, Life, Forge, Knowledge
Titles: The Traveler, the Minstrel, the Lady of Silver
The embodiment of the traveling spirit, the long road, and all that comes with it, Adra is the patron deity of adventurers, travelers, and all those who wander but are not lost. It is Adra who presides over all those that leave their home in pursuit of a grand adventure, or are simply traveling from one town to the next. She is their protector, their shield, and their guardian. Often appearing to travelers as a clear and breathable day, a bright night, or a string of good luck, Adra frequently makes her presence known in small but meaningful ways.
Adra is more than just the protector of travelers, however. She is the Minstrel, the spirit of the campfire gathering, the melodies, cheers, and songs that are shared between adventurers. She is Lady of Silver, the fulcrum that merchants balance their coin upon, the sound of a jingling coin purse. She is the Lady of Luck, the moment when all of the odds are stacked against you, but it turns to your favor. She is the Patron of the Arts, for it is the world that surrounds you that inspires you to create.
Adra's domain is known as the Silver Spirals. Her alignment is Chaotic Good.
Those who wish to become a cleric of Adra may use the following domains: (5e) Trickery, Life, Forge, Knowledge
Adventure. Adventure is derived from Adra's own name, and they spoken of in the same breath. They are intertwined, as Adra is the spirit of adventure and is suffused into every aspect of it.
Freedom. With adventure comes an unbidden freedom, and that freedom also resides within Adra's reach.
Luck. Luck, in all its forms, stems from Adra's penchant for chaos. From moments of luck, to unluckiness, it is Adra's hand who graces against the strings of fate and momentarily toys with them— just for brief and momentary rush of excitement.
Song. To sing a song, composed or otherwise, is to invoke the spirit of Adra. Her songs are eternal, and she strives to hear every melody that mortal-kind has to play.
Commerce. The Lady of Silver crowned herself as such when she realized the value that mortal-kind held over commerce and wealth.
The Arts. Adra is the patron of all art forms.
Many towns and cities have a small statue of Adra at each entrance/exit, both to protect the town from dangerous travelers and to protect any travelers from danger. Perhaps the most devout worshipers of Adra are the Current, the merchant and trader guild of Kasumi Academy, who place Adra at the top of the Ten because of how influential she is in their lives.
Edicts. Embrace freedom, live in the spirit of adventure, be brave, accept the chaos of the world, fight for others' freedom, oppose slavery and tyranny.
Anathemas. Be cowardly, reject the call of adventure, deny new experiences, force or threaten someone to act in a certain way, engage in slavery or tyranny.
Divine Ability. Dexterity or Charisma
Divine Font. Heal
Divine Skill. Society
Favored Weapon falcata
Domains: Trickery, Travel, Luck, Freedom
Cleric Spells 1st